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Nostromoid

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  1. Like
    Nostromoid got a reaction from Templeton in New homebrew campaign soon   
    Things to Know
    The campaign is called Path of Rebellion. For now, at least. I'm calling my overall series of campaigns the Anaxes Series, and this will be the second entry. You may remember my project last year, the Siege of the Arkanis Sector. It was my first stab at making a homebrew campaign and it was both my top project for most of the year and also quite a steep learning curve. I've taken some of my best ideas and applied them to the newest "season," and I'll be rolling out this second campaign very soon.
    It's a bigger galaxy. I took a step up from Arkanis Sector and made this campaign span the whole Star Wars galaxy. Aesthetically, it felt too crowded to jam the entire crowd of misfit faces from Armada into a single sector. This campaign will feature battles from Corellia to Tatooine, and all sorts of worlds in between. Everything in Armada, and perhaps a few custom cards, will find its way in.
    Fleet building is more restricted. This sounds crazy, but hear me out. In the campaign, I have a large spreadsheet with ships (prebuilt with upgrades) and squadrons (prebuilt into small groups of 2-4 squadrons). Players pick from these units, but the key trick is that they're not allowed to edit them. In other words, you pick off of a menu rather than tailoring everything according to design.
    Thematic. I want to encourage rules that make the campaign feel like real warships, and less like collectible card combos. I consider both game effects and the role and history of the units in the game during the design process. Rebalancing. I'm realistic that some cards and some combos are just better than others. Prebuilt ships means that I can tweak the cost of a package if it's underpowered or overpowered. Tech tree. Early in the campaign, teams will have access to more basic units (staples of the faction, or ships typical of the early Rebellion era), and later in the campaign players will unlock more advanced options. ' A war on many fronts. Locations in Path of Rebellion belong to various fronts of the war, and when you fight over any given world, your successes will result in progress for your team across that front. Tatooine, Ryloth, Mandalore, and others represent one front: the Outer Rim with its harsh worlds and pirate raids. Mon Cala, Minntooine, Pammant, and others represent another front: the well-defended shipyards of the Mon Calamari people. In total, I have four fronts so far. I plan to consider the campaign in "1.0" state when these four are ready, but in the future I hope to expand on that and bring even more planets into the game.
    Scarring and veterancy are back, first introduced in the Corellian Conflict. This time, it’s expanded upon in a more granular way, with levels of scarring instead of a binary scarred/unscarred. The most common way to take a scar is by being destroyed in battle, which adds +1 Scarring. But, some effects can add or reduce scarring. What matters is that each scar increases the cost of the unit by about 10%. As ships are battered in combat, it becomes more and more inefficient to keep fighting with them. Commanders will want to rotate their forces, seeking newer and stronger ships as older ones are taken down. With the right strategies, admirals can find opportunities to remove scarring, such as through claiming victory at planets that house the proper facilities. Veterancy, meanwhile, is also given levels instead of an on/off status. It works similarly to the Corellian Conflict, but I will be ready for a few more specifics soon.
    Agenda cards interact with the rules. Most of the time, players will be holding three randomly drawn agenda cards during a battle, hoping (or strategizing) for the right conditions to transpire so that those agenda cards can be played in order to win more campaign points. Agenda cards resemble Objective cards from Rebellion. Both teams use these cards, but individualized for the faction. Most agenda cards give the player something to strive for in battle, aside from straight victory. For example, destroying a specific type of ship, or keeping your flagship alive. These cards are played at the conclusion of the battle, during the Scoring step. But, a few agenda cards are played at other timings, and may interrupt play in order to deliver an unusual effect, such as interacting with the agenda cards in your opponent's hand. Additionally, some agenda cards give a small boosted effect if played by the indicated commander. There will be a few of these that affect each commander for both factions, but the system is meant to be a touch more generous to "underpowered" commanders like Tagge, Mothma, Tarkin, and Iblis.
  2. Like
    Nostromoid got a reaction from sabsben in New homebrew campaign soon   
    Things to Know
    The campaign is called Path of Rebellion. For now, at least. I'm calling my overall series of campaigns the Anaxes Series, and this will be the second entry. You may remember my project last year, the Siege of the Arkanis Sector. It was my first stab at making a homebrew campaign and it was both my top project for most of the year and also quite a steep learning curve. I've taken some of my best ideas and applied them to the newest "season," and I'll be rolling out this second campaign very soon.
    It's a bigger galaxy. I took a step up from Arkanis Sector and made this campaign span the whole Star Wars galaxy. Aesthetically, it felt too crowded to jam the entire crowd of misfit faces from Armada into a single sector. This campaign will feature battles from Corellia to Tatooine, and all sorts of worlds in between. Everything in Armada, and perhaps a few custom cards, will find its way in.
    Fleet building is more restricted. This sounds crazy, but hear me out. In the campaign, I have a large spreadsheet with ships (prebuilt with upgrades) and squadrons (prebuilt into small groups of 2-4 squadrons). Players pick from these units, but the key trick is that they're not allowed to edit them. In other words, you pick off of a menu rather than tailoring everything according to design.
    Thematic. I want to encourage rules that make the campaign feel like real warships, and less like collectible card combos. I consider both game effects and the role and history of the units in the game during the design process. Rebalancing. I'm realistic that some cards and some combos are just better than others. Prebuilt ships means that I can tweak the cost of a package if it's underpowered or overpowered. Tech tree. Early in the campaign, teams will have access to more basic units (staples of the faction, or ships typical of the early Rebellion era), and later in the campaign players will unlock more advanced options. ' A war on many fronts. Locations in Path of Rebellion belong to various fronts of the war, and when you fight over any given world, your successes will result in progress for your team across that front. Tatooine, Ryloth, Mandalore, and others represent one front: the Outer Rim with its harsh worlds and pirate raids. Mon Cala, Minntooine, Pammant, and others represent another front: the well-defended shipyards of the Mon Calamari people. In total, I have four fronts so far. I plan to consider the campaign in "1.0" state when these four are ready, but in the future I hope to expand on that and bring even more planets into the game.
    Scarring and veterancy are back, first introduced in the Corellian Conflict. This time, it’s expanded upon in a more granular way, with levels of scarring instead of a binary scarred/unscarred. The most common way to take a scar is by being destroyed in battle, which adds +1 Scarring. But, some effects can add or reduce scarring. What matters is that each scar increases the cost of the unit by about 10%. As ships are battered in combat, it becomes more and more inefficient to keep fighting with them. Commanders will want to rotate their forces, seeking newer and stronger ships as older ones are taken down. With the right strategies, admirals can find opportunities to remove scarring, such as through claiming victory at planets that house the proper facilities. Veterancy, meanwhile, is also given levels instead of an on/off status. It works similarly to the Corellian Conflict, but I will be ready for a few more specifics soon.
    Agenda cards interact with the rules. Most of the time, players will be holding three randomly drawn agenda cards during a battle, hoping (or strategizing) for the right conditions to transpire so that those agenda cards can be played in order to win more campaign points. Agenda cards resemble Objective cards from Rebellion. Both teams use these cards, but individualized for the faction. Most agenda cards give the player something to strive for in battle, aside from straight victory. For example, destroying a specific type of ship, or keeping your flagship alive. These cards are played at the conclusion of the battle, during the Scoring step. But, a few agenda cards are played at other timings, and may interrupt play in order to deliver an unusual effect, such as interacting with the agenda cards in your opponent's hand. Additionally, some agenda cards give a small boosted effect if played by the indicated commander. There will be a few of these that affect each commander for both factions, but the system is meant to be a touch more generous to "underpowered" commanders like Tagge, Mothma, Tarkin, and Iblis.
  3. Like
    Nostromoid got a reaction from starbat861 in Rebellion in the RIM, Cards, rules & pics   
    YT-2400 could be "Iron Squadron," since the show Rebels conveniently used the ship as the centerpiece of an episode. I think I'd rather have it be called that, since using the name and likeness of Sato's li'l Zac Efron nephew would be awkward in a dogfight against Maarek friggin Stele.
    For the other ships, it might make sense to look at the various pilots who fly those ships in X-Wing: YT-2400, HWK-290, Scurrg, Firespray, JumpMaster, YV-666.
  4. Like
    Nostromoid got a reaction from Scopes in Fleet Archetypes   
    I love running tight formations of big battleships, so gunlines of VSDs, ISDs, Interdictors are my favorite. For Rebel fleets, I have a soft spot for lists with as many different types of ship as possible.
     
    I viciously hate Rhymer, as he's way broken and appears in the same dumb ball in every list, so I never use him. However, I think TIE bombers are sweet, so I'm looking forward to Janus so I can have bombers make my big battleships even better.
  5. Like
    Nostromoid got a reaction from Green Knight in Fleet Archetypes   
    "Overpowered" is a vague term, but yes he was too good for his cost. For the price of two TIE Bombers, he was in the category of so good you'd have to be an idiot not to include Rhymer in any list that uses at least four bomber squadrons.
    The basic strategy of using Rhymer efficiently was to pack as many bombers as could fit--not in your fleet budget, because you obviously maxed out on that, but simply physically fitting within the bubble--and dropping an Intel squadron onto it. You can include a TIE Advanced squad or two if you want to slow down the counter-punch even more. The Rhymerball sits in the middle of the field and blows away a ship every round. You can send your own squadrons, but you've already been alpha struck on your ships and you start the game down. You can rush in to flak away, but the rest of the fleet is waiting for you. It lets you be both passive (you get to sit back and make your enemy answer you) and hyper-aggressive (you get to shoot before the enemy does, and your shooting hurts them faster than their shooting can hurt you back). It mitigates your losses (your TIE bombers are fat with 5 hull and super cheap, so nothing less than an all-in commitment from your opponent has a chance at ending the threat). It even gets around the bad bad bad TIE/b antisquadron armament if you slap Ruthless Strategists onto your best flakking ship.
    It's everything awful about
    The mad efficiency of bombers versus ships, who can't efficiently block their attacks with defense tokens due to being easily overwhelmed. When people complained about bombers stealing focus from capital ships, this is the list they were complaining about. The annoying and unthematic spamming of the same cheap thing over and over. Remember that battle from the movies with 5,000 bombers, one Jumpmaster, and nothing else? No? Me neither. The teeth-grinding frustration of watching your opponent spend forever delicately arranging the Rhymerball so that every squad touches the radius of his ability. Aura effects suck and waste my gaming time. "Oh, just a millimeter this way, rotate the base so that the activation slider goes this way, and now I can squeeze one more squadron in here." Anti-interaction. The Rhymerball ignores your interceptors with Intel. It ignores your positioning because the bombers can chase you anywhere and shoot from medium range. It ignores your return fire because at that point in the game there was no ship that could shoot anti-squadron further than medium range. It ignores basically all  Now, Rhymer isn't really oppressive anymore, and in fact is hardly even competitive. That's partly because he was severely nerfed, though I think he's perfectly fair with the new ability. It's also because Sloane is stronger than new Rhymer (she and the Quasar were finally the impetus for FFG to errata him). It's also because we finally have Early Warning System, which crushes Rhymerballs. It's also because Bomber Command Center got errata'd so that they can't stack, which was simply absurd and made ten bomber shots into ten hit/crits.
  6. Like
    Nostromoid got a reaction from Fraggle_Rock in IG-88 and IG-88B in the same list?   
    Feels like Rebellion on the Rim would have to include a rule about this. I can't imagine it wouldn't. The community has known it would be an issue for years now, ever since the first fan-made homebrew cards for Lando in the Falcon, so people shouldn't expect that FFG is unaware of this loophole. All dotted text is unique, but the rules don't necessarily prohibit uniqueness outside of dotted text. All FFG needs to do is include a rules insert that says "any italicized squadron name that appears on a squadron card is automatically unique, even if it isn't marked with a dot."
  7. Like
    Nostromoid got a reaction from thestag in IG-88 and IG-88B in the same list?   
    Feels like Rebellion on the Rim would have to include a rule about this. I can't imagine it wouldn't. The community has known it would be an issue for years now, ever since the first fan-made homebrew cards for Lando in the Falcon, so people shouldn't expect that FFG is unaware of this loophole. All dotted text is unique, but the rules don't necessarily prohibit uniqueness outside of dotted text. All FFG needs to do is include a rules insert that says "any italicized squadron name that appears on a squadron card is automatically unique, even if it isn't marked with a dot."
  8. Like
    Nostromoid got a reaction from cynanbloodbane in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    Nope! It's about Aragorn and is zero percent about wraiths. While it's true that it's not a generic sentiment about cutesy walks in the woods, it's absolutely the story of Aragorn, a foretelling of his revelation as the heir of Isildur, and not about the dangers of the Shadow.
  9. Like
    Nostromoid reacted to GiledPallaeon in FULL CLONE WARS SET! AVAILABLE NOW! ... ENJOY!   
    Thank you, I appreciate it. Regarding my involvement, I was the one driving for a lot of the Clone Wars era effort, I cared about it more than either DA or Wes Janson. If you would like more insight on why we did what we did, get back to me in two weeks when my schedule is much clearer.
    For credits, just do "the Armada Shipyards team". If you would like to add my name feel free, but the level of contribution varied wildly across the lifetime of the project. Trying to come up with meaningful rankings of contributors is a project I'd rather not embark on, inevitably people will be offended and that's a can of worms no one wants to open. As far as I'm concerned, the team citation, a note about what we did, and a link to our thread is all that should be required.
  10. Thanks
    Nostromoid got a reaction from DunaMoose in Fleet Archetypes   
    "Overpowered" is a vague term, but yes he was too good for his cost. For the price of two TIE Bombers, he was in the category of so good you'd have to be an idiot not to include Rhymer in any list that uses at least four bomber squadrons.
    The basic strategy of using Rhymer efficiently was to pack as many bombers as could fit--not in your fleet budget, because you obviously maxed out on that, but simply physically fitting within the bubble--and dropping an Intel squadron onto it. You can include a TIE Advanced squad or two if you want to slow down the counter-punch even more. The Rhymerball sits in the middle of the field and blows away a ship every round. You can send your own squadrons, but you've already been alpha struck on your ships and you start the game down. You can rush in to flak away, but the rest of the fleet is waiting for you. It lets you be both passive (you get to sit back and make your enemy answer you) and hyper-aggressive (you get to shoot before the enemy does, and your shooting hurts them faster than their shooting can hurt you back). It mitigates your losses (your TIE bombers are fat with 5 hull and super cheap, so nothing less than an all-in commitment from your opponent has a chance at ending the threat). It even gets around the bad bad bad TIE/b antisquadron armament if you slap Ruthless Strategists onto your best flakking ship.
    It's everything awful about
    The mad efficiency of bombers versus ships, who can't efficiently block their attacks with defense tokens due to being easily overwhelmed. When people complained about bombers stealing focus from capital ships, this is the list they were complaining about. The annoying and unthematic spamming of the same cheap thing over and over. Remember that battle from the movies with 5,000 bombers, one Jumpmaster, and nothing else? No? Me neither. The teeth-grinding frustration of watching your opponent spend forever delicately arranging the Rhymerball so that every squad touches the radius of his ability. Aura effects suck and waste my gaming time. "Oh, just a millimeter this way, rotate the base so that the activation slider goes this way, and now I can squeeze one more squadron in here." Anti-interaction. The Rhymerball ignores your interceptors with Intel. It ignores your positioning because the bombers can chase you anywhere and shoot from medium range. It ignores your return fire because at that point in the game there was no ship that could shoot anti-squadron further than medium range. It ignores basically all  Now, Rhymer isn't really oppressive anymore, and in fact is hardly even competitive. That's partly because he was severely nerfed, though I think he's perfectly fair with the new ability. It's also because Sloane is stronger than new Rhymer (she and the Quasar were finally the impetus for FFG to errata him). It's also because we finally have Early Warning System, which crushes Rhymerballs. It's also because Bomber Command Center got errata'd so that they can't stack, which was simply absurd and made ten bomber shots into ten hit/crits.
  11. Like
    Nostromoid got a reaction from Bertie Wooster in Fleet Archetypes   
    "Overpowered" is a vague term, but yes he was too good for his cost. For the price of two TIE Bombers, he was in the category of so good you'd have to be an idiot not to include Rhymer in any list that uses at least four bomber squadrons.
    The basic strategy of using Rhymer efficiently was to pack as many bombers as could fit--not in your fleet budget, because you obviously maxed out on that, but simply physically fitting within the bubble--and dropping an Intel squadron onto it. You can include a TIE Advanced squad or two if you want to slow down the counter-punch even more. The Rhymerball sits in the middle of the field and blows away a ship every round. You can send your own squadrons, but you've already been alpha struck on your ships and you start the game down. You can rush in to flak away, but the rest of the fleet is waiting for you. It lets you be both passive (you get to sit back and make your enemy answer you) and hyper-aggressive (you get to shoot before the enemy does, and your shooting hurts them faster than their shooting can hurt you back). It mitigates your losses (your TIE bombers are fat with 5 hull and super cheap, so nothing less than an all-in commitment from your opponent has a chance at ending the threat). It even gets around the bad bad bad TIE/b antisquadron armament if you slap Ruthless Strategists onto your best flakking ship.
    It's everything awful about
    The mad efficiency of bombers versus ships, who can't efficiently block their attacks with defense tokens due to being easily overwhelmed. When people complained about bombers stealing focus from capital ships, this is the list they were complaining about. The annoying and unthematic spamming of the same cheap thing over and over. Remember that battle from the movies with 5,000 bombers, one Jumpmaster, and nothing else? No? Me neither. The teeth-grinding frustration of watching your opponent spend forever delicately arranging the Rhymerball so that every squad touches the radius of his ability. Aura effects suck and waste my gaming time. "Oh, just a millimeter this way, rotate the base so that the activation slider goes this way, and now I can squeeze one more squadron in here." Anti-interaction. The Rhymerball ignores your interceptors with Intel. It ignores your positioning because the bombers can chase you anywhere and shoot from medium range. It ignores your return fire because at that point in the game there was no ship that could shoot anti-squadron further than medium range. It ignores basically all  Now, Rhymer isn't really oppressive anymore, and in fact is hardly even competitive. That's partly because he was severely nerfed, though I think he's perfectly fair with the new ability. It's also because Sloane is stronger than new Rhymer (she and the Quasar were finally the impetus for FFG to errata him). It's also because we finally have Early Warning System, which crushes Rhymerballs. It's also because Bomber Command Center got errata'd so that they can't stack, which was simply absurd and made ten bomber shots into ten hit/crits.
  12. Thanks
    Nostromoid got a reaction from M0N0LITH in FULL CLONE WARS SET! AVAILABLE NOW! ... ENJOY!   
    Okay, in general this is really exciting and it's clear a lot of good work went into this. You're contributing to the community in a really excellent way.
    I'm gonna skip over pointing out all the stuff that goes right, apologies about that. I'm just gonna take a minute and scan for "bad rules text." By that, I mean stuff that's written in a way that it shouldn't. It's either inconsistent with how FFG writes their rules, or it's vague and open to interpretation, or it doesn't take into account certain potential eventualities, or it doesn't correspond to game terminology as the impartial rules read. I think it's clear what your intention is with these cards, but most tabletop gamers want the rules to serve as a neutral referee, so they really can't be left open to interpretation.
    Ship armaments that don't have any dice (can't attack) should have an armament of "–" rather than blank. Hyperdrive (might as well be a keyword) should read something like "When you activate during the first round, increase your speed by 2." Although, personally I'd prefer that the hyperdrive rules interact with deployment, so that you can deploy within distance 1-4 from a ship, rather than within distance 1-2. Think about whether that would break the game with hyperdrive/Strategic squadrons who could vacuum up objective tokens even more easily. Obi-Wan squadron would be a little tighter if it said "When you attack a squadron without Force Affinity or Droid..." N-1 Naboo fighters look kinda weak, and I think the Royal Escort ability isn't as interesting as it could be. The marginal benefit of Escort (a semi-weak ability to begin with) that only applies to one or two squads in your list is very much outweighed by the restriction on listbuilding. It's a whole ecosystem of Naboo squadrons that seem unlikely to see play because of how they only work in a certain way. Compare the N-1 (11 points) to a TIE Interceptor squad (11 points) and think about whether the N-1 even comes close. Palpatine squadron's ability "All other friendly squadrons within distance 1-2 gain +1 hull" is wonky. The game does not include any convenient method for keeping track of this ability, so it seems impossible to implement well. You have squadrons popping up and down in their maximum hull values according to their proximity to this one squadron, and the card doesn't explain how to resolve it. If my squadron is at 1 hull and it flies away from Palpatine, does it instantly die, or does it remain at 1 hull? If my squadron is at its maximum hull value and it moves within range, do I somehow set its hull dial past its maximum value? It's probably better to rework this ability. If it doesn't seem like it's not evil enough for Sidious, perhaps he could just restore hull like the station obstacle? The V.I.P. keyword for squadrons is wholly untested territory. I can't evaluate whether or not it messes the game up, but it's tricky to add something like this. If it continues to function as currently written, consider changing the wording. Perhaps the keyword needs a number in there, so that some units could have VIP 20 and some could have VIP 10, affecting the points "bounty." And look at the wording of the Most Wanted objective. "End of game" rather than "end of round 6" (not all games go to six rounds), and cleaner wording than a confusing direction about gaining points. Droid (activating): I'd split off the two rules. The rule for squadrons that can be activated as if 0.5 squadrons can be understood intuitively, but I don't think it holds up to a strict rules reading, which would break down over the undefined concept of "treated as 0.5 squadrons." Also, neatly doubling the number of squadrons activated seems like it will absolutely shred anything: A Providence-class Carrier can casually activate 8 droid squadrons with a single unimproved command, and that's way too good. Better to make it something like "Control Network: When a ship resolves a [Squadron] command, the first Control Network squadron that it activates does not count toward the number of squadrons it is allowed to activate." This way, it just adds one free squadron, so it's kind of like a free Expanded Hangar Bay for each command, but not a free EHB for each squadron. That's still good enough that you should reconsider some points costs. Droid (the "tribe" tag): I don't think you actually need "Droid" to be a keyword at all. As far as I can tell, it is only a rule in order to interact with Obi-Wan's ability (he can't Mind Trick droids) and the droid-buffing cards of the Droid upgrade slot. I wouldn't bother limiting Obi-Wan's ability like that. For one, other games don't do this such as Imperial Assault or Battlefront II. For another, you wouldn't be consistent unless you also bothered to prevent him from Mind Tricking IG-88, magna-guards, and a few individuals who resist the mind trick like Cad Bane and Mandalorians. But! For the purposes of the droid-buffing cards, you might as well just have them target squadrons with the word "Droid" in the name, just like the titles for 7th Fleet Star Destroyer and Mon Cal Exodus Fleet. "Activation range" isn't a term in the game, as it's used on the various droid-buffing upgrades. Other similar upgrades in the game just pick a range (medium), and you don't get bonus synergy if you boosted your activation range. If you want to gain the advantages of Boosted Comms, it would be better to have the upgrades work off of actual Squadron commands, rather than just a bubble around them. Nute Gunray squadron: "towards a friendly ship" is not a game term, and Armada does not give any objective way to resolve this instruction. For this ability, I would suggest saying that the movement must end with Nute in contact with a friendly ship's base, and forget the nonsense word "towards." Assajj Ventress squadron: "ignore 1 defense token" is not a game term, and Armada does not give any objective way to resolve this instruction. No rules in Armada instruct a player to "ignore" tokens, and it's not clear what it would mean if you were going to do this. Does it mean that the target cannot spend that token, or merely that the token (if spent) does nothing? Better, if not 100% equal in effect: "While attacking an enemy squadron with Force Affinity, before the Spend Defense Tokens step [so that you can't reroll], add one blue die to your dice pool and set it to a face with an [Accuracy] icon." You could tone it down a step by making it work like Captain Jonus, changing a die you already rolled to an Accuracy, rather than adding another die, but it's only a marginal difference given average rolls. Rolling 4 blue dice is already really strong against Force-users (who are all aces with defense tokens), making Assajj already pretty incredibly deadly at her job without making her number of accuracy symbols simply absurd. General Grievous: You can attack twice, wait what? This needs to be better defined, as nothing gets to simply "attack twice." Can I shoot twice at Obi-Wan? Can I shoot once at Obi-Wan and once at Anakin? In either case, that's so, so strong! (Prior to this, only Jendon or Adar Tallon could allow this to happen, and they were both harder and more expensive to implement than this.) Perhaps: "Before attacking, you may choose to remove one die from your anti-squadron armament until the end of your activation. If you do, after your first attack is resolved against a squadron with Force Affinity, you can perform a second attack against a squadron with Force Affinity." This would make Grievous shred generics with black dice, and flail at Jedi in an annoying but not very efficient way (good at wasting tokens, bad at sticking damage). Pretty on-brand for Grievous.  Wulff Yularen: Unclear if this "you" means that Yularen's flagship gains command tokens, or the ship that discarded its dial gains command tokens. This is Strategic Adviser all over again. Colburn: The way Armada is written, this commander should refer to spending two accuracy symbols to target defense tokens, not to block them, since the rules don't use the word "block." Kilian: Yaw: The rules should increase the yaw value rather than gain an additional yaw value. Once Per Game: No other rules let you track a "once per game" ability in your head, without physically representing it somehow. That's the reason for the discard or exhaust effect. I think this will have to either be a discard effect, an exhaust effect, or an effect where you place a token on the card. Half-Health: Armada uses very specific terminology here, and the phrase "half or less hull points (rounded down)" is against the rules, and also unclear. (On a 7-hull Acclamator, does this trigger if I have three damage cards because it's less than half my maximum hull value, or four or more damage cards because you're indirectly trying to get at the idea of having low health?) Hull value, not hull points. Hull value isn't like hit points that go up and down, rather the rules only ever refer to the number of damage cards carried by a ship. So: "...if you have a number of damage cards equal to or greater than half your maximum hull value (rounded down)" is more valid for the game's rules, and it eliminates the ambiguity caused by imprecise terminology. It should say unequip and re-equip. See the Profundity title. He ain't no Kaminoan. Obi-Wan commander: Resolve Damage step should probably be capitalized, as well as in other rules like the officers at the end of the document. Anakin commander: I think it's a mistake to introduce the game's most expensive commander ever, and have him be hyper-focused on winning dogfights that at best contribute indirectly to victory. Though, for Anakin, maybe that's spot-on. But I'm not sure he's worth the price. A lot of fleets already get his benefits in other ways, and they don't even have the limitation on rerolling the same die more than once. I notice a general trend toward Republic commanders having multiple abilities, which breaks with how the designers write commanders who aren't named Sloane (and her several abilities are more thematically linked, while a lot of these are multiple unrelated abilities). San Hill: Very unclear. (The concept of -25 victory points is grokkable from an intuitive perspective, but I don't know if it will mesh well with established rules.) Do I get to pick any legal upgrades at all, and bring 425 points to my 400-point game? In his second ability, it seems unclear whether I can only rearrange my upgrades within my fleet, or if I get to swap from any upgrades in the game at all, or if I get to just slap 15 points of additional upgrades onto my already equipped ships. Shu Mai: If I increase my maximum shield value, and then those hull zones take damage, can I recover shields back up to 6? Because the card doesn't spell it out. Wat Tambor: Same question as Shu Mai. Plus, this looks like each of my Large-base ships get to increase all of their hull zones' shield values by 3, which is pants-on-head nutso broken (compare to Motti). I hope that's not it, but it's not clear what exactly he does. Count Dooku: I think you could simplify his ability by just saying "You must choose ships with Force Affinity, if able." Being able to mind control enemy ships and make them shoot each other is probably too good, broken. But this card also opens up a bunch of questions, like: "You said that Dooku gets to choose the targets of this ship's attacks. Well, I decline to declare any attacks, as is my prerogative, so Dooku doesn't get to shoot anything!" Plus, he's another once-per-game ability that doesn't ask you to track his usage. He should be a discard, even though we've never had a discardable commander. Barriss: Is Medical Team that doesn't ever get discarded and has unlimited potential uses per game. That means she can potentially negate an unlimited amount of damage, depending on how many Crew crits come up. There's probably a price point at which she'd be balanced, but I think she needs to be an Exhaust ability, and I think she needs to be more than 2 points. Also, this is potentially ambiguous if the card dealt would destroy Barriss' ship. Medical Teams has a crucial difference in timing--before rather than whenever--which means that the Crew crit never touches you ship, so you'd live. With Barriss, it looks like you would take the card, then discard it, but you'd never get the chance to discard it if that Crew crit is enough to blow up Barriss' ship. Whew! That was a lot. I'll give some more feedback later.
  13. Thanks
    Nostromoid got a reaction from >kkj in FULL CLONE WARS SET! AVAILABLE NOW! ... ENJOY!   
    Okay, in general this is really exciting and it's clear a lot of good work went into this. You're contributing to the community in a really excellent way.
    I'm gonna skip over pointing out all the stuff that goes right, apologies about that. I'm just gonna take a minute and scan for "bad rules text." By that, I mean stuff that's written in a way that it shouldn't. It's either inconsistent with how FFG writes their rules, or it's vague and open to interpretation, or it doesn't take into account certain potential eventualities, or it doesn't correspond to game terminology as the impartial rules read. I think it's clear what your intention is with these cards, but most tabletop gamers want the rules to serve as a neutral referee, so they really can't be left open to interpretation.
    Ship armaments that don't have any dice (can't attack) should have an armament of "–" rather than blank. Hyperdrive (might as well be a keyword) should read something like "When you activate during the first round, increase your speed by 2." Although, personally I'd prefer that the hyperdrive rules interact with deployment, so that you can deploy within distance 1-4 from a ship, rather than within distance 1-2. Think about whether that would break the game with hyperdrive/Strategic squadrons who could vacuum up objective tokens even more easily. Obi-Wan squadron would be a little tighter if it said "When you attack a squadron without Force Affinity or Droid..." N-1 Naboo fighters look kinda weak, and I think the Royal Escort ability isn't as interesting as it could be. The marginal benefit of Escort (a semi-weak ability to begin with) that only applies to one or two squads in your list is very much outweighed by the restriction on listbuilding. It's a whole ecosystem of Naboo squadrons that seem unlikely to see play because of how they only work in a certain way. Compare the N-1 (11 points) to a TIE Interceptor squad (11 points) and think about whether the N-1 even comes close. Palpatine squadron's ability "All other friendly squadrons within distance 1-2 gain +1 hull" is wonky. The game does not include any convenient method for keeping track of this ability, so it seems impossible to implement well. You have squadrons popping up and down in their maximum hull values according to their proximity to this one squadron, and the card doesn't explain how to resolve it. If my squadron is at 1 hull and it flies away from Palpatine, does it instantly die, or does it remain at 1 hull? If my squadron is at its maximum hull value and it moves within range, do I somehow set its hull dial past its maximum value? It's probably better to rework this ability. If it doesn't seem like it's not evil enough for Sidious, perhaps he could just restore hull like the station obstacle? The V.I.P. keyword for squadrons is wholly untested territory. I can't evaluate whether or not it messes the game up, but it's tricky to add something like this. If it continues to function as currently written, consider changing the wording. Perhaps the keyword needs a number in there, so that some units could have VIP 20 and some could have VIP 10, affecting the points "bounty." And look at the wording of the Most Wanted objective. "End of game" rather than "end of round 6" (not all games go to six rounds), and cleaner wording than a confusing direction about gaining points. Droid (activating): I'd split off the two rules. The rule for squadrons that can be activated as if 0.5 squadrons can be understood intuitively, but I don't think it holds up to a strict rules reading, which would break down over the undefined concept of "treated as 0.5 squadrons." Also, neatly doubling the number of squadrons activated seems like it will absolutely shred anything: A Providence-class Carrier can casually activate 8 droid squadrons with a single unimproved command, and that's way too good. Better to make it something like "Control Network: When a ship resolves a [Squadron] command, the first Control Network squadron that it activates does not count toward the number of squadrons it is allowed to activate." This way, it just adds one free squadron, so it's kind of like a free Expanded Hangar Bay for each command, but not a free EHB for each squadron. That's still good enough that you should reconsider some points costs. Droid (the "tribe" tag): I don't think you actually need "Droid" to be a keyword at all. As far as I can tell, it is only a rule in order to interact with Obi-Wan's ability (he can't Mind Trick droids) and the droid-buffing cards of the Droid upgrade slot. I wouldn't bother limiting Obi-Wan's ability like that. For one, other games don't do this such as Imperial Assault or Battlefront II. For another, you wouldn't be consistent unless you also bothered to prevent him from Mind Tricking IG-88, magna-guards, and a few individuals who resist the mind trick like Cad Bane and Mandalorians. But! For the purposes of the droid-buffing cards, you might as well just have them target squadrons with the word "Droid" in the name, just like the titles for 7th Fleet Star Destroyer and Mon Cal Exodus Fleet. "Activation range" isn't a term in the game, as it's used on the various droid-buffing upgrades. Other similar upgrades in the game just pick a range (medium), and you don't get bonus synergy if you boosted your activation range. If you want to gain the advantages of Boosted Comms, it would be better to have the upgrades work off of actual Squadron commands, rather than just a bubble around them. Nute Gunray squadron: "towards a friendly ship" is not a game term, and Armada does not give any objective way to resolve this instruction. For this ability, I would suggest saying that the movement must end with Nute in contact with a friendly ship's base, and forget the nonsense word "towards." Assajj Ventress squadron: "ignore 1 defense token" is not a game term, and Armada does not give any objective way to resolve this instruction. No rules in Armada instruct a player to "ignore" tokens, and it's not clear what it would mean if you were going to do this. Does it mean that the target cannot spend that token, or merely that the token (if spent) does nothing? Better, if not 100% equal in effect: "While attacking an enemy squadron with Force Affinity, before the Spend Defense Tokens step [so that you can't reroll], add one blue die to your dice pool and set it to a face with an [Accuracy] icon." You could tone it down a step by making it work like Captain Jonus, changing a die you already rolled to an Accuracy, rather than adding another die, but it's only a marginal difference given average rolls. Rolling 4 blue dice is already really strong against Force-users (who are all aces with defense tokens), making Assajj already pretty incredibly deadly at her job without making her number of accuracy symbols simply absurd. General Grievous: You can attack twice, wait what? This needs to be better defined, as nothing gets to simply "attack twice." Can I shoot twice at Obi-Wan? Can I shoot once at Obi-Wan and once at Anakin? In either case, that's so, so strong! (Prior to this, only Jendon or Adar Tallon could allow this to happen, and they were both harder and more expensive to implement than this.) Perhaps: "Before attacking, you may choose to remove one die from your anti-squadron armament until the end of your activation. If you do, after your first attack is resolved against a squadron with Force Affinity, you can perform a second attack against a squadron with Force Affinity." This would make Grievous shred generics with black dice, and flail at Jedi in an annoying but not very efficient way (good at wasting tokens, bad at sticking damage). Pretty on-brand for Grievous.  Wulff Yularen: Unclear if this "you" means that Yularen's flagship gains command tokens, or the ship that discarded its dial gains command tokens. This is Strategic Adviser all over again. Colburn: The way Armada is written, this commander should refer to spending two accuracy symbols to target defense tokens, not to block them, since the rules don't use the word "block." Kilian: Yaw: The rules should increase the yaw value rather than gain an additional yaw value. Once Per Game: No other rules let you track a "once per game" ability in your head, without physically representing it somehow. That's the reason for the discard or exhaust effect. I think this will have to either be a discard effect, an exhaust effect, or an effect where you place a token on the card. Half-Health: Armada uses very specific terminology here, and the phrase "half or less hull points (rounded down)" is against the rules, and also unclear. (On a 7-hull Acclamator, does this trigger if I have three damage cards because it's less than half my maximum hull value, or four or more damage cards because you're indirectly trying to get at the idea of having low health?) Hull value, not hull points. Hull value isn't like hit points that go up and down, rather the rules only ever refer to the number of damage cards carried by a ship. So: "...if you have a number of damage cards equal to or greater than half your maximum hull value (rounded down)" is more valid for the game's rules, and it eliminates the ambiguity caused by imprecise terminology. It should say unequip and re-equip. See the Profundity title. He ain't no Kaminoan. Obi-Wan commander: Resolve Damage step should probably be capitalized, as well as in other rules like the officers at the end of the document. Anakin commander: I think it's a mistake to introduce the game's most expensive commander ever, and have him be hyper-focused on winning dogfights that at best contribute indirectly to victory. Though, for Anakin, maybe that's spot-on. But I'm not sure he's worth the price. A lot of fleets already get his benefits in other ways, and they don't even have the limitation on rerolling the same die more than once. I notice a general trend toward Republic commanders having multiple abilities, which breaks with how the designers write commanders who aren't named Sloane (and her several abilities are more thematically linked, while a lot of these are multiple unrelated abilities). San Hill: Very unclear. (The concept of -25 victory points is grokkable from an intuitive perspective, but I don't know if it will mesh well with established rules.) Do I get to pick any legal upgrades at all, and bring 425 points to my 400-point game? In his second ability, it seems unclear whether I can only rearrange my upgrades within my fleet, or if I get to swap from any upgrades in the game at all, or if I get to just slap 15 points of additional upgrades onto my already equipped ships. Shu Mai: If I increase my maximum shield value, and then those hull zones take damage, can I recover shields back up to 6? Because the card doesn't spell it out. Wat Tambor: Same question as Shu Mai. Plus, this looks like each of my Large-base ships get to increase all of their hull zones' shield values by 3, which is pants-on-head nutso broken (compare to Motti). I hope that's not it, but it's not clear what exactly he does. Count Dooku: I think you could simplify his ability by just saying "You must choose ships with Force Affinity, if able." Being able to mind control enemy ships and make them shoot each other is probably too good, broken. But this card also opens up a bunch of questions, like: "You said that Dooku gets to choose the targets of this ship's attacks. Well, I decline to declare any attacks, as is my prerogative, so Dooku doesn't get to shoot anything!" Plus, he's another once-per-game ability that doesn't ask you to track his usage. He should be a discard, even though we've never had a discardable commander. Barriss: Is Medical Team that doesn't ever get discarded and has unlimited potential uses per game. That means she can potentially negate an unlimited amount of damage, depending on how many Crew crits come up. There's probably a price point at which she'd be balanced, but I think she needs to be an Exhaust ability, and I think she needs to be more than 2 points. Also, this is potentially ambiguous if the card dealt would destroy Barriss' ship. Medical Teams has a crucial difference in timing--before rather than whenever--which means that the Crew crit never touches you ship, so you'd live. With Barriss, it looks like you would take the card, then discard it, but you'd never get the chance to discard it if that Crew crit is enough to blow up Barriss' ship. Whew! That was a lot. I'll give some more feedback later.
  14. Like
    Nostromoid got a reaction from The Jabbawookie in FULL CLONE WARS SET! AVAILABLE NOW! ... ENJOY!   
    Okay, in general this is really exciting and it's clear a lot of good work went into this. You're contributing to the community in a really excellent way.
    I'm gonna skip over pointing out all the stuff that goes right, apologies about that. I'm just gonna take a minute and scan for "bad rules text." By that, I mean stuff that's written in a way that it shouldn't. It's either inconsistent with how FFG writes their rules, or it's vague and open to interpretation, or it doesn't take into account certain potential eventualities, or it doesn't correspond to game terminology as the impartial rules read. I think it's clear what your intention is with these cards, but most tabletop gamers want the rules to serve as a neutral referee, so they really can't be left open to interpretation.
    Ship armaments that don't have any dice (can't attack) should have an armament of "–" rather than blank. Hyperdrive (might as well be a keyword) should read something like "When you activate during the first round, increase your speed by 2." Although, personally I'd prefer that the hyperdrive rules interact with deployment, so that you can deploy within distance 1-4 from a ship, rather than within distance 1-2. Think about whether that would break the game with hyperdrive/Strategic squadrons who could vacuum up objective tokens even more easily. Obi-Wan squadron would be a little tighter if it said "When you attack a squadron without Force Affinity or Droid..." N-1 Naboo fighters look kinda weak, and I think the Royal Escort ability isn't as interesting as it could be. The marginal benefit of Escort (a semi-weak ability to begin with) that only applies to one or two squads in your list is very much outweighed by the restriction on listbuilding. It's a whole ecosystem of Naboo squadrons that seem unlikely to see play because of how they only work in a certain way. Compare the N-1 (11 points) to a TIE Interceptor squad (11 points) and think about whether the N-1 even comes close. Palpatine squadron's ability "All other friendly squadrons within distance 1-2 gain +1 hull" is wonky. The game does not include any convenient method for keeping track of this ability, so it seems impossible to implement well. You have squadrons popping up and down in their maximum hull values according to their proximity to this one squadron, and the card doesn't explain how to resolve it. If my squadron is at 1 hull and it flies away from Palpatine, does it instantly die, or does it remain at 1 hull? If my squadron is at its maximum hull value and it moves within range, do I somehow set its hull dial past its maximum value? It's probably better to rework this ability. If it doesn't seem like it's not evil enough for Sidious, perhaps he could just restore hull like the station obstacle? The V.I.P. keyword for squadrons is wholly untested territory. I can't evaluate whether or not it messes the game up, but it's tricky to add something like this. If it continues to function as currently written, consider changing the wording. Perhaps the keyword needs a number in there, so that some units could have VIP 20 and some could have VIP 10, affecting the points "bounty." And look at the wording of the Most Wanted objective. "End of game" rather than "end of round 6" (not all games go to six rounds), and cleaner wording than a confusing direction about gaining points. Droid (activating): I'd split off the two rules. The rule for squadrons that can be activated as if 0.5 squadrons can be understood intuitively, but I don't think it holds up to a strict rules reading, which would break down over the undefined concept of "treated as 0.5 squadrons." Also, neatly doubling the number of squadrons activated seems like it will absolutely shred anything: A Providence-class Carrier can casually activate 8 droid squadrons with a single unimproved command, and that's way too good. Better to make it something like "Control Network: When a ship resolves a [Squadron] command, the first Control Network squadron that it activates does not count toward the number of squadrons it is allowed to activate." This way, it just adds one free squadron, so it's kind of like a free Expanded Hangar Bay for each command, but not a free EHB for each squadron. That's still good enough that you should reconsider some points costs. Droid (the "tribe" tag): I don't think you actually need "Droid" to be a keyword at all. As far as I can tell, it is only a rule in order to interact with Obi-Wan's ability (he can't Mind Trick droids) and the droid-buffing cards of the Droid upgrade slot. I wouldn't bother limiting Obi-Wan's ability like that. For one, other games don't do this such as Imperial Assault or Battlefront II. For another, you wouldn't be consistent unless you also bothered to prevent him from Mind Tricking IG-88, magna-guards, and a few individuals who resist the mind trick like Cad Bane and Mandalorians. But! For the purposes of the droid-buffing cards, you might as well just have them target squadrons with the word "Droid" in the name, just like the titles for 7th Fleet Star Destroyer and Mon Cal Exodus Fleet. "Activation range" isn't a term in the game, as it's used on the various droid-buffing upgrades. Other similar upgrades in the game just pick a range (medium), and you don't get bonus synergy if you boosted your activation range. If you want to gain the advantages of Boosted Comms, it would be better to have the upgrades work off of actual Squadron commands, rather than just a bubble around them. Nute Gunray squadron: "towards a friendly ship" is not a game term, and Armada does not give any objective way to resolve this instruction. For this ability, I would suggest saying that the movement must end with Nute in contact with a friendly ship's base, and forget the nonsense word "towards." Assajj Ventress squadron: "ignore 1 defense token" is not a game term, and Armada does not give any objective way to resolve this instruction. No rules in Armada instruct a player to "ignore" tokens, and it's not clear what it would mean if you were going to do this. Does it mean that the target cannot spend that token, or merely that the token (if spent) does nothing? Better, if not 100% equal in effect: "While attacking an enemy squadron with Force Affinity, before the Spend Defense Tokens step [so that you can't reroll], add one blue die to your dice pool and set it to a face with an [Accuracy] icon." You could tone it down a step by making it work like Captain Jonus, changing a die you already rolled to an Accuracy, rather than adding another die, but it's only a marginal difference given average rolls. Rolling 4 blue dice is already really strong against Force-users (who are all aces with defense tokens), making Assajj already pretty incredibly deadly at her job without making her number of accuracy symbols simply absurd. General Grievous: You can attack twice, wait what? This needs to be better defined, as nothing gets to simply "attack twice." Can I shoot twice at Obi-Wan? Can I shoot once at Obi-Wan and once at Anakin? In either case, that's so, so strong! (Prior to this, only Jendon or Adar Tallon could allow this to happen, and they were both harder and more expensive to implement than this.) Perhaps: "Before attacking, you may choose to remove one die from your anti-squadron armament until the end of your activation. If you do, after your first attack is resolved against a squadron with Force Affinity, you can perform a second attack against a squadron with Force Affinity." This would make Grievous shred generics with black dice, and flail at Jedi in an annoying but not very efficient way (good at wasting tokens, bad at sticking damage). Pretty on-brand for Grievous.  Wulff Yularen: Unclear if this "you" means that Yularen's flagship gains command tokens, or the ship that discarded its dial gains command tokens. This is Strategic Adviser all over again. Colburn: The way Armada is written, this commander should refer to spending two accuracy symbols to target defense tokens, not to block them, since the rules don't use the word "block." Kilian: Yaw: The rules should increase the yaw value rather than gain an additional yaw value. Once Per Game: No other rules let you track a "once per game" ability in your head, without physically representing it somehow. That's the reason for the discard or exhaust effect. I think this will have to either be a discard effect, an exhaust effect, or an effect where you place a token on the card. Half-Health: Armada uses very specific terminology here, and the phrase "half or less hull points (rounded down)" is against the rules, and also unclear. (On a 7-hull Acclamator, does this trigger if I have three damage cards because it's less than half my maximum hull value, or four or more damage cards because you're indirectly trying to get at the idea of having low health?) Hull value, not hull points. Hull value isn't like hit points that go up and down, rather the rules only ever refer to the number of damage cards carried by a ship. So: "...if you have a number of damage cards equal to or greater than half your maximum hull value (rounded down)" is more valid for the game's rules, and it eliminates the ambiguity caused by imprecise terminology. It should say unequip and re-equip. See the Profundity title. He ain't no Kaminoan. Obi-Wan commander: Resolve Damage step should probably be capitalized, as well as in other rules like the officers at the end of the document. Anakin commander: I think it's a mistake to introduce the game's most expensive commander ever, and have him be hyper-focused on winning dogfights that at best contribute indirectly to victory. Though, for Anakin, maybe that's spot-on. But I'm not sure he's worth the price. A lot of fleets already get his benefits in other ways, and they don't even have the limitation on rerolling the same die more than once. I notice a general trend toward Republic commanders having multiple abilities, which breaks with how the designers write commanders who aren't named Sloane (and her several abilities are more thematically linked, while a lot of these are multiple unrelated abilities). San Hill: Very unclear. (The concept of -25 victory points is grokkable from an intuitive perspective, but I don't know if it will mesh well with established rules.) Do I get to pick any legal upgrades at all, and bring 425 points to my 400-point game? In his second ability, it seems unclear whether I can only rearrange my upgrades within my fleet, or if I get to swap from any upgrades in the game at all, or if I get to just slap 15 points of additional upgrades onto my already equipped ships. Shu Mai: If I increase my maximum shield value, and then those hull zones take damage, can I recover shields back up to 6? Because the card doesn't spell it out. Wat Tambor: Same question as Shu Mai. Plus, this looks like each of my Large-base ships get to increase all of their hull zones' shield values by 3, which is pants-on-head nutso broken (compare to Motti). I hope that's not it, but it's not clear what exactly he does. Count Dooku: I think you could simplify his ability by just saying "You must choose ships with Force Affinity, if able." Being able to mind control enemy ships and make them shoot each other is probably too good, broken. But this card also opens up a bunch of questions, like: "You said that Dooku gets to choose the targets of this ship's attacks. Well, I decline to declare any attacks, as is my prerogative, so Dooku doesn't get to shoot anything!" Plus, he's another once-per-game ability that doesn't ask you to track his usage. He should be a discard, even though we've never had a discardable commander. Barriss: Is Medical Team that doesn't ever get discarded and has unlimited potential uses per game. That means she can potentially negate an unlimited amount of damage, depending on how many Crew crits come up. There's probably a price point at which she'd be balanced, but I think she needs to be an Exhaust ability, and I think she needs to be more than 2 points. Also, this is potentially ambiguous if the card dealt would destroy Barriss' ship. Medical Teams has a crucial difference in timing--before rather than whenever--which means that the Crew crit never touches you ship, so you'd live. With Barriss, it looks like you would take the card, then discard it, but you'd never get the chance to discard it if that Crew crit is enough to blow up Barriss' ship. Whew! That was a lot. I'll give some more feedback later.
  15. Like
    Nostromoid got a reaction from Norell in FULL CLONE WARS SET! AVAILABLE NOW! ... ENJOY!   
    Okay, in general this is really exciting and it's clear a lot of good work went into this. You're contributing to the community in a really excellent way.
    I'm gonna skip over pointing out all the stuff that goes right, apologies about that. I'm just gonna take a minute and scan for "bad rules text." By that, I mean stuff that's written in a way that it shouldn't. It's either inconsistent with how FFG writes their rules, or it's vague and open to interpretation, or it doesn't take into account certain potential eventualities, or it doesn't correspond to game terminology as the impartial rules read. I think it's clear what your intention is with these cards, but most tabletop gamers want the rules to serve as a neutral referee, so they really can't be left open to interpretation.
    Ship armaments that don't have any dice (can't attack) should have an armament of "–" rather than blank. Hyperdrive (might as well be a keyword) should read something like "When you activate during the first round, increase your speed by 2." Although, personally I'd prefer that the hyperdrive rules interact with deployment, so that you can deploy within distance 1-4 from a ship, rather than within distance 1-2. Think about whether that would break the game with hyperdrive/Strategic squadrons who could vacuum up objective tokens even more easily. Obi-Wan squadron would be a little tighter if it said "When you attack a squadron without Force Affinity or Droid..." N-1 Naboo fighters look kinda weak, and I think the Royal Escort ability isn't as interesting as it could be. The marginal benefit of Escort (a semi-weak ability to begin with) that only applies to one or two squads in your list is very much outweighed by the restriction on listbuilding. It's a whole ecosystem of Naboo squadrons that seem unlikely to see play because of how they only work in a certain way. Compare the N-1 (11 points) to a TIE Interceptor squad (11 points) and think about whether the N-1 even comes close. Palpatine squadron's ability "All other friendly squadrons within distance 1-2 gain +1 hull" is wonky. The game does not include any convenient method for keeping track of this ability, so it seems impossible to implement well. You have squadrons popping up and down in their maximum hull values according to their proximity to this one squadron, and the card doesn't explain how to resolve it. If my squadron is at 1 hull and it flies away from Palpatine, does it instantly die, or does it remain at 1 hull? If my squadron is at its maximum hull value and it moves within range, do I somehow set its hull dial past its maximum value? It's probably better to rework this ability. If it doesn't seem like it's not evil enough for Sidious, perhaps he could just restore hull like the station obstacle? The V.I.P. keyword for squadrons is wholly untested territory. I can't evaluate whether or not it messes the game up, but it's tricky to add something like this. If it continues to function as currently written, consider changing the wording. Perhaps the keyword needs a number in there, so that some units could have VIP 20 and some could have VIP 10, affecting the points "bounty." And look at the wording of the Most Wanted objective. "End of game" rather than "end of round 6" (not all games go to six rounds), and cleaner wording than a confusing direction about gaining points. Droid (activating): I'd split off the two rules. The rule for squadrons that can be activated as if 0.5 squadrons can be understood intuitively, but I don't think it holds up to a strict rules reading, which would break down over the undefined concept of "treated as 0.5 squadrons." Also, neatly doubling the number of squadrons activated seems like it will absolutely shred anything: A Providence-class Carrier can casually activate 8 droid squadrons with a single unimproved command, and that's way too good. Better to make it something like "Control Network: When a ship resolves a [Squadron] command, the first Control Network squadron that it activates does not count toward the number of squadrons it is allowed to activate." This way, it just adds one free squadron, so it's kind of like a free Expanded Hangar Bay for each command, but not a free EHB for each squadron. That's still good enough that you should reconsider some points costs. Droid (the "tribe" tag): I don't think you actually need "Droid" to be a keyword at all. As far as I can tell, it is only a rule in order to interact with Obi-Wan's ability (he can't Mind Trick droids) and the droid-buffing cards of the Droid upgrade slot. I wouldn't bother limiting Obi-Wan's ability like that. For one, other games don't do this such as Imperial Assault or Battlefront II. For another, you wouldn't be consistent unless you also bothered to prevent him from Mind Tricking IG-88, magna-guards, and a few individuals who resist the mind trick like Cad Bane and Mandalorians. But! For the purposes of the droid-buffing cards, you might as well just have them target squadrons with the word "Droid" in the name, just like the titles for 7th Fleet Star Destroyer and Mon Cal Exodus Fleet. "Activation range" isn't a term in the game, as it's used on the various droid-buffing upgrades. Other similar upgrades in the game just pick a range (medium), and you don't get bonus synergy if you boosted your activation range. If you want to gain the advantages of Boosted Comms, it would be better to have the upgrades work off of actual Squadron commands, rather than just a bubble around them. Nute Gunray squadron: "towards a friendly ship" is not a game term, and Armada does not give any objective way to resolve this instruction. For this ability, I would suggest saying that the movement must end with Nute in contact with a friendly ship's base, and forget the nonsense word "towards." Assajj Ventress squadron: "ignore 1 defense token" is not a game term, and Armada does not give any objective way to resolve this instruction. No rules in Armada instruct a player to "ignore" tokens, and it's not clear what it would mean if you were going to do this. Does it mean that the target cannot spend that token, or merely that the token (if spent) does nothing? Better, if not 100% equal in effect: "While attacking an enemy squadron with Force Affinity, before the Spend Defense Tokens step [so that you can't reroll], add one blue die to your dice pool and set it to a face with an [Accuracy] icon." You could tone it down a step by making it work like Captain Jonus, changing a die you already rolled to an Accuracy, rather than adding another die, but it's only a marginal difference given average rolls. Rolling 4 blue dice is already really strong against Force-users (who are all aces with defense tokens), making Assajj already pretty incredibly deadly at her job without making her number of accuracy symbols simply absurd. General Grievous: You can attack twice, wait what? This needs to be better defined, as nothing gets to simply "attack twice." Can I shoot twice at Obi-Wan? Can I shoot once at Obi-Wan and once at Anakin? In either case, that's so, so strong! (Prior to this, only Jendon or Adar Tallon could allow this to happen, and they were both harder and more expensive to implement than this.) Perhaps: "Before attacking, you may choose to remove one die from your anti-squadron armament until the end of your activation. If you do, after your first attack is resolved against a squadron with Force Affinity, you can perform a second attack against a squadron with Force Affinity." This would make Grievous shred generics with black dice, and flail at Jedi in an annoying but not very efficient way (good at wasting tokens, bad at sticking damage). Pretty on-brand for Grievous.  Wulff Yularen: Unclear if this "you" means that Yularen's flagship gains command tokens, or the ship that discarded its dial gains command tokens. This is Strategic Adviser all over again. Colburn: The way Armada is written, this commander should refer to spending two accuracy symbols to target defense tokens, not to block them, since the rules don't use the word "block." Kilian: Yaw: The rules should increase the yaw value rather than gain an additional yaw value. Once Per Game: No other rules let you track a "once per game" ability in your head, without physically representing it somehow. That's the reason for the discard or exhaust effect. I think this will have to either be a discard effect, an exhaust effect, or an effect where you place a token on the card. Half-Health: Armada uses very specific terminology here, and the phrase "half or less hull points (rounded down)" is against the rules, and also unclear. (On a 7-hull Acclamator, does this trigger if I have three damage cards because it's less than half my maximum hull value, or four or more damage cards because you're indirectly trying to get at the idea of having low health?) Hull value, not hull points. Hull value isn't like hit points that go up and down, rather the rules only ever refer to the number of damage cards carried by a ship. So: "...if you have a number of damage cards equal to or greater than half your maximum hull value (rounded down)" is more valid for the game's rules, and it eliminates the ambiguity caused by imprecise terminology. It should say unequip and re-equip. See the Profundity title. He ain't no Kaminoan. Obi-Wan commander: Resolve Damage step should probably be capitalized, as well as in other rules like the officers at the end of the document. Anakin commander: I think it's a mistake to introduce the game's most expensive commander ever, and have him be hyper-focused on winning dogfights that at best contribute indirectly to victory. Though, for Anakin, maybe that's spot-on. But I'm not sure he's worth the price. A lot of fleets already get his benefits in other ways, and they don't even have the limitation on rerolling the same die more than once. I notice a general trend toward Republic commanders having multiple abilities, which breaks with how the designers write commanders who aren't named Sloane (and her several abilities are more thematically linked, while a lot of these are multiple unrelated abilities). San Hill: Very unclear. (The concept of -25 victory points is grokkable from an intuitive perspective, but I don't know if it will mesh well with established rules.) Do I get to pick any legal upgrades at all, and bring 425 points to my 400-point game? In his second ability, it seems unclear whether I can only rearrange my upgrades within my fleet, or if I get to swap from any upgrades in the game at all, or if I get to just slap 15 points of additional upgrades onto my already equipped ships. Shu Mai: If I increase my maximum shield value, and then those hull zones take damage, can I recover shields back up to 6? Because the card doesn't spell it out. Wat Tambor: Same question as Shu Mai. Plus, this looks like each of my Large-base ships get to increase all of their hull zones' shield values by 3, which is pants-on-head nutso broken (compare to Motti). I hope that's not it, but it's not clear what exactly he does. Count Dooku: I think you could simplify his ability by just saying "You must choose ships with Force Affinity, if able." Being able to mind control enemy ships and make them shoot each other is probably too good, broken. But this card also opens up a bunch of questions, like: "You said that Dooku gets to choose the targets of this ship's attacks. Well, I decline to declare any attacks, as is my prerogative, so Dooku doesn't get to shoot anything!" Plus, he's another once-per-game ability that doesn't ask you to track his usage. He should be a discard, even though we've never had a discardable commander. Barriss: Is Medical Team that doesn't ever get discarded and has unlimited potential uses per game. That means she can potentially negate an unlimited amount of damage, depending on how many Crew crits come up. There's probably a price point at which she'd be balanced, but I think she needs to be an Exhaust ability, and I think she needs to be more than 2 points. Also, this is potentially ambiguous if the card dealt would destroy Barriss' ship. Medical Teams has a crucial difference in timing--before rather than whenever--which means that the Crew crit never touches you ship, so you'd live. With Barriss, it looks like you would take the card, then discard it, but you'd never get the chance to discard it if that Crew crit is enough to blow up Barriss' ship. Whew! That was a lot. I'll give some more feedback later.
  16. Thanks
    Nostromoid reacted to >kkj in FULL CLONE WARS SET! AVAILABLE NOW! ... ENJOY!   
    Introducing CoruscantConstructions
     

     
    We, CoruscantConstructions, a project founded by @M0N0LITH and myself are proud to annouce our FULL CLONE WARS SET! This set has been in the works since August 2018, when it all began with the custom ARC 170 squadron card that i requested from M0N0LITH. Since then, we have been busy for the last 8 months to realize our project of a complete Star Wars Armada Clone Wars Variant. Keep in mind that most of the set is untested so far,  so we are looking foward to your feedback in order to adjust some of the costs if necessary! Enjoy!
     
    YOU FIND THE FULL SET UNDER THIS LINK (click "Download Post" for easier access to the pictures): https://imgur.com/a/MzbcwoZ
    Unfortunately, uploading pictures to FFG Forums isn't all that easy, so i can't post them all individually here. Sorry.
     
    Make sure to read the FAQ first if you have some questions or wanna know a little more about the set and its creation!
     
    PS: Big shoutout to @DiabloAzul and his awesome project armadashipyards, a lot of the images, ship bases and graphic designs are his creations. Without his pioneer work this project would have been much harder to accomplish, so thank you very much!
     
     
  17. Like
    Nostromoid got a reaction from Benjan Meruna in Starwars Armada:halo   
    I'm not going to say there even is a "problem" with Armada. (I'm not! This isn't another one of those threads!) We don't have to compare ourselves to any other game. Armada doesn't have to fail the way that other fleet games have, and it doesn't have to keep up with X-Wing, which is pretty much a fluke that can't be replicated.
    We all feel envy at what FFG's most highly-promoted games get to enjoy. Yet we still got the campaign set, they didn't, and we will (some day!) get the biggest miniature you've ever seen when the SSD comes out.
    If there is a problem, it's that Armada has unfair expectations set before it. It seems like it's not enough to be a successful game, it has to be a global phenomenon. Is it hard to break even when you pay licensing to Disney and Lucasfilm? Is it embarrassing to put up lower sales than X-Wing? (Armada isn't going to be an X-Wing killer, much less a 40K killer.) Does it have to be an ever-accelerating moonshot of ever-mounting success?
    Let's take a second and appreciate that, through the good times and bad, the Armada community is still here. And the game is still in print. And the parent company is still putting out stuff (slowly... so excruciatingly slowly). AllWingsStandyingBy mentioned a few other miniatures games in the fleet genre. Those, and a whole bunch of other miniatures games have come and gone since 2015, and Armada outlived them. You'll find those other games in the clearance section of Miniatures Market, but not on the shelf next to Armada.
  18. Like
    Nostromoid got a reaction from Flengin in Starwars Armada:halo   
    Perhaps the solution is to support a Smash Bros style ruleset for Armada, with Rebel Alliance v Empire v Covenant v UNSC.
  19. Like
    Nostromoid got a reaction from Muelmuel in Starwars Armada:halo   
    I'm not going to say there even is a "problem" with Armada. (I'm not! This isn't another one of those threads!) We don't have to compare ourselves to any other game. Armada doesn't have to fail the way that other fleet games have, and it doesn't have to keep up with X-Wing, which is pretty much a fluke that can't be replicated.
    We all feel envy at what FFG's most highly-promoted games get to enjoy. Yet we still got the campaign set, they didn't, and we will (some day!) get the biggest miniature you've ever seen when the SSD comes out.
    If there is a problem, it's that Armada has unfair expectations set before it. It seems like it's not enough to be a successful game, it has to be a global phenomenon. Is it hard to break even when you pay licensing to Disney and Lucasfilm? Is it embarrassing to put up lower sales than X-Wing? (Armada isn't going to be an X-Wing killer, much less a 40K killer.) Does it have to be an ever-accelerating moonshot of ever-mounting success?
    Let's take a second and appreciate that, through the good times and bad, the Armada community is still here. And the game is still in print. And the parent company is still putting out stuff (slowly... so excruciatingly slowly). AllWingsStandyingBy mentioned a few other miniatures games in the fleet genre. Those, and a whole bunch of other miniatures games have come and gone since 2015, and Armada outlived them. You'll find those other games in the clearance section of Miniatures Market, but not on the shelf next to Armada.
  20. Like
    Nostromoid reacted to ninclouse2000 in I really want the First Order (and Resistance) and why they are viable as factions.   
    I feel like jj abrams did with Kylo what George Lucas wanted to do with Anakin but was unable and it only took jj one flick to write an emotional villain that I was entertained by.  Plus there wasn’t an army of stupid droids in the new trilogy.
  21. Like
    Nostromoid got a reaction from MasterThrawn in Rebellion in the RIM, Cards, rules & pics   
    YT-2400 could be "Iron Squadron," since the show Rebels conveniently used the ship as the centerpiece of an episode. I think I'd rather have it be called that, since using the name and likeness of Sato's li'l Zac Efron nephew would be awkward in a dogfight against Maarek friggin Stele.
    For the other ships, it might make sense to look at the various pilots who fly those ships in X-Wing: YT-2400, HWK-290, Scurrg, Firespray, JumpMaster, YV-666.
  22. Haha
    Nostromoid got a reaction from MasterThrawn in Rebellion in the RIM, Cards, rules & pics   
    Wow, Ithor you really think so?
    I think Rebels having a converted herd ship would be awesome at some point in Armada's future. Can't think of anything more opposite in faction identity than that.
  23. Like
    Nostromoid got a reaction from WhatsArmadaWithYou in Rebellion in the RIM, Cards, rules & pics   
    @AdmiralOldOwlz I think you can assume that the eight new squadron cards to be revealed are one new unique squadron for each fighter type in R&V. So...
    YT-1300: Lando Calrissian (Millennium Falcon) YT-2400: ? HWK-290: ? Scurrg: ? Firespray: ? JumpMaster: ? YV-666: ? Aggressor: IG-88B (IG-2000B)
  24. Like
    Nostromoid got a reaction from DunaMoose in Rebellion in the RIM, Cards, rules & pics   
    I'd be excited to see Kyle... Jan Ors is lonely. BUT, FFG is gonna have to make a ruling. Can Han and Lando exist in the same fleet? Can Kyle and Jan? What if they put out someone like Kanan (or, according to X-Wing, Chopper) in the Ghost as an alternate to Hera? Or Leebo flying the Outrider?
  25. Like
    Nostromoid got a reaction from DunaMoose in Rebellion in the RIM, Cards, rules & pics   
    YT-2400 could be "Iron Squadron," since the show Rebels conveniently used the ship as the centerpiece of an episode. I think I'd rather have it be called that, since using the name and likeness of Sato's li'l Zac Efron nephew would be awkward in a dogfight against Maarek friggin Stele.
    For the other ships, it might make sense to look at the various pilots who fly those ships in X-Wing: YT-2400, HWK-290, Scurrg, Firespray, JumpMaster, YV-666.
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