Jump to content


  • Content Count

  • Joined

  • Last visited

About Garrett17

  • Rank

Recent Profile Visitors

651 profile views
  1. Yeah and that's one of it's central problems. It's honestly a hard mechanic to expand without overdoing it. I think raid has it's place against small support ships but not really against anyone else (which admittedly can be kind of effective in disrupting an overall enemy fleet relying heavily on support ships) I think Dooku actually reduces the ability to change the rules around raid without making it overpowered. Dooku basically increases the usefullness of raid because he can affect so many people at a time with it but since that benefit is linked only to him, whatever alterations you make to raid Dooku stands to benefit too much from.
  2. Raid's value primarily comes from how much trouble it's going to cause your opponent that you can make use of. With damage upgrades, the equation is usually easy. I do more damage or he prevents less. With raid, it's difficult to know what benefit you're getting for what it does because a lot of that equation rests on the composition, maneuvering and token generation/retention/passing abilities and activation order of the opponent. If I want to raid an unactivated large ship for a squadron command and it's not carrying a token that can be ok, but if anyone nearby passes one to him before he activates, i only eliminate a token and I've often subjected a raiding ship to danger for my trouble. I could try to put off my raid until after all nearby potential token passers have gone but playing the activation timing game like that gets tricky and I'm imposing on my own activation order freedom now to deliver this effect. Dooku bypasses this but he's limited to going off at the start of the ship phase which doesn't help with a lot of the of potential ways there are to get rid of raid. To be meaningful, I think raid should have either a small effect over time but that is hard to get rid of or a large effect that is only brief but is something you can really leverage if you can act quickly on it.
  3. I dunno. There's LOTS of token passing, generating, conversion upgrades out there. Ahsokha alone can basically reducs raid to only cost 1 token of any kind to get rid of for multiple ships. The problem is that any command you're trying to strike with raid is generally one that said ship is trying to apply a lot which typically means they have a dial and a token lined up. By extension that means raid is usually only going to reduce a ship to using only it's dial. That means raid's effect is limited to reducing squad activations by 1, reducing speed change by 1, removing 1 shield rengeneration or shift or not rerolling one dice. These are negatives but creating a situation where they're going to be meaningful negatives requires a lot more than just a raid. You have to be in a position to actually leverage the fact that you've raided someone which requires positioning. Add to that the token passing and generation abilities of lots of upgrades and maybe you could make a case for raid influencing enemy activation order but this is getting to be a lot of work for a mechanic that in and of itself is difficult to setup, quick to remove and very prone to failure depending on how you're delivering the raid effect. By and large there's not enough reward for the risk and complexity involved. TLDR: It doesn't generate enough benefit in and of itself and it's hard to leverage it into a larger one.
  4. A ship may have up to two raid tokens of the same type. This means going hard on raid is more likely to cost someone a dial or use of the command that's been raided and thus more likely to yield a meaningful benefit to any player going hard on raid while going light on raid will only yield a light benefit (enemy gives up a token). As a bonus the Mandalorian Gauntlet would actually be worth something.
  5. The worth of the strategy will depend on how badly you want to stall vs. how much you want move first. That will depend on the number of squadrons involved in the squadron war which typically which has a pre-engagement and a post engagement half. In my (limited experience) it usually goes like this: Pre-engagement - You stall until your enemy is forced to move up then you jump him and engage on your terms OR your enemy moves up in a way that forces YOU to move on less than ideal terms. The side who can stall the longest usually wins this part Post-Engagement - You start trying to take apart the other side's squadron groups faster than he can take apart yours HSBs only really help out in the pre-engagement phase in this scenario because you're looking to get a stall benefit out of them. How much you want to stall depends on how many fighters you want to stall against. If the enemy brings no fighters, you get no benefit. If the enemy brings a lot more fighters than you (and leaves them to the squadron phase) you still might not get much benefit. The ideal scenario is you have to have close to an even number of fighters which guarantees you unopposed squadron moves at the end of the squadron phase and then you're still limited to only shooting or moving. If you're second player and your opponent activates his squads on his first activation your benefit drops to near zero again so you need to also be first which means you need a bid. At this point you're using three or more offensive retrofit slots that may face off against the wrong number of fighters and you need a bid. It's a lot to ask for a benefit that's difficult to value. My 2 cents.
  6. So to sum up it looks like: They allow you to shift dice colors to arcs that don't have them (so a Muni, Acclamator and Counselor can now throw blue from their sides) They allow you to bypass the original range limit for whatever die you shift so blues and blacks can be made long range They effectively allow you to mess with the mix of each color of each die you're ultimately throwing between both arcs of a double arc shot. (i.e. a Muni Comms that normally would front-side with 2reds/2 blues and 3 reds could instead throw 1red/2 blues and 3 reds/1 blue meaning you can get more blue dice overall if you're willing to give up a red because there's no restriction on what color dice you have to remove from a weakened arc If double arcing and assuming you disperse rather than concentrate the die you're shifting, you get a better chance to trigger crits since the die are now more spread over two arcs They still have that really stupid flak penalty Does this cover it?
  7. Seconded. I just don't understand why a ship battery benefit has to naturally de-power your anti-ship AND your anti-squadron armament.
  8. Sorry. I'll try and get to this. Life is just in the way right now.
  9. Maybe. I just find raid is too easy to get rid of especially with all the token spamming that people can (and will need to) do now. But I haven't played with or against Dooku yet.
  10. TLDR: To make sure unengaged AI bombers get extra dice during the squadron phase because you were busy doing something else during the ship phase. So this card was bugging me at first for how utterly valueless it seemed when compared to the other fighter-based offensive retrofits you could take due to the following principles: 1) Generally you want to move later rather than sooner before the shooting starts 2) When the shooting starts you want to activate sooner rather than later HSB seemed utterly useless because it specifically worked against both these principles because you basically only get to use more fighters at a time in the squadron phase with the AI benefit only kicking in if you were attacking only and not moving. That meant you could use the card to move more fighters early in the squadron phase which works against you because you generally want to move after your opponent (unless you just want to be shot during the squadron phase) and can't effectively defer the effect of the card for long because even if you don't use it you still have to activate squadrons normally leaving you fewer squadrons to use as the phase goes on. Violates principle 1. It also means that you could attack with full armament provided you're willing to wait until the squadron phase. But that means you'd have to be engaged with someone first going INTO the squadron phase. Given half the droids are 3-hull, this struck me as a terrible idea. If someone engaged you during the turn or you engaged them the turn before you're probably not going to make it to the squadron phase unless you're throwing an enormous swarm of them and counting on some of them living long enough. Violates principle 2. And you have to feed the card! But I finally had an epiphany this morning. You could use HSB to trigger AI on bombers to strike at full armament during the squadron phase while controlling starfighters with squadron commands during the ship phase. If you're playing correctly, enemy squadrons are tied up elsewhere with fighters but you're close enough to command them while bombers who are hopefully further from the fight and planted right in a ship's path earlier can be reached by HSB which naturally extends communication range. This is just about the only circumstance I can think of where HSBs would win out over the other offensive retrofits on offer. Anyone have any other ones?
  11. I dunno about that being all that useful for the seps. Droids are penalized severely for not being commanded which means they can almost never be left to the squadron phase once a furball has started. That means one or more ships has to constantly use a squadron dial (and not a token as it would only command one squad from a class that is heavily reliant on swarms of them). This really limits the command dial options of that ship (or often ships). I pictured hyperwave as way for a sep ship to command squads routinely without having to be almost exclusively married to squadron dials to say nothing of the fact that it will often have to be more than one ship married to their squadron dials if you want to bring serious swarms of fighters. I sort of pictured swivel mount batteries as turrets that normally point elsewhere but have been modified to turn to a non-ideal angle to add firepower to a single side which is why you get only one die worth of bonus (abtsracting the idea that because neither turret fires as efficiently in this direction you only get the net benefit of one full turret). Thematically, I don't picture this interacting with your anti-squadron armament at all because that's a totally different (and likely less powered) form of armament that is effectively omni-directional.
  12. For the new clone wars cards: Hypwerwave Signal Boost - so as read (and interpreted by CGYSO) it appears as though this card's only benefit is to let you activate squadrons up to your squadron value rather than only 2 in the squadron phase with the the AI part only working when you make an attack. But since that doesn't kick in unless you attack something and squadrons in the squadron phase can't move and attack that seems to imply the AI boost only works if you are attacking only. Given how reliant on squadron commanding the separatists are does this strike anyone else here as a misprint and that really squadrons activated by this card should get the full benefits of being commanded (move and/or attack)? Swivel-Mount Batteries - the text on the card says to subtract one dice from adjacent arcs when attacking but since it doesn't specify ships it seems to suggest squadron attacks suffer as well (as interpreted by CGYSO) which strikes me as silly but that's what's said on the card. I'd be willing to bet this should read "when attacking a ship from an adjacent arc..." Thoughts? What do people think the designer intent was with these cards? Would anyone happen to know?
  13. What are you missing? I happened to get a spare Hyenea bomber. Yours if you need it.
  14. Yeah, same here. The smalls i jjust pack but I've kept the plastic for all the medium and large ones.
  • Create New...