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Quantum Dot Guy

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  1. I think that's because there was never much need for it in the stories told by Star Wars films and shows. During the Clone Wars era, the Separatists never really needed to bulk up their fleet with captured ships, and the Republic certainly didn't (though I do remember one Venator being captured, loaded with explosives, and very nearly kamikazed into a Republic space station). And during the Civil War era, only Rebels has a scope that includes the actual process of forming the Rebel Fleet. In Rebels, we do see some ships captured or stolen, but the rebellion isn't yet large enough to operate super-capital ships (As of season 2; I lament that I've been unable to watch the third season).
  2. I was thinking about this earlier today. Certainly, boarding and capturing a ship would be a risky waste of time and resources in a stand-alone, 6-round game. However, with the advent of campaigns and long-term strategy, and fleets that may well need to survive several tough battles with limited reinforcement...suddenly capturing is looking more useful. [If you've played the Homeworld series of real-time tactics PC games, then you know exactly how this feels.] Let's say a flight of bombers has ripped into the starboard side of an ISD, destroying the shields and dealing several damage cards. Then, a Hammerhead comes in and launches a boarding party toward that same side. This boarding attempt, by some cleverly designed rule, rolls <x> number of <y> dice (immune to friendly and enemy card effects, and defense tokens). The damage total of that is then dealt to the ISD with some sort of special type of damage card (a "boarding card"). If the total number of damage + boarding cards becomes equal to the ISD's hull value, and there are more boarding cards than damage cards, then the ship is considered captured. If the damage cards outnumber the boarding cards, then the ship is scuttled. Perhaps it could even be that if the ISD has boarding cards, but is not captured or destroyed by the end of the round, the number of boarding cards it does have is reduced by <x> (to reflect losses in the boarding team). I'm sure there are a number of problems with that system, but it has the advantage of not needing special-case rules for different classes of ships (i.e. larger and stronger ships are more difficult to capture by their nature), and quick-and-easy captures would be extremely rare, since the boarding attack still has to deal at least half of the target's hull value in special damage to take the ship in order to capture it. This would also allow the possibility of multiple ships working in conjunction to take over a big, valuable target like an ISD. EDIT: Yet another facet of a system that works like this is that the attacker does genuinely have to be careful about how much damage they deal to a ship they want to capture.
  3. My experience with the MC80 Star Cruiser has been very good, though I have never tried to take down an ISD with it alone. The ship favors a very aggressive strategy, and the wide front arc and powerful shields do much to shelter smaller ships on its flanks. These in turn guard the MC80 SC's weaker spots. As long as I hold formation and I've chosen my ships well, I can be fairly confident in success. In fact, last time I did it, I forced a complete surrender midway through the third round.
  4. I actually have a Marauder piece from MelMiniatures, awaiting a proper test run. So far, the Broadside isn't available, but I hope it will be eventually.
  5. Define "relatively". I posted several months ago about a possible implementation of the Broadside-class kdb-1 from Empire at War. The post also detailed a couple possible upgrades. A fully upgraded ship had the ability to perform a single, reduced attack against an enemy ship within distance 1-5 (sensor range) of another friendly ship or two friendly squadrons. In addition, it could forgo standard attacks completely and place a special token anywhere in its attack range (including the previously mentioned upgraded range), up to 3 times per game. This token represented the target of a missile volley, and would detonate (at the beginning or end of the next Ship Phase) in a true area of effect that dealt fairly significant damage to both enemy and friendly units. I agree the ship should be pretty fragile and worthless in direct combat. As in, something a CR90 could confidently handle by itself.
  6. Stupid Imperial engineers. Who authorized routing the coolant lines through the bridge again??
  7. Yes, that would be due to the experimental coolant system. The bugs aren't quite worked out yet. This is, of course, reflected in the card by a random chance to explode upon resolving the ECP upgrade in order to prevent explosion.
  8. @Drasnighta Perhaps it's just critically overheating in the box art. Leading to the next wave's experimental upgrade, "Experimental Coolant Pump", which prevents your Interdictor from immediately exploding every time it resolves an experimental upgrade.
  9. Easily one of the best blogs I've ever read, so enjoy. Every article is great and worth reading, but some of my old favorites were #12, #20 and #35. Protip(s): the citation/footnote markers (which look like [1]) are clickable, and usually offer expanded text. [Citation needed] is often clickable as well. Finally, each picture has mouseover text that's usually quite funny. If you're on mobile, you can read it through this lite app and tap the pictures to see the text. Using the app has the added benefit of getting a notification when a new article goes up. Just so this isn't COMPLETELY off topic, #2 features Yoda and mentions an X-Wing.
  10. Am I still alone in thinking that ultra-long-range artillery ships would be intriguing?
  11. True. They could even come back and say that, all along, they meant for the movement restriction to apply to the ship rather than the squadrons.
  12. Am I correct in understanding that he was acting as a tournament official when he said that? If so, would it thus be reasonable to say that he could have been using his executive authority to resolve the debate - in the way he thought best - for that match, in lieu of an official ruling? I'm not trying to be contrary or anything. I just want some honest opinions about precisely how official that statement is.
  13. Yeah, I learned from the best. https://what-if.xkcd.com/27/
  14. [citation needed] Really, though, we DO need a written clarification. Undeadguy's comment lends weight to #TeamOrange, but it isn't enough. Plus, as an exclusively Rebel player, I REALLY enjoy carefully orchestrated and convoluted battle plans, with multiple moving parts that all have to be perfectly positioned in order to work. [You should see me playing a Total War game.] #TeamPurple fits in to the Rebel combat philosophy much better, in my opinion. By the way, I've read through 9 pages of the thread so far. Compelling arguments on both sides.
  15. If I may, it would seem to me that they should not be considered activated (from the perspective of game consistency and the greater Star Wars canon). I mean, squadrons that hyperspace in during an objective are not considered activated, so it seems that specially-designed launch bays - created to spew out fighters at a moment's notice - should work in a similar way. It's not like these fighters take any significant time at all to get up to speed; certainly not 16.7% of an entire battle.
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