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Grumbleduke

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  1. The SSD is massive; and overhangs the huge base quite a bit (the front of the model is about medium range from the front of the base). We've seen already that within size classes there's a lot of variety with the size of the models; the GR75s are tiny compared with their base, as are Hammerheads. Whereas Gladiators and MC30s extend out some way. If they did decide to go with a Rebel (Imperial, Separatist or Republic) Huge ship it might not be too bad if it was bigger than the SSD, but not as big as the cardboard (provided it was priced accordingly). I'd like to see the MC85 (which would be ~twice as long as an SSD, but maybe not as wide) - I think that would fit well as a "small" huge ship, and it is just about Galactic Civil War era. However, I understand why they wouldn't want to do that.
  2. Tried Most Wanted against a Rebel swarm+bombers list this week. Opponent deployed along the back edge, I put MW on the Yavaris at the back of the pack hoping it couldn't jump. I got one shot off at it at long range throughout the whole game. I still won, but had his bombers done a bit better it would have been close. Fast ships are too good at getting away from the SSD. I do like the sound of Close-Range Intel Scan. My only worry is I've had a couple of games when I've been getting maybe one ship shot off a round; one ship comes in at a time, relying on the squadrons to do damage. That said, next week I'm trying out an H9s + QTCs + Ravager combination for the (hopefully) epic dice spam, so Close-Range Intel Scan sounds good for that.
  3. Yes. A few Celebrations ago there was a panel by some people from Lucasfilm about reproducing a load of the Original Trilogy stuff for Rogue One (ships, sets etc.), and one of the key points was that they didn't try to copy the original models (even though they had them and could reproduce them exactly) because they wouldn't look right. They wanted their new stuff (particularly the Star Destroyers) to look not like the original physical models, but like how we remember them looking on screen, once all the lighting, the visual effects, the editing is done. With most of the newer ships that isn't really a problem, as they're based (I think) on the CGI models used in the TV series and films (e.g. Phoenix Home, Arquitens, Quasar - which are cartoony anyway). But with the SSD it makes a bigger difference due to how it was shot (and lit, and edited), and how long ago that happened (so how differently we remember it, and how it appears in more recent art).
  4. Three SSD games locally last night. I played a Piett Assault Executor (fairly defensive build) + Repair Crews + Comms Net + Valen + Cienna, against a Rieekan cheap Yavaris + Pelta + Tantive IV + 2 x BCCs, with some scurrgs, Nym, Luke, Corran and 2 VCXs. I took 2nd player (fearing squadron objectives) and we went with Most Wanted. I deployed in the middle, heading into the board. They deployed clustered together, in front of me, parallel to the edge. I Most Wanted the Yavaris (at the back of the formation). Turned out to be a fairly low-kill game; I got one shot off at the Yavaris (long rage, obstructed, 2 hull damage) before the Rebel fleet sped up and escaped (I took out one flotilla before it got away). The bombers attacked the SSD for a couple of rounds; Luke did some damage but died to the counter fire + flak (Adar + Yavaris triple-tapping isn't a great idea against a QLT+Kallus build), Nym didn't roll his blue crits - not that it mattered with DCO, Valen died to Corran's Yavaris snipe double-hit, Cienna cleaned up some more squadrons (including one-shotting a HWK; that felt dirty). Final score was around 100 point MoV. SSD survived on full hull, a few missing shields. The other games involved a similar Piett Assault Ravager build, with Repair Crews and Comms Net, but no squadrons, against a Thrawn list with 2 External Racks raiders, a Demolisher, Arquitens, slicer tools Gozanti and some squadrons. First game was short and brutal; Gozantis were one-shot on approach, the Raiders came in too fast and died without firing (I think). Demolisher and the Arquitens lasted maybe another turn, but it ended 400-0. Second game Thrawn's approach was timed better; the raiders still died, but the Demolisher got its last-first triple-tap off, the SSD suffered an unlucky Coolant Discharge (which limited it to taking out one ship an activation, not 3 - price of having Intel Officer not DCO). SSD took about 17 hull damage before the repairs came in and it finished off the Thrawn fleet. Final MoV of around 200. I think the biggest problem the SSD has is if things run away/stay out of range. Of course that doesn't help you win points, but maybe with the right objectives... after a few games I'm a bit worried about taking 1st player with it - that first shot may be great, but you need the right objectives to bring the enemy in.
  5. The model isn't the best source for what it looks like on film; most obviously it doesn't include the engine glow, lights or other overlays, but it also doesn't reflect the different lighting used on it.
  6. Let's break down the rules, [large wall of text incoming]. The normal deployment rules: So three points, (1) on ordering/timing, (2) saying you place ships one at a time, (3) saying where they have to be. This last one is the important one. Surprise Attack has the following rule: This has three main parts; (4) flagship gets deployed first, (5) must overlap the station, (6) can extend beyond deployment zone. So (4) and (5) are rules to add on top of the normal rules (things you could do normally - in theory - but now have to do). (6) is the explicit qualifier to override normal deployment rule (3). Normally you cannot deploy outside the deployment zone, but Surprise Attack rule point (6) overrides this (following the Golden Rule on cards overriding the rules reference). Huge ships have extra rules for deployment: The relevant parts are; (7) the ship must touch the edge of the play area, (8) the ship can extend out of the deployment zones, (9) must be in the setup area, (10) cannot be deployed overlapping obstacles. So of these (7) and (10) are new restrictions on how a ship can be deployed, (8) removes the default deployment rule point (3), and (9) qualifies that [as an aside, note that the "in the setup area" restriction isn't included in the Surprise Attack rule - so a non-Huge ship could be deployed in Surprise Attack outside the setup area.] How does Surprise Attack interact with the Huge ship rules (noting that Surprise Attack will always win if there is a conflict)? (5) - must overlap the station - explicitly overrides part of (10) - cannot overlap obstacles. But nothing else is overruled explicitly (none of the other Surprise Attack rules necessarily breaks any of the Huge ship rules). So we have a few options: You can break the game; there is no way to deploy your Huge Ship, it cannot be deployed, it counts as destroyed, 0-400 loss (unless you have a different flagship) [similar to Fleet Ambush] Surprise Attack point (5) (must overlap the station) not only overrides rule (10) (cannot overlap obstacles) as far as the station goes, but as far as all obstacles go (i.e. it overrides the whole rule). Letting you deploy the huge ship overlapping other obstacles as well. Surprise Attack as a whole implicitly overrides other parts of the huge ship rules; either rule (7) (must touch the edge) or rule (9) (must be in the setup area). I don't like 3, because it is ambiguous as to which of those rules it overrides. If it overrides one, there's no reason it shouldn't override the other. It's also an implied thing - we have to read into the rules. I think 2 is a good solution for now. And might be part of the intention. The normal deployment rules don't stop you overlapping obstacles (although it rarely comes up), only the huge ship rules. Surprise Attack may have been written with that in mind, but forgetting about the Huge ship qualifier. Plus the rule is already being overridden, we're just implicitly extending it to cover all obstacles not just the station. But it is still adding stuff to the rules. 1 is the safe approach (until we get confirmation from FFG); doesn't involve any implied changes to the rules, but does lead to boring games. Perhaps the best option is not to choose Surprise Attack if you have an SSD Flagship.
  7. The easy way to remember is that the "hull zone" is the bit marked out on the cardboard (because that's the bit that is split into zones), but the "ship" includes the plastic. So if anything references the distance to the hull zone it must be the cardboard, but if it talks about measuring to a ship it is to the plastic. Then you have the shield dials and the plastic around them - but they only count for overlapping obstacles, ships and squadrons. The rest of the time you can pretend they don't exist. And the ship model itself is just for decoration.
  8. "After setup is complete," so too soon to do anything fun with them.
  9. I saw two 400-point games last week with an SSD. SSDs won 6-5 and 8-3. My game; I had an SSD Assault Prototype, Executor, two Gozantis (Comms Net + Repair Crews), and Cienna+Valen. Up against a Thrawn 2-ship; BTAvenger Pryce, Squall+all-the-upgrades, and a bunch of TIE Defenders. I was give 2nd, and we played Capture the VIP (for the free 50 points). The SSD deployed in the middle, the ISD and Quasar in opposite corners. Round 1 Maarek+Jendon double-tapped the front of the SSD, and I turned towards Avenger. Squall kept its distance, which meant it couldn't fully support the squadrons (particularly after I took out Jendon - with some lucky dice), and with QLTs, the double-flak and Cienna+Valen, the squadrons all died, while taking down most of the shields on one side. BTAvenger came in and walloped the SSD on the other side, but with Captain Brunson, Redirects and Contains didn't do that much damage, before being scared off by the return fire. It fled under the back of the SSD, taking pot shots at the Gozantis, but failing to kill them. Game ended with full health on all my ships (thanks Repair Crews!), about 120-points of dead squadrons on the other side, and 50 for the VIP. Second game also had a Piett Assault Prototype, but with Krennic, Ravager, a whole load of offensive upgrades, one Gozanti and 6 TIE Fighters. Other player was a Sloane list with an ISD, Arquitens, Gozanti and a load of squadrons. SSD was given 1st player, and they went for Targeting Beacons. Again, SSD deployed in the middle, opposing ships in opposite corners. A lot of squadrons died, as did both Gozantis. The Ravager ran out of tokens and couldn't make all its things work, but survived with only 6-7 hull damage and no Defense Tokens. The ISD survived on 1 hull - almost certainly due to getting a Faulty Countermeasures crit from an asteroid on approach, negating Ravager's Palpatine Crew. The SSD side traded up on both squadrons (6 TIE Fighters for 3 20-point aces) and Gozantis. However, that was the first time we'd played them. More attempts likely this week.
  10. Depending on the rules you are playing by, you may need to kill flotillas. The flotilla-killing rule is in the Tournament Rules, not in the normal game rules. At 400 points it doesn't really matter (because who plays non-tournament style 400-point games), but at 200-points that rule might be a little unfair, as flotillas are a much bigger chunk of the fleet. In RitR or CC games you still need to kill flotillas unless it is house ruled.
  11. Talking of which, has anyone picked up the Mel's Miniature 9cm pegs and, if so, does the cheap material work well enough for it?
  12. Experimental Retrofits would like a word. Maybe one day we'll get the CC-7700; it is canon now.
  13. Which bit/how much of it actually comes out; where is the join? I'm looking at storage/transportation options and the bridge is my main concern; if I could take it out and store separately that would make it much easier.
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