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Grumbleduke

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  1. Like
    Grumbleduke got a reaction from mcworrell in FFG ARMADA Article: Interview online!!!   
    The first Thrawn novel references an unspecified hostile alien race from the Unknown Region, who is a threat to everyone (much as other Zahn books have). Thrawn: Alliances labels them Grysks, and they have some narrative similarities to the Yuuzhan Vong, but definitely aren't them. The Yuuzhan Vong almost made it into canon via The Clone Wars, but for now are definitely not canon.
  2. Like
    Grumbleduke got a reaction from The Jabbawookie in FFG ARMADA Article: Interview online!!!   
    The first Thrawn novel references an unspecified hostile alien race from the Unknown Region, who is a threat to everyone (much as other Zahn books have). Thrawn: Alliances labels them Grysks, and they have some narrative similarities to the Yuuzhan Vong, but definitely aren't them. The Yuuzhan Vong almost made it into canon via The Clone Wars, but for now are definitely not canon.
  3. Like
    Grumbleduke got a reaction from LordCola in FFG ARMADA Article: Interview online!!!   
    I'm not reading too much into this, given that the interview touched on activations and squadron play. Might be more that they're just tying it in with the interview.
    Still, woo for a new expansion being announced. Although "expansion" singular sounds a bit worrying. Could be that it is something big, otherwise may just be a single ship (or ship pack). [Or a mistake - wouldn't be an FFG article without a mistake somewhere, right?]
  4. Like
    Grumbleduke got a reaction from Chemosh667 in FFG ARMADA Article: Interview online!!!   
    I'm not reading too much into this, given that the interview touched on activations and squadron play. Might be more that they're just tying it in with the interview.
    Still, woo for a new expansion being announced. Although "expansion" singular sounds a bit worrying. Could be that it is something big, otherwise may just be a single ship (or ship pack). [Or a mistake - wouldn't be an FFG article without a mistake somewhere, right?]
  5. Like
    Grumbleduke got a reaction from Bucknife in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    Buried in FFG's Facebook Event page for their Adepticon stuff is a tease for product announcement:
    They're also running demos for Destiny, Legion and X-Wing (but not Armada).
    So the product announcement is probably going to be something for one of those games. Maybe a new Wave of X-Wing, or Clone Wars for Legion. But there's a small chance it will be an Armada thing. And we can hope.
  6. Like
    Grumbleduke got a reaction from clontroper5 in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    Buried in FFG's Facebook Event page for their Adepticon stuff is a tease for product announcement:
    They're also running demos for Destiny, Legion and X-Wing (but not Armada).
    So the product announcement is probably going to be something for one of those games. Maybe a new Wave of X-Wing, or Clone Wars for Legion. But there's a small chance it will be an Armada thing. And we can hope.
  7. Like
    Grumbleduke got a reaction from Alzer in What Starwars Space battle from any Book, Comic, Tv Series, Movies would you like to recreate in armada?   
    Battle of Endor. Rough plan - probably needs lots of fixing/balancing. Best played with the Death Star II and Starfield game mats.
    Rebel forces: 4 MC80s (2 of each), assorted CR90s, Frigates, GR-75s, X-Wings, A-Wings, B-Wings, Y-Wings, and one Modified YT-1300. Admiral Ackbar - on a flagship with EWS. Appropriate upgrades.
    Imperial forces: 1 Star Dreadnought Command Prototype,  6ish ISDs (half Is, half IIs?), assorted TIE Fighters and TIE Interceptors. Admiral Piett, Commander Palpatine also in effect. Appropriate upgrades.
    Deployment: It's a Trap - deploy as for Blockade Run (with the Rebels on the Death Star side), but all Imperial ships start at Speed 0. Rebel is First Player
    Round 1: Fighters Coming In! - Imperial ships may only resolve a Squadron Command. Each Imperial Squadron activated by a ship may move twice during its activation.
    Round 2: That blast came from the Death Star! - at the end of the Ship Phase the Death Star may fire. The Death Star targets enemy hull zones only, as if it were a squadron, with infinite range, placed [on the superlaser point on the game mat]. The Death Star cannot attack a hull zone if the attack would be obstructed were this a normal attack. The Imperial player rolls one blue dice. On an accuracy, the target hull zone suffers 10 damage. On a hit, the defending player must choose a hull zone at distance 2(?) of the defending hull zone - that hull zone suffers 10 damage.
    Round 3: Closer! Engage those Star Destroyers at point blank range! - At the start of the Ship Phase the Rebel player gains one "Entrapment Formation!" card (attached to any ship with a Command Value of at least 2). At the end of the Ship Phase the Death Star may fire.
    Round 4: The shield is down, commence attack on the Death Star's main reactor! - At the start of the Round, Emperor Palpatine must be discarded. At the start of the Ship Phase the Rebel player gains one "All Fighters Follow Me!" card (attached to any ship with a Command Value of at least 2). All Rebel Squadrons gain Grit. The YT-1300 may move even if engaged. At the end of the Ship Phase the Death Star may fire. At the end of the Status Phase each player may Set Aside any Squadrons overlapping the Death Star.
    Round 5: Concentrate all fire on that Super Star Destroyer - At the start of the Ship Phase the Rebel Player gains one "Intensify Firepower!" card. While a Rebel ship or squadrons performs an attack against the Star Dreadnought Command Prototype they may add 2 dice of any colour already in the attack pool to the attack pool. Death Star may fire, Squadrons overlapping the Death Star may be Set Aside.
    Round 6a: Target the strongest power source, that should be the main reactor - Players take turns activating one set aside squadron. Those squadrons cannot move or shoot, but for each activation the player rolls one blue dice. On a hit, the opposing player must discard one of their set aside squadrons. If activated the YT-1300 rolls 3(?) blue dice. If the Star Dreadnought is in play the Imperial player may roll 1 additional blue dice for their first 3(?) attacks. Once all set aside squadrons have been activated or destroyed, if there are Rebel Squadrons still set aside the Death Star is destroyed; each Imperial ship suffers one(?) face-up damage card.
    Round 6b: Move the fleet away from the Death Star - At the start of the Command Phase the Rebel Player may gain one "Entrapment Formation!" card (if they no longer have one). At the end of the Ship Phase the Death Star may fire (if not destroyed). If the Death Star was destroyed, during the Status Phase all ships at Distance 2 of the Death Star are destroyed.
    The Rebel Player wins if the Death Star is destroyed and at least one Rebel non-flotilla Ship survives. The Players draw if all Imperial ships are destroyed but the Death Star survives, or if the Death Star is destroyed but all Rebel non-flotilla ships are destroyed. Otherwise the Imperial Player wins.
    How does that sound?
  8. Like
    Grumbleduke got a reaction from Wintercross in What Starwars Space battle from any Book, Comic, Tv Series, Movies would you like to recreate in armada?   
    Battle of Endor. Rough plan - probably needs lots of fixing/balancing. Best played with the Death Star II and Starfield game mats.
    Rebel forces: 4 MC80s (2 of each), assorted CR90s, Frigates, GR-75s, X-Wings, A-Wings, B-Wings, Y-Wings, and one Modified YT-1300. Admiral Ackbar - on a flagship with EWS. Appropriate upgrades.
    Imperial forces: 1 Star Dreadnought Command Prototype,  6ish ISDs (half Is, half IIs?), assorted TIE Fighters and TIE Interceptors. Admiral Piett, Commander Palpatine also in effect. Appropriate upgrades.
    Deployment: It's a Trap - deploy as for Blockade Run (with the Rebels on the Death Star side), but all Imperial ships start at Speed 0. Rebel is First Player
    Round 1: Fighters Coming In! - Imperial ships may only resolve a Squadron Command. Each Imperial Squadron activated by a ship may move twice during its activation.
    Round 2: That blast came from the Death Star! - at the end of the Ship Phase the Death Star may fire. The Death Star targets enemy hull zones only, as if it were a squadron, with infinite range, placed [on the superlaser point on the game mat]. The Death Star cannot attack a hull zone if the attack would be obstructed were this a normal attack. The Imperial player rolls one blue dice. On an accuracy, the target hull zone suffers 10 damage. On a hit, the defending player must choose a hull zone at distance 2(?) of the defending hull zone - that hull zone suffers 10 damage.
    Round 3: Closer! Engage those Star Destroyers at point blank range! - At the start of the Ship Phase the Rebel player gains one "Entrapment Formation!" card (attached to any ship with a Command Value of at least 2). At the end of the Ship Phase the Death Star may fire.
    Round 4: The shield is down, commence attack on the Death Star's main reactor! - At the start of the Round, Emperor Palpatine must be discarded. At the start of the Ship Phase the Rebel player gains one "All Fighters Follow Me!" card (attached to any ship with a Command Value of at least 2). All Rebel Squadrons gain Grit. The YT-1300 may move even if engaged. At the end of the Ship Phase the Death Star may fire. At the end of the Status Phase each player may Set Aside any Squadrons overlapping the Death Star.
    Round 5: Concentrate all fire on that Super Star Destroyer - At the start of the Ship Phase the Rebel Player gains one "Intensify Firepower!" card. While a Rebel ship or squadrons performs an attack against the Star Dreadnought Command Prototype they may add 2 dice of any colour already in the attack pool to the attack pool. Death Star may fire, Squadrons overlapping the Death Star may be Set Aside.
    Round 6a: Target the strongest power source, that should be the main reactor - Players take turns activating one set aside squadron. Those squadrons cannot move or shoot, but for each activation the player rolls one blue dice. On a hit, the opposing player must discard one of their set aside squadrons. If activated the YT-1300 rolls 3(?) blue dice. If the Star Dreadnought is in play the Imperial player may roll 1 additional blue dice for their first 3(?) attacks. Once all set aside squadrons have been activated or destroyed, if there are Rebel Squadrons still set aside the Death Star is destroyed; each Imperial ship suffers one(?) face-up damage card.
    Round 6b: Move the fleet away from the Death Star - At the start of the Command Phase the Rebel Player may gain one "Entrapment Formation!" card (if they no longer have one). At the end of the Ship Phase the Death Star may fire (if not destroyed). If the Death Star was destroyed, during the Status Phase all ships at Distance 2 of the Death Star are destroyed.
    The Rebel Player wins if the Death Star is destroyed and at least one Rebel non-flotilla Ship survives. The Players draw if all Imperial ships are destroyed but the Death Star survives, or if the Death Star is destroyed but all Rebel non-flotilla ships are destroyed. Otherwise the Imperial Player wins.
    How does that sound?
  9. Like
    Grumbleduke got a reaction from BlueSquadronPilot in What Starwars Space battle from any Book, Comic, Tv Series, Movies would you like to recreate in armada?   
    Battle of Endor. Rough plan - probably needs lots of fixing/balancing. Best played with the Death Star II and Starfield game mats.
    Rebel forces: 4 MC80s (2 of each), assorted CR90s, Frigates, GR-75s, X-Wings, A-Wings, B-Wings, Y-Wings, and one Modified YT-1300. Admiral Ackbar - on a flagship with EWS. Appropriate upgrades.
    Imperial forces: 1 Star Dreadnought Command Prototype,  6ish ISDs (half Is, half IIs?), assorted TIE Fighters and TIE Interceptors. Admiral Piett, Commander Palpatine also in effect. Appropriate upgrades.
    Deployment: It's a Trap - deploy as for Blockade Run (with the Rebels on the Death Star side), but all Imperial ships start at Speed 0. Rebel is First Player
    Round 1: Fighters Coming In! - Imperial ships may only resolve a Squadron Command. Each Imperial Squadron activated by a ship may move twice during its activation.
    Round 2: That blast came from the Death Star! - at the end of the Ship Phase the Death Star may fire. The Death Star targets enemy hull zones only, as if it were a squadron, with infinite range, placed [on the superlaser point on the game mat]. The Death Star cannot attack a hull zone if the attack would be obstructed were this a normal attack. The Imperial player rolls one blue dice. On an accuracy, the target hull zone suffers 10 damage. On a hit, the defending player must choose a hull zone at distance 2(?) of the defending hull zone - that hull zone suffers 10 damage.
    Round 3: Closer! Engage those Star Destroyers at point blank range! - At the start of the Ship Phase the Rebel player gains one "Entrapment Formation!" card (attached to any ship with a Command Value of at least 2). At the end of the Ship Phase the Death Star may fire.
    Round 4: The shield is down, commence attack on the Death Star's main reactor! - At the start of the Round, Emperor Palpatine must be discarded. At the start of the Ship Phase the Rebel player gains one "All Fighters Follow Me!" card (attached to any ship with a Command Value of at least 2). All Rebel Squadrons gain Grit. The YT-1300 may move even if engaged. At the end of the Ship Phase the Death Star may fire. At the end of the Status Phase each player may Set Aside any Squadrons overlapping the Death Star.
    Round 5: Concentrate all fire on that Super Star Destroyer - At the start of the Ship Phase the Rebel Player gains one "Intensify Firepower!" card. While a Rebel ship or squadrons performs an attack against the Star Dreadnought Command Prototype they may add 2 dice of any colour already in the attack pool to the attack pool. Death Star may fire, Squadrons overlapping the Death Star may be Set Aside.
    Round 6a: Target the strongest power source, that should be the main reactor - Players take turns activating one set aside squadron. Those squadrons cannot move or shoot, but for each activation the player rolls one blue dice. On a hit, the opposing player must discard one of their set aside squadrons. If activated the YT-1300 rolls 3(?) blue dice. If the Star Dreadnought is in play the Imperial player may roll 1 additional blue dice for their first 3(?) attacks. Once all set aside squadrons have been activated or destroyed, if there are Rebel Squadrons still set aside the Death Star is destroyed; each Imperial ship suffers one(?) face-up damage card.
    Round 6b: Move the fleet away from the Death Star - At the start of the Command Phase the Rebel Player may gain one "Entrapment Formation!" card (if they no longer have one). At the end of the Ship Phase the Death Star may fire (if not destroyed). If the Death Star was destroyed, during the Status Phase all ships at Distance 2 of the Death Star are destroyed.
    The Rebel Player wins if the Death Star is destroyed and at least one Rebel non-flotilla Ship survives. The Players draw if all Imperial ships are destroyed but the Death Star survives, or if the Death Star is destroyed but all Rebel non-flotilla ships are destroyed. Otherwise the Imperial Player wins.
    How does that sound?
  10. Like
    Grumbleduke got a reaction from The Jabbawookie in What Starwars Space battle from any Book, Comic, Tv Series, Movies would you like to recreate in armada?   
    Battle of Endor. Rough plan - probably needs lots of fixing/balancing. Best played with the Death Star II and Starfield game mats.
    Rebel forces: 4 MC80s (2 of each), assorted CR90s, Frigates, GR-75s, X-Wings, A-Wings, B-Wings, Y-Wings, and one Modified YT-1300. Admiral Ackbar - on a flagship with EWS. Appropriate upgrades.
    Imperial forces: 1 Star Dreadnought Command Prototype,  6ish ISDs (half Is, half IIs?), assorted TIE Fighters and TIE Interceptors. Admiral Piett, Commander Palpatine also in effect. Appropriate upgrades.
    Deployment: It's a Trap - deploy as for Blockade Run (with the Rebels on the Death Star side), but all Imperial ships start at Speed 0. Rebel is First Player
    Round 1: Fighters Coming In! - Imperial ships may only resolve a Squadron Command. Each Imperial Squadron activated by a ship may move twice during its activation.
    Round 2: That blast came from the Death Star! - at the end of the Ship Phase the Death Star may fire. The Death Star targets enemy hull zones only, as if it were a squadron, with infinite range, placed [on the superlaser point on the game mat]. The Death Star cannot attack a hull zone if the attack would be obstructed were this a normal attack. The Imperial player rolls one blue dice. On an accuracy, the target hull zone suffers 10 damage. On a hit, the defending player must choose a hull zone at distance 2(?) of the defending hull zone - that hull zone suffers 10 damage.
    Round 3: Closer! Engage those Star Destroyers at point blank range! - At the start of the Ship Phase the Rebel player gains one "Entrapment Formation!" card (attached to any ship with a Command Value of at least 2). At the end of the Ship Phase the Death Star may fire.
    Round 4: The shield is down, commence attack on the Death Star's main reactor! - At the start of the Round, Emperor Palpatine must be discarded. At the start of the Ship Phase the Rebel player gains one "All Fighters Follow Me!" card (attached to any ship with a Command Value of at least 2). All Rebel Squadrons gain Grit. The YT-1300 may move even if engaged. At the end of the Ship Phase the Death Star may fire. At the end of the Status Phase each player may Set Aside any Squadrons overlapping the Death Star.
    Round 5: Concentrate all fire on that Super Star Destroyer - At the start of the Ship Phase the Rebel Player gains one "Intensify Firepower!" card. While a Rebel ship or squadrons performs an attack against the Star Dreadnought Command Prototype they may add 2 dice of any colour already in the attack pool to the attack pool. Death Star may fire, Squadrons overlapping the Death Star may be Set Aside.
    Round 6a: Target the strongest power source, that should be the main reactor - Players take turns activating one set aside squadron. Those squadrons cannot move or shoot, but for each activation the player rolls one blue dice. On a hit, the opposing player must discard one of their set aside squadrons. If activated the YT-1300 rolls 3(?) blue dice. If the Star Dreadnought is in play the Imperial player may roll 1 additional blue dice for their first 3(?) attacks. Once all set aside squadrons have been activated or destroyed, if there are Rebel Squadrons still set aside the Death Star is destroyed; each Imperial ship suffers one(?) face-up damage card.
    Round 6b: Move the fleet away from the Death Star - At the start of the Command Phase the Rebel Player may gain one "Entrapment Formation!" card (if they no longer have one). At the end of the Ship Phase the Death Star may fire (if not destroyed). If the Death Star was destroyed, during the Status Phase all ships at Distance 2 of the Death Star are destroyed.
    The Rebel Player wins if the Death Star is destroyed and at least one Rebel non-flotilla Ship survives. The Players draw if all Imperial ships are destroyed but the Death Star survives, or if the Death Star is destroyed but all Rebel non-flotilla ships are destroyed. Otherwise the Imperial Player wins.
    How does that sound?
  11. Like
    Grumbleduke got a reaction from Flengin in Vader (*new* officer)   
    Because the card is only relevant at the beginning: "After deploying fleets, you may place 1 round token on this card."
    It's weird because the trigger and effect are separated in time. The trigger happens when you place the round token on the card, but the effect happens during the specified round. Removing the card in between those doesn't stop the effect because the effect has already been triggered.
    Look at something like Disposable Capacitors:
    The trigger for this is discarding the card when you activate - yet the effects persist until the end of the round. If the effects of a card cease when it is discarded (or can't happen after it is discarded), disposable capacitors wouldn't do anything.
    Or with the Fleet Commands - they are triggered at the start of the Ship Phase, when a token is spent or the card is discarded. Even though the card is discarded, their effects keep happening until the end of the round - even if the ship is destroyed (per the FAQ). There's nothing magical about the end of the round - so by extending the Fleet Command FAQ (or how Disposable Capacitors works) - the effect of Governor Pryce should keep happening even if the card is discarded.
    Contrast with something like Moff Jerjerrod. That is triggered "During a friendly ship's Determine Course step" - so if Jerjerrod is discarded (or destroyed), his card is no longer triggered, so no longer has any effect.
    It's not conclusive, but I think fits with similar cards.
  12. Like
    Grumbleduke got a reaction from Rimsen in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    "While a friendly ship at distance 1-5 attacking a ship, it may discard 1 of its [Commander] or [Officer] cards (other than Darth Vader) to reroll any number of dice in its attack pool."
    No ally trolling possible. It is the friendly ship who gets to decide whether to discard a Commander or Officer to reroll its own dice, not the Darth Vader ship (unless they're the same).
    While thematically it may be that Darth Vader decides to "discard" someone to motivate the remaining crew, within the game it is the person who sacrifices themself to Darth Vader to do so.
    It's a Captain Needa situation, not an Admiral Ozzel one. You just don't need to shuttle across to apologise to Lord Vader in person.
  13. Like
    Grumbleduke got a reaction from Rimsen in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    You know we're in trouble when this thread drops off the front page...
    Anyway, not strictly an article, but FFG confirmed on Twitter that the Rebel Fighter Squadrons are being reprinted "right NOW" - which I'm going to assume means the Imperial Fighter Squadrons are also being reprinted at the moment.
    I'm getting the feeling they've had some staff changes in the last few months, and the person in charge of the Upcoming page either isn't keeping track of things very well, or doesn't exist.
  14. Like
    Grumbleduke got a reaction from Draconis80 in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    You know we're in trouble when this thread drops off the front page...
    Anyway, not strictly an article, but FFG confirmed on Twitter that the Rebel Fighter Squadrons are being reprinted "right NOW" - which I'm going to assume means the Imperial Fighter Squadrons are also being reprinted at the moment.
    I'm getting the feeling they've had some staff changes in the last few months, and the person in charge of the Upcoming page either isn't keeping track of things very well, or doesn't exist.
  15. Like
    Grumbleduke got a reaction from RedPriest in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    "While a friendly ship at distance 1-5 attacking a ship, it may discard 1 of its [Commander] or [Officer] cards (other than Darth Vader) to reroll any number of dice in its attack pool."
    No ally trolling possible. It is the friendly ship who gets to decide whether to discard a Commander or Officer to reroll its own dice, not the Darth Vader ship (unless they're the same).
    While thematically it may be that Darth Vader decides to "discard" someone to motivate the remaining crew, within the game it is the person who sacrifices themself to Darth Vader to do so.
    It's a Captain Needa situation, not an Admiral Ozzel one. You just don't need to shuttle across to apologise to Lord Vader in person.
  16. Like
    Grumbleduke got a reaction from Bertie Wooster in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    "While a friendly ship at distance 1-5 attacking a ship, it may discard 1 of its [Commander] or [Officer] cards (other than Darth Vader) to reroll any number of dice in its attack pool."
    No ally trolling possible. It is the friendly ship who gets to decide whether to discard a Commander or Officer to reroll its own dice, not the Darth Vader ship (unless they're the same).
    While thematically it may be that Darth Vader decides to "discard" someone to motivate the remaining crew, within the game it is the person who sacrifices themself to Darth Vader to do so.
    It's a Captain Needa situation, not an Admiral Ozzel one. You just don't need to shuttle across to apologise to Lord Vader in person.
  17. Like
    Grumbleduke got a reaction from The Jabbawookie in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    "While a friendly ship at distance 1-5 attacking a ship, it may discard 1 of its [Commander] or [Officer] cards (other than Darth Vader) to reroll any number of dice in its attack pool."
    No ally trolling possible. It is the friendly ship who gets to decide whether to discard a Commander or Officer to reroll its own dice, not the Darth Vader ship (unless they're the same).
    While thematically it may be that Darth Vader decides to "discard" someone to motivate the remaining crew, within the game it is the person who sacrifices themself to Darth Vader to do so.
    It's a Captain Needa situation, not an Admiral Ozzel one. You just don't need to shuttle across to apologise to Lord Vader in person.
  18. Like
    Grumbleduke got a reaction from Lemmiwinks86 in Vader (*new* officer)   
    Because the card is only relevant at the beginning: "After deploying fleets, you may place 1 round token on this card."
    It's weird because the trigger and effect are separated in time. The trigger happens when you place the round token on the card, but the effect happens during the specified round. Removing the card in between those doesn't stop the effect because the effect has already been triggered.
    Look at something like Disposable Capacitors:
    The trigger for this is discarding the card when you activate - yet the effects persist until the end of the round. If the effects of a card cease when it is discarded (or can't happen after it is discarded), disposable capacitors wouldn't do anything.
    Or with the Fleet Commands - they are triggered at the start of the Ship Phase, when a token is spent or the card is discarded. Even though the card is discarded, their effects keep happening until the end of the round - even if the ship is destroyed (per the FAQ). There's nothing magical about the end of the round - so by extending the Fleet Command FAQ (or how Disposable Capacitors works) - the effect of Governor Pryce should keep happening even if the card is discarded.
    Contrast with something like Moff Jerjerrod. That is triggered "During a friendly ship's Determine Course step" - so if Jerjerrod is discarded (or destroyed), his card is no longer triggered, so no longer has any effect.
    It's not conclusive, but I think fits with similar cards.
  19. Like
    Grumbleduke got a reaction from Formynder4 in Vader (*new* officer)   
    Because the card is only relevant at the beginning: "After deploying fleets, you may place 1 round token on this card."
    It's weird because the trigger and effect are separated in time. The trigger happens when you place the round token on the card, but the effect happens during the specified round. Removing the card in between those doesn't stop the effect because the effect has already been triggered.
    Look at something like Disposable Capacitors:
    The trigger for this is discarding the card when you activate - yet the effects persist until the end of the round. If the effects of a card cease when it is discarded (or can't happen after it is discarded), disposable capacitors wouldn't do anything.
    Or with the Fleet Commands - they are triggered at the start of the Ship Phase, when a token is spent or the card is discarded. Even though the card is discarded, their effects keep happening until the end of the round - even if the ship is destroyed (per the FAQ). There's nothing magical about the end of the round - so by extending the Fleet Command FAQ (or how Disposable Capacitors works) - the effect of Governor Pryce should keep happening even if the card is discarded.
    Contrast with something like Moff Jerjerrod. That is triggered "During a friendly ship's Determine Course step" - so if Jerjerrod is discarded (or destroyed), his card is no longer triggered, so no longer has any effect.
    It's not conclusive, but I think fits with similar cards.
  20. Like
    Grumbleduke got a reaction from Marzaums in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    You know we're in trouble when this thread drops off the front page...
    Anyway, not strictly an article, but FFG confirmed on Twitter that the Rebel Fighter Squadrons are being reprinted "right NOW" - which I'm going to assume means the Imperial Fighter Squadrons are also being reprinted at the moment.
    I'm getting the feeling they've had some staff changes in the last few months, and the person in charge of the Upcoming page either isn't keeping track of things very well, or doesn't exist.
  21. Like
    Grumbleduke got a reaction from LordCola in New factions   
    We can look to X-Wing to see how they could do it. But we could actually go further with Armada - they only really need 1.5 factions of stuff.
    The CR90, Pelta, Kitten and Gozantis (and maybe Hammerheads) are already Old Republic ships. So we'd only need a cardboard upgrade for them (and/or a re-paint). The Venator is also an Imperial ship, so that would work as well.
    I would suggest having a new Core Set with one medium Republic ship (the Acclimator) and a couple of small CIS ships (maybe at least one with Fleet Support), along with some squadrons (and some cardboard for the old ships).
    For Wave 2.1 you could throw in some squadron packs, one of the existing Republic ships (re-paint), and medium CIS ship. You'd probably also want Rebel and Imperial ships as well (****, make it the Dreadnought, maybe, as cross-faction?).
    For Wave 2.2 you've got the Venator as a large ship (Republic/Empire), another re-paint, and a large CIS ship. Probably need to throw in a Rebel ship as well.
    The new factions would be underpowered for a bit, but go with some Task Force format tournament stuff and it might be fine. It will take a few waves for them to reach top places in major tournaments (probably), but they'll get there. And it wouldn't take up that much more production space than early Armada did, which might mean cutting back a bit on X-Wing and Legion, but given how much stuff they've pushed out lately, that might be a reasonable balance.
     
  22. Haha
    Grumbleduke got a reaction from Kylemcph240 in The SSD?   
    Earlier today; FFG Twitter response to a query about the SSD being delayed:
    Typically vague; could mean that we're getting a preview article later this week (or next week), with the release shortly after. Or could mean that we're getting a preview article in the next couple of weeks along with an official statement about it being delayed.
    Or given how "soon" the "Something Big" turned up, could be we get a preview article in time for Worlds 2020.
  23. Like
    Grumbleduke got a reaction from Stasy in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    So will this be a "announcements plus questions about different aspects of Armada and the other games," or will it be "an hour or so of talking about X-Wing without a mention of the other games" type thing? If the SSD is out by then this would be a good opportunity to announce Wave 8.
    If not, I have a feeling it will be a very boring panel for Armada. Probably mostly focused on the Clone Wars stuff for Legion, with no or minimal Armada stuff.
    [Of course, this is in the middle of the first day of the Armada Tournament, so unless they're going to break for lunch at just the right time the Armada players will miss it.]
  24. Like
    Grumbleduke got a reaction from imlost19 in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    While there's some Destiny stuff on the Thursday all the other main Star Wars FFG events are later in the week... I guess they had to have a conflict between something and the panel, and Armada drew the short straw.
    Hey; you have to understand - the X-Wing players really need a third version of a ship that hasn't even been released yet.
  25. Haha
    Grumbleduke got a reaction from mcworrell in Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.   
    So will this be a "announcements plus questions about different aspects of Armada and the other games," or will it be "an hour or so of talking about X-Wing without a mention of the other games" type thing? If the SSD is out by then this would be a good opportunity to announce Wave 8.
    If not, I have a feeling it will be a very boring panel for Armada. Probably mostly focused on the Clone Wars stuff for Legion, with no or minimal Armada stuff.
    [Of course, this is in the middle of the first day of the Armada Tournament, so unless they're going to break for lunch at just the right time the Armada players will miss it.]
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