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The Jabbawookie reacted to BiggsIRL in Un-Named Steel Strategy Armada Podcast
http://www.steelstrategy.com/2020/12/armada-15-era-commanders-rankings.html
Start arguing about commander rankings! We're right and you're wrong.
Or rather, I'm right and shmitty and Truthiness are wrong. And YOU can be right if you agree with me!
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The Jabbawookie reacted to urloony in V-19 Torrent Squadrons Decal and Painting
I Just finished up some of my V-19 Torrent Squads and thought I would share. Separatists coming soon hopefully!
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The Jabbawookie got a reaction from Rimsen in Harrow and vanguard should have been new ship cards, not uniques
I don't know if I even agree with that.
Who would take a Combat Interdictor for 50 points? Just about everyone?
Then a points change can fix it and it's too expensive.
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The Jabbawookie reacted to Karneck in Do you have Clone Wars Questions? Post here.
For all of the following, please note, this is not official FFG response. Rather discussions and conclusions from judges, the following also is NOT what we considered "finalized" but the best effort we are able to draw at THIS point in time and plan to revisit this at some point in the future.
Take that as you will. Form your own opinions, or feel free to use this one.
On Hyperwave Signal Boost
Q: Do you activate the usual 2 squadrons + ships squadron amount, or only the ships squadron amount.
A: You activate the number of squadrons as defined by the squadron value of the ship equipped with this card. As you are choosing to resolve an alternative way to activate squadrons, and not the usual “2” squadron activations.
This precedent is based on Mon Mothmas FAQ
“Mon Mothma’s ability provides an alternative way to spend Evade defense tokens; an Evade defense token spent in this way does not also produce its normal effect.”
To apply the precedent, it would be in this manner. “Hyperwave Signal Boost’s ability provides an alternative way to activate squadrons; Squadrons activated in this way does not also produce the normal activation procedure”
Q: The card says "exhaust this card to choose a number", Can I choose 0 squadrons to activate? (Added 12/20/2020)
A: Yes. 0 is a number. You could exhaust HSB and not activate any squadrons your fleets turn and pass your turn essentially.
Q: How many of these cards can you use at once?
A: There are no restrictions on this effect due to the word “during”. Meaning, multiple copies of this card can each resolve their effect during your fleet’s turn to activate squadrons. Each card’s effect must be resolved separately.
The precedent being Targeting Scramblers wording and its FAQ.
“Multiple copies of this card can each resolve their effect during the same attack. Each card’s effect must be resolved separately”
Follow up Q: Does that mean I can do them all at once during one part of "your fleets turn to activate" or can I spilt up how many cards I use each time it is "your fleets turn to activate".
A: You can resolve each HSB in one go, for example to use two different HSB's to activate 6 squadrons (3 from each card, each card resolved separately) for that period it is your time to activate squadrons, or over the course of two of your turns to activate squadrons, you can use one HSB at a time.
A follow up on the Follow up Q
Q: If I have multiple copies of HSB in a fleet, can I resolve them in different "turns" during the Squadron Phase and can I choose which turns to use them on?
Based on my understanding, the answer should be something like:
A: Yes and Yes. You can resolve HSB on any of your "turns" during the Squadron Phase. If you have multiple copies you can resolve any number of copies of HSB during any one "turn" (resolving each one fully before moving to the next; exhaust one copy -> activate squadrons -> exhaust the next -> activate new squadrons etc.). You can resolve different copies of HSB on different "squadron turns."
For example, with 3 copies of the card (and enough squadrons) the Squadron Phase could go: normal squadron turn -> opponent's turn -> HSB activation -> HSB activation -> opponent's turn -> HSB activation -> opponent's turn.
A: Exactly correct. You decide when, if, and how many HSB's you wish to resolve when it is your fleets turn to activate squadrons. If that will be the "normal" amount, 1 HSB or multiples in succession before it is back to your opponents turn to active squadrons.
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Q: Does this work with Relay?
A: No, As Relay is from a ship resolving a squadron command. HSB is just changing how many squadrons "activate" and this activation is not done by a ship.
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Q: Do Squadrons get to move and shoot with this card effect?
A: Short answer, No. “While attacking”, only, do you treat squadrons “as if” activated by a squadron command.
Long answer.
Per RRG this is how squadron activation is defined.
“When a squadron is activated during the Squadron Phase, it can move or attack, but not both.”
B) “When a squadron is activated by a Squadron command, it can move and attack in any order.”
You are still restricted by the Squadron Phase definition of activation, as the activation granted by HSB is not considered a Squadron command resolution in allowing a squadron the choice to move and shoot. It allows activation of squadrons but not by squadron command resolution. Only when you choose to attack with squadrons are attacks, and attacks ONLY, “are treated as if activated by a Squadron command”.
Further insight on the discussion.
Karneck: Would a ship resolving a squadron command in the ship phase prevent HSB squadrons from attacking because of the “as if” activation by a squadron command?
Dras: Irrelevant. It's as if activated by a squadron command, but not stating that THAT SHIP is activating the Squadron.
Ergo the ship is not double-squadron-command activating.
Karneck: Fair point, however is the "you" in HSB the player or the ship? it has to be the ship, because you need to know where to range from to activate squadrons from close-long range.
Dras: No, You Choose the Squadrons. But the card just says "Activate those Squadrons", Not "YOU Activate those Squadrons".
Karneck: but it also states "your squadron value".
Dras: Sure, a number picked, but nowhere does it state that you are activating them.
They're activating using your statistics, maybe. But “you're” not activating them. “They're” activating.
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The Jabbawookie reacted to Hawkwing in Errata Ideas Thread
He is a good admiral, but the suggested change would render him unplayable. Over the course of a game, you may end up using him 2-3 times per ship. Even taking 3 damage on an ISD is equivalent to 3 bomber squadrons damaging the ship, which isn't an insignificant amount of damage.
It does sound as though you've had some unfortunate games against that admiral
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The Jabbawookie reacted to TallGiraffe in Errata Ideas Thread
@The Jabbawookie @BrickDaniels How about make Insidious only able to attack at Medium range against ships larger than it. Also bump up the cost to 4-5 too.
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The Jabbawookie got a reaction from Muelmuel in ARC-170s + Flak
The goal is something with the ability to hit ships but turtle hard against other carrier builds. In a dogfight Hyperspace Rings allow the Arc-170s to be deployed forward and get hit, then the V-19s can jump in and soak finishing shots as flak ships move in.
Thoughts?
Name: Plo & Co.
Faction: Republic
Commander: Bail Organa
Assault: Surprise Attack
Defense: Abandoned Mining Facility
Navigation: Superior Positions
Acclamator I (66)
• Bail Organa (28)
• Ordnance Experts (4)
• Expanded Hangar Bay (5)
• Boosted Comms (4)
• Flechette Torpedoes (3)
• Nevoota Bee (5)
= 115 Points
Acclamator I (66)
• Hondo Ohnaka (2)
• Ordnance Experts (4)
• Expanded Hangar Bay (5)
• Hyperspace Rings (3)
• Flechette Torpedoes (3)
• Implacable (4)
= 87 Points
Consular Armed Cruiser (37)
• External Racks (4)
= 41 Points
Consular Armed Cruiser (37)
• Radiant VII (1)
• Comms Net (2)
= 40 Points
Squadrons:
• 3 x ARC-170 Starfighter Squadron (45)
• Plo Koon (24)
• 4 x V-19 Torrent Squadron (48)
= 117 Points
Total Points: 400
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The Jabbawookie reacted to BrickDaniels in Errata Ideas Thread
I'm starting this thread for everyone to post their ideas in.
Several of mine are posted below. Enjoy!
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The Jabbawookie reacted to Rmcarrier1 in Errata Ideas Thread
Imgur will let you host images online for free. You can then grab the URL for the image and paste it into your post.
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The Jabbawookie reacted to NewGandhi in VASSAL CW SWISS EURO
Irishmadcat vs Gandhi ends 2 to 9 (59 / 285 MoV 226.)
I really thought it's all going downhill, when irish's squadrons scored 5 hits and 5 hits in their first two attacks...but magically axe and one Arc-170 managed to survive. So all he killed was four of my squadrons while i got Foremans Labour, Beast of Burden and even the Tide of Progess. The very last shot brought it down and was just brutal. So the score is really lucky, while the game was a lot closer.
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The Jabbawookie reacted to Snipafist in Challenge: Fix Dual Turbolaser Turrets
Dual Turbolaser Turrets saw some use early on with Arqs and the like and then people realized they kinda sucked and put them away. Once Linked Turbolaser Towers came out they went from "well Idunno I guess not but they might be okay?" to "oh, that's what they should've been like" and now... well.
Anyways, if it was up to me I'd try to stick with the theme of the upgrade but crank it up a notch.
"While attacking, you may exhaust this card to roll X red dice into a separate attack pool, where X is the number of red dice currently in the attack pool. You may replace all red dice in the attack pool with all dice in the separate pool. Then cancel all dice in the separate pool."
Basically it would be an informed red dice pool reroll. A good choice for ships like Arquitens and Cymoons and the like but not necessarily as multi-purpose as LTTs. Plus it's still a Modification.
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The Jabbawookie reacted to EBerling in Challenge: Fix Dual Turbolaser Turrets
Hey player, player put away that DTT now,
Give me slots on my corvettes, but leave me the Nevoota Bees,
Please.
Don't it always seem to go
That you don't know what you got 'til it's gone.
They printed LTTs, and filled up a binder spot.
(Ohh-bop-bop-bop, ohh, bop-bop-bop)
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The Jabbawookie reacted to Mad Cat in Challenge: Fix Dual Turbolaser Turrets
Here is my fix.
Keep LTT and DTT the same points as they are. Move the one shot anti squadron 2 extra dice from the LTT to the DTT. -
The Jabbawookie reacted to Triangular in Quality Control
I‘m missing two core sets and four fighter packs that have been ordered but not yet delivered. 😩
Anyone got too many and is willing to help? (Just a joke ... 😬)
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The Jabbawookie reacted to Green Knight in Quality Control
Missing 4 starters, 6 squads packs, some card packs...
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The Jabbawookie reacted to SithLrd88 in Quality Control
I'm missing both (sets) my ARC-170 ships (six total) from my Squadron pack. Anyone have duplicates?
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The Jabbawookie reacted to Grumbleduke in Starhawk Command Tokens
The Starhawk didn't come with Command Tokens. See, for example, Crabbok's unboxing video, where you can see all the cardboard. I suspect it was partly due to all the extra Defense Tokens taking up so much space.
The Onager didn't come with them either (despite them being included in the spread).
There was a discussion of this back in February when they came out. Interestingly Dras also claimed his Starhawk came with Command Tokens - I wonder if there were versions that did come with them.
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The Jabbawookie reacted to flatpackhamster in Harrow and vanguard should have been new ship cards, not uniques
I don't know. There's a difference between a ship which is too expensive for what it does and one which is flawed in its design or conception.
The Vic is (for me) just about fine except for the point cost. I would like the Vic1 to be 70 pts and Vic2 about 77 pts.
It's a good solid weapons platform with good defence tokens and its major weakness, maneuverability, is not difficult to fix.
Harrow is a lovely title, and changes the Vic1 in to a more evil Demolisher. A couple more interesting titles, and p pointa reductions for the others (particularly my beloved Dominator) would solve its problems.
Contrast with the Interdictor Combat Refit which is worse at everything the 3pt cheaper Suppression variant does.
It actually needs redesigning whereas the Vic doesn't, it just needs a points reduction. I have thought for a long time that it needs a Weapon team but I also think double Ion Cannon slots would be appropriate rather than an Ion and Turbolaser slot. Imagine putting Fire Control Team and double Ion crit cards in it...
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The Jabbawookie reacted to Lemmiwinks86 in Do you have RRG 1.5 or updated card questions? Post here.
1) No. You can find that explicitly in the FAQ: "Mon Mothma’s ability provides an alternative way to spend (evade) defense tokens at medium range; an (evade) defense token spent in this way does not also produce its normal effect."
The same would apply to Iden as it's worded the same as Mothma.
2) With Mothma it can cancel 2 dice at medium range, but no reroll because of the stated before.
3) If you use the discard effect given the conditions, with Mothma you would cancel 2 dice at medium range or reroll 3 dice at close range. If you add Foresight to that, you can cancel 3 dice at medium range and reroll 4 dice at close.
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The Jabbawookie reacted to Garrett17 in Opinions on Swivel-Mount Batteries
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?
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The Jabbawookie reacted to EBerling in Opinions on Swivel-Mount Batteries
Not a bad list. Well, other than it costs as much as a PS5, heh.
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The Jabbawookie got a reaction from Bertie Wooster in Dumbest Change Ever!
Jaina's Light wants to: know your location
While I generally think you're right, I've been trying Kenobi in an MSU build (where Bail doesn't offer all that much) and like it a lot.
If you can get enough use out of that redirect he'll take you farther than Motti, and for a CR70 that's 2+ uses to come out ahead. Even if they lock the redirect, that means better odds of evading, to say nothing about the value against squadrons. He's not great for most lists the way Bail is, but he's got merit.
