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Everything posted by bkcammack
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True, but I think my first exposure to the online community was actually Reddit. So it may still continue to have a presence. I will miss the dedicated subforums, though.
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You can’t scatter, brace, or evade cluster bombs as currently written. It is not an attack. It is direct damage. So rolling 3 hits or crits deals 3 damage to that squad, no matter what tokens they have. Likewise, you wouldn’t remove a die for obstruction, because it’s not an attack: it’s a card effect. Also, black dice instead of blue would increase the damage output significantly. You’d have a 25% chance of dealing 2 damage per die, and still have the same 25% chance of no damage per die. You ceiling would double, to 8, your average damage would rise significantly (not going to do the math) but your damage floor would stay the same.
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Kanan rolling a double accuracy cost me a game in a Prime last year. Had he gotten off one raid I would have shut down my opponent’s Sloane 2.5 ship list. Raid has always been useful, but hard to leverage. With the new mechanic requiring tokens to refresh key upgrades, and commands like CF required to use upgrades like GT, forcing your opponent to use a token to clear a raid can destroy their entire strategy. For example, ISDs really want GT almost every round, but don’t really want or need a confire dial every round. Raiding an ISD multiple time with CF raid tokens will make it hard for the ISD to shoot two targets out of its forward hull zone. I’m excited about the changes to raid. Time to break out my Rex/Kanan/Jyn list again.
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It really isn't though. You invest 4 pts (APT) plus 4 pts (OE) plus 8pts (this upgrade) = 16pts. Acclamators will probably be bringing APT or ACM and OE anyway. With a CF dial you can add in a second black die. Three reds and two blacks with OE rerolls and APT’s from long range is a pretty good deal in my opinion. It’s what Sato wishes he could be.
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Actually, it says that placing a regular squadron on a single stand doesn’t make it count as an irregular squadron. In other words, removing 2 minis doesn’t make an A-wing irregular. At present, the only time whether a squad is regular or irregular matters is for a few RiTR objectives. Irregular squadrons don’t matter for casual or tournament play. Let me ask this: Would you disqualify a player if they lost a single TIE bomber mini from one of their squads? Or if they only received 5 Y-wings in a squadron pack from FFG can they only field one squadron instead of two? Or if a Tie fighter breaks in the middle of a tournament do they have to drop out? While, as you demonstrated, you could rule that way, that’s not very likely in my experience. As long as the mods don’t interfere with your opponents’ ability to read the board, most modifications are typically allowed. I don’t think a single Delta 7 on a stand (or Y wing, or any other squadron mini) would cause confusion for the vast majority of people. Should you have all twelve minis? Probably. Will anyone you play have a serious objection to it? Unlikely.
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I don’t think any TO will require you to have 12 Delta 7 models. A single model doesn’t create confusion like a mixed model would. Even a single Delta-7 on a three squadron stand (with the other two spots empty) should be ok. Especially with all the errors in picking the squad packs have had. You are allowed to modify the stands, so using a single peg stand should be fine. You’re fulfilling the customization rules as written.
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A single delta-7 on a single delta-7 base should be fine. Using other models on a base with a delta-7 could cause confusion, which is explicitly not allowed: Delta-7 models next to V-19 models could create confusion as to what squadron is represented. I would say if you use a single fighter peg instead of a three fighter peg you’re good. That’s fairly clearly explained in the tournament regulations (assuming “ship” refers to both ships and squadrons). As @Snipafist mentioned, the issues is when you start mixing models on the same base. It can cause confusion, especially when just quickly glancing at the board. In a tournament setting, if you bring custom models you should always be prepared with the standard models. I know someone who used a Venator as a stand in for an AFMK2 at LVO. He had the AF ready in case someone asked about it and wanted him to use standard models. TL;DR-I don’t see a situation where a TO would say you can’t use 4 Delta-7’s as long as you have the cardboard and cards. You may be asked to remove non-delta-7 models from a mixed stand, though.
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The tournament regulations say this: • Players may paint their ship models. They cannot modify a ship model in any way that would create confusion about which ship the model represents. And this: • Players cannot modify ship or squadron bases to alter their size or shape. They may add weight to a ship or squadron base if it does not alter the shape of the base. Ship fins or pegs (including the connecting pegs affixed to ship models) may be modified or replaced with a different connecting method. • Cards must remain unaltered, though they may be sleeved for protection. Sleeves for damage cards must be identical and unaltered. The important questions are: “Doy you have the appropriate cards and ship/squadron tokens?” And “Is it easily recognizable what this ship is supposed to be?” If the answer to both is “yes” you should be ok. Someone may ask you to remove the V19’s from the stands because it could cause confusion, but a single Delta-7 on a stand should be fine. As always, it’s ultimately up to the judge. Personally, I would say if you have 4 cardboard bases, you can run 4 Delta-7’s.
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How reliant seps are on commanding squads is why it exists, and why it’s written the way it is. AI squads are under costed a little when commanded and over costed a bit when they aren’t. Hyperwave signal boost is, to me, a one time pass on having to command squadrons. Pay three points and you still get your full attack value. The downside is that they can’t move and attack. You also get to activate more squads than normal in one turn of the squadron phase. 3 points for some extra squad phase activations plus the “extra” AI dice is pretty cheap. Adding a black die into a long range shot (and that’s what this card will do most of the time) is extremely powerful. A confire dial lets you add a second black. That’s Commander Sato levels of black dice at long range, without needing a squadron nearby. The downside of that extra long range dice is that ALL adjacent attacks, including against squads, lose power. Otherwise you run into balance issues.
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It almost seems like we need to set up a community program where you can swap extra squadrons someone got for the ones they’re missing.
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There’s another type of command token?
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The new jamming field has a “must” in it. It’s an older errata, I believe. The original printed card says “While a squadron at distance 1-2 is attacking or defending against a squadron, the attack is treated as obstructed.” The new card reads “While a squadron at distance 1-2 is attacking or defending against a squadron, the attack must be treated as obstructed.” Its basically saying the obstruction is not optional, ie, you can’t choose to not use the upgrade card.
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Aren’t swivel mount batteries faction locked to GAR and Separatists? Never mind, I think you’re saying the ISD was the target, not the ship with the SMBs.
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In the new RRG under “overlapping” (pg 14) it says: —If a ship overlaps another ship while moving, it has not executed its maneuver until it resolves the effects of overlapping that other ship, including being dealt damage cards.— Per this wouldn’t the ET have to exhaust before the maneuver is completed, making a double-ram impossible?
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I know some people on Etsy, like admiral tater, sell reversible exhaust tokens to make it easier to mark what cards are exhausted and which aren’t.
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With only two AS dice, I’d probably just ignore them as much as possible. They can tie up some enemy fighters for sure, but they’ve got no punch at all. I’d be hesitant to take something that requires my opponent to do what I want them to in order to make it work.
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Okay, so I’m gonna expand on this dentist analogy that got put in here, because in my mind, it fits. Most of the time my patients don’t need anything other than a cleaning. Sometimes, there’s a small problem that just needs a minor correction, a little polishing (XI7’s) Often times I’ll see a problem in someone’s mouth that doesn’t seem like a big deal until I dig deeper (literally) and find it has some major issues, and I need to work on it until it’s just a shell of what it was. (Yavaris, Demo). Sometimes a tooth is so messed up you just have to take it out. (SA, Pryce, Bail). The times dentists get in the most trouble, though, is when they try to fix something that’s not great, but isn’t hurting anything either. Replacing an old, outdated filling that still works just fine, but looks ugly has lead to more issues than I care to think about. That’s when “I went to the dentist to fix my teeth, but (s)he broke them instead” happens. It’s usually better to just leave it alone, because you don’t know how much you “fixing” it will mess other stuff up. (Devastator, Independence) No matter how gentle I am, my patients almost always feel some discomfort during and after a procedure. But it’s necessary to promote healing. (1.5 will likely be better for the game as a whole)
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Why do I suddenly feel attacked? 😜
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You make a good point. There were A LOT of times I would add a flotilla to my fleet for activations and put Comms Net on there because “It’s 2 points, why not?”
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I think it will still be a very powerful upgrade, especially in fleets with bombers with blue or blue/black dice, especially if you have Toryn and BCC. Sure the damage ceiling on Keyan dropped from 8 to 6, a B-wing dropped from 6 to 5, and double blues dropped from 4 to 3. Single dice bombers still have the same ceiling. Plus, blue/black bombers have a better chance of getting an accuracy when they really need it. Yes, it hurts the anti-squad capabilities (I will miss Wedge throwing six blue dice against ties three times a round), but with the Intel changes I see squad balls shifting back towards specialization. Yav will help your A and X-wings before you get to the ships and will help your bombers once you’re in range.
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The new RRG specifically says you can’t. New RRG, Pg 50: Yavaris: A squadron activated by Yavaris that adds a die while attacking cannot resolve another effect to move during Yavaris’ activation.
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I’ve tried TTS a few times, and I’m just not sold on it. I find the way to make fleets odd and difficult (I really dislike the bags within bags thing). Also, I HATE the physics of the program. It can be really difficult to place things precisely, and heaven help you when you overlap or bump something. Also, the dice kinda go flying everywhere and can be a pain to gather and to read. Also, I don’t like how the ships lock into place once the shields are set. I fell like Vassal’s engine is more intuitive, and it’s more user friendly. The dice window makes reading the dice very easy and clear. The log helps you track exactly what’s happened. The range measurement is pretty easy, and it’s nice to be able to measure range from obstacles and tokens. If I want to pretend I’m playing Armada, TTS’s 3D helps. If I actually want to play the game, though, I think Vassal is better.
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I think you’re right. The new card doesn’t even say anything about moving. It just says choose to only attack. FCT doesn’t involve the squad’s activation.
