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AllWingsStandyingBy

Is it just me, or are Raddus and the Profundity really bad?

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So, I'm not seeing the value of the Profundity or Admiral Raddus. And this comes from someone who's been including Hyperspace Assault in my Rebel fleet for the past year and a half.


Profundity is really bad.  It's 7pts (making it one of the most expensive titles) yet it reduces your Activation Count until you launch the ship.  If you want to use it as a "lifeboat" for your Admiral, you're paying minimally 43 pts for a Hammerhead and the title.  All to preserve your Admiral's effect after your flagship is killed (leaving your lifeboat dangerously close to whatever just murdered your flagship).  I suppose you could use it as a way to 'escort' something like an External Racks Garel's Honor or the Admonition in closer to an enemy target, but I suspect the Profundity is slower than the MC30 and probably as slow or slower than the Hammerhead. I don't see substantial value over just flying said ship up alongside the Profundity if that's where you want it, especially since even if the opponent is shooting that small ship they're at least not putting those dice on your Profundity.  An odd upgrade I have trouble seeing a use for at 0pts, really not sure why it's a whopping 7pts...

Admiral Raddus suffers from the same general issues of lowering your activation count and not being able to token-store on the ship that's off board.  Said ship also cannot help with objective token acquisition until it appears.  Not being able to jump in overtop of squadrons can make joining a tight scrum with a close-range heavy-hitter very difficult.  I guess the only use is you can "hide" your biggest, baddest ship during deployment, then just drop it in Round 1 right where you want it.  This is good, but not sure it's worth giving up an Admiral Effect for the rest of the 6 Rounds.


I dunno, kind of find them un-inspiring, especially given that both of the new ISD Refits seem to be flat-out superior replacements for the ISD-I and the ISD-II, which is annoying, and that Thrawn is uber-powerful and should likely replace all Imperial Admirals except Sloane.  I feel like Thrawn would be extremely playable even if he only set aside two dials.  At three dials, he's effecting half of the game rounds (more than Tagge or Garm, with a superior effect to either) and since he's not very relevant or necessary on Round 1 you're looking at having a huge boost on over half of the game rounds (3/5).



Really disappointed with the direction of what's been revealed so far, and it's making me lose even more faith in the current Armada designers and testers... :(

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As listed, I'm looking forward to dropping something like a Cheap Liberty into enemy Rear Arcs where the 5 Shields can absorb the limited firepower they can deal out, and I have the extra red and blue dice to make the range count...

 

And if they're deploying fightes to protect their rears to stop that...  I BOMB THE FRONT.

 

:D

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1 minute ago, Drasnighta said:

As listed, I'm looking forward to dropping something like a Cheap Liberty into enemy Rear Arcs where the 5 Shields can absorb the limited firepower they can deal out, and I have the extra red and blue dice to make the range count...

 

And if they're deploying fightes to protect their rears to stop that...  I BOMB THE FRONT.

 

:D

agreed.  this will greatly benefit truly savvy players and its really scary from the imperial view point.

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3 minutes ago, AllWingsStandyingBy said:

So, I'm not seeing the value of the Profundity or Admiral Raddus. And this comes from someone who's been including Hyperspace Assault in my Rebel fleet for the past year and a half.


Profundity is really bad.  It's 7pts (making it one of the most expensive titles) yet it reduces your Activation Count until you launch the ship.  If you want to use it as a "lifeboat" for your Admiral, you're paying minimally 43 pts for a Hammerhead and the title.  All to preserve your Admiral's effect after your flagship is killed (leaving your lifeboat dangerously close to whatever just murdered your flagship).  I suppose you could use it as a way to 'escort' something like an External Racks Garel's Honor or the Admonition in closer to an enemy target, but I suspect the Profundity is slower than the MC30 and probably as slow or slower than the Hammerhead. I don't see substantial value over just flying said ship up alongside the Profundity if that's where you want it, especially since even if the opponent is shooting that small ship they're at least not putting those dice on your Profundity.  An odd upgrade I have trouble seeing a use for at 0pts, really not sure why it's a whopping 7pts...

Admiral Raddus suffers from the same general issues of lowering your activation count and not being able to token-store on the ship that's off board.  Said ship also cannot help with objective token acquisition until it appears.  Not being able to jump in overtop of squadrons can make joining a tight scrum with a close-range heavy-hitter very difficult.  I guess the only use is you can "hide" your biggest, baddest ship during deployment, then just drop it in Round 1 right where you want it.  This is good, but not sure it's worth giving up an Admiral Effect for the rest of the 6 Rounds.


I dunno, kind of find them un-inspiring, especially given that both of the new ISD Refits seem to be flat-out superior replacements for the ISD-I and the ISD-II, which is annoying, and that Thrawn is uber-powerful and should likely replace all Imperial Admirals except Sloane.  I feel like Thrawn would be extremely playable even if he only set aside two dials.  At three dials, he's effecting half of the game rounds (more than Tagge or Garm, with a superior effect to either) and since he's not very relevant or necessary on Round 1 you're looking at having a huge boost on over half of the game rounds (3/5).



Really disappointed with the direction of what's been revealed so far, and it's making me lose even more faith in the current Armada designers and testers... :(

Its you. :)

I'm totally excited about it all.

Wave HEAVEN!

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Just now, Frimmel said:

It is Hyperspace Assault that can't NOT be chosen. So if your fleet already wants HA and they take one of your other objectives you then HA anyway. 

I don't know if it is "good" but it sure looks like it could be fun. 

I think the MOST important note if this is it's HA that can be used AS FIRST PLAYER. I expect to see some bids with Raddus 

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6 minutes ago, AllWingsStandyingBy said:

So, I'm not seeing the value of the Profundity or Admiral Raddus. And this comes from someone who's been including Hyperspace Assault in my Rebel fleet for the past year and a half.


Profundity is really bad.  It's 7pts (making it one of the most expensive titles) yet it reduces your Activation Count until you launch the ship.  If you want to use it as a "lifeboat" for your Admiral, you're paying minimally 43 pts for a Hammerhead and the title.  All to preserve your Admiral's effect after your flagship is killed (leaving your lifeboat dangerously close to whatever just murdered your flagship).  I suppose you could use it as a way to 'escort' something like an External Racks Garel's Honor or the Admonition in closer to an enemy target, but I suspect the Profundity is slower than the MC30 and probably as slow or slower than the Hammerhead. I don't see substantial value over just flying said ship up alongside the Profundity if that's where you want it, especially since even if the opponent is shooting that small ship they're at least not putting those dice on your Profundity.  An odd upgrade I have trouble seeing a use for at 0pts, really not sure why it's a whopping 7pts...

Admiral Raddus suffers from the same general issues of lowering your activation count and not being able to token-store on the ship that's off board.  Said ship also cannot help with objective token acquisition until it appears.  Not being able to jump in overtop of squadrons can make joining a tight scrum with a close-range heavy-hitter very difficult.  I guess the only use is you can "hide" your biggest, baddest ship during deployment, then just drop it in Round 1 right where you want it.  This is good, but not sure it's worth giving up an Admiral Effect for the rest of the 6 Rounds.


I dunno, kind of find them un-inspiring, especially given that both of the new ISD Refits seem to be flat-out superior replacements for the ISD-I and the ISD-II, which is annoying, and that Thrawn is uber-powerful and should likely replace all Imperial Admirals except Sloane.  I feel like Thrawn would be extremely playable even if he only set aside two dials.  At three dials, he's effecting half of the game rounds (more than Tagge or Garm, with a superior effect to either) and since he's not very relevant or necessary on Round 1 you're looking at having a huge boost on over half of the game rounds (3/5).



Really disappointed with the direction of what's been revealed so far, and it's making me lose even more faith in the current Armada designers and testers... :(

I agree with Ninja. It's you.

The mental-fvckery you can achieve by keeping your opponent oblivious as to where you're going to drop your MC30 out of will make up for the activation loss, I think. 

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2 minutes ago, Drasnighta said:

Oh, its Dice configuration already sold me...

 

Mess of Blue Blacks on the Front, and then a mess of Red blues on the Broadsides...  best of both worlds.

Yea, as a chassis the MC-75 looks great.  It's the amazing love-child of an MC-75 and a Assault Frigate, with what appears to be the tankiness of an MC80.

But the Profundity title is appearing very meh.

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1 minute ago, Frimmel said:

It is Hyperspace Assault that can't NOT be chosen. So if your fleet already wants HA and they take one of your other objectives you then HA anyway. 

I don't know if it is "good" but it sure looks like it could be fun. 


Sure, but there's a big difference between being able to Hyperspace in on your choice of tokens you've placed (almost) anywhere on the board, versus right next to one of your current ships.  Also, Hyperspace Assault doesn't take away your desired Admiral Effect (most often either Motham or Reikaan or Dodonna if you're trying to Hyperspace in an MC30, as most do).

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1 minute ago, Card Knight said:

I think the MOST important note if this is it's HA that can be used AS FIRST PLAYER. I expect to see some bids with Raddus 

And that's a whole new kettle of fish. So, yes, OP. It is just you. 

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Just now, Frimmel said:

And that's a whole new kettle of fish. So, yes, OP. It is just you. 


Yea, though that Hyperspace'd ship can't activate first, as explicitly noted by Raddus. Which makes it less effective than the standard "first player kill something run away before it goes" sort of strategy.


I dunno, still not seeing it.

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1 minute ago, AllWingsStandyingBy said:


Sure, but there's a big difference between being able to Hyperspace in on your choice of tokens you've placed (almost) anywhere on the board, versus right next to one of your current ships.  Also, Hyperspace Assault doesn't take away your desired Admiral Effect (most often either Motham or Reikaan or Dodonna if you're trying to Hyperspace in an MC30, as most do).

Sure it has drawbacks but it is also going to provide interesting fleet building decisions and strategies. As mentioned with this you can now HA as first player. That's very neat. 

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I play Imperials. The only thing holding back the sheer terror of EITHER MC80 just g****** appearing behind my formation is the knowledge a Kuat Refit can bludgeon its way home.

Edited by GiledPallaeon
We have a censor for a reason

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Just now, ElSee said:

MC-75 is how you design a good looking ship for a new Star Wars film.

TAKE NOTE EPISODE 8 DESIGNERS. ROGUE ONE GOT YOU BEAT.

 
I'm guessing you haven't seen the "gureilla walkers" or the "space orkz cannons gots da BIGGEST SHIP" dreadnaught design yets?  Or those lame wobbly 'sandspeeders' or those giant goofy flying "L" bombers from the trailer?

It's a little late for Episode 8 designers, as they have failed miserably.  Perhaps Episode 9 designers can redeem themselves, but seems unlikely.

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Being able to drop a Gunnery Teams LMC80 on the flank of an enemy battle line due to your zippy CR90 or MC30 being there (where it wants to be anyways) could be extraordinarily good. Decreasing your deployments and activations to set up your big beater ship is effectively why you wanted the extra deployments and/or activations anyways.

Profundity we'll see, but it could have its uses. Being able to double up on officers on something like Yavaris or an MC30 could be useful, as could the extreme deployment control, but I'm a bit more skeptical there at this point.

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2 minutes ago, Card Knight said:

I think the MOST important note if this is it's HA that can be used AS FIRST PLAYER. I expect to see some bids with Raddus 

Except the Raddus ship can not be the 1st ship to activate, thus less incentive to bid high.

The Profundity Title doesn't seem that good.

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7 minutes ago, Rocmistro said:

I agree with Ninja. It's you.

The mental-fvckery you can achieve by keeping your opponent oblivious as to where you're going to drop your MC30 out of will make up for the activation loss, I think. 

EXACTLY! If you have an admonition hidden up your sleeve ready to pounce out facing whatever direction at any point... You're going be facing one twitchy opponent.

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