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1 minute ago, Visovics said:

Yeah, I think it matches why only 2 come, and matches what Truth said about how 2 is the maximum you want to take in your fleet. I LOVE THEM

I could see some nasty fleets with 4 and some support to keep them mobile.  They won't last the entire game, but you can keep 4 critical commands locked down for a turn or two and let your fleet hit them hard.

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Just now, Visovics said:

Yeah, I think it matches why only 2 come, and matches what Truth said about how 2 is the maximum you want to take in your fleet. I LOVE THEM

They look great for sure:) but i wouldnt mind if i could customise them to my liking(no, dont tell me to go x-wing). If They were 22 points, 4 blue with bomber, Id love them.

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2 minutes ago, NebulonB said:

every ship. every turn. 

just need to decide which beforehand. not bad.

Grint's an officer, so I think his ability applies only to the ship he's on...

Edit to add, Raymus says "when you reveal" as well and his effect is localized, so, yeah. I think your interpretation is worth quite a bit more than five points.

Edited by OlaphOfTheNorth

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16 minutes ago, kmanweiss said:

Raid tokens seem really powerful.  I wish they'd fully explain them already.  Drop 2 separate articles referencing them, but don't give us any details.

I don't have an issue with Jyn's raid tokens, and if they are permanent, it's ok as you have to pay a lot to utilize them.  Minimal ships can carry her, you have to get in close, people can see what you are trying to do, and you have to have the right commands to pull it all off.  You're likely sacrificing a lot two put down 2 raid tokens.

But raid tokens on fighters is a different topic.  You can bring 4, 5, even 6 squads that can place raid tokens on ships.  Bring some support and you really can't stop them from applying the tokens.  You could totally shut down a ship, or totally shut down an entire fleet.  If you have a squad orientated fleet and you can act first and drop 4 squadron command raid tokens on 4 ships, well, that's that.  How about a Motti turtle that rolls in and just repairs all your damage?  Shut down.  How about a maneuverable fleet built around staying out of arcs and getting double arcs?  Nope.  On top of the powerful raid tokens, they have a movement range of 4 (pretty dang good), and a 7 hull.  Not exactly easy to shut down.  These aren't 1 trick ponies with a glass cannon ability.  They can hang around and fight.  With rogue, you won't even need to depend on orders.

Now with fighters having them, you need a way to clean them off, but even so, they seem powerful.  Shutting down a full turn of commands across a fleet is powerful even if for just 1 round.  I don't think I'd want to entrust a no squad fleet in a tournament scene where these can show up either.  Flak boats and such can work, but they can't take stuff out super fast, especially if it has 7 health.  You pretty much need a dedicated anti-squadron fighter force or risk being completely shut down by these things.

Definitely a good way to sell Chimaera's though.  People are going to want to have several of those little buggers.  Bravo to the marketing department.

If you can get rid of the tokens, Jan as a one off raid for two tokens is expensive compared to the Imp Squads. If they are permanent, Imps  could shut down a fleet (or linchpin of if) compared to what the rebels can do. Unless of course a U-Wing in a third squad pack is incoming or rebels have a way to remove them (Bail Organa?) but Imps don't. If you can't remove them just hit the Nav command on every ship and watch them fly off the board. The only counter? Everything flys at speed 2 or slower.

I get the feeling Imps might win the raid token fight. 

Edited by Gallanteer

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12 minutes ago, Drasnighta said:

Nose. Punch. 5. Point. Oh-no-you-don’t...

 

Wow. Potentially 2 ships stuck at speed 0 if you use Colonel Jendon to set a Gauntlet up for attacking twice. Does the geometry work out okay with Colonel Jendon (Speed 3+squall and Mandy Gauntlet having to be at distance 1-2?). That's a very interesting set of circumstances.

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2 minutes ago, Gallanteer said:

If you can get rid of the tokens, Jan as a one off raid for two tokens is expensive compared to the Imp Squads. If they are permanent, Imps  could shut down a fleet (or linchpin of if) compared to what the rebels can do. Unless of course a U-Wing in a third squad pack is incoming or rebels have a way to remove them (Bail Organa?) but Imps don't. If you can't remove them just hit the Nav command on every ship and watch them fly off the board. The only counter? Everything flys at speed 2 or slower.

I get the feeling Imps might win the raid token fight. 

They will for now for sure.  It's not unusual for Armada to introduce an ability to only 1 faction at a time and give them the advantage in that area for awhile.  The eventual release of the Uwing or something else will even it out.

Permanent or not, the Imps have the advantage.  Jyn takes a lot of coordination to pull off right and is only 2 tokens.  the squadrons could be dropping tokens over and over all fight long if not dealt with.

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Just now, Coldhands said:

They look great for sure:) but i wouldnt mind if i could customise them to my liking(no, dont tell me to go x-wing). If They were 22 points, 4 blue with bomber, Id love them.

At that point they become ultra ship-killers *_*

A squall with EHB and AFFM on a cymoon basically can throw 5 of them with speed (7 kinda) and throwing a whooping 20 dice with basically guaranteed damage, and likely with an accuracy locking down a brace. It’s monstruous and as much as our emperor would be glad, I think it wouldn’t be healthy for the game

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2 minutes ago, RobertK said:

Wow. Potentially 2 ships stuck at speed 0 if you use Colonel Jendon to set a Gauntlet up for attacking twice. Does the geometry work out okay with Colonel Jendon (Speed 3+squall and Mandy Gauntlet having to be at distance 1-2?). That's a very interesting set of circumstances.

Depends on enemy fighters.

if the fighters are set up to CAP, then you can only hit one. (As your Squall launch must include Dengar).

 

If there are unprotected ships close together, then yes.

or smack a carrier with Nav and Squadron.

 

Even if the raids only last 1 turn, you are set to repeat.

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1 minute ago, Visovics said:

At that point they become ultra ship-killers *_*

A squall with EHB and AFFM on a cymoon basically can throw 5 of them with speed (7 kinda) and throwing a whooping 20 dice with basically guaranteed damage, and likely with an accuracy locking down a brace. It’s monstruous and as much as our emperor would be glad, I think it wouldn’t be healthy for the game

Squall is restricted to only 3 squadrons.

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1 minute ago, Valca said:

Surprised the Guantlet isn't a unique fighter, given that the only way to get it so far is buying a $50 package.  Gonna make getting swarms of them very expensive. 

That was my suspicion as well, to account for low availability, but apparently FFG wants the dedicated to be able to field 6.

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28 minutes ago, spudmonkey said:

Are we sure you can? Thematically a raid would be storming a ship and killing the people in charge of a particular command/sabotaging the ship in some way.  How can you engineer when your engineering team is dead?

How would you engineer when the engineering team is deas?  Reassign crew from primary battle stations to secondary damage control resposibilities, activate secondary engineering console, send out another R2 unit.

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4 minutes ago, kmanweiss said:

They will for now for sure.  It's not unusual for Armada to introduce an ability to only 1 faction at a time and give them the advantage in that area for awhile.  The eventual release of the Uwing or something else will even it out.

Permanent or not, the Imps have the advantage.  Jyn takes a lot of coordination to pull off right and is only 2 tokens.  the squadrons could be dropping tokens over and over all fight long if not dealt with.

These squads need setup too. If you want to make a bombing run, it means you need intel and escort as well. Lets say 2 of them, a jumpmaster, 2 advanced, you already spent a tons of points to deliver them. Then, you need to roll a hit as well. But I agree on Jyn, she will sit next to Syndula in my folder, probably never seeing a fight. I wouldnt bring a hammerhead just to deliver her.

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The key to the Mandos for me is how pillow fisted it is for its cost. 20pts for average 1.5 damage to squadrons and 1 to ships is pretty rough (worse than the Firespray and those never see play) The real variable is how much is the raid token adds to the value especially because imps (unlike Rebels) don't have a Toryn type to fish for the result. It'll be interesting.

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1 minute ago, Valca said:

Surprised the Guantlet isn't a unique fighter, given that the only way to get it is buying a $50 package.  Gonna make getting swarms of them very expensive. 

That might be a feature. Help keep the number of them in the wild down initially. 

I'm also guessing we might see them in a future Rogues and Villains 2, along with the U Wing. 

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