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1 minute ago, OgRib said:

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.

Typically Engineers are considered heavily trained specialists, Pulling a gunner off their station and telling them to go fix the shield emitters or engine is rarely if ever going to succeed.  And killing the engineering team in the raid includes dedicated repair droids like R2 units.

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4 minutes ago, TheCallum said:

Seventh Fleet is a great design for a card-

Rewards adapting your playstyle whilst keeping flavour and theme.

Lets just hope it’s costed appropriately.

Seventh Fleet is competing with some great titles on the ships that might want it.  You're not putting it on a Glad, unless you've got 2.  On the ISD it's competing with Avenger.  Plus, on an ISD you have to fit in a non-Demo Glad or a Vic to be able to use it, which starts to add up quickly.

The ship that isn't too excited about its existing titles is the Vic.  On that ship, it's a win-more card, though.  If you can keep your front arc pointed at the enemy, you're already doing well.

Before seeing it in action, it seems like  a more expensive, more situational, harder to justify Derlin.

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6 minutes ago, MasterShake2 said:

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.

They really do look weak, from a pure stats perspective.  But hey, we finally got our Imperial speed 4, high-hull Rogue ship. :D

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2 minutes ago, spudmonkey said:

Typically Engineers are considered heavily trained specialists, Pulling a gunner off their station and telling them to go fix the shield emitters or engine is rarely if ever going to succeed.  And killing the engineering team in the raid includes dedicated repair droids like R2 units.

I know it's not Star Wars, but I imagine it's more like what happens in real life where everybody on a warship has damage control training - whether it's putting a seal on a breach or resetting a circuit breaker, or plugging in a new module from emergency spares.

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6 minutes ago, MasterShake2 said:

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.

Sloane gives them a crit reroll though, giving them a good chance at either giving a raid token or spending a token

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2 minutes ago, Valca said:

Seventh Fleet is competing with some great titles on the ships that might want it.  You're not putting it on a Glad, unless you've got 2.  On the ISD it's competing with Avenger.  Plus, on an ISD you have to fit in a non-Demo Glad or a Vic to be able to use it, which starts to add up quickly.

The ship that isn't too excited about its existing titles is the Vic.  On that ship, it's a win-more card, though.  If you can keep your front arc pointed at the enemy, you're already doing well.

Before seeing it in action, it seems like  a more expensive, more situational, harder to justify Derlin.

In a dual isd build, chimaera title+stm seems better than 2 copies of this seventh Fleet title.

 

3 minutes ago, Green Knight said:

A slightly cheaper, but MUCH more restricted Raymus.

Pure trash. What am I not seeing?

Like I said earlier, carriers, Where you put yularen before, now you save 2 Points.

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Anyone get a tiny power creep vibe out of Seventh Fleet compared to Task Force Antilles? 2 points more to gain 1 more range and reduce damage instead of spreading it. Remember that you can brace before, so reduce damage by 2 compared to moving 1. The only thing not making me worry about power creep is the front arc limitation and how hard it would be to run 3+ copies. 

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10 minutes ago, Coldhands said:

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.

It actually (thematically) fits that rebels wouldn't be good at such underhand tactics as raid tokens apart from an estranged daughter of an Imp Officer with a grudge.

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1 minute ago, Green Knight said:

I like exaggerating.

You also dont have to waste a turn banking that specific token. You bank a different one and still get the extra token from Grint later. Its a great card for carriers.

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Just now, Church14 said:

Anyone get a tiny power creep vibe out of Seventh Fleet compared to Task Force Antilles? 2 points more to gain 1 more range and reduce damage instead of spreading it. Remember that you can brace before, so reduce damage by 2 compared to moving 1. The only thing not making me worry about power creep is the front arc limitation and how hard it would be to run 3+ copies. 

Hammerhead be a tab bit cheaper than star destroyers tho.

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1 minute ago, Church14 said:

Anyone get a tiny power creep vibe out of Seventh Fleet compared to Task Force Antilles? 2 points more to gain 1 more range and reduce damage instead of spreading it. Remember that you can brace before, so reduce damage by 2 compared to moving 1. The only thing not making me worry about power creep is the front arc limitation and how hard it would be to run 3+ copies. 

Not really.  It is front arc only.  Just shoot the sides.

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Just now, Church14 said:

Anyone get a tiny power creep vibe out of Seventh Fleet compared to Task Force Antilles? 2 points more to gain 1 more range and reduce damage instead of spreading it. Remember that you can brace before, so reduce damage by 2 compared to moving 1. The only thing not making me worry about power creep is the front arc limitation and how hard it would be to run 3+ copies. 

But the points you are spending on ship cost is far greater, HHs are very cheap, so you can have many more of them, I think it’s still balanced

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2 minutes ago, >kkj said:

You also dont have to waste a turn banking that specific token. You bank a different one and still get the extra token from Grint later. Its a great card for carriers.

You have round 1 and comms net for that, I think. But I suppose the rebate has some merit.

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