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FULL CLONE WARS SET! AVAILABLE NOW! ... ENJOY!

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Posted (edited)

 

Introducing CoruscantConstructions

 

68385625_Spacebattle_small988.thumb.jpg.e2b3110d98e4cfe591afda5782870814.jpg

 

We, CoruscantConstructions, a project founded by @M0N0LITH and myself are proud to annouce our FULL CLONE WARS SET! This set has been in the works since August 2018, when it all began with the custom ARC 170 squadron card that i requested from M0N0LITH. Since then, we have been busy for the last 8 months to realize our project of a complete Star Wars Armada Clone Wars Variant. Keep in mind that most of the set is untested so far,  so we are looking foward to your feedback in order to adjust some of the costs if necessary! Enjoy!

 

YOU FIND THE FULL SET UNDER THIS LINK (click "Download Post" for easier access to the pictures): https://imgur.com/a/MzbcwoZ

Unfortunately, uploading pictures to FFG Forums isn't all that easy, so i can't post them all individually here. Sorry.

 

Make sure to read the FAQ first if you have some questions or wanna know a little more about the set and its creation!

 

PS: Big shoutout to @DiabloAzul and his awesome project armadashipyards, a lot of the images, ship bases and graphic designs are his creations. Without his pioneer work this project would have been much harder to accomplish, so thank you very much!

 

 

Edited by >kkj

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Posted (edited)

That’s an impressive amount of work. A few notes:

 

-Profit is a staggeringly powerful title for 4 points. A free squadron 4 command is no joke.

-Lucrehulk (both variants) don’t seem to deliver all that well for the cost. ISDs hit hard and command nearly as many squads for a lot less cost. The 18 Hull isn’t to be ignored, but it doesn’t seem to be enough at first glance. 

-I would be worried about abilities that allow you to swap cards out pre-game. That has good chance to bog down the start of a tournament round as players attempt to min-max against their opponent’s. This may just be me being paranoid. 

-There is a title that allows for a shot after and engine-tech type movement. I would just drop this regardless of how bad the armaments are. Demolisher has been an NPR title since nearly day one and any ability similar to it should probably be avoided.

 

That being said, There are a few really cool ideas in there that I’d be very happy to see show up in Armada. 

Edited by Church14

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Posted (edited)
34 minutes ago, Church14 said:

That’s an impressive amount of work. A few notes:

 

-Profit is a staggeringly powerful title for 4 points. A free squadron 4 command is no joke.

 

I would more see it as a free other command than squadrons. A lucrehulk will probably always want to do squadrons since it can push some many vulture droids and we wanted it to have a realistic option to also want to plan other commands.

 

34 minutes ago, Church14 said:

-Lucrehulk (both variants) don’t seem to deliver all that well for the cost. ISDs hit hard and command nearly as many squads for a lot less cost. The 18 Hull isn’t to be ignored, but it doesn’t seem to be enough at first glance. 
 

Yeah the Lucrehulk was the hardest ship to price correctly, so our numbers might be totally off on that one. We will look into the cost of it after some more feedback.

 

34 minutes ago, Church14 said:

-I would be worried about abilities that allow you to swap cards out pre-game. That has good chance to bog down the start of a tournament round as players attempt to min-max against their opponent’s. This may just be me being paranoid. 
 

I dont think the 15 Points that San Hill grants is much of a problem. Thats usually 2-3 upgrades and most of the time this probably won't take longer than a minute or so.

 

34 minutes ago, Church14 said:

-There is a title that allows for a shot after and engine-tech type movement. I would just drop this regardless of how bad the armaments are. Demolisher has been an NPR title since nearly day one and any ability similar to it should probably be avoided.

 

The main reason for that title is to give the CIS ship with the "Freight" slot some sort of engine tech, because the Pelta has Speed 2 too but has access to engine techs. Both factions should have equal chances (Speed 2 + engine techs) of delivering equipped "Valuable Supplies" (Freight slot) to the opponents edge of the map. Also i think that the C-9979 really isnt that strong that a Demolisher-type title would become a problem, especially since it has only 2 blue or 2 red dice out of the front, respectively.

Edited by >kkj

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21 minutes ago, >kkj said:

I dont think the 15 Points that San Hill grants is much of a problem. Thats usually 2-3 upgrades and most of the time this probably won't take longer than a minute or so.

My concern is quite possibly unfounded. I’d prefer to see San Hill operate more like STAW’s Wesley Crusher crew card. You equip 4 cards facedown beneath him that cannot be over a certain #of points each. During your game, you discard him to equip one of those cards and discard the rest. The card chosen to be face down do not change between rounds. This could be adequately reapplied here. That way players are still required to think ahead. 

26 minutes ago, >kkj said:

The main reason for that title is to give the CIS ship with the "Freight" slot some sort of engine tech, because the Pelta has Speed 2 too but has access to engine techs. Both factions should have equal chances (Speed 2 + engine techs) of delivering equipped "Valuable Supplies" (Freight slot) to the opponents edge of the map. Also i think that the C-9979 really isnt that strong that a Demolisher-type title would become a problem, especially since it has only 2 blue or 2 red dice out of the front, respectively

I understand the ship is weak, but it doesn’t change that players will try to min-max it into an alpha strike. I’d rather see Quantum Storm copied and pastes here with a new title than Demolisher.0. 4 dice+CF+Opening Salvo is now a 7 die strike from outside long range 

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Speaking not of Points Costs, Balance or things like that...  I look only at rules Adherence.

 

At this point in time, absolutely *nothing* stops you from using three different Yodas at the same time.

General Yoda (Admiral)

Master Yoda (Squadron)

Yoda (Officer)

 

TO come under the unique rules, the name must be the same...  Not merely have portions the same...

 

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Posted (edited)
7 minutes ago, Drasnighta said:

Speaking not of Points Costs, Balance or things like that...  I look only at rules Adherence.

 

At this point in time, absolutely *nothing* stops you from using three different Yodas at the same time.

General Yoda (Admiral)

Master Yoda (Squadron)

Yoda (Officer)

 

TO come under the unique rules, the name must be the same...  Not merely have portions the same...

 

Are you questioning the divine truth of the three Yodas?  I clearly remember three distinctly different Yodas: The really old wispy-haired puppet in the swamp, the shiny/moist looking puppet in the Jedi Temple and the acrobatic CGI one in the cave on Geonosis.

I jest.  But seriously OP: Fix your Yodas.

Edited by Kani Kantai

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4 minutes ago, Kani Kantai said:

Are you questioning the divine truth of the three Yodas?  I clearly remember three distinctly different Yodas: The really old wispy-haired puppet in the swamp, the shiny/moist looking puppet in the Jedi Temple and the acrobatic CGI one in the cave on Geonosis.

Only 3 Yodas simultaniously.   The Divine Truth of The Three Yodas may well indeed be a godly timeline - but it is indeed a separation of time in focus :D

"Time...  Line?   Time does not go in lines...  It goes in Circles...  THAT IS WHY CLOCKS ARE ROUND!."
- Caboose

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A few thoughts:

Diplomat is a bonkers ability. Most of the squadrons that carry it don't have any anti-squad dice to begin with, and the way it's worded, it prevents every enemy squadron at distance 1 of its target from attacking. This will slow down the squadron game into an absolute crawl.


Naboo starfighters are too fragile. They have shields; they shouldn't be as fragile as TIEs. Eta-2s are also too fragile, and should probably have 4 hull.

ARC-170s are pretty well-balanced and costed.

Acclimators look pretty reasonable at a glance.

Venators look over-priced and need more rear shields.

That 19 point Munificent title has some issues. Depending on the version, you're paying 19 points to turn a 65 point ship into a dedicated flak boat to spawn a 7 point squadron with 2 blue anti-squad. I think the vulture droids are appropriately designed/costed, but being able to activate 8 of them from one ship (especially if it can take flight controllers) is probably way too strong. I think a better droid rule to encourage swarms would be letting you activate 1 for free for every two that are activated normally.

Double scatter Palpatine shuttle with 5 hp? Oh god, no.

The Eta-2 and Jedi aces are overcosted and have counter-synergy in some of their abilities. Anakin, for instance, has counter 3 (really wants to get into engagement, but will quickly if they get any accuracies) and snipe 3 (very good at contributing without being engaged). Squadron Obi-Wan is also overpriced, at 28 points for a rogue intel scatter ace with the ability to toggle non-droid non-force-sensitive squadrons. Eta-2s as a general concept are flown by Jedi, but are more expensive, don't hit as hard as TIE-Interceptors, and die just as easily-- plus counter and snipe have anti-synergy.

Admiral Yoda: Way too strong and way too cheap. This is a fleet-wide redundant shielding with a better version of TFA. If you pair him with STM!, you can basically discount 2 damage every time an enemy ship attacks. Combined with brace, this is bonkers good.

Mace Windu: Also too strong. He'll make Consulars reliably hit for 3 damage off 2 dice with TRCs, and black dice ships like Acclamators will be similarly nuts. With two weapons teams, you can use ordnance experts rerolls, then spend tokens as necessary to guarantee 6 black dice damage on a 69 point ship. If you compare this effect to Lando, in order to fix a die, he has to straight up discard a token. 

Officer Yoda: This is a massive negative play experience. Think of how much people raged against Gallant Haven Biggs Balls before it was errataed. Now turn it into a distance 5 effect. This is going to make your scatter aces (most of which are force-sensitive) almost unkillable.

Commander Anakin: Global grit and BCC that doesn't need the bomber keyword. This is bonkers for squadron-heavy fleets. Between Anakin, Officer Yoda, and squadron Obi-Wan, you'll have an unkillable intel scatter ace with bombers that are impossible to tie down between grit and intel and rerolls that don't require a support ship.

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Posted (edited)
8 hours ago, Fanfan said:

OK, I did a first read through, and I don't want to comment yet on balance and play experience ...

but what a stunning amount of work and quite entertaining to read!

Thank you very much Fanfan, it really was a lot of work but also good fun to create our own set of Clone Wars. 

Who really would have expected that FFG would actually introduce Clone Wars at Armada...!?!

Still - it‘s gonna take some time till its release...
Edited by M0N0LITH

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Wow, that's a lot of work - kudos for the effort!

However, the document is full of badly phrased game text, meaningless abilities and plain old broken stuff. This greatly detracts from the overall value.

Some examples:

The uniqe tri-droid 101 has an ability that triggers from crits. Even if there were other cards that grant a non-bomber the ability to somehow resolve crits, its not a good ability. 

General Yoda commander. The fact that you can take all Yoda cards in the same fleet.

San Hill, or anything that fiddles around with VP ar swapping stuff in and out of the fleet.

Those are just 3 examples.

Lots of good ideas in there too, but it lacks polish.

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You do know that a Cease and Desist is coming from Darth Mickey soon. With FFG releasing an official version "soon", they will look to shut down things like this. It has happened before, just look through the x-wing boards for examples. Also using the Armada logo could be a copyright issue. Hate to be the bearer of bad news but you should be prepared for the legal fun and games. 

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2 hours ago, Grand Admiral Buford said:

You do know that a Cease and Desist is coming from Darth Mickey soon. With FFG releasing an official version "soon", they will look to shut down things like this. It has happened before, just look through the x-wing boards for examples. Also using the Armada logo could be a copyright issue. Hate to be the bearer of bad news but you should be prepared for the legal fun and games. 

I highly doubt it. 

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5 hours ago, Grand Admiral Buford said:

You do know that a Cease and Desist is coming from Darth Mickey soon. With FFG releasing an official version "soon", they will look to shut down things like this. It has happened before, just look through the x-wing boards for examples. Also using the Armada logo could be a copyright issue. Hate to be the bearer of bad news but you should be prepared for the legal fun and games. 

Are they selling it? I think its just like a mod for a video game. Maybe I missed something. 

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12 hours ago, Grand Admiral Buford said:

You do know that a Cease and Desist is coming from Darth Mickey soon. With FFG releasing an official version "soon", they will look to shut down things like this. It has happened before, just look through the x-wing boards for examples. Also using the Armada logo could be a copyright issue. Hate to be the bearer of bad news but you should be prepared for the legal fun and games. 

On the front page all they need to do is state: “not for profit, fan-project” and some stuff about how they don’t own any of the characters etc and it should be fine. 

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2 hours ago, Jabby said:

On the front page all they need to do is state: “not for profit, fan-project” and some stuff about how they don’t own any of the characters etc and it should be fine. 

...Considering they didn’t even create some of it...

A shout-out to original creators might have gone nice 🙂

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4 hours ago, Jabby said:

On the front page all they need to do is state: “not for profit, fan-project” and some stuff about how they don’t own any of the characters etc and it should be fine. 

Which we did, literally on the Frontpage of the FAQ.

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23 hours ago, Norell said:

Profusion for 1 point LESS gives the ship a buffed DCO. It negates standard crit effect and APT as well. Definitely op.

 

Only once. DCO works multiple times, depending on the number of attacks and contain tokens.

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2 hours ago, Norell said:

Profusion is exhaust, so once per round, but combine that with redundant brace and redirect, I doubt you would need it more than once per round...

Every double arc crit-missile boat and bomber fleets would disagree  ;)

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I like your incorporation of hyperdrives into certain squadrons. It's a lot like the pathfinders from Legion or other similar scouting units from other wargames. I have a few questions.

1. Why'd you choose to implement the rule this way, rather than a keyword?

2. I see that you put "* Hyperdrive" into the name bar of the card, whatever that space is called. By my reading, this means that only one squadron can have a hyperdrive, per fleet. Not two V-19 squadrons, not even one V-19 squadron and one Aethersprite squadron or Actis squadron. Was this intentional?

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This is a really well put together expansion. I think you did a really good job designing the providence and the acclamator. They both seem pretty close to the way they are described in books and other source material. The providence in particular. the venator is pretty good as well. Like the arcs and the general firepower balance.

Some of the upgrades are a little powerful but other than that this is a very well done set. Thank you very much for all your hard work.

 

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14 hours ago, Nostromoid said:

I like your incorporation of hyperdrives into certain squadrons. It's a lot like the pathfinders from Legion or other similar scouting units from other wargames. I have a few questions.

1. Why'd you choose to implement the rule this way, rather than a keyword?

2. I see that you put "* Hyperdrive" into the name bar of the card, whatever that space is called. By my reading, this means that only one squadron can have a hyperdrive, per fleet. Not two V-19 squadrons, not even one V-19 squadron and one Aethersprite squadron or Actis squadron. Was this intentional?

Hi Nostromoid, thanks for the feedback!

1. In fact I can‘t tell why we didn‘t implement it as keyword - maybe we simply didn‘t thought of... Of course we could rename the unique squadron and add a keyword with the same effect!

2. Here you mention a good point and yes, you‘re right - it was not intentional to have only one „Hyperdrive“ per fleet available. Here we did the same small mistake as with our Yodas and Palpatines, just the other way round!! It is meant to be one „Hyperdrive“ per squadron type! 

When designing something with these dimensions it‘s clear that we did not think of all impacts, eventualities and combinations... therefore we are glad for every input and feedback to optimize our Clone Wars set! 

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Posted (edited)
On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Diplomat is a bonkers ability. Most of the squadrons that carry it don't have any anti-squad dice to begin with, and the way it's worded, it prevents every enemy squadron at distance 1 of its target from attacking. This will slow down the squadron game into an absolute crawl.


 

I'm not sure if you completely understood our intentions with Diplomat. The reasons why most squadrons with it dont have any armament is so that you cant just spam Diplomats to ensure your anti-squadron defense. You have to use it in conjunction with other, armed squadrons. See it as a different take on Escort, as it fulfills a similar defensive role of protecting key squadrons.

 

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Naboo starfighters are too fragile. They have shields; they shouldn't be as fragile as TIEs. Eta-2s are also too fragile, and should probably have 4 hull.

 

You have a point here. Maybe we will change the hull value and costs.

 

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

ARC-170s are pretty well-balanced and costed.

 

Thanks, it was our very first design.

 

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Acclimators look pretty reasonable at a glance.

 

This seems to be the general consensus so far regarding that ship. Nice to hear!

 

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Venators look over-priced and need more rear shields.

 

Could you give a few more specifics? The Venator is the exact equivalent of the Providence in terms of hull value, shields and total attack dice and i would even argue that the venators armament is overall a little stronger given the greater range and maneuverability. Of course, the Providence becomes a real nightmare once you add crit upgrades and engine techs. But double brace on the Venator also means fewer total damage dealt to the ship, since you can easily proxy missing Redirect Tokens with Repair Commands (moving shields).

 

Overall, the Venator and Providence are our most well balanced ships in my opinion, since we knew they would be the "flagships" (pun intended) of their respective factions and therefore a lot of though went into them.

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

That 19 point Munificent title has some issues. Depending on the version, you're paying 19 points to turn a 65 point ship into a dedicated flak boat to spawn a 7 point squadron with 2 blue anti-squad. I think the vulture droids are appropriately designed/costed, but being able to activate 8 of them from one ship (especially if it can take flight controllers) is probably way too strong. I think a better droid rule to encourage swarms would be letting you activate 1 for free for every two that are activated normally.


 

In my game experience, skipping the first 2 rounds of combat with a ship does not really put you at a disadvantage and most of the times you can even afford to do so with a ship in the first 3 rounds, if you hit hard afterwards. For the title to be worth it you have to produce 3 Vulture Droid Squadrons (=21 points) but you can still use flak against squadrons if you have targets available in lets say, rounds 2 and 3. So i think for now the cost of 19 points isnt totally off.

Also, a Munificent with this title would make for a great flagship, since you usually dont wont to engage with your flagship right away.

 

Beeing able to activate a max. of 8 Vultures with Flight Controllers (max. number in the whole faction) might sound OP at first, but you can already activate 6 TIE Fighters with Flight Controllers in the base game, and TIE Fighters have 1 more blue die than Vultures. So the total damage of the 6 TIEs with FC is actually higher, at least the potential. Vultures might have a higher damage consistency though if you add "Collicoid Swarm"(Providence title) or "Coordinated Assault" (Droid Control Slot).

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Double scatter Palpatine shuttle with 5 hp? Oh god, no.

 

What exactly is it that you think is bad about it? 

The general idea of double scatter?

The cost? Too high or too low?

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

The Eta-2 and Jedi aces are overcosted and have counter-synergy in some of their abilities. Anakin, for instance, has counter 3 (really wants to get into engagement, but will quickly if they get any accuracies) and snipe 3 (very good at contributing without being engaged). Squadron Obi-Wan is also overpriced, at 28 points for a rogue intel scatter ace with the ability to toggle non-droid non-force-sensitive squadrons. Eta-2s as a general concept are flown by Jedi, but are more expensive, don't hit as hard as TIE-Interceptors, and die just as easily-- plus counter and snipe have anti-synergy.


 

We might look into the cost of the generic Eta 2 and some of the aces. I dont think that "anti synergy" is a good argument against creating interesting mechanics. Sometimes having multiple different options available makes the game more interesting. The cost on the other hand has to be right for those units of course. Maybe 11 points or even 10 would be a better price for the generic Eta 2?

Obiwan beeing a little too expensive i agree on.

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Admiral Yoda: Way too strong and way too cheap. This is a fleet-wide redundant shielding with a better version of TFA. If you pair him with STM!, you can basically discount 2 damage every time an enemy ship attacks. Combined with brace, this is bonkers good.

 

Well to be fair, STM! And TFA both dont seem much playtime, especially STM!, since Armada focuses so much on concentrating fire on one target. So i dont think those a really good arguements for Yoda beeing broken. His second effect might be problematic but i think that requires playtesting. I am open to cost suggestions though.

 

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Mace Windu: Also too strong. He'll make Consulars reliably hit for 3 damage off 2 dice with TRCs, and black dice ships like Acclamators will be similarly nuts. With two weapons teams, you can use ordnance experts rerolls, then spend tokens as necessary to guarantee 6 black dice damage on a 69 point ship. If you compare this effect to Lando, in order to fix a die, he has to straight up discard a token. 

 

I am not so sure about Windu beeing OP. He only really does something really strong for black dice (turning a possible blank into a double hit for each token spend). And when using black dice heavy ships such as the Acclamator or the Venator Star Destroyer Variant, changes are high that you will mostly only have hits anyway since you will probably be using ordnance experts.

Vader lets you reroll any number of dice for a single token spend. I would argue thats stronger than Windus effect. And regarding the Consular/TRC/Windu combo, thats nothing you couldn't alread do with Vader/TRC boosted Arquitens or with IF!/TRC boosted CR90s. Yes Consulars are cheaper but they also have 1 less red die and are much more fragile.

I am open to alternative cost suggestions for Windu, although i think 30 is pretty reasonably.

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Oficer Yoda: This is a massive negative play experience. Think of how much people raged against Gallant Haven Biggs Balls before it was errataed. Now turn it into a distance 5 effect. This is going to make your scatter aces (most of which are force-sensitive) almost unkillable.


 

You have a very good point here. I think we might change Yodas effect to a once-per round effect for one single squadron with Force Affinity.

 

On 4/18/2019 at 12:01 AM, elanmorintedronai said:

Commander Anakin: Global grit and BCC that doesn't need the bomber keyword. This is bonkers for squadron-heavy fleets. Between Anakin, Officer Yoda, and squadron Obi-Wan, you'll have an unkillable intel scatter ace with bombers that are impossible to tie down between grit and intel and rerolls that don't require a support ship.

Yoda might be taken out of that equation for the most part. I dont see much of a problem with killing Obiwan. 

40 Points is a massive price to pay just for squadron support. If your opponents plays smart the effects of Grit can be at least partly diminished. So you are for the most part paying 40 points for a rangeless BBC/Toryn Farr combination. Do you really think thats such a problem even with such a high pricetag?

Also, we could consider Anakin only working for generics.

 

Thanks for your feedback!

Edited by >kkj

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