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xanderf

Rebellion in the Rim cards spoiled!

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1 minute ago, Tokra said:

You just need 3 objectives with tokens, and as soon as your opponent has one objective with tokens, he is in trouble.
It is really working. Quasar with Squall, 3x Arquitens with FCT, Moralo and 7 Shuttles. Motti as Admiral. 394 points. Missions? Tokens. It does not matter what mission, as long as there are objective tokens 😁.

I would modify it so there was like 4-5 Shuttles and then escorts just so they don't alpha moralo but otherwise that would eb hecka fun haha

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1 minute ago, Hedgehogmech said:

It's worth noting that he ignores Escort as it isn't an attack, unlike Dutch... 

It is his second part of the effect that can ignore escort. 
This movement can be way more deadly than an attack from Hondo could ever be. 

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34 minutes ago, clontroper5 said:

I would modify it so there was like 4-5 Shuttles and then escorts just so they don't alpha moralo but otherwise that would eb hecka fun haha

Seriously, did i miss something on this squadron? Did i read it wrong?
Just did some tests, and this list could do 14 attacks with Moralo against ships or squadrons in the first turn.
And even if you "only" use Squall and 3 Shuttles, it would mean that Moralo could do 7 Attacks on this Squall activation. 

Even when it is maybe easy to counter (it is, after all, only one squadron…), it sound way to strong.
Stele is a bad joke compared to this beast.

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17 minutes ago, Tokra said:

Seriously, did i miss something on this squadron? Did i read it wrong?
Just did some tests, and this list could do 14 attacks with Moralo against ships or squadrons in the first turn.
And even if you "only" use Squall and 3 Shuttles, it would mean that Moralo could do 7 Attacks on this Squall activation. 

Even when it is maybe easy to counter (it is, after all, only one squadron…), it sound way to strong.
Stele is a bad joke compared to this beast.

Can you get strategic abuse objectives in each category?

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Posted (edited)
2 minutes ago, Drasnighta said:

Can you get strategic abuse objectives in each category?

yes. Targeting Beacon on red. Blue and Yellow are no problem (Fire Lanes and Sensor Net).

Edited by Tokra

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10 minutes ago, ovinomanc3r said:

Hello, Luke I would like to introduce you a friend of mine. Luke, this is Soontir, Soontir, this is Luke.

More like, hello Mauler see all these cool friends over here, why don’t you go say hello....a second time...

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2 minutes ago, cadetvw said:

More like, hello Mauler see all these cool friends over here, why don’t you go say hello....a second time...

It is no move 😁. This means Mauler will not trigger. But you can get him out of combat for the next turn.

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Matt Martin - YT2400

Minelayer, again wonder how big a bang they make.

 

Kanan Jarrus - HWK-290

Similar to a Mandalorian fighter but with Cloak an Braces rather than just more hull.

 

Malee Hurra - Scurrg H-6 bomber

The Rebel Screed that works like Captain Jonus. HIEs and OL Pulse will like this. Sato can get you good effects with long range ACMs, HIEs etc.

 

Hondo Ohnaka - Slave 1

Cheaper than Bobba but a worse Bomber. I take it you can't take both in a list. Turning off squadrons is a decent option. Dragging them around may be a bit situational as you wait for the target to activate then move it and then have other squadrons around to do somethin nasty to it. From the wording I don't think Jendon can get Hondo to deactivate 2 squadrons.

 

dMoralo Eval - YV666

I hope this gets FAQed quickly to once a turn or only when the enemy effect the token etc.

 

Tel Trevura - JumpMaster 5000

I love this squadron. A Rogue Escort with a scatter that can regain 3 hull, twice. Harder to kill than Zertek and only 2 points more. Escort gets lost once the tokens are red but I bet the enemy will continue to try and kill it rather than risk the defence tokens coming back next turn. If they do press the attack then repairing 3 hull from the grave comes into play.

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I'm not too excited about the objectives.  The blue ones might be playable, but the red and yellow ones are mostly meh, with a lot of words.

Reds: Marked for Destruction is too even.  I just stay at speed 2+ and near obstacles and Rift Assault is blank.  Ion Storm forces the first player to spend an eng token tax as he enters combat to be blank.  Surprise Attack can be relevant with 3 raid tokens on all enemy ships, and forcing the flagship to deploy first at a specific spot is a real opportunity cost.  It's the only one I'd consider, but I'd have to weigh it against the great reds people already use.

Yellows: Abandoned Mining Facility: so you place your dust cloud first as close as possible, and hang out on it getting 1 VP per activation of a ship with 2-3 engineering, and it never goes away.  If you can farm more tokens than your opponent, they have to charge at you.  Otherwise, you have to charge them.  I guess you can make a list optimized for it, but that doesn't sound fun.  Rift Ambush doesn't do much?  Second player places obstacles and pushes a ship, then the first player avoids the rift and the objective is blank.  Asteroid Tactics is interesting, in that the second player gets to pretend the asteroids are mini-stations, but the first player should keep away (since rocks hurt their ships still and exogorths are under 2nd player's complete control) to blank it.  Fleet in Being gives the second player a few cool bonuses, but those points aren't getting scored: you only spend your last token if it's a difference between life and death, and dead ships with no token give no points.  I'm not seeing these as being better than the common yellows in play now.  Basically, they don't DO enough, IMO.

Blues: Volatile Deposits is interesting, but I'd have to play it to see how good the AOE effect is compared to a points-driven objective like Superior Positions.  Infested Fields is a slightly better Dangerous Territory, since the second player gets to move obstacles around the entire game.  Doomed Station is a blue Contested Outpost.  For Hyperspace Migration, I just put the tokens touching my 6' edge of the board and farm purrgil tokens, forcing you to charge over to my board edge?  The blue ones aren't bad: I wouldn't be surprised to see people run them if they previously were using the Solar Corona placeholder objective, or upgrading Dangerous Territory, or if they had Contested Outpost already as a yellow and wanted a second.

That's my take on the objectives.  I'm no Armada expert, but I think a lot of them are mediocre.

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3 hours ago, Mad Cat said:

Ezra Bridger
A nice one off effect. Clear the way in the path of your own ship. Flinging asteroids into the path of enemy large or slow ships. I assume you can't fling them underneath ships or squadrons. Mess with Brunson being in 1-2 of an obstacle. Good for Contested Outpost and Dangerous Territory.

And he can move gravity rift mid game...

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3 minutes ago, pheaver said:

Surprise Attack can be relevant with 3 raid tokens on all enemy ships, and forcing the flagship to deploy first at a specific spot is a real opportunity cost.  It's the only one I'd consider, but I'd have to weigh it against the great reds people already use.

 

Surprise attack feels crushingly brutal.  There appears to be no requirement that the commands be different, and EVERY enemy ship gets the matching raid token.  See a 134-pt squadron-pushing fleet across from you?  That's nice, nobody is getting to resolve a squadron command for 3 turns without some token-pushing capability.

Quote

The blue ones aren't bad: I wouldn't be surprised to see people run them if they previously were using the Solar Corona placeholder objective, or upgrading Dangerous Territory, or if they had Contested Outpost already as a yellow and wanted a second.

FWIW, that's really what we needed the most.  The game already had a lot of good reds, and a few decent yellows - but blues were really struggling.  There were some case-specific ones (Superior Positions for squad-heavy or MSU lists, Solar Corona for everyone else), but this does look like it gives us a lot more viable options.

And I do sort of think the new yellows are quite ripe for lists 'optimized' for them - and that's REALLY what makes the game shine, is when you have three objectives that are all equally terrible for your opponent.  To date, it's been most common that you can make a list that will pair well with 2 of your 3 objectives, and the enemy always takes the third then.  With these new guys overlapping a bit between them...might change some...

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3 hours ago, Zamalekite said:

Liberator is basically a one-time fleet command ship. But how could a CR90 already have a fleet command icon in upgrade bar? 

But you still have to pay the points for the fleet command which stinks for one time use

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28 minutes ago, xanderf said:

That's nice, nobody is getting to resolve a squadron command for 3 turns without some token-pushing capability.

For Imperials its not going to be too difficult to work around if you build the right way. There are now what... 3/4 token generator officers...

and Tarkin.

Tarkin will help with that.

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24 minutes ago, xanderf said:

Surprise attack feels crushingly brutal.  There appears to be no requirement that the commands be different, and EVERY enemy ship gets the matching raid token.  See a 134-pt squadron-pushing fleet across from you?  That's nice, nobody is getting to resolve a squadron command for 3 turns without some token-pushing capability.

FWIW, that's really what we needed the most.  The game already had a lot of good reds, and a few decent yellows - but blues were really struggling.  There were some case-specific ones (Superior Positions for squad-heavy or MSU lists, Solar Corona for everyone else), but this does look like it gives us a lot more viable options.

And I do sort of think the new yellows are quite ripe for lists 'optimized' for them - and that's REALLY what makes the game shine, is when you have three objectives that are all equally terrible for your opponent.  To date, it's been most common that you can make a list that will pair well with 2 of your 3 objectives, and the enemy always takes the third then.  With these new guys overlapping a bit between them...might change some...

That's all fair.  Also, telling your opponent they don't get to Navigate the first three turns while you do, oh, and their flagship had to set up in the middle of their side before any of your ships, sounds like a big pit to dig out of.  I suspect we'll see a lot of this one for a while after release.

I could be super wrong about the yellows.  Maybe you can optimize your fleet for them, then pick Surprise Attack and the best blue for your list.  But a lot of them look like the first player can avoid their effects without too much effort.

And I think we agree on the blues.

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Posted (edited)
5 hours ago, xanderf said:

Advanced Transponder Net
Offensive Retrofit - 5 pts
Modification
Friendly Heavy squadrons at distance 1-2 prevent engaged squadrons from attacking ships.

Wow, this card is going to provide exceptional defense to large ships! Welcome back Rhymer balls!

Edited by Wulff_Yularen

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8 minutes ago, Ling27 said:

For Imperials its not going to be too difficult to work around if you build the right way. There are now what... 3/4 token generator officers...

and Tarkin.

Tarkin will help with that.

Oh, it's not that awful to work around to begin with.

You just can't activate your carrier first, and your comms net flotilla has to do something else than what it wanted to - generate a squad token to push to your carrier, so your carrier can spend that token to burn off the raid to resolve their squad command.  Or, ****, just forego the command you wanted on turn 1 and bank a bunch of tokens, and then turn 2 its business as usual having to burn all your turn 1 tokens (you cannot, after all, be assigned the same raid token twice).

It's not actually game-breaking at all, it's just going to be REALLY FRUSTRATING to deal with, as it lets you roughly completely define your opponent's first few moves without giving them a lot of flexibility.

It only really burns if you guess wrong on what that raid token was going to be (dial set during command phase, you don't see the raid tokens you get assigned until the ship phase).

4 minutes ago, pheaver said:

That's all fair.  Also, telling your opponent they don't get to Navigate the first three turns while you do, oh, and their flagship had to set up in the middle of their side before any of your ships, sounds like a big pit to dig out of.  I suspect we'll see a lot of this one for a while after release.

That'd be another solid use for it, yeah, especially given the hit to speed settings means you'll usually WANT to have nav commands ready...

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Posted (edited)
14 minutes ago, pheaver said:

That's all fair.  Also, telling your opponent they don't get to Navigate the first three turns while you do, oh, and their flagship had to set up in the middle of their side before any of your ships, sounds like a big pit to dig out of.  I suspect we'll see a lot of this one for a while after release.

I could be super wrong about the yellows.  Maybe you can optimize your fleet for them, then pick Surprise Attack and the best blue for your list.  But a lot of them look like the first player can avoid their effects without too much effort.

And I think we agree on the blues.

Fleet 640 (0/94/400)
======================
Interdictor Suppression Refit (90 + 4: 94)
    + G7-X Grav Well Projector (2)
    + Grav Shift Reroute (2)

Both tokens next to the station. 3 nav dials on the objective card. Move the station. Nav raid tokens. No free repair, no movement. LOL

Edited by ovinomanc3r

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1 minute ago, ovinomanc3r said:

Fleet 640 (0/94/400)
======================
Interdictor Suppression Refit (90 + 4: 94)
    + G7-X Grav Well Projector (2)
    + Grav Shift Reroute (2)

Both tokens next to the station. 3 dials on the objective card. Move the station. Nav raid tokens. No free repair, no movement. LOL

Oh that's just gross.

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6 minutes ago, ovinomanc3r said:

Fleet 640 (0/94/400)
======================
Interdictor Suppression Refit (90 + 4: 94)
    + G7-X Grav Well Projector (2)
    + Grav Shift Reroute (2)

Both tokens next to the station. 3 dials on the objective card. Move the station. Nav raid tokens. No free repair, no movement. LOL

And this is why Hondo should be in all fleets 😁. Or Comms Net...
Sadly the SSD does not care about this at all.

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10 minutes ago, xanderf said:

Oh that's just gross.

 

1 minute ago, Tokra said:

And this is why Hondo should be in all fleets 😁. Or Comms Net...
Sadly the SSD does not care about this at all.

You can do it even worse adding proximity mines to the build. But not knowing what they do...

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2 hours ago, Tokra said:

Moraldo, 7 Shuttles, Squall on the Quasar, a 2-3 FCT.
And suddenly you can do 13-14 attacks with him. Each turn!

Maybe he was created to bring QLT’s back to the table.  ;D

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