phoenix7000 50 Posted November 23, 2020 (edited) https://www.fantasyflightgames.com/en/news/2020/11/23/ready-for-battle-1/ Edited November 23, 2020 by phoenix7000 3 2 Green Knight, Ophion, The Jabbawookie and 2 others reacted to this Quote Share this post Link to post Share on other sites
Grumbleduke 810 Posted November 23, 2020 Nice to know the Republic will start with a way to get Fleet Support upgrades (if just one per list). Also some more ways to spread out Command Tokens. Room for Engine Techs and an Offensive or Defensive Retrofit, but only one redirect and evade. The anti-squadron on the Armed one is interesting. 2 Captain Corvid and mattmaclaren31 reacted to this Quote Share this post Link to post Share on other sites
mattmaclaren31 31 Posted November 23, 2020 (edited) So assault concussion missiles gets a 2 point decrease 👀 Edited November 23, 2020 by mattmaclaren31 3 Flengin, The Jabbawookie and phoenix7000 reacted to this Quote Share this post Link to post Share on other sites
Grumbleduke 810 Posted November 23, 2020 5 minutes ago, mattmaclaren31 said: So assault concussion missiles gets a 2 point decrease But is an exhaust; so no double-arcing. If the same goes for APTs Gladiators, MC75 Ordnances and MC30s aren't going to be happy. 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
phoenix7000 50 Posted November 23, 2020 4 minutes ago, mattmaclaren31 said: So assault concussion missiles gets a 2 point decrease 👀 Interesting...What then will become of APTs? will they get a decrease as well? or are they doomed to fall into obscurity? Either way this bodes well for other, actually overpriced upgrades. Quote Share this post Link to post Share on other sites
phoenix7000 50 Posted November 23, 2020 1 minute ago, Grumbleduke said: But is an exhaust; so no double-arcing. If the same goes for APTs Gladiators, MC75 Ordnances and MC30s aren't going to be happy. Ah. Did not notice that, that balances it a lot more. Quote Share this post Link to post Share on other sites
cadetvw 143 Posted November 23, 2020 32 minutes ago, phoenix7000 said: Interesting...What then will become of APTs? will they get a decrease as well? or are they doomed to fall into obscurity? Either way this bodes well for other, actually overpriced upgrades. I can’t imagine them not changing APTs to an exhaust too. Not sure on the points decrease, but if they didn’t make it an exhaust they would be essentially deleting ACM since one can double arc and one couldn’t. This seems like an indirect way to nerf to Demo/Admo very slightly. Or at least curtail the fantastic burst damage they could do. Now if only they reduce Expanded Launchers, my Sato-powered EL, WAB MC75 will have its day. 6 Irate Pooka, Bravo Null, Flengin and 3 others reacted to this Quote Share this post Link to post Share on other sites
Bravo Null 90 Posted November 23, 2020 The Radiant VII looks nice. A flotilla with teeth that can go speed 4? Yes please. 4 mattmaclaren31, LazorBeems, cadetvw and 1 other reacted to this Quote Share this post Link to post Share on other sites
sasska 93 Posted November 23, 2020 24 minutes ago, cadetvw said: Now if only they reduce Expanded Launchers, my Sato-powered EL, WAB MC75 will have its day. I love that configuration. Hope they indeed change EL Quote Share this post Link to post Share on other sites
Rmcarrier1 629 Posted November 23, 2020 The Fleet Support titles are cool and the updated ACM rules are exciting, if only because of what they hint at in V1.5 — great updates. Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted November 23, 2020 OK APT change is interesting but I think if you are using the Armed Cruiser into close range hoping one black die (two if you CF) will get the crit to trigger APTs then you won't last long and might not be the best use for the ship. 2 Chamberlin and Flengin reacted to this Quote Share this post Link to post Share on other sites
>kkj 488 Posted November 23, 2020 So the Consular has Turbolasers and Ordnance, too. I like it but i'm really curious which republic ship is gonna have the ion cannon slot. The Venator just has Turbolasers and Torpedos, too. Arquitens has Turbos and Missiles. And even the Stealth Ship has just Torps and i think a few Lasers. We ran into this ion problem when designing ships for our Clone Wars Set, too. We then decided to give it to the Pelta, since it has the least well defined armament of all Republic ships. I wonder how they will handle it. Will the Republic even have Ion Cannons? Maybe Rep will only have Turbos and Ordnance, while Cis while have Ions on the Munificent and Providence but have Ordance only on the Providence. Quote Share this post Link to post Share on other sites
Green Knight 9,794 Posted November 23, 2020 (edited) 1 hour ago, phoenix7000 said: Interesting...What then will become of APTs? will they get a decrease as well? or are they doomed to fall into obscurity? Either way this bodes well for other, actually overpriced upgrades. APT would have to be exhaust also, and come down to 4. It's the only logical thing. Edited November 23, 2020 by Green Knight 1 phoenix7000 reacted to this Quote Share this post Link to post Share on other sites
Wolf_58 47 Posted November 23, 2020 (edited) 52 minutes ago, Thrindal said: OK APT change is interesting but I think if you are using the Armed Cruiser into close range hoping one black die (two if you CF) will get the crit to trigger APTs then you won't last long and might not be the best use for the ship. True but 2 dice and 1 crit is about 43% chance add a reroll and that should jump you over 50%. Yeah it is no 80% but it does give you +2 dmg. Survivability... flanking, repair cmds (bail) or even that title to get out of the way! What about cpt. Zack + CF dial makes 3 black out if the side arc? Edited November 23, 2020 by Wolf_58 Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted November 23, 2020 24 minutes ago, Wolf_58 said: True but 2 dice and 1 crit is about 43% chance add a reroll and that should jump you over 50%. Yeah it is no 80% but it does give you +2 dmg. Survivability... flanking, repair cmds (bail) or even that title to get out of the way! What about cpt. Zack + CF dial makes 3 black out if the side arc? I am guessing that Clone Captain Zak will not work on the Armed Cruiser because it does not have the Clone Key word. 2 Formynder4 and Wolf_58 reacted to this Quote Share this post Link to post Share on other sites
xero989 1,069 Posted November 23, 2020 2 hours ago, Grumbleduke said: But is an exhaust; so no double-arcing. If the same goes for APTs Gladiators, MC75 Ordnances and MC30s aren't going to be happy. Mc 75s might be okay with it they can just take both. 2 cadetvw and Flengin reacted to this Quote Share this post Link to post Share on other sites
xero989 1,069 Posted November 23, 2020 3 minutes ago, Thrindal said: I am guessing that Clone Captain Zak will not work on the Armed Cruiser because it does not have the Clone Key word. I think this is right but i think him and ltt on the charger could be great Quote Share this post Link to post Share on other sites
ExplosiveTooka 369 Posted November 23, 2020 Zek + Dcaps is only 53 points right? Add in IF when the republic inevitably gets access to a fleet command, and now you're cooking. Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted November 23, 2020 2 minutes ago, ExplosiveTooka said: Zek + Dcaps is only 53 points right? Add in IF when the republic inevitably gets access to a fleet command, and now you're cooking. Not sure how Dcaps is that great. No side blues. Just one in the front and one in the back. Quote Share this post Link to post Share on other sites
Cpt ObVus 1,217 Posted November 23, 2020 1 hour ago, >kkj said: So the Consular has Turbolasers and Ordnance, too. I like it but i'm really curious which republic ship is gonna have the ion cannon slot. The Venator just has Turbolasers and Torpedos, too. Arquitens has Turbos and Missiles. And even the Stealth Ship has just Torps and i think a few Lasers. We ran into this ion problem when designing ships for our Clone Wars Set, too. We then decided to give it to the Pelta, since it has the least well defined armament of all Republic ships. I wonder how they will handle it. Will the Republic even have Ion Cannons? Maybe Rep will only have Turbos and Ordnance, while Cis while have Ions on the Munificent and Providence but have Ordance only on the Providence. Are there a dearth of ion weapons in the GAR? I mean, Ion damage is (in lore) great against two things: Shields and electronics. The GAR was literally mostly fighting SHIELDED ROBOTS. Nobody thought to equip ion cannons? 6 Flengin, GhostofNobodyInParticular, Rimsen and 3 others reacted to this Quote Share this post Link to post Share on other sites
ianediger 1,349 Posted November 23, 2020 17 minutes ago, Thrindal said: I am guessing that Clone Captain Zak will not work on the Armed Cruiser because it does not have the Clone Key word. Ah, but CCZ doesn't have the "clone only" text that we see on Battle Droid Reserves. I'd say he would work on the Armed Cruiser. Of course, this is making stabs in the dark, since no one (except the playtesters) know the final rules regarding the keywords. 2 Cruzer and Green Knight reacted to this Quote Share this post Link to post Share on other sites
>kkj 488 Posted November 23, 2020 (edited) 5 minutes ago, Cpt ObVus said: Are there a dearth of ion weapons in the GAR? I mean, Ion damage is (in lore) great against two things: Shields and electronics. The GAR was literally mostly fighting SHIELDED ROBOTS. Nobody thought to equip ion cannons? There is this fan-theory, that that's the reason why the GARs Turbolasers and Blasters are blue. They could be some sort of ion-enhanced Turbolasers. (But not the starfighters cannons, because out-of-universe they were chosen to be green to foreshadow the Tie Fighters) Edited November 23, 2020 by >kkj 1 Cpt ObVus reacted to this Quote Share this post Link to post Share on other sites
ExplosiveTooka 369 Posted November 23, 2020 11 minutes ago, Thrindal said: Not sure how Dcaps is that great. No side blues. Just one in the front and one in the back. you want to double arc? Quote Share this post Link to post Share on other sites
Cruzer 206 Posted November 23, 2020 59 minutes ago, ExplosiveTooka said: Zek + Dcaps is only 53 points right? Add in IF when the republic inevitably gets access to a fleet command, and now you're cooking. Flag Bridge, my dude. You just get it once, but sometimes that's all you need. Quote Share this post Link to post Share on other sites
Captain Corvid 120 Posted November 23, 2020 3 hours ago, Grumbleduke said: But is an exhaust; so no double-arcing. If the same goes for APTs Gladiators, MC75 Ordnances and MC30s aren't going to be happy. I'll happily take ACMs being exhaustible for the 2 points reduction. Double-arcing with ACM was OP'd and would've been game-breaking if it wasn't so rare. This welcome change to ACM fixes that problem and makes ACMs more affordable. 👍👍 4 Green Knight, Mad Cat, Flengin and 1 other reacted to this Quote Share this post Link to post Share on other sites