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====Rogues and Villains==== [[File:RoguesVillains.png|thumb|300px|right|Dual-faction Rogues and Villains Expansion Pack]] ''Rogues & Villains gave the Imperial some excellent ace abilities and every force would benefit from one, maybe even two packs. However, the consensus has formed that while you CAN spam the two multi-roles (Aggressor and Firespray) neither is quite as good at that strategy as the YT-2400 is.'' *'''Firespray-31''' - The Firespray carries 2 blue Bomber dice, plus the speed 3, 6 hull, and 3 blue AA necessary to fight its own way to the enemy if need be. But the big pickup is Rogue - for the price of 2 TIE Bombers but less average damage, you get a good Bomber that doesn't need squadron commands. **'''Boba Fett''' - Boba gets a deadlier arsenal, double Brace tokens, and the ability to put 1 damage onto a nearby ship or squadron when he activates. (Note: for ships, this goes onto a hull zone of the target's choice - ''not'' directly onto the hull automatically.) At the price of almost 3 TIE Bombers, he's a hard purchase to justify. **'''Hondo Ohnaka''' - Two points cheaper than Boba Fett, but with a much different utility. Instead of attacking, Hondo can use his ability to activate any squadron at distance 1, or if they're already activated, move that squadron to anywhere else within distance 1 of him. This works for friendlies and enemies, and while you'll never need to waste your own fighter's activation, moving a damaged friendly away from an engagement and onto a station can keep them alive for a critical turn. Note also that Imperial fleets can't have the officer version of Hondo or have Boba Fett as a squadron if they're taking this form of Slave 1. *'''Jumpmaster 5000''' - The Empire's source of Intel, the Jumpmaster keeps your bombers bombing, or your fighters repositioning. Other than that, it's not going to be killing a whole lot, and its hull is low enough to put it at risk of being one-shot without Escorts. Intel got nerfed '''HARD''' in Armada's recent 1.5 update, providing Grit to a friendly squadron ball instead of making nearby enemy squads Heavy. Be aware of this when making an Intel squad list. **'''Dengar''' - While he comes in at almost double the cost, Dengar ups the ship's offense to respectable levels, bears the fantastic Scatter/Brace defenses, and grants all your nearby squadrons +1 to their Counter (bringing it to Counter 1 if they lacked Counter previously). And yes, this stacks with Howlrunner, to give all your Escorts Counter 2. Even if you're not going for the Counter stacking, the addition of a Scatter alone to keep your source of Intel alive can be worthwhile. **'''Tel Trevura''' - Easy to target, weirdly hard to kill. Tel drops Intel for Grit, Rogue, and a conditional version of Escort. As long as he has a green defense token, he has Escort. However, if for any reason he discards a defense token during an attack, he gains three hit points back from the brink. Two very important things to bring up. First, Tel's effect kicks in even if the attack is a deathblow, so he'll pop right back up from 0 HP like nothing happened. Second, you can voluntarily spend a defense token even if you're not damaged (for example, if you get flakked but the attack missed). Defense token economy will be paramount when using him, but when used right he's essentially a ''10 HP'' Jumpmaster. *'''Aggressor Assault Fighter''' - Almost the same ship as the YT-2400, but trading a point of speed and hull for Counter 1. For the same price you could have the much better TIE Defender instead, but possibly worth bringing if you've got a shortage of squadron commands. **'''IG-88''' - Revs his engines all the way up to speed 5, brings his Counter up to 2, gains a Scatter token - the highest hull Scatter in the game, although no second token - and he ignores Escort and Counter when attacking. At 21 points, he's a fast and independent ace-hunter that rolls half the dice two Interceptors would bring instead. **'''IG-88B''' - Swaps two of IG-88's blue anti-starfighter die for two black, drops one counter die, but comes with a CRAZY ability. If you've seen The Last Starfighter, it's basically the Death Blossom. Activate at the beginning of the Squadron phase and give up your movement, but attack ALL enemy starfighters at range 1. Better yet, because he's technically flying the ''IG-2000B'', you can fly with IG-88 proper in the same fleet. *'''YV-666''' - A slow, stupidly tough heavy <s>freighter</s> fighter, both in the sense of rolling strong dice and having the keyword Heavy. Has Grit and Rogue, which allow it to at least keep moving with its speed 2. Once again, compares unfavorably to the similarly priced Defender, which has the same damage output (or better, against ships) and moves at a full speed 5 at the loss of Rogue. **'''Bossk''' - Loses Heavy, gains a point of speed, rolls 4 black dice against squadrons, adds a black die to its anti-ship attack, and gets a single Brace token as if 7 hull wasn't already enough. And in addition to that ridiculous durability, as soon as he takes any damage, he adds a blue accuracy to every attack he rolls - allowing him to ''guarantee'' his AA attack bypasses that pesky Scatter. **'''Moralo Eval''' - Keeps Bossk's speed and drops Heavy, but keeps the stock YV-666's starfighter dice. His ability is ''weird'', but has potential. If he's within range 2 of an objective token that was not on an obstacle and it either moves or is removed from the field, Moralo may move distance 1 and attack as if he's been activated normally. Combine him with a pair of Lambda shuttles and you can have a weirdly jank, but oddly effective squadron setup.
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