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==Medium Ships== {| class="wikitable" |- ! Class !! Variant !! Fore !! Sides !! Aft !! AA !! Hull !! Defenses !! C/S/E |- | Interdictor | Combat | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:blue">⬤</span>⬤ | 9 | Brace, Contain x2, Redirect | 2/2/5 |- | Interdictor | Suppression | <span style="color:green">❸</span> <span style="color:red">⬤</span><span style="color:blue">⬤⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:blue">⬤</span> | 9 | Brace, Contain x2, Redirect | 2/2/5 |- | Quasar Fire | I | <span style="color:green">❷</span> <span style="color:blue">⬤⬤⬤</span> | <span style="color:green">❷</span> <span style="color:blue">⬤⬤</span> | <span style="color:green">❶</span> <span style="color:blue">⬤</span> | <span style="color:blue">⬤</span> | 6 | Brace, Redirect | 2/4/2 |- | Quasar Fire | II | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❶</span> <span style="color:blue">⬤</span> | <span style="color:red">⬤</span> | 6 | Brace, Redirect | 2/4/2 |- | Victory | I | <span style="color:green">❸</span> <span style="color:red">⬤⬤⬤</span>⬤⬤⬤ | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span>⬤ | <span style="color:green">❶</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤</span> | 8 | Brace, Redirect x2 | 3/3/4 |- | Victory | II | <span style="color:green">❸</span> <span style="color:red">⬤⬤⬤</span><span style="color:blue">⬤⬤⬤</span> | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❶</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤</span> | 8 | Brace, Redirect x2 | 3/3/4 |- |} ====Victory Star Destroyer==== The original big angry triangle, the Victory was not a good ship for the early days of Armada. Most of the problems stemmed from the fact that if you're committed to running a big angry triangle, the Imperial class options are just flat out better angry triangles in every way for a reasonable increase in points, being both faster AND more maneuverable on top of being tougher with more dakka and better title cards. Armada's designers must have come to the same conclusion, and starting with Wave 5 successive upgrades have been coming out that have retroactively brought the old Victory up to speed. Jerjerrod helps with the poor maneuvering, Quad Battery Turrets making slower speeds more viable, External Racks for Vic-Is and Disposable Capacitors for Vic-IIs, and FINALLY a way to give a Victory the much-needed Engine Techs. While the VSD is not perfect, it's far from obsolete in the current game. If you're wondering where it comes from, the Victory is loosely based on the ORIGINAL first draft of the Star Destroyer and was named in the Han Solo books that gave us the Z-95. *'''Victory-I Class Star Destroyer''' - What you get right out of the core box. Has hull, command, squadron and engineering points out of the wazoo so it makes a good centerpiece for your forces, as well as having 3 Shields on the front and side arcs. The problems with it are obvious though, it steers like a cow and plods along like it just doesn't care, so if it gets out-maneuvered it could be in trouble as it's shielding on the rear is only one point strong. However, upgrades have since come out to help mitigate this point somewhat (Moff Jerjerrod among others). It also suffers from a range imbalance with its weapons, having blacks mixed with reds, meaning it is fantastic at short range, but poorer at medium>long ranges, comparable to the Rebels Nebulon B frigates at those distances. It's also not that fantastic at dealing with enemy squadrons, having only a single blue dice, but that's why you've got TIEs. Where the Victory-I excels at is being a being a big, beefy offensive guard for some of your other ships. Keep the upgrades light, just External Racks and swap out a Redirect for Salvo with Local Fire Control if you're daring. Then, point towards the enemy and dare them to close the distance. *'''Victory-II Class Star Destroyer''' - The upgraded version improves the firepower considerably, replacing those black dice with blues, giving the Victory-I an impressive presence out to the medium range. With the release the Quad Battery Turrets and Disposable Capacitors upgrades, the Vic-II can now double as impressive long-range artillery before closing in for further engagements. Don't expect to always use the front arc very often, but a minimum of six dice at medium (or long) range is scary enough when you can just swivel it to deny entire regions of the board. *'''Titles:''' **'''''Dominator''''' - You can reduce up to two of your shields from any of your hull zones to add that many blue dice to an attack. This becomes a risky venture, particular if it's early in the game since you have to explicitly order your ship to get those shields back. Though you can find use for it late game if you know you can demolish an enemy ship in a single barrage of firepower, and you won't have to worry about reprisals. Debuted in the Core Set. **'''''Corrupter''''' - ''Rebels look at this with envy.'' When you issue an order to Bombers, they increase their speed by one. If you've got TIE bombers, then you'll want this as it increases your reach and allows you to better exploit openings in your enemy's fighter screens. Combine with Rhymer and your bombers now have an obscene alpha strike radius. Originially available only in the Victory-class Star Destroyer Expansion Pack. **'''''Warlord''''' - Can be helpful, when you attack, you can replace a single "accuracy" result with a "hit" result instead. So if you have a bad roll and end up with more accuracy than you require it allows you to do more damage. This also applies to anti-squadron shooting, where those accuracy results do sweet FA. So in essence the Warlord is more reliable. For those red dice, it CAN turn accuracy into double hit. Consider Sensor Team for reliable two damage on one of your anti-ship shots. Originally available only in the Victory-class Star Destroyer Expansion Pack. **'''''Harrow''''' - The buff that Victory Star Destroyers needed since day 1, finally premiered with the Rebellion in the Rim expansion. First, the title provides a much-needed support officer (aka: Engine Techs) slot. Second, if the ship is making a speed 1 maneuver, your movement yaw is now two clicks worth without having to spend a maneuver dial. Most importantly, the title only costs 3 points making it the cheapest VSD title out there. The one downside is that you can't equip multiple ships with the title, but even providing a single Vic with Engine Techs more than makes up for that. **'''''7th Fleet Star Destroyer''''' - When receiving an attack on your front arc, you can exhaust a copy of this card on a nearby 7th Fleet Star Destroyer to decrease the incoming damage by 1. Good for grouped up fleet playstyles like the Rebel's Hammerhead Task Forces or Mon Cal Exodus Fleet, but you're sacrificing good titles like ''Demolisher'', ''Harrow'', and ''Avenger'' to use it. ====Interdictor Cruiser==== The second medium sized starship available to the Imperials. We'll get to its ''Experimental Retrofit'' later, but on its own it is comparable to the Victory Star Destroyer: It is still slow, but is more maneuverable; it has one more die on its broadsides, but one less shield on its sides; It has one more hull point, Engineering point and it has access to the ''Contain'' defense, but has one less Squadron point. It's not really there to act as a centerpiece for your fleet and will generally lose a straight up fire-fight with Rebel ships of similar size. But is a potential game-changer for how it can screw with your opponents due to its ability to take "Expermental Retrofit" upgrades which generally influence the way ships get deployed at the start of the battle, or can decrease enemy speed or force re-rolls on enemy attack dice. If you don't take an Experimental, you're literally flying this ship wrong and should use a Victory instead because the price of those slots is already prorated into what you're paying for the hull. *'''Interdictor Suppression Refit''' - The primary version comes with ''two'' Experimental Retrofit slots so you can get maximum use out of your gravity messing abilities. With the right upgrades it can be a surprisingly tanky craft, and will frustrate the hell out of opponents not used to seeing Interdictors on the battlefield. Consider using it as a flagship, a shield pushing medic with Projection Experts, or combining it with Disposable Capacitors and a blue-crit upgrade like Heavy Ion Emplacements to help it punch above it's weight class. *'''Interdictor Combat Refit:''' - The more expensive of the ship types swaps a blue dice in the front/side arcs for a red dice. Giving it more bite at longer range, which is good because you don't want this thing attempting to duke it out with capital ships. It also gains an extra black dice for anti-squadron fire. However, it loses one Expermental Retrofit upgrade slot so despite the "improvements" to the design, you might be better suited going for the Suppression refit unless there is only one upgrade card you really want, or you're playing a really small game and this is going to be your flagship. *'''Titles:''' **'''''Interdictor''''' - This cleverly named (naval tradition generally names ship classes after the first one of the line launched), three point, title allows you to exhaust the title card itself when you activate the ship in order to ready any upgrade card. That means you can generally use your Experimental G-8 Projector or your Targeting Scramblers twice in a given turn, but it also applies to any limited-use upgrades that you may take like Captain Brunson or the Grand Inquisitor. You can also use it to ready cards that your opponent has forcibly exhausted through use of things like Ion Cannons, so this is definitely a tricky little number that can get your opponent scratching his head. ====Quasar Fire Cruiser-Carrier==== The Quasar Fire is a purpose built carrier, incredible at pushing squadrons and not much else. For the price of two floatillas the Quasar Fire can activate up to 6 squadrons at once and allows other Imperial ships like ISDs and VSDs to focus on pure damage dealing. However, this comes at the cost of being a true combat vessel itself for the Quasar Fire has not many attack dice out of awkward firing arcs and just a Brace and a Redirect to defend with. Leveraged properly though, this ship easily makes up for that with swarm after swarm of TIEs nearly every single turn. *'''Quasar Fire I-Class Cruiser-Carrier''' - Some ships are simply built for certain upgrades, and the Quasar Fire I is built for Flight Controllers and Boosted Comms. This leaves the second Offensive Retrofit free for either Expanded Hangar Bays for that natural 5 squadron push, Reserve Hangar Decks to replace a lost TIE or Jumpmaster, or Disposable Capacitors so it can actually do something with those all blue dice arcs. *'''Quasar Fire II-Class Cruiser-Carrier''' - The Quasar Fire II is where things get interesting. It has actual red dice so it can throw a few attacks in here and there without being too exposed, but it also upgrades the original blue flak die with the first ''red flak'' in the entire game. This paired with Agent Kallus and Ruthless Strategists means that a Quasar II can devastate fighter ace fleets with shocking effectiveness while still boosting its own squadrons with Flight Controllers. *'''Titles:''' **'''''Stronghold''''' - An analogue for ''Gallant Haven''. ''Stronghold'' obstructs any friendly '''Swarm''' squadrons at close range when they are defending. A good title, but remember that Quasar Fires do not want to be too close to the action most of the time. **'''''Squall''''' - A godsend for speed 2 YV-666s, ''Squall'' acts like a souped-up Fighter Coordination Teams that activates on ship activation rather than movement. Fighters that are moved using ''Squall'' cannot end their movement engaged, but having up to 3 heavy hitting bombers move that much closer to their target before properly activating them can change entire battles around in your favor. **'''''Pursuant''''' - ''Pursuant'' should be considered a default title. At just two points, the ability to activate 4 (or 5 with Expanded Hangar Bays) squadrons at any time is huge. The text does say "Treat this command as if you spent a Squadron dial" so it cannot be combined with ''another'' squadron dial nor can squadron tokens be used. Despite this, ''Pursuant'' gives Quasar Fires much needed strategic flexibility and can make the difference if they need that desperate repair or navigate dial.
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