Armada/Tactics/Confederacy of Independent Systems: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Piroko
No edit summary
1d4chan>Piroko
No edit summary
Line 1: Line 1:
__NOTOC__ [[file:Star Wars Armada Separatist Fleet.png|right|400px]]
__NOTOC__ [[file:Star Wars Armada Separatist Fleet.png|right|500px]]
So far we don't actually know enough about the Confederacy to say very much about what they're like in Armada.  Their fighters are (predictably) low cost, but we only really got one real combat ship so far and it's optimized for long range harassment.  Until the next wave hits we won't really know what direction the faction's ships are going in.   
So far we don't actually know enough about the Confederacy to say very much about what they're like in Armada.  Their fighters are (predictably) low cost, but we only really got one real combat ship so far and it's optimized for long range harassment.  Until the next wave hits we won't really know what direction the faction's ships are going in.   



Revision as of 22:10, 16 December 2020

Error creating thumbnail: Unable to save thumbnail to destination

So far we don't actually know enough about the Confederacy to say very much about what they're like in Armada. Their fighters are (predictably) low cost, but we only really got one real combat ship so far and it's optimized for long range harassment. Until the next wave hits we won't really know what direction the faction's ships are going in.

The CIS's squadrons are defined by their AI abilities, which boosts their damage when activated by squadron commands. Like the Republic, most of their squadrons have swarm.

Small Ships

Class Variant Fore Sides Aft AA Hull Defenses C/S/E
Hardcell Transport ⬤⬤ 5 Brace, Evade, Redirect 1/2/3
Hardcell Battle Refit ⬤⬤⬤ 5 Brace, Evade, Redirect 1/2/3

Hardcell Class

"What is my purpose?"
"You pass butter."
"Oh my god."

– Rick & Morty

More like hard-sell. At a moment's glance the Hardcell looks like a cheaper, crummier Nebulon-B, with fewer dice and the the maneuvering chart of the Gozanti. But this is somewhat unfair; it's not a front line warship and it will never hit the table as one. What it is, is the only ship in Armada with a three shield arc and fleet support. It's a backfield support ship with no pretensions of being anything else.

  • Transport: The basic model with two officers, fleet support, and support team. Virtually no armament upgrades or retrofits to speak of, but it's the toughest fleet support ship in the game.
  • Battle Refit: Trades the transport's comedy blue dice for reds. It gets both offensive and defensive retrofits as well as turbolasers, giving it a slight edge over the Nebulon-B (forgetting that people only fly the Neb because Yavaris lets Luke or Wedge shoot twice).
  • Titles
    • Beast of Burden: Meet Bob the space-cleric. Bob can spend defense tokens to ready the defense tokens of others.
    • Foreman's Labor: When you take damage in an arc that still has shield remaining, you can exhaust to reduce the total damage by 1. Basically plugs the Hardcell's biggest vulnerability of being hit in the side by a squadron.

Medium Ships

Class Variant Fore Sides Aft AA Hull Defenses C/S/E
Munificent Comms Frigate ⬤⬤⬤⬤ ⬤⬤⬤ ⬤⬤ 6 Brace, Redirect, Salvo 2/3/4
Munificent Star Frigate ⬤⬤⬤⬤ ⬤⬤⬤ ⬤⬤ 6 Brace, Redirect, Salvo 2/2/4

Munificent Class

The Munificent is an odd take on the rebel assault frigate. Both variants have the same reds and shields in all arcs as the rebel ship but with the blues all forward, red AA, and with ion cannon and turbolaser upgrades. However, its maneuvering chart only goes up to 2. It seems to be built around a specific gimmick, pairing heavy ion emplacements with quad battery turrets to burn through shields quickly.

  • Comms Frigate: The cheaper of the two versions with squadron 3 and offensive retrofit.
  • Star Frigate: For three points more you give up a squadron to get a black AA, and trade the offensive retrofit for a defensive one.
  • Titles
    • Sa Nalaor: When defending at speed 2 or higher it can spend any defense token to get an evade effect.
    • Tide of Progress XII: Can exhaust its card to discard an incoming damage card with the ship trait before it resolves.

Squadrons

The Separatist fighters are built around a gimmick of being individually very weak (generally inferior to TIEs) but getting stronger when commanded. This is due to the AI:Battery and AI:Anti-Squadron abilities, which grant an additional attack dice when the squadron is activated by a squadron command. This cannot be emphasized enough that CIS droid fighters really, REALLY, REALLY want to be commanded and if you're not commanding them you're not getting your points worth.

Type Ace Speed Hull AA AS Defense Keywords
Belbullab-22 4 5 ⬤⬤⬤⬤ Relay 1, Screen
General Grievous 4 5 ⬤⬤⬤⬤ Brace x2 Relay 2, Screen
Droid Tri-Fighter 5 3 ⬤⬤ AI:Anti-Squadron 1, Counter 2, Swarm
DIS-T81 5 3 Brace, Scatter AI:Anti-Squadron 1, Counter 2, Snipe 3, Swarm
Phlac-Arphocc Prototypes 5 3 Brace, Scatter AI:Anti-Squadron 1, Counter 2, Swarm
Hyena-class Bomber 4 4 ⬤⬤ AI:Battery 1, Bomber, Heavy
Baktoid Prototypes 4 4 ⬤⬤ Brace, Scatter AI:Battery 1, Bomber, Heavy
DBS-404 4 4 ⬤⬤ Brace, Scatter AI:Battery 1, Bomber, Heavy
Vulture-class Fighter 4 3 AI:Anti-Squadron 1, Swarm
DFS-311 4 3 Brace, Scatter AI:Anti-Squadron 1, Intel, Swarm
Haor Chall Prototypes 4 3 Brace, Scatter AI:Anti-Squadron 1, Swarm
  • Belbullab-22: A barebones relay 1 with screen to help keep it alive.
    • General Grievous: This is the one you should be taking. Old wheezy keeps screen but steps up to relay 2, and his crits against anything with no readied defense tokens add 1 damage.
  • Droid Tri-Fighter: Flimsier A-Wings with swarm.
    • DIS-T81: Comes with snipe 3, and its attacks ignore obstructions. Hands down the best unique squadron the CIS has.
    • Phlac-Arphocc Prototypes: Enemy squadrons that end activation at distance 1 take 1 damage. Difficult to use effectively.
  • Hyena Class Bomber: Acceptable (but not great) for bombing ships, and that's it. Really wants to be used in squadron commands with a bomber command center.
    • Baktoid Prototypes: When attacking a ship near another friendly bomber, it can change one dice to an accuracy. The ability kinda sucks but it comes with defense tokens.
    • DBS-404: If in base contact with the defender, can take one damage to add a dice to the attack pool.
  • Vulture-class Fighter: Very good... if activated. If not, they're bad. Really bad.
    • DFS-311: When defending and the attack is obstructed, you can pick one of the attacker's dice to reroll. Wants to sit in cover and pass out Intel to cheaper droids.
    • Haor Chall Prototypes: Before an enemy ship or squadron at distance 1 moves, it can attack them even if engaged. Like the Phlac-Arphocc, this is an ability that wants to be in the thick of things on a fighter that doesn't have the hull points to be in the thick of things.


Star Wars Miniature Games Tactical Guides
X-Wing: Rebel Alliance, Galactic Empire, The Resistance, The First Order, Scum & Villainy, The Galactic Republic, Confederacy of Independent Systems
Armada: Rebel Alliance, Galactic Empire, The Galactic Republic, Confederacy of Independent Systems
Legion: Rebel Alliance, Galactic Empire, Grand Army of the Republic, Confederacy of Independent Systems,