Armada/Tactics/The Galactic Republic

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The Galactic Republic in Armada depends on vertical synergies. Individually their ships are at a disadvantage, lacking in maneuverability and not really gaining any stats elsewhere to compensate. Instead, the Republic has access to upgrades and officers that allow them greater flexibility in directing fire, a commander that gives out free dials, an upgrade to place squadrons outside the starting zone, and Jedi that boost their squadrons. More than any other fleet, the Republic likes to fight as a deathball (especially for squadrons).

Small Ships

Class Variant Fore Sides Aft AA Hull Defenses C/S/E
Consular Armed Cruiser ⬤⬤ ⬤⬤ 4 Evade, Redirect, Contain 1/1/2
Consular Charger c70 ⬤⬤ ⬤⬤ 4 Evade, Redirect, Contain 1/1/2

Consular Class

The Consular is a hybrid design, bridging the differences between the CR90 and the Imperial Raider but ultimately the Republic designs have clearer roles. Stats wise it looks more like the CR90, but its maneuver chart is more like the Raider, losing some turning as it gets faster.

  • Armed Crusier: The cheaper variant, equally suited to escort and kamikaze work with defensive and ordnance upgrades. Working with Obi-Wan and Implacable it stands a good chance to living long enough to get its points back. The standard rebel suicide hammerhead can throw ❺. The armed cruiser with the same fit, dial, and angle can throw ❺ and moves faster.
  • Charger c70: The Armed Cruiser's polar opposite; a solid long range run & gun harasser with offensive and turbolaser upgrades. It lacks the second evade that made the TRC-90 such a menace.
  • Titles
    • Radiant VII: Gives up turbolaser and ordinance upgrades to gain a fleet support. Give it bomber command and team it up with Nevoota Bee to give your Y-Wings and ARC-170s three tries at getting a crit. Or give it Munitions Resupply to feed concentrate tokens to your flying triangles.
    • Swift Return: Can change speed or increase yaw value by 1 if determining course near an obstacle.

Medium Ships

Class Variant Fore Sides Aft AA Hull Defenses C/S/E
Acclamator I ⬤⬤⬤⬤⬤ ⬤⬤ ⬤⬤ 7 Brace, Redirect, Salvo 3/3/4
Acclamator II ⬤⬤⬤⬤⬤ ⬤⬤ 7 Brace, Redirect, Salvo 3/3/4

Acclamator Class

The grandpalpy Star Destroyer, the Acclamator is essentially a Victory as flown by clones: its faster, cheaper, and somewhat more flexible in how it can be fitted out and used. It doesn't futz around with ion cannon upgrades; both versions get turbolasers and ordinance. The Acclamator fits out well for squadron work; if you want to load it down with expanded hangars and fly it like a very angry Quasar Fire, it can do that. Its main limitation is that its maneuver chart is bad. Really bad, "marginally better than the super star destroyer" bad. Bail Organa can comp it for navigate dials, but this is a limited resource.

  • Acclamator I: At 66 points, you can have almost two of these for what the Empire spends on an Imperial-II. This is the squadron-friendly version with two offensive retrofits.
  • Acclamator II: Two points cheaper than the basic Victory, the Acclamator II has more staying power on account of its defensive retrofit slot. Fitted with all the clone arc boosting tricks, it can throw dice in any direction to rival anything but a large base ship's preferred arc.
  • Titles
    • Implacable: Can give up to 2 shields from its front arc to a friendly out to 1-2.
    • Nevoota Bee: OH GOD THE BEES!!! Generic squadrons gain swarm during activation, and activated swarms can reroll one dice when attacking ships.

Commanders

  • Obi-Wan Kenobi: While a friendly ship is defending, when it spends a readied redirect token, it may reduce the total damage by 1 before it suffers damage. So far Republic ships only have one redirect, but they're also getting the Reactive Gunnery defense refit which lets you spend any defense token to get a salvo result.
  • Bail Organa: Starts the game with any combination of 5 navigate/repair tokens. When a friendly ship reveals a command, you can discard up to one token of each type from Bail to give the friendly an additional dial matching the token type removed from Bail.

Squadrons

Republic squadrons rely on teamwork in order to maximize their potential. They don't have the high damage abilities of the rebel aces, and they're not as economical as the empire. They also have virtually no rogues. What the Republic does have going for it is that their squadrons are tough for their points, and most of their aces boost their non-uniques. Counter, adept, and swarm are common on their fighters.

Type Ace Speed Hull AA AS Defense Keywords
ARC-170 2 7 ⬤⬤ ⬤⬤ Bomber, Counter 1
Odd Ball 2 7 ⬤⬤ ⬤⬤ Brace, Evade Bomber, Counter 1
BLT-B Y-Wing 3 6 Bomber, Heavy
Anakin Skywalker 3 6 ⬤⬤⬤ Brace, Brace Adept 2, Bomber, Heavy
Delta-7 Aethersprite 4 4 ⬤⬤⬤ Adept 1, Counter 2, Dodge 1
Ahsoka Tano 4 4 ⬤⬤⬤ Brace, Scatter Adept 1, Counter 2, Grit
Kit Fisto 4 4 ⬤⬤⬤ Brace, Brace Adept 2, Counter 2, Intel
Luminara Unduli 4 4 ⬤⬤⬤ Brace, Scatter Adept 1, Counter 2
Plo Koon 4 4 ⬤⬤⬤ Brace, Scatter Adept 2, Counter 2
V-19 Torrent 3 5 ⬤⬤ Escort, Swarm
Axe 3 5 ⬤⬤ Brace, Evade Escort, Swarm
Kickback 3 5 ⬤⬤ Brace, Brace Escort, Swarm
  • ARC-170: Essentially a mashup of the B-Wing and the Gauntlet.
    • Odd Ball: Can reroll up to 2 dice when attacking if he moved.
  • BLT-B Y-Wing: Almost identical to the classic rebel Y-Wing.
    • Anakin Skywalker: In the hands of the best starfighter pilot in the galaxy, the BLT-B becomes a better Gold Squadron. Anakin can spend a token to ignore engagement.
  • Delta-7 Aethersprite: Generic jedi fighters. Their stats & gunline is Darth Vader's TIE Advanced Squadron, but trading one hull for a Dodge. Remember how much hate Vader would pull with his one black AA dot? Now imagine him as a non-unique.
    • Ahsoka Tano: After moving, a friendly squadron at distance 1 can attack an enemy squadron at distance 1 with 2 blues even after activating.
    • Kit Fisto: When you spend a defense token, you may instead discard it to reduce damage by 3.
    • Luminara Unduli: When enemy squadrons at distance 1 attack non-unique friendly squadrons, that attack is obstructed.
    • Plo Koon: Non-unique friendly squadrons without counter at distance 1 gain counter 1.
  • V-19 Torrent: Your basic fighter; the V-19 occupies a weird middle ground between the stock rebel and imperial fighters. Mano-a-mano it's outclassed, but with Jedi support that can turn around fast.
    • Axe: If a friendly out to distance 1 suffers damage, he can spend a token to reduce that damage by 1.
    • Kickback: After he attacks, he can move 1 even if engaged.
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,