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==Rebel Commanders== *'''Leia Organa (Commander)''' - All your Command dials count as if you'd also spent a matching token; at the cost of giving up the use of actual Command tokens. Sort of like a fleet-wide Raymus Antilles, except sans the ability to store tokens for later, Leia is best for fleets with small Command ships that didn't have much use for tokens anyways. Hammerheads or CR90s enjoy Concentrate Fire granting both a die and a reroll, MC30s love changing speed by 2, Flotillas and Yavaris pushing 3 squadrons is amazing. A pricey and challenging Commander. *'''Admiral Ackbar''' - Each turn, your ships can give up the ability to fire from their forward and rear arcs, in exchange for adding 2 red dice on each side arc. Large broadsiders, like the Assault Frigate or HMC80, raise their damage output through the roof; but even smaller ships can leverage their price to add large cumulative numbers of dice. Ackbar's effect is almost always going to be worse than firing off a double-arc, so his value is maximized when you can circle the battlefield or maximize large single attacks (using effects like Gunnery Team or Intel Officer). *'''Commander Sato''' - When your ships attack an enemy ship with one of your squadrons near the target, they can switch 2 dice to a different color. Note the timing - the swap occurs ''before'' rolling, so you can't change dice added ''while'' attacking by effects like Paragon. Has two general use cases - increasing damage, by upgrading red/blue dice to blue/black dice (for accuracy, or raw damage output); or activating upgrades at beyond their regular range, like long range Leading Shots or Assault Proton Torpedoes. As Sato is expensive, and requires multiple moving parts - squadrons getting near enemy ships, with your own combat ships to make the most of the advantage - he can be tricky to use effectively, but Salvation throwing 3 black, 2 red (with a Concentrate Fire) out the front maxing ''13 damage'' is incredible, and he doesn't restrict you to a broadside-heavy fleet like Ackbar does. *'''Mon Mothma''' - The leader of the Rebellion took a small point cut and got a rebalance with the Evade token buff in Armada 1.5. She still improves the range bands of your Evade tokens, now cancelling one die at medium or re-rolling two of them at close, and comes in at three points cheaper than before. As every Rebel ship up to the Assault Frigate (and the ''Amity'' title-wielding Starhawk Mark-1) has at least one Evade, she can dramatically increase the durability of your fleet. Pairs well with the MC30 ''Foresight'' title, and small ship swarms in general. *'''General Rieekan''' - So powerful, FFG had to nerf him not once but ''twice'' (first his effect, then his price). Once per turn, when a unique squadron or a ship would be destroyed, it remains on the table (and can activate as normal) until the end of the round. Allows vital ships to get off one last salvo or squadron activation, or for unique squadrons - such as a source of Escort or Intel - to keep providing their effect, tying down enemies, and/or protecting your other squads. A Rieekan-ed Wedge can leave an entire swarm of TIEs unable to shoot past his undead Escort, or move away as they remain engaged; leaving your bombers free to hit ships. *'''General Madine''' - Your Navigate dials can add an extra point of yaw, and your Navigate tokens can change speed ''or'' add a point of yaw. Madine is fantastic for glass-cannon ships that need precise positioning, such as the MC30, or the Liberty he comes bundled with; and in general any fleet that intends to use a lot of Navigate commands will get a lot out of Madine. *'''Admiral Raddus''' - Before deploying fleets, set aside a ship (other than the flagship) - at the start of any round (including the first), you may deploy that ship at distance 1 of any of your ships; it then cannot be the first ship to activate that round. Allows your CR90 to race behind the enemy fleet and [[Tactical genius|warp in an MC80 from hyperspace]], or to keep your plans flexible and avoid committing an important ship's positioning until after deployment or the first few turns, and for fairly cheap. *'''General Cracken''' - The ''other'' Rebel small-ship-swarm Commander, Cracken grants all small or medium ships at speed 3+ an automatic obstruction that does not provoke General Romodi's extra obstruction damage. Can be difficult to use, as his high speed requirement can have you racing clean past your targets, or slowing down and losing his effect; but he can outright cancel a surprising number of attacks with strong dice-adding effects relying on just one native red die. Combined with the buffed Evade effect and Rebel ships' propensity towards evade tokens, Cracken can fend off a lot of damage if you've got a ''need for speed''; and you can make bad jokes and movie references all game long. *'''Garm bel Iblis''' - After deploying fleets, choose two non-consecutive rounds (1 & 3, 2 & 5, etc). On those rounds, every ship in your fleet gains its Command value in tokens of your choosing. Obviously, he lends himself to higher Command value ships; but Command 1 ships that usually use the first round to store a Navigate token, can benefit from the ability to speed into the fray earlier than your opponent is used to. To get the most out of Garm, you want to be doing a lot all at once; and he's bundled with the well-rounded Assault Frigate for a reason. *'''General Dodonna''' - Whenever an enemy ship is dealt a faceup damage card - either from your attacks, or from landing on Asteroids - you look at the top four and choose which one the ship takes, discarding the others. A potentially deadly ability in and of itself, that combos extremely well with Luke, APTs, or Garel's Honor; Dodonna is also tied for the cheapest Rebel Commander, and offers an all-around useful benefit to fleets of any type looking to squeeze in a few more points. If your battle plan involves killing the enemy's ships using dice, Dodonna will get you there faster - either drawing cards like Structural Damage/Projector Misaligned to hasten their demise, or crits like Depowered Armament/Thrust Control Malfunction to cripple their effectiveness. *'''Kyrsta Agate (Commander)''' - Gain an extra non-Scatter token on your flagship. Then, when not going speed 0, you can discard 1 defense token to resolve that effect, even when the opponent targets it with accuracy results. As cheap as Dodonna, but not nearly as versatile. You're better off treating her like everything else from the Aftermath books and forget about it until they're retconned.
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