Armada/Tactics/The Galactic Republic: Difference between revisions

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===Synergies===
===Synergies===
* '''Clone Captain Zak''' + '''Swivel-Mount Batteries''' + '''Gunnery Team''': An interesting stack that makes the Acclamator dangerous in pretty much every direction.  Zak can exhaust to give you another one dice of a color you already have in the pool, as long as you're doing it on the sides or rear (and can self-ready).  Swivel-Mount can exhaust to pull one dice from an adjacent zone until it readies.  Gunnery team of course lets you shoot twice in the same arc.  This makes the clones dangerous from literally all angles, with comedy like throwing 6 black in any direction, or 8 red on the sides or forward, on a medium hull, and not just once but whatever configuration you want every round.     
* '''Clone Captain Zak''' + '''Swivel-Mount Batteries''' + '''Gunnery Team''': An interesting stack that makes the Acclamator dangerous in pretty much every direction.  Zak can exhaust to give you another one dice of a color you already have in the pool, as long as you're doing it on the sides or rear (and can self-ready).  Swivel-Mount can exhaust to pull one dice from an adjacent zone until it readies.  Gunnery team lets you shoot twice in the same arc.  This makes the clones dangerous from literally all angles, with comedy like throwing 6 black in any direction, or 8 red on the sides or forward, on a medium hull, and not just once but whatever configuration you want every round.     


{{Star wars Miniature games}}
{{Star wars Miniature games}}
[[Category:Star Wars]]
[[Category:Star Wars]]
[[Category:Star Wars X-Wing]]
[[Category:Star Wars X-Wing]]

Revision as of 16:40, 29 November 2020

Small Ships

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. It has the same 4 health, shield setup, 1 command, 1 squadron, and 2 engineering of the CR90. But its maneuver chart is more like the Raider, losing some turning as it gets faster.

  • Armed Crusier: The cheaper variant, essentially a Raider I that gives up a forward black to have 2 blue anti-fighter and an ordinance upgrade. Equally suited to escort and kamikaze work. With a double arc and external racks it can sink 4 black and 3 blue into something; throw on cluster bombs as well and you're still only at 46 points. With Obi-Wan and Implacable it stands a good chance to living to get that shot in too.
  • Charger C70: The Armed Cruiser's polar opposite, the C70 has two reds on the front and sides and a turbolaser upgrade, plus fore & aft blue and a black anti-fighter. Solid long range run & gun harasser.
  • 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.
    • Swift Return: Can change speed or increase yaw value by 1 if determining course near an obstacle. Probably too situational to be worth it.

Medium Ships

Acclamator Class

The grandpalpy Star Destroyer, the Acclamator is a Victory as flown by clones. It has speed 3 and the shields are rebalanced for 4 ahead and 2's all around, one less hull but throwing another AA dice. The Acclamator quite literally behaves like a clone trooper: march straight at the enemy, guns blazing, giving zero fucks. Arcs are a bit wonky; the lines do not intersect, giving it a modestly tighter front arc than a star destroyer but not as narrow as some rebel ships.

  • Acclamator I: Relative to the Victory I, it throws one less forward black, but two black AA. At 66 points, you can have almost two of these for what the Empire spends on an Imperial-II.
  • Acclamator II: Back to throwing six dice in front (3 red, 2 black, 1 blue), and blue/black for AA.
  • 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 their activation, and 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.

Synergies

  • Clone Captain Zak + Swivel-Mount Batteries + Gunnery Team: An interesting stack that makes the Acclamator dangerous in pretty much every direction. Zak can exhaust to give you another one dice of a color you already have in the pool, as long as you're doing it on the sides or rear (and can self-ready). Swivel-Mount can exhaust to pull one dice from an adjacent zone until it readies. Gunnery team lets you shoot twice in the same arc. This makes the clones dangerous from literally all angles, with comedy like throwing 6 black in any direction, or 8 red on the sides or forward, on a medium hull, and not just once but whatever configuration you want every round.
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,