Star Wars: Armada Forums
Admiral Yularen seems ok but how do you get the Squadron tokens for his universal MC80 Liberty type effect. If you are a carrier type fleet you will be spending squadron commands rather than banking tokens. I wonder if we will see a squadron version of parts resupply? That could make him good. I suppose the double strength tokens mean C70s get twice the effect from squadron tokens compared to full squadron commands.
Repairing fighters is ok but a 2:1 ratio isn't that good. Again if you are a carrier heavy fleet you shouldn't be repairing anyway unless GAR get a decent set of rogues.
Captain Silver could be nice on a C70, the only ship really to get the full speed change benefit. Lets the C70 concentrate fire.
Adi Gallia is a great addition to a large ship. Makes up for no republic ship having a double redirect. If you redirect say 3 damage from the front to the left shield then you can also take one on the right shield. Remember you can contain even if the enemy don't inflict a crit just to take an extra damage on an adjacent shield.
How do we think Gallia interact with enemy XI7s?
@Mad Cat I don't think that is how Adi works. It says "suffer any remaining damage on the defending hul zone". I think it means after you resolved her affect. That implies that it is ignoring the effect of a redirect. Otherwise why specify it?
@GhostofNobodyInParticular Adi reads pretty straightforwardly. If you blast my Acclamator in its front hull for nine damage, and I spend Redirect, Brace, and Salvo, I can Brace to 5, Redirect 2 to my left hull zone, and if I had more than two shields remaining on either side, use her text to fake-redirect the remaining 3 to either side (one for each token spent). However, my Acclamator only has two shields on the right side zone now, so I bounce 2 over there, and am forced to suffer the remaining 1 damage on my front zone.
I think her text is just trying to make it clear that you can’t shunt more damage to adjacent zones than you have shields in those zones, and that the remaining damage cannot be ignored.
That’s my reading of it too, I don’t think it’s saying you can’t redirect. I mean, you’ve already redirected haven’t you.
The unconventional warfare event seems like it would be really fun to run with a local shop (when its safe to do that again...). Have they mentioned if this is scheduled to be run this weekend or sometime in the future?
I think it's this weekend? It would make sense to run it alongside their miniatures event weekend, but some warning would have been appreciated! Would also help if the specific dates were given!
So! Two Commanders in each CW expansion?
@Cpt ObVus I disagree. Her card already specifies that the damage redirected via her ability must be onto shields. So there would be no need for the last line. That line makes it clear that any remaining damage after her ability has been used must be received on the defending hull zone. Why specify that, unless to imply that ONLY the damage she redirects can be dealt to some other zone?
Adi nowhere says that you must ignore the effect of Redirect tokens. Her timing is “when you suffer damage,” which as far as I know, is when a spent (previously, during the Spend Defense Tokens step) Redirect also takes effect. Given that you get to choose which of two simultaneous effects of yours happen first, you can move damage to one adjacent zone with the spent Redirect, move damage to the other zone with Adi, and once shields are gone, any remainder must be suffered on the defending zone.
I’m not sure what there is to disagree with... even IF I agreed that Adi’s last line was meant to negate Redirects (and I definitely don’t), by the time her “if you do” text happens, your Redirect has already taken effect. It’s done before “if you do” comes around.
The only thing I’m not certain on with Adi is whether you can use her text alone to bounce damage to more than one side... like, if the ship she‘s on has no Redirect and gets attacked, and you have 1 remaining shield on each adjacent zone, you spend two defense tokens... can you bounce 1 damage to each adjacent zone? Her text says “a” zone, but damage is suffered one point at a time.
@Cpt ObVus Yep, I think that’s ambiguous too (whether you pick one zone only, or one zone separately each time you fake-redirect a damage).
Plo Koon: I was wondering where the Republic faction was going to get its Intel from. Adept giving grit is reasonably powerful. The "angry Bossk" free blue accuracy when attacking ships is ok especially for ARC170s & Anakin. As a commander Plo Koon is no Sloane and I think Luminara is still a better carrier list commander. 3 stars.
Clone Comander Wolffe: Assault giving raid tokens is ok but I haven't seen Mandalorian Gauntlets very often. Using accuracies to give raids is good and combos well with commander Plo. At 6 points I think he is ok but not great. 2 Stars.
Ashoka Tano: 3 Snipes a turn is good especially for slower speed 2&3 fighters who often get jumped by faster squadrons. Good at avoiding escort and counter. Unlike Wolffe above there is no exhaust recovery cost so I like this upgrade. 3 Stars.
Admiral Trench: Gets an extra universal command over Thrawn but more expensive and you need to have a supply of extra tokens to use them all well. Parts/Munitions resupply will help but I think he is difficult to use fully. Probably better on a double large and 1 support ship fleet. 2 Stars.
TI-99: Counter (3) if your nearby squadrons get jumped is a nice insurance measure. Without the old intel rule, if you get jumped you have to fight your way clear and these extra dice help out even if you die. If you use it that's your activation but then using a counter attack is voluntary so you could grit your teeth and not fire back if you can do something more useful later. While using counter is voluntary - having counter isn't so watch out for Rebel flak with Draven. 4 Stars.
Tikkes: I really like this card for a true carrier. A Recusant with Flight Controllers, Boosted Comms & Expanded Hangar is a great place for this upgrade. You and your opponent know that you will be doing squadron commands for most of the game and this guy then becomes a 7 point Vanto for only 2 points. Take a squad token if you need more carrier pushing power or take a CF, Nav or Eng token as the need arises. Also useful on a Projection Experts Muni-Doctor. 5 Stars.
Mar Tuuk: Extra red dice when shooting a shielded hull zone make this commander the CIS Ackbar or Romodi. The more shots you have the more benefit so maybe Hardcell spam or quad Munificent lists could do well. Double arc as much as possible.
Note the second paragraph removes a dice if any hull zones have a shield remaining not just the target zone. Removing a dice can also be a blank result or unneeded accuracy or a single hit if doing an even damage total and you know the enemy will be bracing. 5 Stars.
Passel Argente: 6 points for a double command on turns 4-6 is excellent on a large ship. Consider a slow approach or deploying a little further out to shift most of the action to later in the game. 4 Stars.
San Hill: Only effects the squadron phase and Hyperwave signal boosts can already increase the number of early squadrons you can activate then. Boosting this from San will help and I think if combined with a Hyperwave will also give the AI to these extra squadrons. It's cheap so 3 Stars.
I agree with GNIP on Ali Gallia. It could be useful if your redirect is acc’d, IO‘d, or you’re facing Xi7. Or just need to reduce pressure on your single redirect token. But unlike Foresight it doesn’t let you suffer damage on three total hull zones; that last sentence is pretty clear.
@Bertie Wooster I respectfully disagree with you both (I think... if I understand the exact ways in which our views are incompatible!)... I left my reasoning above, in my reply to @GhostofNobodyInParticular. Interested to hear if either of you have further analysis.
In addition to my points above (that, as written, Redirect seems to work just fine w/Adi), I would like to point out that the apparent intent of the card is that it is compatible with Redirect; after all, if Adi Gallia is NOT compatible with Redirect, then what’s her reason for existing at all? Pay 6 points to turn off the effect of any and all Redirect tokens on the ship in question, and replace them with an effect that’s not usually better, and is typically much worse? And as far as I know, all of the Republic ships that will exist when she arrives DO have Redirect tokens, so it isn’t as if they intended for her to function as a supplemental defense for some hypothetical future ship that doesn’t have them. Any way you cut it, paying 6 points to actively make your ship much worse doesn’t even make sense.