Building your Rebel Commando Units

Now that the Rebel Commandos have arrived in Legion, you may be wondering how to best use these new versatile Special Forces units, especially since this is the first expansion pack to offer two units for the price of one!  Lets break down the ways you can run them and which ways work best.

The Heavy Weapons

These are what make this unit shine.  The DH-447 Sniper has unlimited range, pierce 1, and two dice ( albeit one of them is white).  It also has High Velocity, which if it’s the only weapon in the attack pool, the defender can’t spend dodge tokens.  It’s VERY likely to do damage, but only a little.

The Proton Charge Saboteur is the answer to swarm lists.  Now finally, your opponent may have to think twice about grouping up 6 units of Corps close together!   This unit can Arm a proton charge as an action, which places a charge within range.  When detonated, these charges will make a ranged attack against EVERY unit at range 1 of it, one at a time.  This is tremendous for multiple reasons, which include damaging groups of enemies, dealing out loads of suppression, and even hurting vehicles!  The attack itself , which consists of one red die and two white, has Blast, Impact 1, and it’s own special Surge to Crit!  Each Saboteur has Detonate : 1, which allows them to trigger ONE charge to detonate after ANY unit takes an action.  This means, you can drop a mine, move out, and trigger your charge after you move.  This also means you can run in, drop a charge, and immediately blow it, potentially hurting yourself!   It could be dangerous doing the latter, but if that means you can hit 3 enemy units?   It just might be worth it!

The Basic Unit

One of the first thing’s you’re going to notice, is the lack of a personnel upgrade, which means you aren’t going to be able to outfit this unit with six miniatures, so five will be your limit if you use a Heavy Weapons miniature.  In addition, we get Comms, Gear, Grenades, and a new upgrade called Training, which isn’t half bad considering that we get Duck and Cover with this wave.   As far as the rest of the stats, they are largely similar to the typical Rebel Troopers, with a few key upgrades (which help, considering they cost an extra 20 points).  So what do we gain for those extra 20 points?

First off, these Commandos have both offensive and defensive surge, which is pretty nice to start.  Additionally they have a courage value of 2, which helps them still get two actions even when they have a suppression token.  It also makes them a decent commander if your commander should die.  Their keywords however are especially helpful.  Low Profile means you may seriously want to consider always running Duck and Cover.  Scout 2 is incredible for early game positioning and objective play.  Sharpshooter 1 is just all around good, though generally it lends itself to  doubling up fire on a unit that’s already been shot and now has suppression, snipers, or both.

The Commandos are an all around solid unit – but you may not want to run them without a heavy weapons upgrade.  Running them with only 4 miniatures can work if you’re looking for some quality trooper units for your build, but generally you’ll probably want to run some heavy weapons units.  Before we talk Builds, let’s look at the Strike Team.

The Strike Team

 

The Strike Team is almost identical to the standard Rebel Commandos card, with three key differences.   First, the cost, which is only a mere 16 points!  Second, the miniature count is only 1.  Lastly, the keyword “Heavy Weapon Team”, which forces you to take a heavy weapons upgrade, which then becomes the unit leader.

The Strike Team is an ideal way to inflate your unit count, considering that a Strike Team can be as cheap as 42 or 44 points, depending on which Heavy Weapons option you select.  For players who want to push the limits of units in a list for things like activation advantage, the Strike Team will prove an effective way to pad your activations, while also giving you some excellent tricks.

Which Configuration is Best?

For starters, I will suggest using the Sniper in a Strike Team, and the Saboteur with a full unit.  This way you can have two distinct Special Forces units in the same list, with only a single expansion box.  Other options certainly work, but not everyone will want to buy 3 boxes of commandos to try every permutation.

Snipers

Snipers work VERY well with a Strike Team.  Having only 2 miniatures, gives them easier access to be deployed on smaller, narrow ledges.  Additionally, camping a sniper in the corner of a map, often means the rest of the commandos are NOT firing their weapons.  A Strike Team minimizes this by having only one miniature sitting around doing nothing.

Snipers don’t work as well in the full Commando Unit, because that generally tends to mean that you bring them into the battlefield, putting them within range 3 of enemy units, which someone diminishes their value a bit.   However, it does allow you to more easily split fire, dealing out suppression, or combining the sniper’s weapon to give your larger attack Pierce 1.  One other option is also to simply be a strong Counter-Sniper unit.  A Five-Person sniper unit is much less likely to die from opposing sniper fire.

Saboteurs

The Saboteurs work a little better in a full unit, as they are more likely to want to get down into the middle of the battlefield and mine the heck out of it.  Having additional miniatures also means that the saboteur has a longer lifespan, and thus, can survive longer.  Don’t forget, your Saboteurs need to be alive in order to trigger “Detonate”.  When your last saboteur dies, the rest of your charges can no longer be triggered.

The Saboteurs CAN also work well as a Strike Team, but this is one of those cases where I would advise to run more than just one.   Strike Teams are cheaper, and that means more Saboteurs, and thus, more charges placed all over the battlefield.   You could in theory place a maximum of 18 charges in a single game with three Saboteurs, and although that certainly won’t always be the case… being able to place several near key objectives is amazing.  The other advantage of having multiple saboteurs is that you’ll have multiple instances of Detonate.   It’s partially about redundancy, in that losing one saboteur will still allow you to trigger charges, but it’s also about having the ability to trigger more than one at a time.  Blowing 3 charges when an AT-ST steps too close, and taking it from 6 health to dead in a single move… is really satisfying!

In Closing 

These Heavy Weapon units really help make the Commandos Shine – so weather you’re trying to snipe, mine, or simply use the commando’s regular weapon to actually shoot enemies within range 3 – it’s gonna be a great time!   Imperial Scouts will likely behave in a very similar fashion in terms of teams and pairings.   Once those come in both sides will finally have Special Forces!

And if you prefer video – here you go!

Gen Con 2018 – in Pictures!

This Year’s Gen Con was my first ever Gen Con!  Easily the busiest convention I’ve ever been to, it’s easy to get lost among the activity!   I took a bunch of pictures though so lets go through my time!

First up – I had to wait in a line that was nearly a mile long for Will Call to get my tickets to the In Flight Report.  I didn’t even have time to check into my hotel – went straight to the convention center!

But I made it!   Front row seat!   I was crazy nervous that I wasn’t going to make it in time but luckily I managed!

And was surprised with 2 KeyForge decks for attending!   I’ve got to say I’m pretty impressed with this game.  The concept of completely unique decks in every box is really ambitious!   And it plays quickly and is a bit of fun as well!

But THIS thing was the star of the show!  The Super Star Destroyer for Armada really stole my heart!   Finally being able to see it was amazing!   After the report I grabbed some dinner and made my way back to the hotel, to prepare to teach some Legion and Armada the next morning!

The next morning – right before they opened the doors and let everyone in!

Everyone wanted to get pictures of the incoming rush!

There was alot of cosplay!  X-Wing and Legion were the two biggest attractions right in front of the main door, and they almost didn’t have any Armada tables, but luckily I found a core set on a table and was able to get it set up!

We had a core set, Wave 7, and the Rogues and Villains pack for Armada!   Nobody was scheduled to demo it, but I jumped all over it and made alot of new Armada fans from Thursday through Saturday.

Andrew Cox, Fellow Orlando Gamer, took home the championship for Destiny!   Way to represent Orlando!   Now we just need to him playing Legion and Armada as well!

Got to check out some other games as well – Project Elite is being relaunched by CMON, and the new miniatures look awesome!

Finally got to see this giant Cthulhu miniature from CMON’s new Cthulhu : Death May Die kickstarter.  It’s amazing, but it’s just so big it reminded me of the fact that I wouldn’t have had the room to actually put it anywhere!

Got a nice demo from Ares Games on their new title Battlestar Galactica: Starship Battles.  This looks gorgeous!

And got some more pictures of new FFG releases!

Sunday I was judging for a Legion Team Battle!   2v2 Tournament!

There was also an X-Wing Epic Tournament going on!

And the Armada Finals!  Congrats to JJsJuggernaut on an extremely close finish!   Not exactly sure why they had Destiny promos for the Armada winners….

When all was said and done, I had a TON of stuff to bring home and just my carry-on – so I had to break everything down!

I managed to get it all to fit!   Yup I put the falcon in a sock for safekeeping!

 

All in all, it was exhausting.   Working for FFG, demoing games nonstop, over loud crowds can really drain you.   Next time I need to go as a fan instead of an exhibitor.   I’d love to play in the tournaments and have more time to actually shop and participate in the con a bit more!

I also managed to capture a bunch of video as well!   Here’s just some of what I caught!

X-Wing 2.0 Cost Updated

In preparation for Gen Con 2018, FFG has published all of the points and upgrade slots for all of the ships and everything launching in the first wave of 2.0!   These are published in 4 separate files, and I’ve consolidated them all into one single PDF for printing ease and consolidation.

 

Here is the file:

Consolidated XWing Points Aug 2018 2×2

This is certainly subject to change, and I’ve already noticed some changes from the cards released for Second Edition in the TIE Reaper expansion Pack, namely Swarm Tactics is printed as Imperial Only, yet according to FFG it is a generic upgrade that all can use.   This is just one more reason we’ll all have to stay up to speed on the latest from FFG regarding X-Wing 2.0!

Do you think X-Wing Second Edition can recapture the magic?

Here’s my breakdown of these files, from last week.

Armada Nunchuck Expansion v1.0 Is Ready!

The Nunchuck Expansion is finally ready!

 

This expansion is a title-only expansion that has multiple new titles for every ship in Star Wars Armada!   It is NOT official and NOT tournament legal.  This was a project of mine and it’s now available! This expansion is free to everyone!  Download the FULL PDF here!

This is version 1.0.

If you like this expansion and want to support me on Patreon – hey that’s always an option!

Armada – Nunchuck Expansion Preview!

What is the Nunchuck Expansion?

The Nunchuck Expansion is a free expansion for Star Wars Armada.   It consists exclusively of titles for existing ships, which will showcase new strategies and new options for ships that only had limited roles.  The Nunchuck Expansion is NOT an official product and is not tournament legal.  I am designing the expansion and will be releasing them right here on crabbok.com.

Here are a few samples of just a few of the Imperial Titles that will be included.

Some of the details are still subject to change, and I’ll be letting my patrons on patreon vote on some of the names as well!   Let me know what you think!

X-Wing 2.0 Conversion Kit Giveaway!

X-Wing 2.0 is getting closer and the time has never been better to have a giveaway!   You can win one of three X-Wing Second Edition Conversion Kits right here!

The conversion kits are absolutely essential to anyone playing the origina X-Wing Miniatures Game, who wants to dive in to Second Edition without having to buy all the new ships.  If you don’t get one, you will be stuck waiting for new Second Edition ships to come out, and will also end up paying an arm and a leg.  For about $50 MSRP, (cheaper if you shop around), you can get a conversion kit for either Rebels, Imperials, or Scum, which will upgrade multiples of each of your ships to second edition format.

First Order and Resistance conversion kits aren’t yet fully announced, so we don’t know how much they will cost or what exactly they’ll contain.  We do know that they will be cheaper, so you can expect to pay less for those.

How do I Enter The Giveaway?

Simple – All you have to do is to become a subscriber on Crabbok’s Channel, and leave a comment on one of his videos and you’ll be automatically entered to win!  Here is a link to the announcement video!

When will the Winners be Announced?

The winners will be announced during the last week of July.  This means you will know if you’ve won, before they go on early pre-sale at GenCon, and long before they go on sale at local retail stores, later in September.   Winners are typically announced at the end of a video, so stay subscribed and watch all the way to the end!

How will I Get my Winnings?

If your name is revealed as a winner, you’ll have 30 days to contact Crabbok, either on Youtube, Facebook,  Twitter, or the email address, found on Crabbok’s Channel.  You’ll be e-mailed a digital gift card for the amount of $42.49, the cost of a conversion kit on coolstuffinc.com.

What if I don’t play X-Wing?

Honestly, at this point you can do whatever you like with the giftcard.  You can put it towards some other game.   It’s up to you!

 

Want to learn more about X-Wing 2.0?  X-Wing Wave 14 just came out with some new ships that have 2.0 cards in them!   Here are some unboxing videos!

Review – Imperial Terrain

If you are in the market to upgrade your tabletop gaming experience than you absolutely need to check out some of these amazing terrain pieces from Imperial Terrain.   They were kind enough to send over a few for me to look at and I’ve got to admit that I’m pretty blown away.  The detail on these pieces are extremely high, and all of them have some type of battlefield functionality that makes them superior to simple rocks and trees.

The Small Mechanics Shop

These little shops make perfect buildings for any setting.  They feature a mostly flat roof, which accomodates fitting troops on top, and even the occasional speeder bike.  The feature a built-in ladder on one side to facilitate easier climbing up and down.  They are tall enough to easily fit troopers inside as well.  The two doorways offer multiple paths in or out, and the removable roof allows you to separately move and measure units above and below.

Having buildings with an interior that is accessible during the game, really enhances the possibilities.  Perhaps you place an obstacle inside, rather than on the roof?   Perhaps you hide units leaders inside after grabbing an objective!   These little shops are very versatile and beautifully detailed.

Landing Pad

The Landing Pad is simply amazing.  It’s hard to say more than that, simply because the size and detail here are unparalleled.  In the above picture, there are actually two landing pads, joined by a leaf, which extends the top platform, however it is possible to connect 4 or more for even larger platforms.   Each individual landing pad has an elevator door, a ladder, and enough space to land a standard starfighter on the top.  They areabout 7 1/2 inches tall, which means they are considered height 2 as well.

Having terrain that is height 2 offers some very interesting game mechanics, in addition to simply being big and beautiful.  Luke Skywalker, for example, cannot simply jump up there from the ground.  Though if he were on a tall enough roof of a nearby structure, then possibly he could.  The ladder however, does allow easier access to the top.  The elevator, if you allow it to be used in your game, can offer alternate paths to the top as well.

Imperial Forward Oupost

The Imperial Forward Outpost has several modular pieces that allow you to build it however you wish.  There is also a gate that can rise and fall as well.  Perhaps there is a control panel, or perhaps you agree that it will be closed until the beginning of turn 3, or perhaps you decide that the get is a destructible piece.   There are so many possibilities with this outpost, that you may want to get multiples.

The interior is also full of intricate details, such as supply crates on the ground, and highly detailed floor grating.  It allows troops on the top or the bottom, and can be set up as a small garrison, a wall across the battlefield, or with enough sets, a fully fledged castle!

Summary

I absolutely love these pieces and will be using them in many future battles.  Look for them in battle reports!  I can’t wait to see how they influence the game!  If you’d like to get your own, head on over to Imperial Terrain and either get an STL file to print yourself, or if you prefer they can print them for you and ship it!  I might be ordering some more in the future!

Here is a video review if you’d like to see more!

Here are some pictures of the pieces after a quick paint job.

 

X-Wing Second Edition – The Good and the Bad

It’s not a joke this time.  In an attempt to fix this aging system, and future proof the game, X-Wing is getting a second edition.

It’ll follow in a similar design to previous Core Sets.  A T-65 X-Wing and two TIE Fighters.  This time around however, the T-65 will have folding S-Foils!   It’ll use the same dice and many of the mechanics will be the same, but there will be several key differences.  For starters, It’ll have a new damage deck, so picking up a new core set to play Second Edition will be required.  It’ll also have some positive changes to the game.

The Good:

New Force Powers

The Force is going to play a significant role in Second Edition.  It’ll be a stat on certain pilot cards.  Force tokens will be able to modify a single eyeball result to either a hit or evade, as well as triggering additional conditions when required.  This allows a contrast between ace pilots, and force-sensitive pilots, in more meaningful ways that don’t always boil down to simply manipulating focus results.  New upgrades can interact with force abilities, and new crew members can also lend force tokens to the ships they are on.   It may now finally be possible to have a meaningful Obi Wan or Yoda on board the Millennium Falcon.

Turrets

Turrets are getting a makeover.  The Mobile Firing Arc from the Shadowcaster expansion was so popular that they have applied that similar aspect to Second Edition.   Turrets will no longer be able to shoot in every direction at the same time, and will now be limited to certain 90 degree arcs, depending on their current position.  This will be more thematic and more balanced, and will likely increase the reward for skilled flying.

The App

Card will no longer have point cost printed on them.  Instead an app will control those things, allowing errata to take place in real time and give FFG an easy ability to adjust point costs based on real world interactions of cards and the developing meta.  This might be problematic for players who don’t have a smart phone, but since the majority of players do have access to the required technology, the negative impact of this should be minimal.  The positive side here is that this will allow for a more dynamic meta game that will adjust and balance itself accordingly.   It should also prevent the need for constant card errata.  If a card seems to be too strong it’s point cost can simply be adjusted.

Ship Base Size

In addition to so many subtle changes come the welcome change of the medium base size.   We’ve seen time and time again, that some ships were “in between” the small base and large base size, resulting in some bizarre situations like the K-Wing on a small base, and the IG-2000 and U-Wing on large bases.  The Medium Base is a new base size that will bridge the gap between the two size in standard X-Wing and the Slave-1 will be the first ship in this new category.

The Bad

Cost

First off, you’ll need to buy a $40 new core set, and that’s just to get started.  If you want to use all of your old stuff, you’ll need to purchase a conversion kit, which will set you back about $50 for each faction.  Considering that there are three faction conversion kits launching right away, you can spend almost $200 to BEGIN playing second edition, and that means using all the miniatures that you ALREADY HAVE!  That’s alot of money to begin playing a game using your old stuff.  Naturally, players on a budget will probably want to stick to a single faction when beginning 2.0, but many of us have amassed larger collections over the years and we won’t simply want to throw out all of our old ships.

Cardboard

One of the biggest problems in the original X-Wing was the fact that there was a separate Ship Card and Cardboard Chit for each pilot.  This lead to a mountain of cardboard inserts that absolutely must be saved, sorted, and accessible for future builds.   Other games have handled this better by having pilots as upgrade cards rather than being printed on the cardboard tokens – and this WOULD have been a perfect opportunity to fix this, however they left this flawed old system intact.  This is a huge missed opportunity for storage efficiency.

Here’s my video reaction to 2.0!

There’s a whole lot more to Second Edition, and it’s sure to have some fans of the game angry, while others will rejoice for the fixes.  It’s currently set to be available for an early purchase at Gencon 2018, and then a wider release in September!   Will you be getting a copy?

Imperial Assault expansion brings hype to both Imperial Assault and Legion

The Grand Admiral has arrived.  

And he brought some really cool minis with him!

Imperial Assault just got a new announcement!  It seems Thrawn, and the remaining heroes from Star Wars Rebels are making their way to Imperial Assault with this next expansion!  This is great news for fans of Imperial Assault, especially those who feared the game was “”dead”, but this is also potentially good news for Legion players looking to spice up their game a bit.

As with most other Imperial Assault expansions, this one comes with it’s own wave of blister boxes in addition to the Tyrants of Lothal small box.   This wave is going to be loaded up with more principle character than almost any wave we’ve seen so far!  We’ve already seen a glimpse into the possibility of them making a Rebels wave, since they released The Inquisitor, Ahsoka, Hera, and Chopper last year, but now we are going to fully complete the crew of the Ghost (or very close to it).

With the inclusion of virtually every main character from the show, it begs the question of whether of not FFG is simply trying to tie up loose ends, and wrap up this game permanently.  The release of Legion, in a very similar scale has seemed to be a total replacement for Imperial Assault, allowing battles in a larger scale, with better miniatures, on better terrain.  And the best part is that you don’t have to assemble a new map out of dozens of puzzle pieces every time!

Not everyone was included however.  Some characters simply didn’t make the cut.  Noteworthy  absences include Ruhk, Governor Pryce, Kallus, Ryder Azadi, and the short time crew member, AP-5.  If they do eventually keep Imperial Assault going, there are certainly more characters available that would fit naturally.  Don’t forget about the increasing popularity of Dr. Aphra, and the fact that IA already has her two droid friends from the comics.  There are still a few minor loose ends.

What does this mean for Legion?

Deathtroopers!  For starters, if you’ve wanted Death Troopers in your game, but didn’t want to paint your stormtroopers black, well now you’ve got a proxy model that’s going to look the part and be ALMOST the same size.  It’s long been speculated that Death Troopers will be coming to Legion at some point, and this might be the perfect mini to hold you over and practice your painting skills on, (because an all black trooper can be tricky sometimes!)

There’s also everyone else!  If you’ve longed to use the entire Ghost crew on your tabletop, you now have your chance.  Weather you want to paint them and proxy them all as a Rebel Trooper unit, or swap them out for unit leaders, you will soon have that option.  You can use them as-is, or perhaps you’ll want to re-base them, but cutting them off at the feet and gluing them to Legion bases.  Personally, I’d sign Zeb up to be my Z-6 Trooper, because I think he’d love that huge gun!  The same goes for Thrawn – Using him in place of a Stormtrooper leader, or even swapping him out when using General Veers, it gives you some additional customization options for anyone who has been eager for Thrawn, Deathtroopers, and the crew of the Ghost!

Keep in mind however, making modifications like swapping minis in from other games, wouldn’t be legal in any Organized Play scenarios – so if you want to play in a tournament you’ll need to use the correct miniatures.   But for other times, this could be a great way to spice up your game!  Just be sure and make sure your opponent is OK with you proxying models.

Winners and Losers of the April Armada FAQ

With any major new FAQ and Errata there’s always bound to be a major shake up in the meta.   Today I want to discuss the winners and loser of this change, and how the meta may change moving forward.

Losers:

Some changes were good overall, like the change to Strategic Adviser and Biggs.   But ultimately, some things really got hurt.  Lets talk about the biggest losers.

Relay

Relay got hit hard, but in a way that makes perfect sense.  Now it simply extends range rather than making squadron range infinite.  Most would agree that this makes great logical sense, but this does hurt those fleets that were designed to exploit the old way of keeping ships far away from the fight, and removing all risk of their carriers taking fire.  The Lambda is probably hurt more than the VCX, considering it has twice the Relay value, but the entire strategy of using Relay now has to change to include some risk, keeping your fleet together, and keeping your carriers in the fight.

Gallant Haven

This one wasn’t as widely abused, but when it was used it had the potential to be significantly overpowered.  The power came from unique squadrons with the brace token.  Even if a friendly squadron was hit for two damage, they could just brace and reduce it to one, then having Gallant Haven reduce that one to zero.  And if you had Jan Ors nearby, you didn’t even need to have your own brace token, since you could “borrow” hers.  This title now will still help for larger attacks, such as three or more, but it will no longer stop the small damage from going through.

Yavaris

While Yavaris wasn’t changed too much, a very common crew combination certainly was.  Using Flight Commander and Fighter Coordination Team together, would allow you to delay your squadron command until after moving, and also after you gave your squadrons a free speed-one move.  It allowed you to partly ignore the restriction that came with this amazing ship.  But that isn’t the only nerf to Yavaris.  The relay nerf also hurts Yavaris more so than any other carrier, in that most Rebel Fleets that use Yavaris, often find that it’s the first target for the enemy fleet.   No more, can Yavaris dish out squadron double-taps from the rear ranks and relative safety.

Avenger

While not the worst nerf, the Avenger’s new requirement to exhaust will actually affect it in multiple new shooting scenarios.  The first case is the common use of boarding teams, where you have a double arc on the defender.  An enemy flagship, at full strength, would seldom be able to survive.  Another case is when using Gunnery Team, where you’d be shooting on multiple targets that may have spent some tokens already.   But a third scenario is when using the Advanced Gunnery objective and you were actually able to attack from your front arc even against the same ship twice.  At least in the case of this nerf you can still use it’s ability once, which still allows it to be used, and it will still probably be the most widely used Star Destroyer title.  Probably.

The Third Flotilla in Your collection

This was the one that bothered me the most.  Restricting flotillas to a hard cap of only 2 per fleet has a ton of implications.  First off, everyone who bought 3 or more are now unable to use them unless it’s a strictly casual game.  Second, those flotillas are now much less useful, in that they can no longer hang out around the edge of the board, supporting your squadrons, even while your ships are dead.  But another implication is that future flotillas are now at a disadvantage.  If FFG makes another flotilla in the future, you’ll have a hard time deciding on which 2 you want to use, considering the utility that GR-75s and Gozantis offer your fleet, it may force players into an uncomfortable decision.

Winners

When some things get worse, sometimes other things get better by proxy. Let’s take a look at the biggest winners that result from these changes.

Hera

With all of the VCXs and Lambdas getting nerfed, Hera remains the one that was untouched, keeping her original balance and power level.  Her ability still is able to ignore distance from ships, and she now has more of a unique ability when you consider that her counterparts with the nerfed relay are restricted to staying close to the fleet.   All rouges, actually, are winners here, but Hera is by far the biggest winner from the group, being able to still provide that autonomous activation to squadrons who lack rogue.

Boosted Comms

Boosted Comms started to see less and less play once relay came out.  It almost became irrelevant.  Now it is back and better than ever.  Considering it stacks, in a meaningful way, with relay now, you can layer these two extensions together and still get some distance between you and your squadrons if you really want to.   I expect to see more of this card in the future, especially on Quasars.

Centicore

Another upgrade that may see more play as a result of the relay nerf.  Centicore never saw alot of play, and one main reason for that was that relay was just so much better.  Now it can potentially help fill some gaps left by the nerf, giving squadron based fleet greater flexibility in activations.  And since fleets will likely be flying closer together now, you are more likely able to take advantage of this one.

Other Boarding Parties

Since Avenger’s slight nerf, Boarding Troopers might get taken a bit less, and therefore we stand a chance of seeing other boarding party cards showing up.  Cham Syndulla and Darth Vader might see a small rise in play in the coming months.

Ackbar

The nerf to flotillas is good new to slow-moving fleets, especially Ackbar fleets.  That classic broadside fleet that was never able to chase down distant flotillas will now have an easier time securing victory.  Additionally, Ackbar fleets have some extra flexibility in that Home One isn’t quite as crucial, in that you no longer HAVE to destroy enemy flotillas, so that one accuracy, while still great to have, isn’t quite as crucial as it once was.   Perhaps now we’ll see more Ackbar fleets with only Assault Frigates?  Same goes for any red-dice heavy list honestly.  Imperial Cymoons and Arquitens based lists will have similar flexibility, in that they won’t absolutely need that accuracy for flotillas as much.

 

Ultimately, only time will tell how these changes will fully impact the game moving forward.  All in all, I feel they are largely Quality of Life changes, meant to reduce negative play experiences and some “cheese” factor.  You can head over to the Armada Errata Page for a summary of changes, and links to all relevant documents.