Growing up, my favorite band was Type O Negative. This was a major influence on me and why my favorite colors are black and green. (Also helps that Luke in ROTJ was basically those same colors as well). So when I got an Airbrush for Christmas, my first major project was going to be to repaint some of my Armada ship that I’d previously screwed up on and wanted to repaint them.
Here’s the video of the Livestream if you are interested:
The end result wasn’t half bad. Here’s how they came out.
So the next day I went back and added some details. I did some panels in grey, and then added tiny white dots where I thought lights should be. I think it came out pretty good!
Here are some more closeups:
This is part of the reason I’m now trying to manufacture reasons to use these 3 ships in a list! Might have to repaint some squadrons soon!
At the time of writing this article, we still haven’t seen a good preview of the Profundity expansion so I’m doing this all based on what little we know about Raddus.
So Raddus hasn’t seen a whole lot of attention yet in the big hype train surrounding Wave 7 for Armada. I’d say primarily because of 2 mains reasons. First, Thrawn’s expansion, the Chimaera, has gotten most of the attention thus far with several articles, and Secondly, Raddus at a glance, appears to give us something we already have access to – a Ship warping in.
Now we’ve already seen a similar mechanic when it comes to the Yellow Objective, Hyperspace Assault. I think that I wasn’t initially too impressed with this commander because of that. It didn’t feel “fresh”. It didn’t feel “new”. But once I looked closer I realized this guy is far superior to that objective and has an awful lot of versatility. In fact, I think Raddus actually takes the place of “Top Strategic Master”, whereas most people may have expected that title to go to Thrawn.
We know now (thanks to the latest FAQ) that you will lose the game if you deploy 0 ships, so you’ll need to start with at least something perhaps a cheap small ship. But the Raddus Bomb is a strategy that involves having multiple ships deploy at the same time. If you are using Hypserpscae Assault you can effectively have Profundity dock a CR-90, and have an Assault Frigate off the map with Hyperspace Assault, (Have that Assault Frigate equipped with Rapid Launch Bays – docking 3 B-Wings, plus your 3 from hyperspace assault), and effectively surprise an enemy with your Assault Frigate warping in with 3 Squadrons, (then it can do a Squadron command and deploy it’s own docked squadrons for a total of 6), then Warp in Profundity, and then deploy a docked CR-90. This can be a really fun way to go, but you run the risk of having your lone ship destroyed BEFORE you deploy everything else – and if that were to happen you’d instantly lose.
I’ve looked deeper at Raddus and think that more subtle usage of his ability might be a more effective approach to bringing him into games.
No Size Restriction
Raddus is better than the Hyperspace Assault objective’s benefit for a multitude of reasons. First, you aren’t restricted to only small and medium ships, which means you can take that loaded up LMC-80 and surprise your opponent with it. LMC-80s make for excellent flanking ships, with the ability to move at speed 3, take gunnery teams, and hit you just as hard as an Imperial Star Destroyer, being able to surprise an enemy with one of these is going to feel great!
No Deployment Disadvantage
Similar to how Governor Pryce allows an Imperial Star Destroyer to gain an advantage by activating last, Raddus can act alternatively for the Rebels, and allow you to DEPLOY last. By using his ability during the FIRST turn of the game, you’ll effectively have the final deployment. This is perfect for flanking ships, but also it allows you to adapt to any objective that might want you to put a ship somewhere without broadcasting your plan to your opponent during setup. Also, if you deploy that big flanking Spinal Armament, Gunnery Teamed MC-80 Liberty at the start of Turn 1, you can gain 2 smaller advantages as well, in that you A) can push it past the normal deployment zone a bit, and B) won’t suffer from the penalty of not being able to activate it first.
This is especially powerful if you end up being first player, as you’ll have an MC-80 that may end up deploying at it’s furthest forward spot, past another forward ship, and at speed 3. This will put it in prime position to shoot first on turn 2. You might even find yourself in a position to destroy two enemy ships at the start of the second turn this way.
Speeding Up the Slower Ships
Another option is to take a Home-One style MC-80, and drop it at the start of turn 2, directly in the path of your enemies. Set one of your smaller ships to speed 3 or 4, and get them close enough to the enemy fleet that a large ship deploying at that point will really screw up their plans. It’s a tough enough ship that it can take a beating and survive for a turn or 2, and it’s large enough that it’ll likely cause some bumping. Bonus points if you can force enemy flotillas to bump! Then when you do activate it, you’ll have those tremendous powerful side arcs in close range of your opponent’s ships! The best part is that you’ll be able to choose where you place the MC-80 so you might even end up with both side arcs having a great shot! You can also probably leave off certain upgrades like Engine Techs, since getting into position will be done for you already at that point.
Rise of the Interdictor
One side effect of Raddus is that the Interdictor will likely see new life. I don’t think the Interdictor is bad, or has been bad, but it’s certainly not a power player in the top lists, and it’s more of a niche ship that seems to do best in objective-focused lists. Now it’s going to have a new purpose with the GX-7 Grav Well Projector
The latest FAQ has stated that these projector tokens remain in place for the entire game. That means that enemy ships that “deploy” after the start of the game, are also vulnerable to the effects of the grav well projector. Having your 150+ point MC-80 deploy, and get set to speed zero is a real problem, especially when you can’t activate it first. That means your opponent will get at least one chance to shoot you, and you will NOT be allowed to spend any defense tokens. This could allow even the strongest ship to potentially be killed in a single attack. It may be a good idea to bring along Lando Calrissian just in case this happens. The good part, is that these tokens have to be placed before deploying fleets, so that still gives Raddus a fighting chance against Interdictors.
But will we see fleets with multiple Interdictors in the future? I doubt it, but with the release of Wave 6’s Disposable Capacitors, Interdictors are stronger and can actually deal out some damage even at long range now, so it might just be a thing, depending on how prevalent Raddus becomes. Counters are a good thing – they keep one list from running wild – and even though I doubt we’ll see double Interdictor Lists become widespread, it’s nice to know that there are some effective measures to stop this master Mon Calamari from running amuck!
Wave 7 was just sent to the printer finally – so it’s looking like we might actually have them in our hands at some point in the forseeable future! My hopes for Q1 are small, especially since FFG deliberately said “Early” 2018, as opposed to Q1. I would bet on a July release at this point.
We got another article today about Armada’s Wave 7 from the new article today, from FFG. In it we got a very interesting glimpse of a new officer, designed by 2015 World Champion Jonathan Reinig, Governor Pryce.
Restrictions – She cannot be used on small ships, and at first glance, seems to be very powerful on an ISD. No longer will 2 or 3 ship lists feel quite so pushed to add flotillas in place of squadrons or upgrades. Well, that seems to be the idea at least. I feel like the hope here, was that a two ISD list would be able to delay one of it’s activations until the end, forcing an opponent with say, 4+ ships, to move them all into engagement range, and giving Pryce’s ISD the lion’s share of targets. That might work for casual games but I think there are some problems here, beyond the fact that it can only be used once.
Broadcasting Your Plan
The good people over at CannotGetYourShipOut tend to often emphasize the risks when you basically tell your opponent what you are planning to do. Here is a perfect case where you are doing just that. If you select the ROUND 3 token, for example…. your opponent knows that you are planning for round 3 to be your power turn, and can typically adjust their tactics accordingly. If this were the case, an opponent could simply wait for you to move Pryce’s ship turn 2, then speed up to put all ships in range, ready to shoot at the start of turn 3. (Also there may be some shots fired turn 2 as well).
MUST can be a Bust
This card says you MUST activate at the end of the chosen turn. Which means if you’ve only got a 2 ship list and have activated your first ship, you have to just sit there while your opponent activates ship after ship, slugging Pryce’s ship with volley after volley…. and THEN moving out of the way. If her ship even survives, it may not have any good shots left against an experienced opponent. If this didn’t say “Must”, then at least you could REACT to an opponent’s ever-changing strategy – but in this case your hands are tied.
Heavy carriers might be a smarter move when assigning Governor Pryce, as you’ll be able to stay a bit farther away and still get some versatility out of the squadrons that you activate. However, great carriers like the Quasar tend to want officers that will give some nice synergy with their squadron abilities, like Wulf Yularen, or even Admiral Chiraneu. Also, a quasar is cheap enough that it probably is never going to run in a 2 ship list, or really fear for activation disadvantage quite like an ISD will.
So which turn SHOULD you select?
First thing’s first – before you select a turn with Pryce, you are going to have to read the battlefield. You are going to look at where your opponent placed ships, how far away they are, and what speed they are at. You are going to have to look at their ability to modify speeds beyond simple navigation commands, (Ozzel, Flotillas with Comms Net, etc). And you are going to have to think about what offensive capabilities they have. Do they need to be in close range? Are they most effective at long range? All of these things are going to factor in to your decision. But the simple answer I think, in many cases, will be to select turn 2.
Why turn 2?
Turn 2 may turn out to be the optimal turn primarily because it won’t give your opponent as much setup time to exploit your inability to activate. You don’t want a fleet of MC-30s to be able to boost up to speed 4 and all jump into close range of Pryce’s Star Destroyer and attack with impunity. You don’t want a 7 activation list to be able to take 7 separate shots on your front hull zone before you can react, and you certainly don’t want those shots to kill you before you get to use a ship that you likely have 130+ points invested into. In some cases where the opponent’s fleet is slow, and they deploy at speed 1, you will probably feel safe to select turn 3…. but in most cases Turn 2 will probably be the safest bet.
In closing I think this is a step in the right direction for large ships. It’s not good enough on it’s own, and I think it would be 10x better if it allowed you to ignore the card’s text and activate as normal if you needed to, however it is interesting and different, and addresses an important weakness of large ships. I’ll certainly try it out at some point.
Which game is the best? Have you ever wondered who would win if you could pit your X-Wing collection against an Armada fleet? I’ve decided to take it to the next level and pit all of the FFG Games I cover against each other in an event I’m calling Galactic Supremacy!
Galactic Supremacy will be a free for all battle where each game will battle by it’s own rules. X-Wing, Armada, Imperial Assault, and even Star Wars Destiny will face off against one another!
In the coming weeks I’ll be updating my channel with videos for each game, detailing what I’ll be bringing to the game to represent that game. It’s going to be a last-hero-standing rumble, so emphasis will be on survivability and eliminating the competition.
Training Grounds, will be the game mat. Imperial Assault will be restricted to movement squares, and Destiny won’t be able to move at all, while X-Wing and Armada will be able to fly anywhere, but will lose if they fly off the mat.
The best part is that this battle will happen during a LIVE BROADCAST and everyone viewing will be able to help make the decisions!
It’s turning out to be a great month to be a Star Wars fan! Also an expensive month! We finally get the long awaited Gunboat! New mechanics with the Kimogila’s bullseye firing arc, and the Phantom 2’s amazing new crew, whom I can’t wait to run with a B-Wing, Maul. Also some new Last Jedi ships for Wave 13 are sure to shake things up with their huge impact and huge table presence…. seriously these ships are huge!
Hope you enjoy! Discuss these over on the forums on Discord!