Twice the Pride, Double the Fall
Probably for the last time, FFG has spoiled some more of Clone Wars Armada.

The Munificent Class comes in two variations, the Comms Frigate and Star Frigate. Both are command two, engineering four, speed two, four shields on the front, three on the sides and two on the rear. Upgrade are officer, support team, ion and turbolaser. The Comms Frigate has squadron three and an offensive retrofit while the Star Frigate has squadron two and a defensive retrofit. I am getting Assault Frigate vibes from this ship. However the speed of two is glaring limitation, I can see these getting hard countered by lots of different lists because they will struggle to get away from heavier hitters or squadron balls.

The starting two commanders for the CIS are Kraken (that is with a K not a C) and Count Dooku. Kraken changes a die when friendly ship are medium or close range of the defender to any facing that has one single icon and no others. I will need to see the Hardcell-class before I can understand Kraken fully. Count Dooku is much easier to understand, 3 tokens of atleast 2 types and at the start of the Ship phase discard one to assign a raid token to each enemy ship.
Wat Tambor allows when spending repair tokens or dials to steal from a ship within 5 or spend his own shields and turn them into engineering points. Super spicy ability that is a spin on projection experts and can be combined with projection experts to move shields from one ship that has them to spare to another which is taking a beating. Battle Droid Reserves also interact with Repair commands but by exhausting it you can flip down any crew traited damage cards and decreases the cost of discarding damage cards by 1. Also it can be brought back with an engineering token.
The last bits that were revealed for the starter set was the Vulture Class Droid Fighter and the unique Haor Chall Prototypes. Vultures speed 4 hull 3, red dice battery (ship) Blue black anti squadron attack with swarm for 8pts. The new rule that we are getting to see is AI: Anti-squadron 1 which when commanded by a squadron command can add a die to the attack pool of color already in the pool. Meaning that this 8pt fighters can be double black, blue with a swarm reroll. The interesting bit here is the Hyperwave Signal Boost, which exhausts on a ship to when it is the controlling players turn to activate squadrons for those squadrons to be treated as activated by a command for the purposes of AI for 3pts but to get multiple uses out of it you need repair or squadron tokens to bring it back. The Hadr Chall Protoypes have a brace and scatter and hence count towards the ace limit. Hadr Chall are 16pts before an enemy squadron or ship moves you get a free attack on them even if you are engaged. O boy does that lead to some interest ideas like having this chase a ship so to get multiple attacks on it a turn. With that red dice it won't be great but it will feel amazing to get 3-4 free attacks and one of them be a double in a game.
Overall the CIS starter looks interesting but I am keen to see what the other ships and squadrons do that are coming out at the same time.





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