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==Imperial Commanders== *'''Grand Moff Tarkin''' - At the start of each ship phase, pick a Command and every ship in your fleet gets a matching command token. While powerful, and flexible from turn to turn, the limitation that every ship in your fleet take the same token and his high price left him outshined by cheaper alternatives. Took a much needed 10 point price cut in Armada 1.5, and more token-friendly upgrades like Fleet Commands and officers like Director Krennic give Tarkin reasons to come out of the card binder. *'''Darth Vader (Commander)''' - While attacking, you can spend one defense token to reroll as many attack dice as you like. Expensive (now the most expensive Imperial commander after Tarkin's discount in 1.5), but universally useful. Bring him along to assist ships that thrive on easy reroll effects like Arquitens or Cymoon ISDs, or ships built around dealing maximum crit damage like Heavy Ion wielding Interdictors, Ordnance upgraded Gladiators and Raiders, or superlaser boosted Onagers. *'''Grand Admiral Thrawn''' - After deployment, set 3 command dials on Thrawn's card. Before each ship phase, you can reveal and discard any one of those dials, and ''every ship in your fleet'' gains the effect of that dial during their activation, ''in addition to their own normal command dial''. Your whole fleet can repair while navigating, or push squadrons while concentrating fire. Thrawn's extra dials don't stack with the same type (no, you can't have ''two'' Concentrate Fire dials), so take care not to set redundant commands and waste the ability. Thrawn's typical use is to add squadron activations to a star destroyer force that isn't built around carriers or flotillas. *'''Admiral Screed''' - Once per activation, your ships can remove one die from their attack pool to change another to a die with a crit face. Situational, because if you've already rolled a crit in the pool there is no point adding another unless you also rolled two or more misses; but with black dice's hit/crit faces and black crit effects, can be a fleet-wide substitute to Ordnance Experts. *'''General Tagge''' - Formerly one of the worst commanders in the game, but got a much needed rules rewrite as of Armada 1.5 and the release of the standalone upgrade card pack. At the beginning of the game pick two non-consecutive turns. When those turns come around, your whole fleet can recover a discarded defense token. Formerly locked at the inconvenient for his effect rounds 3 and 5, switching that timing to rounds 4 and 6 can be the difference maker in keeping your fleet alive in a grind it out mess of a battle. *'''Admiral Sloane''' - Non-rogue squadrons may spend an accuracy icon while attacking, to spend one of the defender's defense tokens. The defender can't then spend that token again for its effect, so Sloane gives you super-accuracies, allowing you to burn enemy ace or capital ship defenses. And speaking of, Sloane ''also'' grants non-rogue squadrons the ability to reroll crits against ships - so you can take nothing but TIE Fighters and Interceptors, wipe out the enemy's aces, ''and'' mulch enemy capital ships all without relying on a single TIE Bomber or filthy mercenary. Because single blue dice don't do a whole of damage to ships even with rerolls and burnt defense (and TIEs die to flak pretty quickly), Sloane is best when you pair TIE swarms with heavy-hitting ships to follow up, but her effect is moot if you lose all your squads. *'''Admiral Motti''' - Small ships gain 1 hull, medium ships gain 2 hull, large ships gain 3 hull (but cheekily doesn't add anything to the SSD's already crazy hull). There's nothing like a 14 hull ISD, and for just 24 points giving your small ships 20-25% more hull can make a bigger difference than you'd think. Naturally scales better the more points you spend on ships, and the fewer you spend on upgrades and squadrons, and tends to compete with Jerjerrod as the "go-to" Imperial commander. *'''Admiral Konstantine''' - During the Status Phase (reminder - that's at the end of the round, before commands are set next round), for every enemy ship at distance 5 of ''two'' of your medium or larger ships, you may change its speed by 1 (to a minimum of 1 / maximum of its normal max speed). Getting an enemy within range 5 of two medium+ ships is tough (and costs a lot of points), changing their speed by 1 isn't usually game changing, and as often as not they were going to die anyways (did being speed 2 rather than 3 really affect that CR90 about to get shot by twin ISDs?), so making the most of Konstantine can be tough. "Speed control" as an archetype is generally weak, and while with the Chimaera and Quasar the Empire has more medium+ ships to throw around than ever, it's hard to justify the opportunity cost of the other commander you could have taken instead. *'''Moff Jerjerrod''' - Your ship can suffer one damage to treat the first yaw of its current speed as 2 until the end of its activation. As it just says "damage", you can suffer it on any hullzone of your choosing - many players make the mistake of thinking it goes straight to hull, when it does not; which means Jerjerrod can have your ships turning on a dime at a relatively minor cost. One damage to shields sucks, but not being able to turn hard enough to get a shot off, or to avoid an obstacle or incoming shot, hurts worse. Just be careful not to overdo it - using Jerry every turn on every ship is a pretty easy way to have all your ships ''horribly explode''. *'''Admiral Ozzel''' - The cheapest Imperial commander, befitting a man whose career ended being telekinetically strangled on his own flag bridge. When you resolve a Navigate command, you can change speed by an additional 1. Yes, that means a Navigate dial+token can change your speed by 3 - pounce the enemy, slow roll them while you trade fire, then speed up and zoom off into safety. Combine with an Entrapment Formation ISD for maximum unpredictability. *'''Admiral Piett''' - Ozzel's immediate successor (and originator of the "Intensify forward firepower!" Fleet Command), Piett acts as a token strength booster. When any of your ships uses a command token to resolve a command, you can exhaust him to beef that token up to the strength of a dial command. Piett is cheap enough that he can fit in with really any fleet, but he doesn't really have any noticeable strengths either. Fitting, really, of a commander known for being more of a yes man to Vader and the Emperor than for his battlefield prowess. Since he's an exhaust effect, he can go well with the ''Interdictor'' as his flagship, squeezing more power out of your tokens each turn. *'''Emperor Palpatine'''- The Emperor has a staggering cost of 35 points, but his ability is worth every one of them. When the fleets deploy, he gains one defense token of each type, and before any ships activate in a round he can discard one of them. If he does so, all enemy ships and squadrons trying to use that defense token that round '''must discard that token type instead of exhausting it'''. Used correctly, this can force an opponent into a no-win situation where they can either let their ships be destroyed or buy them a chance at survival at the expense of being unable to do so a second time. *'''General Romodi'''- The other, other, ''other'' guy at the Death Star meeting table. Romodi is surprisingly cheap for a potential boatload of damage. Instead of dropping a die from obstruction by a ship or obstacle (but not from Early Warning Systems or an officer/commander effect), Romodi cancels that debuff and ''ADDS'' a red die to your damage pool. He's situational, but the potential for extra 2 damage from every attack if positioned properly for the same cost as Ozzel is a great risk to take. Debuting in the Onager expansion, he's tailor made for indirect fire shots from across the map and triggering Particle Cannon crits.
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