Star Wars Armada - Wave VI News

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Beitrag  Herendon Mi 15 März 2017, 08:13

Up Close and Personal

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"Call up a Hammerhead corvette. I have an idea."
    –Admiral Raddus

When the battles of Star Wars™: Armada start getting heated, shields begin to fail, and hulls creak and groan under the strain of repeated battering. It's at times like these that a fleet admiral's cunning may prove the difference between victory and a resounding defeat…

Fantasy Flight Games is proud to announce the sixth wave of Armada expansions!

Light on ships, but heavy on new ideas, Armada Wave VI features two expansions—the Imperial Light Carrier Expansion Pack and the Hammerhead Corvettes Expansion Pack. Inspired by Star Wars Rebels and Rogue One, the expansions give us three new ships—one Quasar Fire-class cruiser-carrier and two Hammerhead corvettes. While these are solid ships, they are by no means the biggest and baddest battleships you'll find in the Star Wars galaxy, but if you overlook the threats they pose? You do so at your peril.

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Accompanied by a host of upgrades designed for close-range combats, these ships can punch well above their weight. They can unleash devastating alpha strikes, coordinate their allies, catch their foes unprepared, and strip down their enemies' defenses far faster than you might ever suspect!

Imperial Light Carrier Expansion Pack

Capable of acting as a mobile starfighter base over occupied worlds, the Quasar Fire-class cruiser-carrier is an ideal garrison vessel. It can support operations even in the most primitive conditions, and it bristles with laser turrets that allow it to defend itself while its fighter craft are away on crucial missions.

The Imperial Light Carrier Expansion Pack brings the Quasar Fire-class cruiser-carrier to your tabletop as a pre-painted, medium-base starship with six hull, three dice in its forward battery armament, and a whopping squadron value of "4."

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It's supported by two ship cards and a total of ten upgrades that provide a new commander, three Title upgrades, some additional offensive firepower—and the game's first dual-slot upgrade. Requiring and occupying both the Weapons Team and Offensive Retrofit upgrade slots, the Imperial Light Carrier's Boarding Troopers can wreak havoc upon an enemy's defenses, punishing anyone who flies his or her ship too close to the Quasar Fire-class cruiser-carrier that you'd rather keep back behind your fighter screen.
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The Boarding Troopers' ability to spend your opponent's defense tokens is further amplified when used in conjunction with Admiral Sloane.  Whether you attack first with your squadrons and follow up with your Boarding Troopers, or visa versa, Admiral Sloane makes it possible for you to exhaust and then discard an enemy ship's full complement of defense tokens!
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Hammerhead Corvettes Expansion Pack

Named for its distinctive silhouette, the Hammerhead corvette features a durable design that has kept the ship relevant for centuries. While the Hammerhead is officially classed as a transport, its potent engines, sturdy frame, and heavy armament also serve it well in combat. Often fielded in groups by the Rebellion, Hammerheads are agile and responsive enough to lend themselves to formation tactics and mutual support roles within a larger fleet.

You'll be able to explore some of these formation tactics in Armada with even just one Hammerhead Corvettes Expansion Pack. Along with its two pairs of ship cards and a full complement of fourteen upgrade cards, the expansion introduces two pre-painted, small-base Hammerhead corvette miniatures.

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Just like the Quasar Fire-class cruiser-carrier, these ships can use their dual-slotted Weapons Team / Offensive Retrofit upgrades to punch above their weight. And as you might expect from a ship that Rogue One featured in a head-on collision with a Star Destroyer, the Hammerhead corvette fits perfectly into a no-holds-barred, frontal assault. Its forward battery armament of three dice can be bolstered at close range with the missiles from its External Racks,  and then if your Hammerhead bears the Garel's Honor   Title upgrade, it can deal a faceup damage when it slams into its enemy.
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Given how crippling the critical hits in Armada can be, the Garel's Honor may quickly become one of your most-feared small-base ships, especially if it can flip additional damage cards faceup through the efforts of your Boarding Engineers .
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Brace for Impact

They're not the biggest ships in their fleets, but they're bound to make a massive impact. With their renewed focus on close-range combat and the introduction of boarding parties in the form of dual-slotted upgrades, the Imperial Light Carrier Expansion Pack and Hammerhead Corvettes Expansion Pack set you squarely on a collision course with the next evolution of Armada.

Look for these Armada Wave VI expansions to arrive in the second quarter of 2017!
Boarding Team Mos Eisley
Boarding Team Mos Eisley

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Beitrag  Herendon Sa 20 Mai 2017, 20:55

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"Fighters coming in." –Lando Calrissian

Imperial fighters will soon flood the vastness of space, carried into battle by the Quasar Fire-class cruiser-carrier…

The Imperial heart of the sixth wave of expansions for Star Wars™: Armada, the Quasar Fire-class cruiser-carrier promises to add new punch to the Empire's squadrons when it arrives with the Imperial Light Carrier Expansion Pack. TIE fighters, TIE bombers, TIE interceptors, TIE Advanced—they're all about to get a major boost, and you'll find more Imperials across the galaxy looking at the Rogue bounty hunter squadrons and quietly shaking their heads, muttering, "We don't need that scum."

Why might this be the case? It's because the Imperial Light Carrier excels at providing your Imperial fighters the kind of support they need. Not only does it tout a commanding squadron value of "4," but it is also accompanied by a wealth of upgrades, including three new Titles that add speed, resilience, or versatility to your fighters—whichever best suits your fleet.

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Your Mobile Stronghold
Frequently used to garrison occupied worlds, the Quasar Fire-class cruiser-carrier was a massive ship well-suited to serving as a transport and mobile base for dozens of smaller fighters. These fighters were divided between the Light Carrier's four hangar bays and could launch swiftly into action at short notice.

But it's not just the Light Carrier's ability to send its squadrons into battle that makes it a great command vessel; the Light Carrier's three different Titles afford it three different approaches to its squadron support.

  • The Pursuant Title ensures that you'll never be without your squadron command when you need it most. At just two fleet points, this is the least expensive of the Light Carrier's Titles, and its single-use effect compares nicely with that of the Veteran Captain , even while it leaves your officer upgrade slot open for other options.
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  • The Squall , on the other hand, offers a persistent boost to your squadrons' mobility, but one that requires a bit of clever thinking to maximize. Whenever you activate the Squall, you can choose up to three unengaged friendly squadrons at close-medium range to move up to distance "2," but they cannot end their movement engaged.
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    It's the Squall's final restriction that requires some consideration. You can't quite use the Squall to cheat "free" squadron commands. Instead, you have to position yourself to intercept enemy ships or squadrons, or just to end in better position for the next round. However, because you don't activate these squadrons, it's still possible to follow up the Squall's effect with a standard squadron command and fling your TIE bombers a whopping total distance of "7" to harass your opponent's flagship from the game's first activation!
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  • Finally, the Stronghold is the most expensive of the three Titles at a five-point fleet cost, but it's also a game-changer for Imperial admirals looking to combat Rebel X-wing Squadrons with their fragile TIE fighter and TIE interceptor Squadrons . Whenever one of these squadrons—or any other squadron with Swarm—is defending against an attack while at distance "1–2" from the Stronghold, that attack is treated as though it were obstructed.
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While the Stronghold doesn't do anything for Rogue bounty hunters like Bossk and Boba Fett , it does wonders for your TIE swarms, as well as the ace squadrons led by "Howlrunner," "Mauler" Mithel , and Soontir Fel . It can also make the Stronghold and its swarming cloud of fighters a serious threat to enemy ships who, now, will have a much harder time dealing with your fighters and their anti-squadron armament.

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The Stronghold makes your friendly TIE Fighter Squadrons immune to ships with anti-squadron armaments of only a single die.

Finally, even though it's still slower to plink away at ships with your TIE fighters than a wing of TIE bombers , the new options permitted by Admiral Sloane and your Imperial Carrier's Boarding Troopers allow you to completely strip your enemies of their defenses.
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No Enemy Out of Reach
By serving as a transport for all the fighters and bombers in its docking bays, the Quasar Fire-class cruiser-carrier ensures that no place in the galaxy is more than a quick lightspeed jump away from Imperial rule. But it's not just the Light Carrier's fighters that make the ship a potent weapon. It's more than capable of defending itself in battle.

Both the Quasar Fire I-class Cruiser-Carrier and the Quasar Fire II-class Cruiser-Carrier boast a respectable total of six hull behind two points of shielding on all sides, except for the rear's one point of shielding. But there's little reason to let your enemy flank you since the Light Carrier has a top speed of "3" and a reasonable measure of maneuverability, especially when flying at speed "1."
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To these more defensive considerations, the Quasar Fire-class cruiser-carrier adds a battery armament of three dice to its forward hull zone, plus two dice from each of its sides and one from its rear. These won't yield the dominating and terrifying sorts of volleys you'd expect from a Star Destroyer, but they are substantial nonetheless. And they can prove deceptively effective if, for instance, you discard your Disposable Capacitors and strike with five blue dice at long range.
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Between these Disposable Capacitors and your Boarding Party, then, the Quasar Fire-class cruiser-carrier might even prove more effective at close- and long-range combat than at medium-range combat, despite the fact that most of its dice are blue. At least, you have options—engagements at the different ranges lead to different sorts of threats. Accordingly, the new officer upgrade in the Imperial Light Carrier Expansion Pack helps you establish your engagement on your terms.

For just four fleet points, The Grand Inquisitor lends a remarkable measure of responsiveness and resolve to your Light Carrier's flight. And it can be used both defensively and offensively. If your opponent's ship accelerates in order to flank your Light Carrier, you can slow down to prevent the flank or accelerate to put more distance between you. Alternatively, if your quarry accelerates to break away, you can accelerate as well, and you don't even have to spend a navigation command.
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Furthermore, The Grand Inquisitor's ability will, again, play well with your Light Carrier's ability to command its fighter squadrons. If you're sending your fighters to buzz about a Mon Calamari cruiser as you pass it by in the other direction, you need them to stay engaged with that ship—even as it changes speeds—and that could potentially mean that they'd race along with the cruiser's forward section and outpace your ability to issue commands.

But with The Grand Inquisitor, you can more effectively respond to your enemy's adjustments to its speed and, by doing so, you can stay within command range of your squadrons.
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Unable to slip away from the MC80's punishing left hull zone, the Light Carrier responds to the MC80's speed adjustment by slowing down so that it can remain in range to activate the nearby bomber squadrons before the MC80 can fire.

A New Imperial Resolve
With the Quasar Fire-class cruiser-carrier, its ability to coordinate your fighter squadrons, and its ability to engage your enemies effectively—and differently—at every range, the Imperial Light Carrier Expansion Pack may just prove to be the versatile new ship that gives your Imperial fleet the tools it needs to quickly put down every hint of rebellion.

If you hope to preserve the Empire's order, look no further than the Imperial Light Carrier!
Boarding Team Mos Eisley
Boarding Team Mos Eisley

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Beitrag  Laminidas Fr 02 Jun 2017, 23:13

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"Corvette Five, locked on target. Prepare for impact."
    –Kado Oquoné

There were plenty of high-impact scenes in Rogue One: A Star Wars Story. We saw starfighters colliding with a planetary shield. We saw AT-ATs firing at Rebel soldiers, causing the ground to erupt with every blast. We saw an armored tank explode. And we saw the first test of the Death Star's superlaser, in which a single reactor ignition utterly obliterated Jedha's Holy City.

Among these various collisions and explosions, we also witnessed a scene that almost appeared like it had been scripted for fans of Star Wars™: Armada. Locked into close-range combat with dozens of enemy TIE fighter squadrons and a pair of Star Destroyers, the Rebel fleet still couldn't punch through the planetary shield it needs to disable until Admiral Raddus had an idea.

Calling up a Hammerhead corvette, the Lightmaker, Raddus ordered it to ram into the side of a Star Destroyer that had been disabled by a barrage of ion torpedoes. The disabled Star Destroyer subsequently collided into the other Star Destroyer, which suffered damage and crashed into the Shield Gate that protected the planetary shield. The shield was disabled, and the Rebels collected the secret plans that eventually led to the destruction of the Death Star… and Armada fans everywhere thought to themselves, "All that from one facedown damage card?"

Well, with the Hammerhead Corvettes Expansion Pack coming in Wave VI, those incredulous players will soon have the chance to fly their own Hammerhead corvettes and ram them into enemy Star Destroyers, and when they do, they might very well land the sort of faceup critical hit that could lead to such a crippling chain of events!

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Sublight Thrusters, Full Power Ahead

While your collision will only deal a faceup damage if you ram into your opponent while your Hammerhead has the Garel's Honor Title equipped, you'll find all your Hammerheads oddly well-suited to the sort of straight-forward, head-on approaches that captains of small-base ships should most typically dread.

For starters, both the Hammerhead Torpedo Corvette and the Hammerhead Scout Corvette boast three dice in their forward battery armament, comparing quite favorably to just the single die at either side, with a grand total of zero attack dice in the rear. This doesn't just suggest that the Hammerhead needs to go straight toward its target; it all but mandates that approach.

Likewise, the Hammerhead features twice as many shields on its forward hull zone as it does anywhere else, and while it can turn pretty well at low speeds, it's something of a stubborn ship as it picks up the pace—locking in on its target with little maneuverability to either side.

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Finally, the ship's attacks and upgrades are so heavily focused on close-range combat that your straight-forward approach makes sense, even as you wonder whether or not your two shields and five hull can hold together long enough for you to attack. The straight approach is the fastest approach and, therefore, the fastest way for you to get the Hammerhead into position to do all that it can to help turn the tide of battle. And the amount to which this little ship can contribute is not to be underestimated.

Boarding Action

One of the reasons the Hammerhead Corvette can hit so far above its weight class is because, at a minimal investment of just thirty-six fleet points for the Torpedo Corvette, the Hammerhead leaves you plenty of room to invest in upgrades. And those upgrades can lead to some surprising exchanges. While both versions of the Hammerhead feature the Officer, Weapons Team, and Offensive Retrofit upgrade slots, the Torpedo Corvette features the Ordnance upgrade slot instead of the Scout Corvette's Turbolasers upgrade. This means it can equip a set of External Racks for a mere three fleet points, which would then allow it to make one heroic attack per game with an extra pair of black dice.

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With External Racks and a concentrate fire command, the Hammerhead Torpedo Corvette can hit almost as hard as a Star Destroyer!

It's not always advisable to take single-use items when you could, instead, outfit your ship with a persistent upgrade, but when you consider that a small-base ship like the Hammerhead isn't likely to withstand more than a single volley from one of the Empire's larger battleships, you may view your External Racks as a ten-point savings over a set of Expanded Launchers .

But even such an upgrade in your Hammerhead's arsenal doesn't truly reflect all that the ship can offer. After all, all your ships are merely tools—weapons of war—to be put to use by the captains and crew who fly them, as well as by the admirals who command them. Your ships are far more effective when you have crews that are creative enough, brave enough, and talented enough to make the best possible use of them.

Just as the Imperial Light Carrier Expansion Pack comes with the Boarding Party upgrade, then, the Hammerhead Corvettes Expansion Pack comes with its own boarding teams.

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First, you have a team of Boarding Engineers ready to sacrifice themselves for the larger cause. If they can find their way aboard an enemy ship, they can flip a number of facedown damage cards faceup, ensuring that every point of damage assigned to its hull will hit for maximum effect. Perhaps, you'll be able to reveal a combination of Compartment Fire and Faulty Countermeasures , effectively denying your opponent the use of his or her defense tokens. Or maybe you'll reveal a Life Support Failure and Thrust-Control Malfunction to strip your opponent's ship of its navigation token and keep it headed full-speed toward the board edge.
Then, if your Boarding Engineers couldn't fully disable your opponent's Imperial-class Star Destroyer or Interdictor, you could load Cham Syndulla on your other Hammerhead corvette, fly up alongside the Imperial vessel, and throw its command structure into absolute disarray.

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For five fleet points, Cham Syndulla gives you the power to reorder your opponent's command stack so that its Star Destroyer could end up with three squadron commands, despite the fact it has no squadrons to command. Or you might change the command stack for your opponent's Interdictor Suppression Refit so that it can't spend the repair command it so badly needed, but can only reveal navigation commands that still leave it no way to avoid colliding with your ships.

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Using Cham Syndulla to deny the Interdictor Suppression Reft its five engineering points may leave the ship vulnerable to your fleet's next attack.

Either way, Cham Syndulla's pride is reflected in the way his effect is strongest against your opponent's largest and least responsive vessels.

The Stories We Could Tell

"Oh, the stories I could tell. So many of them true."

    –Hondo Ohnaka

The Hammerhead Corvettes Expansion Pack grants you access to yet another crew member—an officer upgrade—who isn't likely to take part in any boarding action, but can nonetheless increase the effectiveness of those actions. Hondo Ohnaka , the renowned pirate, is willing to join your side for a short time and two fleet points, but true to form, he's always playing both sides.

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His ability reads, "At the start of the ship phase, you may discard this card to choose 2 different command tokens and place them on 2 different ships. Then your opponent chooses 2 different command tokens you did not choose and places them on 2 different ships."

At first, it seems like Hondo Ohnaka offers an even deal for both sides, but the truth is that it should never be even. Hondo Ohnaka (and the player controlling him) should always find a way to come out ahead. Late in the game, you might be able to get the two tokens you most desperately need and offer your opponent a pair of rather useless tokens.

For example, you might claim a concentrate fire token and a navigation token, leaving your opponent with a squadron token that can't be applied toward the squadrons you've already destroyed and a repair token that can only be assigned to the ship you're about to destroy on your next activation because the other ship already has a repair token.

There Is Another

“I don't know who you are or where you came from, but from now on you'll do as I tell you, okay?”

    –Leia Organa

The crew in the Hammerhead Corvettes Expansion Pack aren't the only new characters it brings to Armada. Its new commander is easily the most recognizable and important of them all— Leia Organa.

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Although she didn't train to become a Jedi like her brother, Leia is still the daughter of Anakin Skywalker, and the Force is strong with her. She is also a trained diplomat and military officer, and in Armada, she brings all these talents to your fleet as a commander who can empower your ships' commands, allowing you to treat a command that you reveal from a dial as though you had revealed it from the dial and from a token, as well.

This could be the difference between removing both of your MC80 Command Cruiser's faceup damage cards or removing only one, leaving the other to continue hindering your ship's performance. It could be the difference between increasing your speed by one point or two whenever the Interdictor and Admiral Konstantine slows your ship to a crawl. And that, in turn, may prove the difference between sitting in or out of range of a Victory I-class Star Destroyer's black dice.

Perhaps most importantly, however, is how Leia's ability allows the rag-tag Rebellion to bring its ships together in a way that they can fight above their weight class. With their command values of "1," the smaller Hammerhead and CR90 corvettes are some of the game's most responsive ships, but they're also limited in their ability to stack command tokens. If you want to keep a navigate token on hand for emergency use, you can't take or make use of a concentrate fire token—unless, that is, you play with Leia Organa and resolve your command dial as though it were paired with the token.

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Leia Organa allows your fleet of corvettes to concentrate their fire—with commands from both dials and tokens—round after round.

The end result, here, is that Leia Organa can empower your swarm of Rebel corvettes so that your Hammerheads and CR90s are consistently firing four dice from their forward firing arcs. A thirty-three percent increase on the firepower of all the ships in your fleet? That's notable.

Flying in Formation

Finally, the Hammerhead Corvettes Expansion Pack offers one more twist—the introduction of "task force" upgrades. These non-unique Title upgrades don't name their Hammerheads but, instead, assign them to one or another task force—either Task Force Antilles or Task Force Organa.

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Your decision to assign your Hammerheads to Task Force Antilles or Task Force Organa will invariably follow your decision to focus on defense or offense.

At three points per ship, Task Force Antilles lends your fleet of Hammerhead corvettes a surprising measure of resilience. Not only does it allow you to shunt your damage to another Task Force Antilles ship at distance 1–3, it allows you to place that damage wherever it's least likely to slow you down.

If you're crashing forward toward a Star Destroyer with four Hammerheads all assigned to Task Force Antilles, you're going to take damage. But if you can assign that damage to the rear hull zone of a nearby ship instead of your ship's forward shields, you might just avoid having crippling critical damage applied to your hull.

In fact, if you have three other Task Force Antilles Hammerheads all within distance 1–3 of you when a Star Destroyer's forward battery armament would bombard you for seven damage—enough to destroy your corvette—you can activate three copies of the Title to shunt away three damage, and you can continue your flight, battered but unbroken.

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Seven damage and two accuracy are enough to punch straight through a fully shielded Hammerhead… were it not for the protection the other members of Task Force Antilles offer the ship.

At just one fleet point, Task Force Organa is a bit trickier. When you're attacking, you can exhaust a copy of the Title on another friendly ship at distance 1–3 to reroll up to two dice. However, Hammerheads in Task Force Organa that have their Title upgrades exhausted are unable to attack.

Since the greater accuracy afforded by rerolls is good, but the loss of attacks is bad, the impact of this card all comes down to how well you can time your attacks. You want to activate at least half of Task Force Organa before you start exhausting the ships' Title upgrades. If you do, you still get all your attack dice, and you get extra rerolls with your later attacks, exhausting the Title upgrades on the ships that have already activated.

Naturally, this tactic works even better when you have Leia Organa delivering concentrate fire commands to a whole fleet of corvettes, many of which are loaded with External Racks. After all, your defense is only important if you can't obliterate your opponent in the first combat pass.

Call Up the Corvettes

"Call up a Hammerhead corvette. I have an idea."
    –Admiral Raddus

Once you get your hands on the Hammerhead Corvettes Expansion Pack, you can be sure that Admiral Raddus won't be the only one having great ideas about how to put these venerable ships to use. The ships may be small, but the ideas are big. How will you outfit and fly your Hammerhead corvettes? Share your ideas with the other members of our community forums.

Then be sure to head to your local retailer to pre-order your copy of the Hammerhead Corvettes Expansion Pack (SWM27) today!
Boarding Team Mos Eisley
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Beitrag  Herendon Fr 07 Jul 2017, 11:42

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   "I say we fight!"
         –Admiral Raddus
The time for action has come. The sixth wave of expansions for Star Wars™: Armada is now available!

Comprised of the Imperial Light Carrier Expansion Pack and the Hammerhead Corvettes Expansion Pack, Armada Wave VI hits far above its weight class with its surprisingly potent starships and an array of upgrades focused on close-quarters combat.

Imperial players gain a medium-base ship that elevates their squadron game to new heights, making it easier than ever to wipe out Rebel fighters with your TIE swarms. More than this, the Quasar Fire-class cruiser-carrier even makes it possible for your TIE swarms to chew through your opponents' ships' defenses, leaving them completely vulnerable to the thunderous volleys of lasers and missiles unleashed by your Star Destroyers. And the ship itself is no slouch either; it can even equip and discard a set of Disposable Capacitors to surprise opponents with heavy volleys of red and blue dice from long range.
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Against this threat, the Rebels respond with their Hammerhead corvettes. Built as tough as they appear in Rogue One, these Hammerheads arrive to the game in pairs, and you can use their new Task Force Antilles and Task Force Organa Title upgrades to synchronize either their defense or attacks. Or you can simply take advantage of the ship's strengths as a straight-forward combatant and ram it right into your opponent's ship, using the Garel's Honor Title to ensure you get the better of the collision.
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Learn More from Our Previews

As much as these ships promise to make a big impact on the Armada battlefield with their new commanders, Titles, boarding parties, and other upgrades, the truth is that they—like all ships in Armada—need to be weighed in the larger context of your whole fleet.

How will your Imperial light carrier function alongside the Empire's Star Destroyers, Raiders, and squadrons? How will you shape your Rebel fleet and objectives around the inclusion of your Hammerheads? What use will you make of the expansions' new boarding parties? How will you change your initial approaches and engagements based upon the introduction of Disposable Capacitors and Quad Battery Turrets ?
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As fleet admiral, it's your responsibility to consider all these questions and to incorporate your answers into a clever and comprehensive battle plan. You want to make sure you're informed of all the relevant variables. Reading our previews will let you see more of what the Wave VI expansions have in store.

We took a closer look at the Quasar Fire-class cruiser-carrier in our preview, "Rapid Deployment," and saw how it was likely to change the shape of your battles with its commanding squadron value of "4," the ways its new Titles support your squadrons, and the added value that Admiral Sloane grants each of your squadrons.
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Then we turned our attention to the Hammerhead corvette in the article, "Prepare for Impact." Starting with a closer look at the Garel's Honor Title, we explored the different ways the Hammerhead Corvettes Expansion Pack made it possible for this small-base Rebel ship to hit far harder than your Imperial foes might suspect. Unsurprisingly, we learned that the ship's potential is as high as it is largely due to the skills and wits of its talented crew and commander, including the likes of Cham Syndulla , Hondo Ohnaka , and Leia Organa .
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Engage the Enemy

Now, as you look to bring these ships and their upgrades to your battles, your challenge will be to make the best possible use of them. So what will you do?

Will you shape your Wave VI Imperial fleet around Admiral Sloane and her swarms of TIE fighters to render opposing ships vulnerable to your Avenger and its devastating volleys of laser and missile fire? Will you assemble a straight-forward Rebel fleet with Leia Organa leading several Hammerheads into battle from her place aboard the bridge of the Mon Karren ?
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Whatever you plan to do, the time is now! The sixth wave of expansions for Star Wars: Armada (SWM26-27) is available now. Head to your local retailer to pick up your starships today!
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