Thursday, June 22, 2017

Order 67: The Great Nerfing

We were greeted this week to a very big surprise in the Armada community. A new FAQ was published in the same quarter FFG had already published one, a complete rarity. This FAQ have a big change to several mainstay cards, as well as changing the Zombie Lord Rieekan.  One of the bigger changes not as a card is the removal of the Lifeboat Flotillas. This is going to be a potentially powerful nerf to Flotillas overall, making sure that they are more active combat participants, instead of encouraging them to hang out back along the end line. Let's go ahead and explore the card changes and why they potentially came about. 

Rieekan

 

Impact of change: High

This was a great move by FFG in response to Rieekan's surge in power. His ability is still very good, allowing a crucial fighter or unactivated ship the chance to survive and fight. But it does force more strategic choices (do I save Nora this turn, or do I hold back and make sure Yavaris lives?), and will go a long way to eliminating swarm ramming lists that were really not very fun to play against. 


Demolisher



 

Impact of change:Medium-High

Demolisher has been one of the best titles in the game since the Gladiator became part of the game. The title made sure the Gladiator could almost every turn make use of its bevy of black dice. The addition of the Engine Tech support team made it even more lethal because you could sit outside of long range and then suddenly jump into close range. With a First-Last activation Demolisher could possibly wipe a ship off the table without seeing a shot come it's way. This change isn't huge, since Demo can still shoot and ram, but it now will always face some incoming fire. It also makes Engine Techs a little less mandatory. 

Major Rhymer

 

Impact of change: Huge

Major Rhymer was by far the easiest building piece for almost every Imperial carrier fleet. If there was anything on your fleet that you might want to have shoot at an enemy ship Rhymer was coming along as well. I feel like this nerf comes in the way of Rae Sloane making her appearance. The thought of facing down possibly 10 TIE fighters tossing dice at medium range under the protection of Stronghold made the chances of shearing away shields and defense tokens far too painful. It also I think was done to help Cpt Jonus, who now might be able to find a home in Imperial fleets, possibly pulling the VSD1 from the scrap heap. 

Turbolaser Reroute Circuits

 

Impact of change: Low

TRCs were the most efficient card in the game I think.  Trading some defense for guaranteed 2 damage was huge.  The change will do far only affect possibly 3 ships (Arquitens with Needa, CR90 A, and MC30 Scout).  It also is a small boost to MS1 ion cannons, which have never really seen play. 

Bomber Command Center

 

Impact of change: Low

BCC stacking and fishing for hit grits was thought to be a real issue.  It made a small presence in some Rieekan aces lists, assuring those BWing pilots were getting 3 damage through every time. It just never really materialized as a points efficient strategy though. A good move overall though since it continues to open design space. 


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