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Ergh. The Relthozan commander is really awesome, but... being forced to take Corrosive defeats some of the points of taking her, with my playstyle. Particularly when Drones with Bio accompanying a BB with Bio is juuuuust out of reach...

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Looks like the Commanders are there to offer a different play style/variation on your normal game and not just a "we must use this all the time" thing. I'm glad they are like that though and from what we can gather, there will be more in the future to go with different play styles. Remember these look like they are specialists at making Planetfall.

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I think my favorite part of the commanders is that they are:

 

1) Completely optional which means both players have to agree they are in use to be in a game

2) You're still the Admiral on the board, these represent your sector commander (basically)

3) Definitely not a GW style awesome-bomb.  They bring variety but aren't a must take, and since I've heard a couple times now that there will be additional commanders in the future hopefully if the faction commander you got here isn't to your taste a later one will be.

 

Personally now I'm even more strongly drawn to start a 3rd fleet with Sorylians :) I love my reserves and am drooling over that Kragg Expertise.

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No, there's no requirement for you to use a Commander of you don't wish to, but have agreed they can be included - this will give you access to more TACs than someone fielding a Commander, for instance, so this balances some of the perks (or perceived perks) of using a Commander.

 

Thanks.

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1) Completely optional which means both players have to agree they are in use to be in a game

Does that mean that some players can block my specialized admiral because they find her too good? 

Nah, that's not nice at all.  :mellow:

 

I'm worried that races without these additional "heroes" (minor and other faction) will use it preventively with logic: If I don't have mine, you won't use yours)

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So am I the only one that thinks the Dindrenzi Assault Carrier is way undercosted?

 

It's about right - considering ir suffers a lot per point of dmg

 

Kitting it out costs

 

and it takes 2 slots.... 

 

But thankfully being an awesome model doesn't cost points or we'd be at dreadnought level

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Does that mean that some players can block my specialized admiral because they find her too good?

Nah, that's not nice at all. :mellow:

I'm worried that races without these additional "heroes" (minor and other faction) will use it preventively with logic: If I don't have mine, you won't use yours)

I expect this to be common in really competitive groups but hopefully as a community they'll be more well received.

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I expect this to be common in really competitive groups but hopefully as a community they'll be more well received.

We have mostly core fleets in our area, I thing the only problem might occur with RSN guys. 

But as I'm going to participate mostly in Spartan campaigns.. it's all good :) 

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Which also means the new Dindrenzi Assault Cruiser can't use Scutas as Escorts. I assume this is intentional.

I'm also surprised no one seems to be considering the implications of these units within the four Planetary Invasion Scenarios. Generally, you can add these new units to your existing fleet for no cost. This means adding them does not degrade your offense, but each ship with MAR Planetfall is extremely important to slow down or destroy. In general, this means the offensive punch of your Fleet will last longer than the non-Planetfall player... Which is why they get a few more points too.

Also, disabling engines just became a lot more important.

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Also, disabling engines just became a lot more important.

 

Lol.  I suddenly see a bunch of Dindrenzi ships lining up a target to shoot, getting their engines disabled, and sailing right past the planet they are supposed to be invading. "Uh, oops?"  Then the RSN Gestapo on board shoot the captains dead.

 

No wonder Bilitas doesn't like them.

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Hmm. Quick and dirty read-through is... interesting. I'm not using admirals and probably won't play against them. I think it's a layer of complexity the game really did not need  and an additional barrier to entry/steepening of the learning curve for new players. I don't know enough about the ships to give a complete opinion but off the bat I'm not really pleased by what I see from the Solar and the Nadir. The carrier with heavy cruiser escorts is a cute idea but I'm not sure if it's going to do enough work for the points. I'll have to play it out and see what the result is. The Nadir being an escort for anyone not playing games of Planetfall is a problem. It's an escort option for the Terrans with better than Hawker levels of durability and speed for the same price and a reduction in point defense. That Horizon, however, is a rather different kettle of fish. Tougher and faster and cheaper than the Hermes, a very large reduction in firepower, but did someone say 5 AP and 5 PD? And more shields? And a shield cruiser escort? If only the Solar and Nadir had been that compelling.

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Hmm. Quick and dirty read-through is... interesting. I'm not using admirals and probably won't play against them. I think it's a layer of complexity the game really did not need and an additional barrier to entry/steepening of the learning curve for new players. I don't know enough about the ships to give a complete opinion but off the bat I'm not really pleased by what I see from the Solar and the Nadir. The carrier with heavy cruiser escorts is a cute idea but I'm not sure if it's going to do enough work for the points. I'll have to play it out and see what the result is. The Nadir being an escort for anyone not playing games of Planetfall is a problem. It's an escort option for the Terrans with better than Hawker levels of durability and speed for the same price and a reduction in point defense. That Horizon, however, is a rather different kettle of fish. Tougher and faster and cheaper than the Hermes, a very large reduction in firepower, but did someone say 5 AP and 5 PD? And more shields? And a shield cruiser escort? If only the Solar and Nadir had been that compelling.

You don't use these in starter games nor are they aimed towards new players. Really don't see your point of view to be honest. They add a new layer in my opinion, to quite a simple game.

The ships are fantastic in the Invasion Scenarios (which they are primarily designed for) and then give options outside of the norm for their respective fleets.

I've already proxied the Solar in a game last night and it was fantastic working alongside the Tyrant. It has 5 SRS - 15AD Bomber run and the Tyrant supplies 3 Interceptors. The Solar has an Aegis Escort providing shield boost to that and Tyrant. Tyrant goes off about 20" away and starts blasting away and the Solar is tough enough to keep going to get in to RB1 to unleash the bombers and shoot. It critter a BB with the bombers and destroyed a struggling cruiser. It survived a serious brawling and didn't die.

Give it a go, think outside the box.

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cymruvoodoo, on 23 Jun 2015 - 6:17 PM, said:snapback.png

Hmm. Quick and dirty read-through is... interesting. I'm not using admirals and probably won't play against them. I think it's a layer of complexity the game really did not need and an additional barrier to entry/steepening of the learning curve for new players. I don't know enough about the ships to give a complete opinion but off the bat I'm not really pleased by what I see from the Solar and the Nadir. The carrier with heavy cruiser escorts is a cute idea but I'm not sure if it's going to do enough work for the points. I'll have to play it out and see what the result is. The Nadir being an escort for anyone not playing games of Planetfall is a problem. It's an escort option for the Terrans with better than Hawker levels of durability and speed for the same price and a reduction in point defense. That Horizon, however, is a rather different kettle of fish. Tougher and faster and cheaper than the Hermes, a very large reduction in firepower, but did someone say 5 AP and 5 PD? And more shields? And a shield cruiser escort? If only the Solar and Nadir had been that compelling.

 

The important thing to realize is that new Invasion ships are mainly aimed for new Invasion mode. And they seems to me quite solid for that. :) 

Commanders are great addition for experienced players. Most beginner don't even play all MARs/SRS etc for a first few games ... :)

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I wonder if this is a trial for customizable admirals

Personally, I hope not. The commanders seem to be very fleet specific affecting not only fleet configuration but also reflecting specific faction tactics.

While it would be nice for every faction to have 2-3 commanders to choose from the more customized they are the harder it will be to keep them balanced.

I like these commanders more than I thought I would but I'm still hesitant about how easily they'll be able to be integrated.

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I wonder if this is a trial for customizable admirals

 

Personally, I hope not. The commanders seem to be very fleet specific affecting not only fleet configuration but also reflecting specific faction tactics.

While it would be nice for every faction to have 2-3 commanders to choose from the more customized they are the harder it will be to keep them balanced.

I like these commanders more than I thought I would but I'm still hesitant about how easily they'll be able to be integrated.

 

Any time a company tries something new, it is a trial, no matter how much testing is done and projection models are made.

 

While I do hope to see a few more per Faction as time progresses (up to 3 for the Big 6 and 1-2 per Support Fleet members would be about right), I hope we don't see the Special Character-fest that 40K 5th Edition was.  They seem to be trying to avoid that, so I hope they continue along in this vein.  At least they still believe in trade-offs.

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FSA is a very modular game in that it still works well even if you take away part of the rules. Lots of intro games don't use SRS, MARs or even tier 1 ships, and they still provide a good introduction to the game. Commanders might become an integral part of FSA, but they absolutely don't have to be included in intro games and don't necessarily have to appear in regular games, either.

 

The genius thing about Commanders is that they're not you, they're essentially your Commanding Officer. If you don't use one, it's like they're busy elsewhere, while if you do then they decided to focus on your particular battle. They work in both rules and fluff!

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