Tag: Star Wars Armada

Armada Reborn: The Immobilizer 418 (and Friends)

Armada Reborn: The Immobilizer 418 (and Friends)

Part 2 of the Star Wars: Armada Reborn series.

Today we’ve got a bit of a doozy – we’ll start talking about the other winner of the Onil Creations first painting contest and their ship. The ship that they chose was the Vindicator-class Heavy Cruiser. This one is going to need a bit of explanation.

First and foremost, if they submitted the Vindicator, why are we covering the Immobilizer 418 Cruiser? For that, we have to get into the nerd lore again.

Within Star Wars (Legends) lore, the Vindicator-class and the Immobilizer 418 cruisers shared the same basic frame. This is similar to how the Imperial-class Star Destroyer shared the same frame with the Interdictor-class Star Destroyer. This second fact isn’t reflected in Star Wars: Armada, as the Interdictor in the game is a medium-based ship vs. the large-based ship ISD. It’s also severely under-gunned for what it is, but we can forgive that for game design – after all, the Interdictors are kind of odd in Armada, and don’t function the way they would in-universe.

So, if we want to accurately scale to the Vindicator, we should first take the Armada-official Interdictor and scale it down to its 418 sibling. This is the step in-between the start and the end goal, but it’s where I start throwing a bunch of fun numbers around. Let’s dive in.

Comparing the Interdictor-class Star Destroyer and the Immobilizer 418

The first thing we can do is a good old fashioned table.

SpecificationInterdictor SDImmobilizer 418
Length1600 meters600 meters
Acceleration2300 G1210 G
Shielding4800 SBD2240 SBD
Hull2272 RU960 RU
Heavy Turbolasers150
Quad Laser Cannons020 (10 fore, 5 each side)
Ion Cannons150
Tractor Beams20
Gravity Well Projectors44
Starfighters1624
Crew370852807

As I mentioned before, the Interdictor-class Star Destroyer was built from an Imperial I-class Star Destroyer. Thus, acceleration and shielding has been taken from that where available, using information from the very comprehensive Star Wars D6 ship listings, the Saga Edition d20 listings, and other sources such as game data.

Now, we need to translate those changes into an Armada ship. We’ll go with the only useful Interdictor – the Interdictor Suppression Refit. (Go ahead, argue with me. The only reason to bring an Interdictor is the Experimental Retrofit slot, so otherwise you’re paying for a crappy ISD.

How I plan to convert stats

Originally I was going to put a big long section here – instead, I’ve decided to make the conversion guide its own post. See how I approach a lore-heavy ship into an Armada-friendly ship here.

The Baseline Ship

Alright, if you went through the conversion document then you have a fantastic attention span, and I commend you. If you’re still with me, then let’s talk about the Interdictor Suppresion Refit, an official card.

Hull: 9
Command: 2
Squadron: 2
Engineering: 5
Anti-Starfighter: 1 blue
Shields (Front, Side, Back): 3/2/2
Defense Tokens: Brace, Redirect, Contain, Contain
Movement Chart

Speed 1Speed 2Speed 3Speed 4
xxxx
xxxx
xIxx
IIxx
If it has an X, the ship can’t do it. Each I is one click of the navigation tool at that speed.

Weapon Batteries:

ArcRed DiceBlue DiceBlack Dice
Front130
Sides130
Rear120
Anti-Starfighter010

Upgrade Slots: Captain, Support Team, Offensive Retrofit, Experimental Retrofit 1, Experimental Retrofit 2, Ion Cannons, Title
Point Cost: 90

Examining the Stats

So, with all of that in mind you get… Kind of a weird ship. If you consider each component individually then on paper you absolutely get your money’s worth out of it. With a consistent (if not too exciting) attack pool, it doesn’t matter as much which arc you’re shooting from, you’ve got standard maneuverability, and your Engineering (the least used of the three stats) is the best in the game. You have a thick hull but weak shields, and a defense token pool to reflect that.

What makes this ship shine is, of course, its upgrade slots. As the only ship able to use the Experimental Retrofit cards (there’s only four, and you don’t see two of them played much) it has the edge there, and the Support Team/Offensive Retrofit/Ion Cannons allow for some nice combos.

However, this will never be a ship killer. The average damage for its three main arcs is a total of 3, before the defender uses any redirect tokens. It can do a number on shields if it has an Ion Cannon upgrade, but you need to be within blue range of your target for that, which is less than ideal. This will lose vs. a Rebel Providence-class Carrier (at 95 points) or even an Assault Frigate Mark II B (at 72 points), because it will be taking fire before it can even get within range, and its shields are easy to crack. Fighters can get through it, and despite its appearance, its lack of good defense tokens means it can be an easy target.

How is it used? In interesting and really clever ways. I’ve seen Interdictors loaded to be a damage sponge, using the engineering value to constantly move around and regenerate shields. I’ve seen it as a force multiplier for Imperial Star Destroyers, and I’ve even seen it used as a fighter pusher (I know, I was impressed). It’s clear it has more utility than meets the eye, and that mentality is what I want to bring down to the 418 and the Vindicator.

Converting the Interdictor

Size, Speed, & Maneuverability

By the official numbers, the Interdictor-class Star Destroyer should be a large base ship, so ignoring that oversight we will need to make the Immobilizer 418 a medium base. This feels right, as small ships are consistently 400 meters or less, but looks odd since it’s going to be the same size as its big brother.

It’s got a standard navigation chart, only really hurt by topping out at Speed 2. You can put an Engine Tech on there to make it essentially speed 3, but it’s not too sustainable to keep it full throttle because you’ll need your tokens elsewhere. Since this is a much smaller ship, I think we can say its engines will do some work for us – I would add a Speed 3, with the first notch straight but the second and third allowing a click.

Command, Squadron, and Engineering

The Immobilizer 418 is just a smaller version of its big brother, so not much would change. A medium ship should have a Command value of 2, so we’ll keep that. It actually has more starfighters than the Interdictor Star Destroyer, so I guess we’ll keep Squadrons at 2 as well. It simply can’t have the same lineup, though, so Engineering we will bring back to the more reasonable-for-its-size value of 3.

Defenses

It’s honestly hard to bring the shields down further – however, since this ship isn’t supposed to be fighting on its own, I think a reasonable case can be made for 3 front, 2 sides, and 1 rear. I was considering a 2 all-around, but with a lower Engineering value it’s not going to be manipulated quite as much.

As for tokens, I think all we need to do here is drop one of the existing Contains so we’re still left with a Brace, Redirect, and Contain. That feels good for a medium ship, so moving on.

The hull is going to take a significant downgrade – I would bring it to a 5. That’s not much, but any more feels wrong for what boils down to a support ship. Honestly, I would have wanted to bring it to a 4, but with a CR90 having the same hull we would have an issue.

Armament

For its main battery, we have an interesting choice. Per the lore, the 418 doesn’t have any Ion Cannons or missiles, just some quad laser cannons. We could cut its dice in half to make it just a really bad shooter, or we could convert those to fewer red dice since they’re weaker turbolasers. I think I would land somewhere along this:

ArcRed DiceBlue DiceBlack Dice
Front030
Sides020
Rear020
Anti-Starfighter020

We’ve reduced its utility since it can’t reach out and fire with a red dice, and we’ve lowered the dice count significantly. However, we’ve given it blue dice, which are the most consistent. 24 quad laser cannons are going to hit, so it felt right there.

Note that I actually upped its Anti-Starfighter dice. The same principle applies – since these are quad laser cannons and not turbolaser cannons, they’re smaller and faster guns, so they will hit more consistently.

Upgrades

This one is easier. We need to reduce the main reason you would bring an Interdictor at all – cut one of the Experimental Retrofits. The ship also seems small enough to not need a Support team and there are no ion cannons, so what we’re left with is: Captain, Offensive Retrofit, Experimental Retrofit, Title. It’s sparse, but you’re bringing this for the Experimental Retrofit. Anything else is trying to use a screwdriver to pull nails – there are better tools for the job.

So, what do we get for all that cutting?

The Immobilizer 418 Cruiser

Hull: 5
Command: 2
Squadron: 2
Engineering: 3
Anti-Starfighter: 2 blue
Shields (Front, Side, Back): 3/2/1
Defense Tokens: Brace, Redirect, Contain
Movement Chart

Speed 1Speed 2Speed 3Speed 4
xxxx
xxIx
xIIx
IIx
x = can’t do it, each | is one click on the navigation tool, each – is a straight on the navigation tool.

Weapon Batteries

ArcRed DiceBlue DiceBlack Dice
Front030
Sides020
Rear020
Anti-Starfighter020

Upgrade Slots: Captain, Offensive Retrofit, Experimental Retrofit, Title
Point Cost: 65 points

Overall, I think this is a decent utility ship. You aren’t going to get much firepower out of it, but you could certainly take advantage of the Experimental Retrofit slot and the Offensive Retrofit together – pushing three squadrons is a solid benefit while you’re acting as a force multiplier for an Imperial-class escort.

This is a ship where I could use some suggestions – first as feedback on the utility of the chassis from other player’s perspectives and second as to a fair price for it. We know it would need to be under 90 so it doesn’t cost more than its better version, and the sorta-close-in-a-different-way Quasar Fire I is 54 points, so we have that range to play with.

Eventually it would be nice to come up with some sort of formula to roughly calculate what cost should be, but with the existing prices (particularly with starfighters) I don’t think such a thing exists.

I’d love to hear your thoughts, so share them below, and buckle in for the Vindicator.

Converting Star Wars Ships into Star Wars: Armada

This was originally going to go into the Immobilizer 418 article, but considering it’s long and number heavy, I decided it needed to stand on its own.

Below, we will see my criteria for converting a ship from Star Wars lore into one that can play with Star Wars: Armada. Keep in mind that some of these ships might suck and some of them might beat out official ships on efficiency – that’s just the way it works, and balancing a ship with the dozens that are out now is a whole lot for one person. The good news is we can change point values and stats if you’re helping with the “Armada Reborn” effort, right?


Since the numbers aren’t very easily converted (at all), there’s going to have to be a lot of ballpark guesses and approximations. Ships can go through different rounds and have values changed, so anyone who gets the chance to do some testing on this would be greatly appreciated.

Speed and Maneuverability

The two main contributing factors to this will be Length and Acceleration. Acceleration would be the bigger contributor, but length will have a heavier impact on turning radius (hi, Super Star Destroyer!).

Command, Squadron, and Engineering

Command

Command will be impacted by the required crew as well as the ship base size. Numbers are truly all over the place with required crew, but in general, a Large base would max out at 4, a Medium max out at 3, and a small max out at 2. There can be exceptions, but we need a rough baseline.

Squadron

Squadrons are a little easier – we can look at that ship’s possible starfighter complement. The numbers vary here too, but in the Star Wars lore a fighter squadron was about twelve fighters. While I would like to say we take in-lore fighters/12 = Squadron, that doesn’t work once we get to larger ships. It does work for a lot of other ships, though, with examples below:

  • CR-90 – Had no fighters. 1 is the minimum we can put here, so 1 Squadron value it is.
  • Nebulon-B – Small ship that held two squadrons. 2 Squadron value.
  • Quasar Fire – Had 48 starfighters, plus some transports. 4 Squadron value.

Things get weird when we start to hit large ships. A Victory I only carried 24 fighters plus a ground force, but they have 3 Squadron. An Imperial I carried 72 fighters, which would be a value of 6 Squadron. So, unless we have a large, dedicated carrier like a Venator, we will max out at 4 Squadron points.

What about flotillas, you say? What about ships with no starfighter complement? Those get a maximum of 2 on the card. In rare occasions we see a 1 printed on the card (such as the Onager-class Testbed, Arquitens-class Light Cruiser, CR90’s and Hammerheads, etc.), but unless it’s an exceptionally small ship, a ship geared towards a single purpose (like a superlaser), or would have no ships in lore, we can leave it at two.

The Long Story Short: We need to mostly guess based off of lore here. These values are the values printed on the card, not the maximum with upgrades.

  • 1 Squadron = Ships that wouldn’t have a fighter escort or wouldn’t be designed to coordinate with fighters. This is the baseline for most small ships.
  • 2 Squadron = Ships that could or would have a light escort force. While the fighters could pose a threat, they would be more of a deterrent than the main offensive attack. This is the baseline for medium ships.
  • 3 Squadron = Ships that would certainly have a fighter complement. The fighters would be enough to be a notable threat, providing around 40-50% of the damage output from the fighters and ship itself. This is the baseline for large ships.
  • 4 Squadron = Ships that use their fighters as standard procedure. The fighters are deadly on their own, and work well with the laser fire from the carrier. This is the baseline for Huge ships.
  • 5 Squadron = Ships that really do one thing well – deploy swarms of fighters to take down large opponents.
  • 6 Squadron = Well now you’re just getting ridiculous. You know one thing and one thing only – droppin’ fighters. That or you have a 19 kilometer monster ship and can carry whatever you want.

Engineering

Generally, most ships have a 2 or 3 Engineering. We need to think about the ship’s role when working this in – if the ship is highly technical in nature (like the Interdictor), then it makes sense they would have more engineers. If it has a lot of systems like a large-base MC80, they would also have more.
Roughly:

  • 2 Engineering = Small Base
  • 3 Engineering = Medium Base/Large Base
  • 4 Engineering = Large Base
  • 5+ Engineering = A really good reason why you have so many engineers.

The rulebreaker here is the Interdictor, which is a medium ship with 5 Engineering points. Really, it should have been a large base.

Defenses

Shields

This will be primarily pulled from other sources and compared to ships around its same point cost or use. I truly hate how some ships have a great front shield then garbage sides (MC80 Liberty-classes, I’m looking at you), so I usually won’t make a three point shield difference unless there is a lore reason, like terrible game design engineering.
Roughly:

  • A small base ship will very rarely have a shield value above 4 – they will stay comfortably in the 2s with the occasional 3 to help out. Some ships will see 1s, depending on their use and original role.
  • A medium base ship will see 3s more often, and occasionally a 4. In weak arcs (like the back of any big Imperial ship) it can drop down to 1.
  • A large base ship should almost always have a 4 front shield and 3 side shields as a minimum. There will be exceptions, as usual, but an arc shouldn’t really go below 2 unless it’s an Onager, because I don’t think the Imperial Design Department ever planned on showing the Rebellion the tail end of one of those monsters.
  • A huge base ship should never have less than a 2 printed, and only on the rear arc. We only have one ship to go off of, but for a ship that can fit in a standard 400 point game, 3 is the average with a 6 front. For a ship priced to 600+ games, 5 is your standard and 6 is your front, with a 3 rear minimum.

Defense Tokens

We know a pretty regular set of tokens from the ships we’ve seen.

  • Small ships will almost always have an Evade and Redirect. The third token slot could be anything from a Brace for the slower ships to a second Evade for the nimble ones – this is flexible.
    • Floatillas are a special kind of small ship, representing a group of small ships like transports. They are the only ship that should have Scatter, and should probably have an Evade as well.
  • Medium ships are in the same boat (hah), but with a more standard set of an Evade, a Brade, and a Redirect. A few are different – it’s situational, and I think lore comes into play here.
  • Large ships should always have a Brace and Redirect, and usually have a Contain. The newer ships have a Salvo token and those mean ISDs have two redirects, so again, it’s very much situational.
  • Huge ships should have a bit of everything except Evade and Scatter. They can do what they want.

Giving value to each token is hard, because it depends on what ship it’s on. If I had to rank them, it would probably be something like:

  1. Brace – You cut the incoming damage in half, regardless of range. That’s hard to downplay.
  2. Evade – Made a little more useful in Armada 1.5, Evade can get you out of a bit of damage. It’s much less useful on a large ship, but still a nice-to-have.
  3. Redirect – You don’t get to reduce the damage, but you can spread it to other shield areas. Usually you only get a couple of redirects off per big ship, and if you’re taking fire from a lot of smaller ships you’ll be in trouble.
  4. Salvo – You get a free shot back if you have the right range. Your shot may not be too impressive, but it might make your opponent burn a defense token or even take a critical hit if you’re lucky. The only reason it’s lower is because it’s rare, and most return fire is a small dice pool you can’t do much with.
  5. Contain – You can ignore critical effects. It’s nice and all, but I don’t really feel these have ever “saved” me much at all, just helped a ship limp along a bit further.
  6. Scatter – It’s only on fighters and flotillas. If it could go on anything then this is going up to the very top of the list – flat out ignoring an attack is awesome. Unfortunately, most ships can’t disassemble to let a missile pass by then re-assemble without spacing the crew, and that’s a lot of paperwork for HR.

Armament

Before We Begin: Let’s talk about dice colors.

A ship can have red, blue, or black dice. I’ve heard often that they (approximately) represent turbolasers, ion cannons, and missiles (respectively), which usually tracks in terms of blue dice crits activating Ion Cannons and black dice crits activating Ordinance. This isn’t always a hard and fast rule, though, because if we hold a ship up next to its lore it rarely aligns. I’ll certainly keep this in mind, but won’t be held to it – I’ll be looking at the ship’s role in battle instead. We also want to keep in mind consistency and what the intended weapons were – for example, laser cannons are lighter versions of turbolasers, so wouldn’t necessarily go out to red range. Additionally, a black dice ship might have torpedoes, OR it might have a bunch of Rebels firing shotguns out of the window. We never know.

Dice Averages

Thanks to the fine people at SteelStrategy.com and their math which I really don’t want to double check, we have averages to expect for each dice in our nice chart below. All averages are for a single roll unless otherwise stated. We won’t re-roll fighters, because don’t do that.

Metric (vs. a ship)Red DieBlue DieBlack Die
Average Damage.75.751
Odds to Hit62.5%75%75%
Maximum Damage212
Average Damage (with a re-roll).92.871.25
Metric (vs. a squadron)Red DieBlue DieBlack Die
Average Damage.5.5.75
Odds to Hit37.5%50%75%
Maximum Damage212

We will keep those values in mind and try to find the average damage for each arc, keeping that as a guide for the number and type of dice.

For more regarding dice colors and strategy (and just some good Armada content), check out their blog:

Anti-Starfighter

The standard for this is 1 blue for anything smaller than a large, and then two dice with either a mix of blue or black for large. Occasionally you have a ship with red dice, which should definitely be occasional – imagine how fast a two-dice red flak monster could rip through TIE fighters, and at range.
To determine this, we need to look at what weapons and role the ship had in lore then go from there.

Firing Arcs

There’s a whole lot of guessing here, too. Luckily we do have some great source books from the Saga Edition tabletop RPG (D20) and the D6 predecessor, so if all else fails we can take a look at that. Additionally, we’ll need to think about how the ship was supposed to be fielded (Imperials liked superior firepower out of the front arc, but the Arquitens is a definite broadsider) and some common sense.
Since this is such a wildcard I can’t even really summarize it. This is going to be a bigger experiment, and we’ll probably need to pull in average damage.


I’m always open to suggestions, so any feedback is welcome and I’ll modify accordingly.