SKU: 71069717329

Star Wars Armada - Imperial Assault Carriers

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Star Wars Armada - Imperial Assault Carriers"Have no fear. Help is on the way."Agent Kallus Cruisers and Assault Carriers As with all the other Armada starships released thus far, your flotilla of Gozanti class cruisers can be paired with either of two different ship cardsthe Gozanti class Cruisers or the Gozanti class Assault Carriers. As both of these flotillas can only fire a single die at a time in ship to ship combat, neither is likely to be used in such a capacity. Admittedly, with the

"Have no fear. Help is on the way."
–Agent Kallus

Cruisers and Assault Carriers

As with all the other Armada starships released thus far, your flotilla of Gozanti-class cruisers can be paired with either of two different ship cards—the Gozanti-class Cruisers or the Gozanti-class Assault Carriers.

 

As both of these flotillas can only fire a single die at a time in ship-to-ship combat, neither is likely to be used in such a capacity. Admittedly, with the red attack die from their forward hull zone, the Gozanti-class Assault Carriers are more likely to be able to fire a shot or two at an enemy ship. Still, with only three hull and no more than a single point of shielding on each hull zone, your Gozantis cannot afford to get caught in enemy fire. Not even their potent scatter token will protect them against the sort of sustained fire an Assault Frigate Mark II or the Home One could throw at them.

Instead, you will most likely want to keep these ships at a distance and use them to support your squadrons or your other ships. After all, with their squadron value of "2," your Gozantis offer you a highly cost-efficient means of conveying commands to your bombers and other squadrons. Indeed, you should probably expect to see these flotillas anchoring bomber squadrons, often making use of Expanded Hangar Bay , Bomber Command Center , and the Vector Title.

 
Equipped with an Expanded Hangar Bay, the Vector commands three Firespray squadrons to bombard the Rebellion's Corellian corvette.

Perhaps simply because it seems so natural to hold your Gozantis back at a distance from the main thrust of the battle, you may also see a few daring fleet admirals aim for the element of surprise by flying their Gozanti flotillas straight at an enemy ship in order to soften it up for the rest of their fleet. Such a tactic would likely rely heavily upon the Gozanti's scatter token, possibly even discarding it in the initial approach in order to bring the flotilla's Slicer Tools into play.

Some clever maneuvering may allow a Gozanti commander to get within range of its Slicer Tools, even as it stays just out of range of the black dice on a ship like the MC30c Torpedo Frigate, and the fleet admirals who can pull off this sort of maneuver are the ones who should consider flying the Suppressor and recruiting General Tagge as their commander, in order to refresh their flotillas' scatter tokens in the third and fifth rounds of play.

 
The Suppressor flies into range to use its Slicer Tools against the Rebellion's MC30c frigate, even while staying out of range of the ship's potent black dice. Since the MC30c is currently unable to command any squadrons, the Imperial commander resets its top command dial to a squadron command, and if the MC30c ends its maneuver within distance 1–3 of the Suppressor, the Imperial commander will also be able to exhaust one of its defense tokens.

Fleet Support

There are a total of four different Fleet Support upgrades in the Imperial Assault Carriers Expansion Pack. Along with the Bomber Command Center and Slicer Tools, you will also find Comms Net and a Jamming Field . Each stands to define your flotilla of Gozantis by outfitting it with a different ability, but more than that, each suggests a different way of flying your flotilla.

  • The Bomber Command Center requires you to keep your flotilla within distance 1-5 of friendly bombers.
  • Your Comms Net requires you to keep your flotilla within distance 1-5 of a friendly ship.
  • Slicer Tools require you put your Gozantis at risk, by maneuvering them within distance 1-3 of an enemy ship.
  • Finally, a Jamming Field works best when you can maneuver your flotilla beyond distance "2" of your squadrons, yet can remain at distance 1-2 of the enemy squadrons engaged with them.

Because they offer the most forgiving ranges and require you only to maneuver your flotilla into position with your other ships and squadrons, rather than establishing a position relative to your opponent's ships or squadrons, the Bomber Command Center and Comms Net are likely the easiest Fleet Support upgrades to incorporate, and one can easily imagine facing future Imperial fleets that use their Imperial Assault Carriers not only to fling Major Rhymerand other bombers at enemy ships, but also to feed their Imperial-class Star Destroyers an engineering token each round, so that the bigger ships can keep their shields up almost indefinitely.

 
The Imperial commander assigns an engineering command to his Gozanti flotilla, then uses its Comms Net to pass the engineering token to the Imperial-class Star Destroyer, allowing it to spend six engineering points when it reveals its own engineering command. The Star Destroyer then uses those six engineering points to recharge its left hull zone's shields from zero to three.

On the other hand, it is precisely because the other two Fleet Support upgrades—the Slicer Tools and Jamming Field—are so much more difficult to coordinate that they may eventually prove to make the greater impact. Their use requires a greater degree of skill and vision, but it is easy to imagine how a flotilla equipped with Director Isard and Slicer Tools may render enemy ships more vulnerable to your Imperial-class Star Destroyer's Phylon Q7 Tractor Beams .

 
By using its Slicer Tools to change an Assault Frigate Mark II's top dial from a navigate command to a squadron command, the flotilla of Imperial assault carriers renders the Rebel ship vulnerable to the Imperial-class Star Destroyer's tractor beam, ensuring that the Star Destroyer will be able to keep it within its front arc for at least one more volley.

Moreover, the more highly skilled fleet admirals will also do a better job of anticipating the ways that ships and squadrons are likely to move across the battlefield, and it is easy to believe that some of the most highly skilled admirals will be able to plan their maneuvers so that their flotillas can command their bombers into battle before following after them with their Jamming Fields to protect them from retaliatory strikes by enemy fighter wings. Add another flotilla of Gozantis and the Intel keyword from a squadron like Dengar's , and you may be able to design a small, mobile strikeforce that can fairly well ignore enemy squadrons as it repeatedly hammers enemy ships.

 
The Imperial commander uses his Gozantis to command Dengar and a pair of TIE bombers to strike at a Nebulon-B frigate. Then, through some skillful maneuvering, he catches the Rebel squadrons within range of his Jamming Field, even while leaving his squadrons clear.

General Tagge and Agent Kallus

Rounding out the Imperial Assault Carriers Expansion Pack's eight different upgrades are its commander and officer, General Tagge and Agent Kallus .

With his ability to restore defense tokens, General Tagge is a boon to any strategy making use of aggresively minded Gozanti commanders, who may certainly need to burn their scatter tokens to survive. But his influence also reaches far beyond aggressive Gozantis. For starters, you could burn defense tokens from yourDevastator in the early rounds to gain offensive advantages, and then regain them in the third and fifth rounds in order to hold the ship together for the eventual win. Similarly, Tagge allows you to more aggressively burn shields to fuel the attacks from your Dominator since, later, you will be able to recover one or two of the defense tokens you likely need to stay intact.

Nonetheless, Tagge is not, himself, truly an aggressively minded upgrade. He is more defensive, and it is only his foresightedness that shores up the weaknesses you expose by attacking so aggressively. Among other things, that means that you need to plan your approach to best maximize your offense in the early rounds, at which time you'll want to burn defense tokens to withstand your enemy's attacks. By the start of the third and fifth rounds, you will want to have gained a significant advantage, and Tagge should be helping you recoup the costs.

Finally, Agent Kallus provides an answer to any Rebel fleet that threatens to harry your ships with unique squadrons. Arguably best used aboard a Raider II-class Corvette equipped with one of its unique Titles, the Impetuous orInstigator , Agent Kallus is also a natural fit for a Gozanti flotilla designed to lead a fighter wing ordered to hunt down enemy bombers. Aboard a flotilla of Gozanti-class Assault Carriers with Jamming Field and Expanded Hangar Bay, Agent Kallus and his squadrons are more than capable of thwarting any Rebel bomber wing.

 
Agent Kallus leads a fighter wing to intercept the Rebellion's unique fighter aces. After skillfully catching Luke Skywalker and "Dutch" Vander in two firing arcs, Kallus adds a total of five dice to his flotilla's attacks for the round—one to his attack against Wedge Antilles, and one each to all the flotilla's attacks against Luke and "Dutch."

How Will You Fly Your Flotillas?

Ultimately, the best way to fly a flotilla of Gozanti-class cruisers is the way that best complements your overall strategy. But the question remains: how will you make use of these flexible flotillas to complement your fleet? Will you rely upon them to activate your squadrons? Will you field multiple flotillas and activate them early in order to draw out your opponent's larger ships? Will you use them to ensure your commands are more effective than your opponent's, from round to round?

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SKU: 71069717329

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Pablo
New York, US
★★★★★ 5
A good one, albeit not a perfect one
It is a comprehensive look into the series with lots of wonderful art. I felt that it was thinner than the previous book from the Avatar series but I'm not talking about the length of the book (I know this one has less pages an only covers one season) but rather about the "insights" into the creative process. While the previous book felt full to the seams and you could feel that there was a lot of important material that didn't fit, you also felt that all the material that did was included was the best. In this one for Korra, you feel that there were many important things left out that should have been included and there are some things that were included that doesn't feel as important...
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Reviewed in the United States on November 5, 2013
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Diwen
Alexandria, US
★★★★★ 5
Everything you wanted put into a art book
I loved this art book. It showed me basically everything I wanted to see from back drops used and unused, old character designs and how some things came to be or what they were inspired by. The commentary is great though rarely confusing (Ex: at one point they commentary refers to a picture in the top right but says "As you can see by the design in the middle" the middle being something completely different) I feel like this book is a must for fans and people interested in the art of the series alike.
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Reviewed in the United States on March 19, 2015
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Bunny Wolf
Los Angeles, US
★★★★★ 5
This is how you make an artbook!!
It's so awesome to open an artbook and see every stage of the character and how it all came together. It's always fun and interesting to know how Korra was made, and why whe looks the way it looks. It's really cool to read the different ideas that came up for a certain character and why they decided that a certain design worked better than the previous ones! It's also really interesting and delicious to read about how they inspired themselves in known architecture to create the environment in this tv series. I simply loved it and I'm excited to know that I'll be buying the other Korra artbooks!!!
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Reviewed in the United States on November 23, 2014
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Nicolas Calderon Eader
Pawtucket, US
★★★★★ 4
Great artwork for a great series!! Recommended to artists, animators and fans of the series
It's been a while since the Avatar: The Last Airbender series ran on TV. I really loved that series because it dealt with a lot of eastern cultures themes and it was not the average children TV show. Despite its children characters the show runners manged to find a balance between drama and comedy. Now about the art book: that series (Avatar) had its own book (all seasons in one single book) but this time we are getting one book entirely dedicated to the first season, which makes it great. Why? Because we are getting more artwork per episode, most of it in full-color. I would have liked to see more of the character design, I mean how they got to the final version. Most of the characters are shown in their final version with some costume variants but that's it, no development. One thing missing this time (both from the series and this book) is the animal designs. They had a lot 2-animal-fusion designs on the previous show but this time we get to see almost nothing. I know it is because the series is takes place mainly in Republic City. And wow! what a nice city it is. All the artwork dedicated to set Republic City's mood, the 1920s, the steam-punk influence, the fashion, everything just fits perfectly! There is a couple of aerial views (day & night) which are my favorite from the book. This new guy they hired to do the background paintings has done a great job! Every background and every building design have so much detail that they will make your jaw just drop. I like the fact they are paintings with no pencil lines, just paint brushed over the design, which makes it look richer! Now, I am giving this book a 4-star rating because of the reasons I have already explained and the fact that we are not getting that much in-depth information like we got from the Avatar art book . I must say this is not an animation book, this is an art book that depicts backgrounds, characters and vehicles. You will get to see a few storyboarded sequences but this book is not intended to teach you about animation. I seriously recommend this book to any person interested in art and animation. The artwork is so well achieved that you will be left wanting to see more.
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Reviewed in the United States on June 3, 2014
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Fred C
Los Angeles, US
★★★★★ 5
Inspirational for Concepts and Illustration
I am learning to be a Concept Designer and Illustrator and this art book is inspirational. This art book has well presented examples for most every part of the conception and finishing process for characters, environments, costumes, props, and story. It has a good amount of design concepts from everything about the series first season: character designs, character sheets, building and city designs, costumes, vehicles, etc. I only wish is was longer/bigger. They could put all 4 seasons into one large encompassing volume.
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Reviewed in the United States on March 22, 2016

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