Last time, we looked at the rules and objectives. Now for the components. I'm not going to review everything inherited from ARC and Legacy all over again: I already covered ARC's first ships, Legacy Wave 0, and Legacy Wave 1's Empire and Rebels, Republic, and CIS. Go back and read those if you want the full card-by-card reactions. We'll revisit some of the same ground here because the new prices change the comparisons.
Republic ships: cheaper, but why only these?
Within the faction, I think these reductions are broadly fine. Step back and look at Armada as a whole, though, and the selection feels odd. There are plenty of ships and upgrades elsewhere that could use similarly modest attention. Why isn't there a more coherent pass across the whole game? Presumably that was outside the release's scope—but why make the scope so narrow in the first place? Baffling.
Anyway. Here's what changed.
Three Arquitens variants
The Legacy Assault Cruiser falls from 49 to 45, the Legacy Escort Cruiser from 54 to 51, and ARC's Light Cruiser from 52 to 49. Those are attractive numbers given the titles and upgrade combinations on offer. The Legacy ships in particular already had plenty going for them; I was worried about the Legacy ships' Salvo and flak even at their old price. The ARC Light Cruiser is still the more peculiar, constrained design, but three points off makes its favorite tricks easier to fit.
Will the cheaper Arqs crowd out other Republic small ships? I doubt it. The Pelta brings Fleet Support and a very different sort of value. Consulars remain cheaper building blocks if you're trying to reach the magic number: seven ships.
If that sounds oddly specific, here's the short version. At seven ships you start to recover some of the old multiple-small-unit game: enough activations that a fleet with, say, four ships can struggle to keep pace, even with pass tokens. That's a simplification, but it explains why the difference between a cheap Consular and a more capable Arquitens matters beyond the price of a single hull. As a lifelong abuser of activation advantage, I'm not entirely sure I want that old world back.
So yes, the Arquitens cuts make those ships more tempting, perhaps very tempting in some builds. But they don't erase the reasons to take Peltas or Consulars. They give GAR more ways to build a fleet, and I like that.
Venator Imperator Refit: 100 → 95
I called the Imperator the conservative Venator variant when it arrived. The released version was a competent brawler, but also the dullest of the ideas that could have filled this space—and still quite expensive. Five points off is welcome. It makes the familiar ordnance-and-Thermals package easier to justify, even if it doesn't make the ship any more imaginative. Good price change; still a boring ship.
Republic Victory I: 73 → 71
The GAR Vic-I had already come down once, and now it loses another two points. Next to the other new Republic prices, I'm not convinced it has become any more attractive. Two points don't fix the awkward speed and turning, and the Acclamator-II is now cheaper by four.
Then again, I'm a lifelong Victory hater. There may be gold here for somebody with more patience. I won't be the one mining it.
Acclamator-II: 71 → 67
This one needed help. The Acclamator-II looked overpriced beside the Munificent Star Frigate and the previously discounted Acclamator-I. At 67, it is a more credible choice. Add Thermal Shields and you're at 72 points, just one more than the new Vic-I. The Clam can also go speed 3, which is no small thing.
Can it turn at that speed? Well, no. But the Victory can't turn either, and at least the Clam can get somewhere it needs to be or run away on one hull. My old concerns about how much an upgraded medium ship costs, and how hard it is to keep that front arc on target, haven't vanished. The new base price gives the Acclamator-II more room to work with.
Venator-I: 90 → 86
Also deserved. In my Republic ship review, I argued that the Venator-I needed roughly a three-to-five-point reduction. ACE gives it four. Its missing Defensive Retrofit slot remains a real limitation, but 86 makes the Fleet Command and SPHA-T options easier to consider alongside the Venator-II.
The Pelta Medical Frigate: still waiting
One small omission: I would have trimmed the Medical Pelta by a point, maybe two, to narrow the efficiency gap with the Transport. It's hardly a crisis, and both Peltas are useful ships. But if we're taking the time to fine-tune GAR costs, this felt like an easy one to include.
Squadrons: some winners, some odd ducks
ACE's squadron changes range from a keyword rewrite that affects several aces to a brand-new CIS Moralo Eval. Here are the ones that caught my eye.
Screen and the squadrons that have it
Belbullab-22. The improved Screen, together with its earlier reduction from 15 to 14 points, puts the Belbullab in a much better place on paper. I still struggle to find a job for it in faction. Fourteen points is a lot for a CIS squadron with no anti-ship firepower. What am I protecting it for—Relay 1? Nah. I would have loved to see this new Screen on a Hyena bomber instead. The Belbullab is much improved, but remains an odd duck.
Darth Vader (TIE Advanced). First he dropped from 21 to 20, then Escort became Screen, and now Screen itself is better. This is where the keyword really shines. Vader is cheap for what he does, tough with two Braces, and hits like a truck. He has some similarities to the Belbullab in raw stats, but his defense tokens and special ability give the opponent a very good reason to try to kill him. The new Screen makes that harder. Vader is in a very good spot.
General Grievous. The CIS answer to Vader benefits for much the same reason: he is a valuable squadron you actually want to keep alive. Relay adds utility, though his special ability is a little weaker than Vader's. At 22 points I could imagine him at 21, but that's a minor quibble. The Screen change does much more for Grievous than it does for the generic Belbullab. Good stuff.
Shadow Squadron and the TIE Phantom. Shadow likes the new Screen, but the comparison with its generic chassis is awkward. The regular Phantom gains Dodge 1 and falls from 14 to 13, while Shadow stays at 15. Is that caution about Sloane and TIE Fighter spam? Perhaps. I'd have liked to see Shadow at 14, though it isn't a major complaint.
Wat Tambor. Screen plus Escort was already a distinctive combination, and the new Screen makes it more valuable. At 18 points, he's cheaper than Grievous, but he doesn't hit as hard and, yes, he has that Evade instead of a double Brace. Here, at least, Evade can work layered with Dodge, so it sucks a bit less, I guess.
Haor Chall: finally a reason to worry
The Haor Chall Prototypes drop from 16 to 13 points and get a new ability: when an enemy squadron at distance 1 activates, Haor Chall may make a Counter 3 attack against it, then suffers one damage. I used the old version many times in campaign play. I can count on one hand how often its ability triggered, and on one finger how often it made a big difference (it killed a ship, yay!).
So old HC: you will not be missed!
I'm normally wary of self-damage on a three-hull squadron. But CIS already has a Hyena with a similar theme, and you don't have to trigger the ability. The opponent still has to think about it. Frankly, a 13-point Scatter ace would be exciting even without the new text. Add TI-99's ability, and you can get to a hilarious Counter 6 with Swarm (assuming Haor Chall hasn't already activated).
This is easily one of my favorite changes in the release: the CIS version of Valen Rudor, only with suicidal tendencies.
Other aces and generics
Kanan Jarrus. Same cost, but one Brace becomes a Scatter. We know how annoying a four-hull Scatter ace can be to remove. Kanan is slow, but Cloak and Rogue help with that. He's at his best alongside ARC's Draven, of course, yet he's also a solid, relatively affordable addition to a group of Scatter aces.
Kit Fisto. Another price cut, this time from 24 to 22. It's a good change, but I still struggle to put him in a list. That is less about Kit being objectively bad and more about the ace cap: whose slot does he take? Perhaps I'm still thinking of him as a 26-point squadron. Twenty-two is much easier to consider, though a true Scatter would have changed the calculation more. Better, but probably not transformative.
Lambda and VCX-100. Both Strategic generics lose some of their old token manipulation and each falls from 15 to 14. I use very little Strategic these days, and this trade won't make me reach for either one more often. The VCX remains the better squadron of the two.
Matchstick. Down from 16 to 14: dirt cheap for six hull and two Braces. He's Heavy, however, and I find his ability only so-so. Fine, I guess, but not blowing me away.
Moralo Eval (CIS). This is actually new to Community Edition, not an old ARC or Legacy release getting adjusted. For 22 points you get Bomber, Grit, Rogue, two blue anti-ship dice, seven hull, and one Brace. Speed 3 is fine. Think of him as a better Bossk unless you specifically need an ace hunter. His ability to move and attack when an enemy ship ends up nearby is especially well designed: Grit helps him get into position, while an opponent can tie him down with multiple squadrons or avoid presenting the trigger in the first place. Strong, flavorful, and with real counterplay. A good addition to CIS.
Oddball. Grit should make it easier to use his ability, which I appreciate. Still, 20 points is a lot for a speed-2 bomber with one Brace and an Evade. The change helps, but it still doesn't quite get him there for me (pretty sure he was designed and priced around the OLD Intel keyword).
YV-666. Losing Heavy makes it more attractive as a squadron-control piece. It remains speed 2, with no anti-ship firepower, at 15 points a copy. That's a substantial investment for such a narrow job.
Upgrades: good rescues, and one big worry
Admiral Tarkin (30 → 26). Good call. Is four points enough? I don't think so. Commanders whose main job is handing out tokens suffer from more than a high sticker price. You can find tokens elsewhere and bring a commander who changes how your fleet fights or survives. Tarkin has to compete with that opportunity cost. Twenty-six helps, but I'm still not sold.
Barriss Offee (6 → 3). A surprisingly large cut, and the more I think about it, the more I like it. At three points she becomes a real defensive option for a small or medium ship, rather than an interesting card you set aside when building the fleet. Unexpected, but potentially impactful.
Bomber Command Center. The reroll now helps Assault squadrons as well as Bombers. Simple, sensible, and exactly the sort of support Assault needed to be more consistent. This feels most significant for CIS, particularly TF-1726 fleets.
Clone Commander Wolffe (6 → 4). If you're committed to a GAR Assault/Raid plan, Wolffe is one of the cards you want, and Bomber Command Center's new Assault reroll helps too. But he still costs four points and an Officer slot, while the Republic's Raid tools remain underwhelming. Two points less makes the solution cheaper; it doesn't make the whole plan especially compelling.
Damage Control Officer. The card still lets a Contain stop critical effects, but now you can exhaust it while resolving Contain to reduce the damage cards dealt by one. That gives DCO a life beyond matchups where you're worried about a particular crit. I can see it on an Interdictor or MC75, and it's cheap enough that even a smaller ship with one Contain might consider it.
I'm less comfortable with what happens when this joins the wider defensive ecosystem. Thermal Shields, Expert Shield Tech, Projection Experts, repairs, and now the new Point Defense Ion Cannons can all help keep damage from sticking. DCO might be perfectly fine by itself. The cumulative effect is what worries me.
Dual Turbolaser Turrets. Losing Modification is technically a buff. How many ships that wanted Dual Turbos were also desperate to fit another Modification? Not many, I suspect. Fine, but largely whatever.
Hyperwave Signal Boost. This goes from nearly useless to genuinely interesting. During the Squadron Phase it can let nearby generic AI squadrons activate as though commanded, at the cost of treating their printed speed as 2. That's a clever way to give CIS a taste of Rogue without handing its whole AI wing unrestricted movement and attacks. Refreshing the card also asks you to pay for repeated use. A powerful idea with sensible brakes. Well played, ACE.
Nav Team. New version starts with a Nav token, gains a token refresh requirement, and can exhaust during Determine Course to add a click of yaw. You can spend its tokens to ready it. Flexible, limited, and built from mechanics players already understand. I like it.
Would I take it over Engine Techs? Usually not. Nav Team is getting close to a real choice, but in most fleets where I want this kind of help, I would still pay the full eight points for Engine Techs.
Phylon Q7 Tractor Beams. Another card losing Modification. That makes sense and may matter a little more here than it does for Dual Turbos. A useful adjustment, though hardly a headline.
Plo Koon (26 → 24). Potentially a strong commander, but at standard fleet sizes I find it hard to fit enough of all the pieces he wants. Two points off helps, and several Republic ships are cheaper too—just not especially the ones that make his plan sing. A modest improvement that leaves him slightly shafted by the rest of this update.
Point Defense Ion Cannons. Here is my big objection. I disliked the old, unlimited defensive reroll and wanted a version with a meaningful limit. ACE gives us one: while defending at close range or distance 1, discard a Concentrate Fire token or exhaust the card to reduce total damage by one, with a refresh cost for further use. The limit is welcome. The effect is not.
Do we really need another direct damage reduction card? We already have Thermal Shields, Expert Shield Tech, and now a more useful Damage Control Officer. Add Projection Experts and repairs to keep those ships going, perhaps even the new Jamming Barrier, and we are piling mitigation on mitigation. Let's throw zero dice and do no damage, guys! All right, that's an exaggeration—slightly—but I'm deeply skeptical of this direction. A defensive Ion slot upgrade is a good concept. This implementation pushes the game toward the sort of grinding, low-damage exchanges I least want to play.
Slaved Turrets. The restriction now says a ship cannot attack more than once during its activation, rather than once per round. That lets a ship make a Salvo attack outside its activation without losing the card's extra red die when attacking ships. Small wording change, good result.
Where this leaves me
There is plenty to like: cheaper Republic ships open up builds, Screen makes several aces more appealing, Haor Chall is delightful, and cards such as Barriss and Hyperwave might finally see the table. The Legacy Wave 0 and 1 components are also now part of the shared Community Edition environment, which is a win in itself.
But I still don't understand why the points pass stops where it does, and I worry about layering more damage prevention into an already durable game. PD Ions is the change I'd most like to be wrong about. Some of these judgments will change once we've played more games with the release. For now, the good clearly outweighs the bad—but I won't pretend every choice here makes me happy.
Next we'll wrap up by (briefly) going over the Legacy Wave 0/1 that are rolled into ACE, in particular tweaks to the two commanders, one of which completely redeems a wee blunder I made in my Ki-Adi-Mudi builds in a previous post. Mohahahaha.

