Search the Archive
Found 1,000+ results
-
agree. Much like the no squadrons > few squadrons > many squadrons > no squadrons circle, we'll see the anti flotillas > flotillas > no flotillas > anti-flotillas. I'm not sure it'll be quite as dramatic, but building to kill flotillas (fishing for accuracies, many small shots, etc) will put you at somewhat of a disadvantage against fleets which brought no flotillas and did not build to counter them, which will in turn crumble to fleets with flotillas.I don't know that it will be quite as marked as the squadron RPS game, but it'll be comparable -
since we have all this new information on flotillas and we are (rightly so) going bonkers over the new fleet support cards; does this mean that we will see at least one flotilla in 95% of fleets? I'm going with 95% since its a statistical thing. I love the flotillas as much as all of you, and am super hyped to see them added to the game, but are they really going to be so good that we see them in almost every fleet? If so, I pose the question "are they truly balanced?" In any game, something that is included nearly every time is almost always considered "overpowered." I'm not saying the flotillas themselves are overpowered, but I for one don't want to see them all the time. Just like there are ships you don't include in every list, I don't want flotillas ... Home One, etc.). This might cause their popularity to drop, but to be honest, I can't think of a single squadron list I would play without one or two of these guys. I'm not trying to overreact or be a doomspeaker/"game is dying" type of guy, I'm just wondering what this means for the game as it grows. On another note: Do you think we will see ships (non-flotillas) with the Fleet Support icon at some point? I'd love to see that in the future, as I see it as a way to keep increasing the variability, though it definitely needs to avoid power creep. Edited April 30, 2016 by JJs Juggernaut -
played Harpoon on the PC many years ago, and the general strategy was to have your small ships working on missile and aircraft detection, then within the core of the fleet you had your missile defense and "targets". So I see flotillas as a form of early threat detection and engagement of those threats, so the idea of having a CR80 as a carrier, flanked on each side by say a Nebulon or CR90, that are in turn flanked by 1-2 Flotillas and they in turn drive a few squadrons. For me this is perfect as the basic concept of Star Wars combat was that it "borrowed" from WW2 movies that Lucas enjoyed, thus we have a semi-historical feel to things. ~80 points on Squadrons~100 points on Flotillas~100 points on Corvette/Frigates~120 points on a Battleship or Carrier Will this or another fleet archetype result those ... turn as last activation. So it ends up in a slightly less perfect position. It then activates again, as the first activation, and does what it does with the Navigation Command that was on its other dial. At this point the Tractor Beam activates and slows it down, but it has moved beyond the range of the first ships Slicing Tools. And I am not too sure you could convince me that the Flotilla we have seen so far is able to maneuver to have a second turn of Slicing Tools. Tactically Slicing Tools works better when it can affect Demolisher after it has tripple tapped as you can apply Slicing Tools and Tractor Beams and almost get it locked down from that point on. Mind you 4 Flotillas, and a variety of Upgrade Commands will I think be a nice staple that shakes up a meta and makes -
expect them to see a fair bit of use, though I think that has as much to do with the flotilla-only upgrades (Slicer, Bomber Command Center, etc.) as the flotillas themselves (low cost, activation advantage, cheap squadron pushers, etc.). If you run a Rhymer Ball already, for example, there's little reason not to spend 31 points to have an extra ship activation and rerolls on your bombers--even if it means cutting down on upgrades you would otherwise take, chances are another ship activation combined with the buff to bomber damage will be at least as valuable, if not more valuable. I personally like the Raymus/Tantive combo (despite concerns about point/activation inefficiency), but a Gonzati with Comms Net can basically replicate that token-passing ability for half the points (49 for a Raymus/Tantive CR-90B, vs. 25 for a Gonzati I + Comms Net, potentially less for the Rebels ... with their flotilla variant). Slicer Tools is a new aspect to the game that doesn't replace any preexisting skills that I am aware of, but seems like it has tremendous disruptive potential. Since only flotillas can sport these upgrades, I expect their use to remain high, unless for some reason these promising upgrades turn out to be duds on the table -
really isn't the right meaning for what I was trying to ask/worried about. It's not that the flotillas will be overpowered, I like how they will enhance different archatipes, but I don't want fleet building to become stale. We already have ideas of certain upgrade we almost always take (like ECM on MC80s or ISDs. Gunnery Teams, etc.) While I know there are exceptions to those rules, as the game state is constantly changing (less ECMs now than right after wave 2 dropped). But I for one don't want to feel like I "need" to include 45 points of flotilla's in a list to be competitive. In casual play its easier to try whatever you want, and I just hope flotillas aren't going to be an "auto-include" in fleets -
guess, with my limited experience with the game, is that we'll see them in most fleet, just like most fleet have some squadrons. Instead of being ships and squadrons, now it will be ships, flotillas and squadrons. It will certainly give more value to gunnery team. With only 3 hull and 1 shield, I can see them going down pretty fast, even reliably one-shotted by Huge ships in medium range, and that's still 23+pts each that you give to your opponent -
their presence overshadowed the rest of the fleet ("are you taking a Comm Net fleet or a BCC fleet?"), but I don't really see that happening.The thing is, I think the support upgrades are awesome, but I think you'll hit pretty steep diminishing returns on pretty much all of them after only one or two. So I really don't expect to see too many lists that are dominated by the flotilla. I just see them enhancing existing archetypes in new and interesting ways. Edited April 30, 2016 by Ardaedhel -
other thought is to consider if the Slicer tools force a different kind of maneuvering, in lieu of simply taking a direct counter on one or more ships. They require a pretty close range. So it is entirely possible you can just move away, or for that matter, dinging the Flotilla with some squadrons might work. They'll only be able to scatter a couple of shots, and from there, 4 hits is a pretty quick kill -
just like the idea of replacing 240pts of VSDs with 90pts of Gozantis to push my Rhymerball around. That 150pts will let me add in something that can either move or do some serious damage. I think the big thing to remember about Flotillas is that they need something to support. On their own, they're complete and utter crap. But they make bombers and durable ships more lethal and more durable. But if you kill said bombers and durable ships, they're not going to do much. Four damage at Medium range with a single Accuracy, and they're dead -
thinking Bossk is going to see more use. Once he takes 1 damage he will be a little bastard against flotillas. 2 dice with a decent hit chance plus a guaranteed accuracy against a ship that can take 4 hits is a mighty good return on a squadron -
I'm curious to see how prominent the slicer tools become. If they're common, I need wing commanders on my carriers. However, upgrades like wing commanders are likely to push out slicer tools from the meta. Then we stop taking them and the slicer tools come back! AAAARGH! -
I think it will help a lot with the ridiculously aggressive underbidding we've been seeing. 40 points is the cheapest ship so yeah, that could be the most ridiculous bid. But now that we have a 23 point activation I think initiative bids will stabilize. Also, with more activation and things with scatter, we will be going to turn 6 even more than we already have been, which, to me, is a good thing -
I suspect they'll be common but not everywhere. Scatter token or not, these things will die easily. That will put a lot of players off of them who prefer something more resilient. So, I would doubt that'll be that prevalent. -
I think we'll see a rush at the beginning where everyone tries the new unit. We'll then see quite a few adjustments to fleet archetypes, typical upgrades taken. We'll see a few surprises in new fleet designs, and then they'll settle down into being included about as often as all of the other ships in the game. -
They're going to be everywhere on the Imperial side, that's for sure. Imperials finally have a ship to activate all their cheap squadrons, and it's actually a better anti-fighter ship than the Raider in many circumstances. -
Right now they are the new toy and people will take them just to see what happens. For what I can tell there is a tipping point where you'll have too many and not enough hard hitters. -
I was just gonna stick H9s on my assault frigate and be done with it. -
Or a TRCR. -
Certainly, but that's hardly the only thing a "Support Ship" can and should do. -
And, given the nature of the conversation - how many Squadrons do those Gladiators and TRCRs sling?Sometimes its not about the Dice. Sometimes its TOTALLY about the Dice. But I don't know if this is the case -
I think that this boosts activation counts and could take the game to a dark place given the current hard-on for that sort of stuff. Given that, I'm excited but still underwhelmed. Maybe I just feel that support ships (especially in the effort to throw shields to other ships) falls flat. -
I hope not unless its another very fragile ship. These damned things are actually very powerful. Slicer and bomber command are amazing. The price you pay is the gamble. Gambling your opponent doesn't get an accuracy or doesn't have H-9s or Home One. -
They also still don't really attack for much. Whereas you can get a pretty good gladiator for 63 points. Glad1, Ordnance, APT. -
I'm expecting the Rebel GR-75 to be much cheaper. So you will see a bunch on the rebel side to activation bid vs Demolisher (and set up your own MC30). The Imperial side will obviously use them for Demolisher lists. Less clear if the other lists want them. Say 6-7 activations will be the new Demolisher norm. Would a 2 ISD list really spend 92/115 points for activations? Not without some other