Got completely demolished. . .

By Lyraeus, in Star Wars: Armada

And one big misconception is that Rebels shouldn't joust VSDs. This isn't accurate. If the Rebel has Initiative, they should absolutely joust with Corvettes, because you can go from long range (where the CR90 has nothing to fear from the VSD) to behind it before the VSD can even shoot it.

Lots of Rebel players try to circle around, when really you want to go straight towards it, off to one side or the other. If you utilize your clicks correctly, you'll get 3 or 4 attacks before the VSD can respond with just its rear arc, and potentially 2 more even after it moves.

And one big misconception is that Rebels shouldn't joust VSDs. This isn't accurate. If the Rebel has Initiative, they should absolutely joust with Corvettes, because you can go from long range (where the CR90 has nothing to fear from the VSD) to behind it before the VSD can even shoot it.

Lots of Rebel players try to circle around, when really you want to go straight towards it, off to one side or the other. If you utilize your clicks correctly, you'll get 3 or 4 attacks before the VSD can respond with just its rear arc, and potentially 2 more even after it moves.

jousting implies going right in its face, not right past it :P

one of these is the correct move, the other is a scrap dealer's dream

of course, as shown, just because you can't joust doesn't mean you can't be aggressive ;)

Edited by ficklegreendice

Honestly, the nebulon is the weak link in the rebel chain. The strong arc is the front, meanin you are heading straight forward at the vic. Even with two nebs focus firing, you can't n degrade the combat capabilities of the Vic to survive at close range, as there is NO redirect on the neb. So the nebs come straight in against 9 Vic shields vs 3? Front for the neb. Tokens on the neb are good at long

Range.

Neb sides are extremely vunteble, wih only one shield. No redirects. So circling is still very dangerous, and yu are very unlikely to get through the Vic shields.

Xwings don't help as they are too expensive compared to the ties to win independent of capital support.

Standout ship of the rebels is the CR90, especially the CR90b with Dodonna's pride. Angled right and you can drop two crits and the move out of range / long range.

Finally, Tarkin synergizes with Vic's. Mon Mothma synergizes with evades. We don't have mon Mothma. We have Dodonna, who synergizes with getting damage through shields. Can't do that without going head to head with a Vic using Neb B.

Essentially, Wave 1 brings balance / options to the game, but it does the most for the rebels (spcifcally Mon Mothma for core ships, AF2 for Dodonna).

Sorry for bad spelling, iPhone keyboard not great.

i believe the Nebulon is going to form the niche roll of an anti squadron capital ship, that's best kept at long range of enemy capital ships but just inside the range of those squadrons that wandered out too far

it would be a lot stronger if it had at least 2 shields on the sides instead of 1. but that 1 shield almost guarantees hull damage every time it gets shot at, and likely a crit coming through

Having looked at it, I think the Nebulon B is a starfighter escort frigate.

E.G. send two B wings with a Neb B straight at an VSD. It outguns the VSD in that situation. (This is the only way I can see to play a ship that has "all guns forward"). And the Yavaris title just reinforces that opinion.

We played the space station mission and yes our rebel ships got hammered and yes our xwings were knocked out, but we took 1 vsd down and the other couldnt maneuver in a way to stay on the objective so with 1 cr90 and some creative redistribution of shields we were able to survive the 7 remaining ties and grab extra victory points end game.

We played the space station mission and yes our rebel ships got hammered and yes our xwings were knocked out, but we took 1 vsd down and the other couldnt maneuver in a way to stay on the objective so with 1 cr90 and some creative redistribution of shields we were able to survive the 7 remaining ties and grab extra victory points end game.

Sounds like the Imp player misplaced the station (if he was second player) My Imp player was second and he placed it nearby for his start and it was only a 180 game. . .

We played the space station mission and yes our rebel ships got hammered and yes our xwings were knocked out, but we took 1 vsd down and the other couldnt maneuver in a way to stay on the objective so with 1 cr90 and some creative redistribution of shields we were able to survive the 7 remaining ties and grab extra victory points end game.

Sounds like the Imp player misplaced the station (if he was second player) My Imp player was second and he placed it nearby for his start and it was only a 180 game. . .

No my team mate and I were the second player and we placed it close to one of the sides. The imperial players lunged forward and savaged our fleet but their ships had to turn off to avoid running off the board eventually.

And one big misconception is that Rebels shouldn't joust VSDs. This isn't accurate. If the Rebel has Initiative, they should absolutely joust with Corvettes, because you can go from long range (where the CR90 has nothing to fear from the VSD) to behind it before the VSD can even shoot it.

Lots of Rebel players try to circle around, when really you want to go straight towards it, off to one side or the other. If you utilize your clicks correctly, you'll get 3 or 4 attacks before the VSD can respond with just its rear arc, and potentially 2 more even after it moves.

jousting implies going right in its face, not right past it :P

one of these is the correct move, the other is a scrap dealer's dream

of course, as shown, just because you can't joust doesn't mean you can't be aggressive ;)

I believe Inksplats description is correct. Jousting ships would move past each other.

You seem to be getting jousting confused with a game of chicken.

And one big misconception is that Rebels shouldn't joust VSDs. This isn't accurate. If the Rebel has Initiative, they should absolutely joust with Corvettes, because you can go from long range (where the CR90 has nothing to fear from the VSD) to behind it before the VSD can even shoot it.

Lots of Rebel players try to circle around, when really you want to go straight towards it, off to one side or the other. If you utilize your clicks correctly, you'll get 3 or 4 attacks before the VSD can respond with just its rear arc, and potentially 2 more even after it moves.

jousting implies going right in its face, not right past it :P

one of these is the correct move, the other is a scrap dealer's dream

of course, as shown, just because you can't joust doesn't mean you can't be aggressive ;)

I believe Inksplats description is correct. Jousting ships would move past each other.

You seem to be getting jousting confused with a game of chicken.

no, that's just how jousting is described in X-wing miniatures

because of those game mechanics, jousting results in an exchange of dice which is not what you want against a Victory's front arc