The horror of Luke

By Moore1980, in Star Wars: Armada

Played a game tonight, I was having my way with the capital ships. Got both down to a single hit point by turn 3, and vaped the Neb on turn 4... However, My over aggressive nature took over and I left Luke to his own devices. Luke backed up by Dodanna decided that ramming crit/hit combo black dice results down my throat would be fun and giving me two 2 damage crits plus regular hits, because I was 'Dominator"ing the hell out of my VSD for extra die leaving my shields all but gone.. vaped my VSD before I could rock the corvette and secure victory.

Lesson learned.. ALL tie fighters in Luke's face till he's dead.

Played a game tonight, I was having my way with the capital ships. Got both down to a single hit point by turn 3, and vaped the Neb on turn 4... However, My over aggressive nature took over and I left Luke to his own devices. Luke backed up by Dodanna decided that ramming crit/hit combo black dice results down my throat would be fun and giving me two 2 damage crits plus regular hits, because I was 'Dominator"ing the hell out of my VSD for extra die leaving my shields all but gone.. vaped my VSD before I could rock the corvette and secure victory.

Lesson learned.. ALL tie fighters in Luke's face till he's dead.

He is a worrisome little backwater nuisance isn't he?

My last battle I had murdered a Neb and a CR90 in short order, only to have Luke and his X-Wing posse pose a credible threat to my flagship. Though we won, and they never managed to quite stack enough damage (partly do to splitting fire too much in the early turns), it could have been a different burrito if they had concentrated their efforts more. Well, that and hadn't made some inadvisable moves with the two ships I slaughtered. But just that he and a gaggle of x-wings were actually pouring damage into one of my VSD's indicates that he could have been the clincher had my opponent focused his efforts on supporting their push.

Luke seems like a legit choice every time but somewhere that 7 points dissapers. . . I dont know. . .

Man, 7 points out of 300! You guys are spoiled. In ma bleeping day, we had to throw out the dog to pay for strapping on a HLC.

Man, 7 points out of 300! You guys are spoiled. In ma bleeping day, we had to throw out the dog to pay for strapping on a HLC.

Really not feeling sorry for any Imperials yet. No one has it hard yet. :P

Luke hasn't even got near a SD in any of our games, most he's ever done is to shoot once before getting vaped.

He's scary, so I don't let him close. Maybe when we get Wave 1 stuff, and have more than 180 he'll be worth it, but as of right now the rebs have been unable to protect him enough to make him worth it.

Luke is an animal. In a 300 pt game last night, he and his X-wings helped ensure a grisly, time-consuming death for my VSD1. Of course, they were mostly gone when it blew in turn 5 and a corvette got the last hit in.

Luke is what he is (incredibly efficient anti-ship damage source per points)

If I remember right (cards at home) general d does a great job of enabling the black die bypass, so I'm not sure he'll be as worth it with other commanders (and wedge is very tempting)

Wait for Vader to hunt him down.

I really love how the Aces in Armada feel like OP Aces. Their almost inconsequential to the game but the squadron vs squadron stuff gives the game so much depth, its a game within a game.

Squadron command dials and Speedy tie fighters are your best defense. With their speed you have an easier time dictating the terms of engagement. Sprinkle tie's around your VSD, they don't block line of sight for capital ships so you only have to be careful where you move. But if they are properly positioned around your VSDs with a counterstrike/quick response squad with howlrunner behind your VSD's you can force the xwings to engage a few ties, which will die, then you can pounce on them with your counterstrike/quick response squad and blast them to bits. You just have to outnumber them, but i have found this can almost completely nullify the rebels squadrons and leave your VSD's to play with the rebel ships.

I have also found, that if you out number X-wings they tend to fall apart quickly due to swarm on the TIE's. Don't leave too many of your TIE fighters alone or all they will do is suck and die, but keep them together so they can as a group pounce on X-wings, you will destroy them rather quickly and then don't forget TIE's can still attack capital ships, they are not as good as X-wings but 1 damage can often mean the differance between victory and defeat.

From my experience a single hit here and there penetrating armor isn't that dangerous at least to a VSD. In order to do the heavy beat down required to kill them really means you have to eliminate (pretty much all) their shields.

It really depends on who dictates the terms of engagement with the fighter squads. I had a match where my X-wings were able to engage TIEs at range one at a time, usually gaping one per attack, and keep the TIEs from swarming my Xs. The next game, my buddy was able to launch a massive squad attack (expanded hanger deck and a squadron token saw five TIEs jump Luke).

I like the Rebels odds of getting the Squadron order off, smaller command stack and all, and that's a big part of dictating squadron fights.

luke will also be toned down a bit once Wave 1 hits.

Spd 5 Interceptors, and a lot of the ships have better anti squadron firepower.

Right now their isn't really a reason to max out your squadrons. When wave 2 hits with Imperial Raiders and stuff maybe ship spam will be a new thing that lessens fighters to a bit.

I'm excited

Wave 1 is also bringing out A-wings :lol:

and only the Gladiator is any better for anti-squadron on the Imperial side.

Also, if Imperials are having trouble with enemy squadrons, slap a weapon's liason on one of your victories (or your only one at 180) if you have tarkin on a flagship. The ability to just trivially flip over a squadron command will keep your opponent from getting near (or get his x-wings demolished if he does)

With only 1 vic, it is possible to sneak around this via activation order by activating the Neb after the victory, the trade-off being that the Victory can really tear the Neb a new one if it gets to fire before the Neb moves

positioning will still be key, but with the liaison you don't have to be clairvoyant

Edited by ficklegreendice