Speed-0 and a possible need for a fix

By Goknights12, in Star Wars: Armada

So I played a game last night and I was the Imps and my opponent was the Rebels. He flew 2 Neb's and a Tantive, I flew the meta 175 Imps. I got initiative and he picked opening Salvo.

I knew he had to pretty much destroy me to win, and I just had to destroy one ship. So stayed at Speed 0 for three turns to make him have to come to me, moved the next three turns and opened up and killed the ship I needed and won.

Now despite the win, I felt dirty. It was a strategy that I saw in another game I played but I was the Rebs and we played precision Strike so I slow crawled had my X-Wing's bomb got the Objective tokens I needed turn 5 and won of VP's.

Should you be able to stay at Speed 0 for more than a turn? Or should there be some sort of extra penalty for going to Speed 0. It's a tactic, but it's a dirty one and I felt gross taking the win for it.

There is a penalty - you can't use defense tokens at speed 0.

I don't have the rules in front of me (always dangerous) but I'm 99% sure that's a thing. Right?

There is a penalty - you can't use defense tokens at speed 0.

I don't have the rules in front of me (always dangerous) but I'm 99% sure that's a thing. Right?

That is indeed a thing.

There is a penalty - you can't use defense tokens at speed 0.

I don't have the rules in front of me (always dangerous) but I'm 99% sure that's a thing. Right?

Yup!

RKmZ2yr.png

There is a penalty - you can't use defense tokens at speed 0.

I don't have the rules in front of me (always dangerous) but I'm 99% sure that's a thing. Right?

It is, but what is happening is he is sitting at speed 0 in his deployment zone, making the Rebels spend 3 turns just flying at him. That leaves them only 3 turns to try to destroy his one ship, while he only needs to destroy one weaker ship to win. Plus, with initiative, he fires and then uses a nav token up go up to speed 1, as soon as they are in range, before any of them get to fire at him.

The tactic only feels dirty because it is easy. The Rebels take a little bit more finesse to play, especially pre-Wave 1, and it is taking players longer to figure it out than the Empire's single ship list that they just have to point toward the enemy and shoot stuff. The Rebels are more than capable of winning a match against someone employing that tactic.

Edited by Gravis

I mean, you could just not fly into his range ever, and the game will end in a draw. That'd be stupid, but I bet you only have to do that once before the Imperial player stops parking his VSD for the game.

So I played a game last night and I was the Imps and my opponent was the Rebels. He flew 2 Neb's and a Tantive, I flew the meta 175 Imps. I got initiative and he picked opening Salvo.

I knew he had to pretty much destroy me to win, and I just had to destroy one ship. So stayed at Speed 0 for three turns to make him have to come to me, moved the next three turns and opened up and killed the ship I needed and won.

Now despite the win, I felt dirty. It was a strategy that I saw in another game I played but I was the Rebs and we played precision Strike so I slow crawled had my X-Wing's bomb got the Objective tokens I needed turn 5 and won of VP's.

Should you be able to stay at Speed 0 for more than a turn? Or should there be some sort of extra penalty for going to Speed 0. It's a tactic, but it's a dirty one and I felt gross taking the win for it.

Did your opponent fly any X-Wings? If he/she had, I'm not sure that you would have survived.

You are playing at a stop gap point level.

So I played a game last night and I was the Imps and my opponent was the Rebels. He flew 2 Neb's and a Tantive, I flew the meta 175 Imps. I got initiative and he picked opening Salvo.

I knew he had to pretty much destroy me to win, and I just had to destroy one ship. So stayed at Speed 0 for three turns to make him have to come to me, moved the next three turns and opened up and killed the ship I needed and won.

Now despite the win, I felt dirty. It was a strategy that I saw in another game I played but I was the Rebs and we played precision Strike so I slow crawled had my X-Wing's bomb got the Objective tokens I needed turn 5 and won of VP's.

Should you be able to stay at Speed 0 for more than a turn? Or should there be some sort of extra penalty for going to Speed 0. It's a tactic, but it's a dirty one and I felt gross taking the win for it.

Don't feel dirty for the tactic.

Feel dirty for using the word 'meta'...

You also can not start at speed 0.

But yes, players that abuse the speed 0 are lame but with upcoming wave 1 there will be better ways to stop it.

Edited by Beatty

You also can not start at speed 0.

Something that I also thought and was going to point out, but was less confident of.

I don't remember ever finding a rule on this the last time I played, you got a cite for us?

You also can not start at speed 0.

But yes, players that abuse the speed 0 are lame but with upcoming wave 1 there will be better ways to stop it.

That is debatable, though RAW I agree with those saying you cannot start at speed 0. However, if he starts at speed one, and plots a nav command as his first action, he can drop to speed 0 before moving, and stay in place (or use a nav token from Tarkin).

You also can not start at speed 0.

Something that I also thought and was going to point out, but was less confident of.

I don't remember ever finding a rule on this the last time I played, you got a cite for us?

Ships must be placed within their player’s deployment zones. When a player places a ship, he must set its speed dial to a speed available on its speed chart.

0 isn't on any ships speed chart.

You also can not start at speed 0.

Something that I also thought and was going to point out, but was less confident of.

I don't remember ever finding a rule on this the last time I played, you got a cite for us?

Page 10 of the RRG, Setup. "When a player places a ship, he must set its

speed dial to a speed available on its speed chart."
Then page 11, goes over both speed and speed chart. Though 0 is listed as a speed, it doesn't appear on the speed chart, which the setup rules say you must set a speed to.

You also can not start at speed 0.

Something that I also thought and was going to point out, but was less confident of.

I don't remember ever finding a rule on this the last time I played, you got a cite for us?

Triple Ninjas! Nice.

Edited by Beatty

You also can not start at speed 0.

Something that I also thought and was going to point out, but was less confident of.

I don't remember ever finding a rule on this the last time I played, you got a cite for us?

Ships must be placed within their player’s deployment zones. When a player places a ship, he must set its speed dial to a speed available on its speed chart.

0 isn't on any ships speed chart.

While that is correct, you can set it to 1 and your first dial or navigation token takes it down to 0.

Personally my solution is if the Imperial player wants to sit on the edge at speed 0 just do not approach him at all. He will get the idea if you avoid him for pulling a @:&$ move. You don't Have to play his game his way.

Edited by Beatty

So I played a game last night and I was the Imps and my opponent was the Rebels. He flew 2 Neb's and a Tantive, I flew the meta 175 Imps. I got initiative and he picked opening Salvo.

I knew he had to pretty much destroy me to win, and I just had to destroy one ship. So stayed at Speed 0 for three turns to make him have to come to me, moved the next three turns and opened up and killed the ship I needed and won.

Now despite the win, I felt dirty. It was a strategy that I saw in another game I played but I was the Rebs and we played precision Strike so I slow crawled had my X-Wing's bomb got the Objective tokens I needed turn 5 and won of VP's.

Should you be able to stay at Speed 0 for more than a turn? Or should there be some sort of extra penalty for going to Speed 0. It's a tactic, but it's a dirty one and I felt gross taking the win for it.

Don't feel dirty for the tactic.

Feel dirty for using the word 'meta'...

I wasn't a fan of using it, but it seemed easier than spelling it out and it seems that it is the best build for Imps right now.

I didn't start at 0 simply used my Tarkin Token.

He had no X-Wings ( I also thought that would have helped him, but I also had 4 ties so it would have been interesting.)

Beatty- While I agree my move was not the kindest, it seemed with three rebels ships that the best course of action was to protect myself from moving against three ships that could outmaneuver me like crazy. He could have stayed at long range and shot at me at 0 speed and we may have traded shot for shot (3 vs. 1) But he couldn't just avoid me because the game wouldn't have gone anywhere.

I am also aware of the defense token Penalty, but if there is no one to shoot at me, who cares, is essentially how the strategy goes.

I am readily admitting that this left a bad taste in my mouth, and that this will really only work best right now Pre-Wave 1, but even post Wave 1, you could preset the star destroyers in a way that if you go down to speed 0 you just wait for the Rebels to make the move first and then turn three start your engines and take away the whole maneuvering aspect. I just feel like there should be some other penalty for it to force Imps away from that choice.

Edited by Goknights12

Just say best imp build ;)

So I played a game last night and I was the Imps and my opponent was the Rebels. He flew 2 Neb's and a Tantive, I flew the meta 175 Imps. I got initiative and he picked opening Salvo.

I knew he had to pretty much destroy me to win, and I just had to destroy one ship. So stayed at Speed 0 for three turns to make him have to come to me, moved the next three turns and opened up and killed the ship I needed and won.

Now despite the win, I felt dirty. It was a strategy that I saw in another game I played but I was the Rebs and we played precision Strike so I slow crawled had my X-Wing's bomb got the Objective tokens I needed turn 5 and won of VP's.

Should you be able to stay at Speed 0 for more than a turn? Or should there be some sort of extra penalty for going to Speed 0. It's a tactic, but it's a dirty one and I felt gross taking the win for it.

Don't feel dirty for the tactic.

Feel dirty for using the word 'meta'...

I wasn't a fan of using it, but it seemed easier than spelling it out and it seems that it is the best build for Imps right now.

I didn't start at 0 simply used my Tarkin Token.

He had no X-Wings ( I also thought that would have helped him, but I also had 4 ties so it would have been interesting.)

Beatty- While I agree my move as not the kindest, it seemed with three rebels ships that the best coarse of action was to protect myself from moving against three ships that could outmaneuver me like crazy. He could have stayed at long range and shot at me at 0 speed and we may have traded shot for shot (3 vs. 1) But he couldn't just avoid me because the game wouldn't have gone anywhere.

I am also aware of the defense token Penalty, but if there is no one to shoot at me, who cares, is essentially how the strategy goes.

I am readily admitting that this left a bad taste in my mouth, and that this will really only work best right now Pre-Wave 1, but even post Wave 1, you could preset the star destroyers in a way that if you go down to speed 0 you just wait for the Rebels to make the move first and then turn three start your engines and take away the whole maneuvering aspect. I just feel like there should be some other penalty for it to force Imps away from that choice.

And yes the game may not go anywhere but then my opponent will know I will not play by his rules. Seriously an Admiral should never send his ships into a TRAP.

I'm totally fine with the term 'Meta' when used to describe a composition/method/style gravitated to by many in a particular area. That being said...

Recently thought of the zero-move thing alot myself. There are alot of things to consider. Objective selection can change the tactic most. The adjusting of the deployment zone to include a 'no closer than X from the table edge" could help but what the real issue is is the absence of a broader selection of tools...meaning more variety in fleet selection.

At the moment a VSD in the middle of the table is like a shark surrounded by dolphins. In the world of 22.5 degree turns, a VSDs best damage mitigator is keeping his rear unexposed for as long as possible. This post is full of my opinion. It's not wrong just because you don't share it with me, and neither is it right if you do share the same view.

I'm in the same boat as Beatty. I'd first have to look at his list vs mine, and the objective chosen, and decide to whether I can come ahead on points. If I don't think I can get at least a 6-4 victory off of my opponent, well then I will be entirely served just sitting put myself and taking a 5-5 draw. Remember, for Armada (vs X-Wing) remove the thought of Win/Loss from you mind. All that matters are tournament points. It could be an 8 player tournament with 3 Swiss rounds, and you could finish less than first place with 3 'wins.' 3 6-4 wins is 18 tournament points for you. Someone else could have a 0-10 loss and 2 10-0 wins, and beat you with 20 tournament points (or many other combinations of 2 wins and 1 loss). Hell, someone with 1 win and 2 losses could even tie you on tournament points, with a 10-0 win and 2 4-6 losses. Obviously these are the extreme examples, but just pointing out that wins themselves don't mean anything. So, if my opponent wants to play that game, instead of putting myself into a position where I will probably come away with fewer than 5 points, I may as well take the 5 and go play my next game. It is going to equally hurt that opponent, who now will probably not be able to win the tourney anymore.

Of course, that all only applies to tournament games. If someone did this in a friendly match, I would just pick up my toys and find someone who actually wanted to play Armada with me.

Just because you can do something but not like it doesnt mean its broken. For certain ojbectives stalling could work. But not others.

The important thing is forcing your opponent to react to you. You did good. But the other didnt do anything to make you react, thats a flaw in g

His stratagey.

I'll agree with a few other posters, just sit in your own deployment zone, force a draw and show your opponent what a jackass he is by playing his game. That'll end the game in 10 min and you can get onto game 2 where he won't be so gamey.

I am playing in an Armada tourney tomorrow as Imperial. I may or may not ever fly speed zero. Likely not because I play with some pretty smart folks who know how to make someone pay for not having defense tokens. We've already moved way past this, and you don't need speed 0 against a new player, whom you should be teaching instead anyway.

But I might do it for a turn or two against someone who is the type who would whine about it just so I can get a good laugh in before I kill him. :)