Can admiral screed effect black die?

By darkfortunex, in Star Wars: Armada

wrong thread, stupid phone glitch

Edited by clontroper5

In case you missed my edit, what was the issue?

On a serious note the main way to protect your ships from gladiator is to use a bombers screen and a couple well timed squadren commands, preferably with b-wings other then that I am not sure there is a real "counter" currently

I did use B-Wings as a great scene in one game and it messed with his movement.

The issue, I am not sure I should be the one to make it known.

Was deathseed your opponent? Should I ask him?

the way to "protect" your ships from Gladiators is KILL IT! OH GOD, IT'S COMING FOR US! KILL IT WITH FIRE!

that or force a bad piece trade for your opponent. Losing corv or even a neb for an 80ish gladiator is usually a move in your favor.

Edited by ficklegreendice

the way to "protect" your ships from Gladiators is KILL IT! OH GOD, IT'S COMING FOR US! KILL IT WITH FIRE!

that or force a bad piece trade for your opponent. Losing corv or even a neb for an 80ish gladiator is usually a move in your favor.

The Imperial player is not going to just sit there as multiple ships drive straight at it.

Edited by Beatty

the way to "protect" your ships from Gladiators is KILL IT! OH GOD, IT'S COMING FOR US! KILL IT WITH FIRE!

that or force a bad piece trade for your opponent. Losing corv or even a neb for an 80ish gladiator is usually a move in your favor.

We are charging right at that thing to single it out from the rest of the fleet and you know very well with the Navigation team it turns into a circular chase with the VSD out of range and no capitals dying as you try and get that GSD in your sights.

The Imperial player is not going to just sit there as multiple ships drive straight at it.

why would you drive at it or chase it? that's getting closer to it, which is counter-productive to your ships' survival. You just want to get it in arc to lob red dice at it, which will either drive it off or drive it closer.

When it comes to just forcing a bad trade, you have to cover your ships with each others' firing arcs, so that if the gladiator commits to attacking his final position will be a firing lane.

as rebels, you have the innate long range superiority (rhymer excepted, if you count hurling bombers across the table as long range fire) so he'll be forced to come to you eventually.

the way to "protect" your ships from Gladiators is KILL IT! OH GOD, IT'S COMING FOR US! KILL IT WITH FIRE!

that or force a bad piece trade for your opponent. Losing corv or even a neb for an 80ish gladiator is usually a move in your favor.

We are charging right at that thing to single it out from the rest of the fleet and you know very well with the Navigation team it turns into a circular chase with the VSD out of range and no capitals dying as you try and get that GSD in your sights.

The Imperial player is not going to just sit there as multiple ships drive straight at it.

why would you drive at it or chase it? that's getting closer to it, which is counter-productive to your ships' survival. You just want to get it in arc to lob red dice at it, which will either drive it off or drive it closer.

When it comes to just forcing a bad trade, you have to cover your ships with each others' firing arcs, so that if the gladiator commits to attacking his final position will be a firing lane.

as rebels, you have the innate long range superiority (rhymer excepted, if you count hurling bombers across the table as long range fire) so he'll be forced to come to you eventually.

If the GSD player is smart he can destroy slow moving ships using just their long range shots, hence why the Domolisher is so deadly. But the issue with the imperials is once again the VSD's speed. The Rebels Can Not deal with two ships at once so they have to pick one ship or the other. If you go for the VSD the GSD will show up at before you can put serious damage on it. The GSD knows it can not deal with multiple ships throwing long shots in before they get in for the broadsides. The GSD will either destroy a smaller ship or put a hurt on the Mark II but it will get Demolished if it stays for the fight. So it runs.

To take out a GSD reasonably you need to focus and be quick, my slow games where I try to use long distance shots at a slower speed end in disaster. It looks good on paper at first but it is not the smart move on the table.

Edited by Beatty

the way to "protect" your ships from Gladiators is KILL IT! OH GOD, IT'S COMING FOR US! KILL IT WITH FIRE!

that or force a bad piece trade for your opponent. Losing corv or even a neb for an 80ish gladiator is usually a move in your favor.

We are charging right at that thing to single it out from the rest of the fleet and you know very well with the Navigation team it turns into a circular chase with the VSD out of range and no capitals dying as you try and get that GSD in your sights.

The Imperial player is not going to just sit there as multiple ships drive straight at it.

why would you drive at it or chase it? that's getting closer to it, which is counter-productive to your ships' survival. You just want to get it in arc to lob red dice at it, which will either drive it off or drive it closer.

When it comes to just forcing a bad trade, you have to cover your ships with each others' firing arcs, so that if the gladiator commits to attacking his final position will be a firing lane.

as rebels, you have the innate long range superiority (rhymer excepted, if you count hurling bombers across the table as long range fire) so he'll be forced to come to you eventually.

It depends on the set up but if the GSD and VSD are not positioned together moving slow towards the VSD is a Really Really bad idea. That GSD will arrive the same time as the VSD does and it is game over. So the Rebels need to use their Speed again and try to pass the front arcs Fast to get those broadsides again.

If the GSD player is smart he can destroy slow moving ships using just their long range shots, hence why the Domolisher is so deadly. But the issue with the imperials is once again the VSD's speed. The Rebels Can Not deal with two ships at once so they have to pick one ship or the other. If you go for the VSD the GSD will show up at before you can put serious damage on it. The GSD knows it can not deal with multiple ships throwing long shots in before they get in for the broadsides. The GSD will either destroy a smaller ship or put a hurt on the Mark II but it will get Demolished if it stays for the fight. So it runs.

To take out a GSD reasonably you need to focus and be quick, my slow games where I try to use long distance shots at a slower speed end in disaster. It looks good on paper at first but it is not the smart move on the table.

My first game with a GSD I didn't support it closely enough with the VSD I brought, I was playing too timidly with it, and it got dismantled by the ASF and the two NFs supporting it. It got off some healthy salvos, but ultimately was too far forward to survive retribution.

This time it was Insidious. Beatty tried taking it down and I used a well timed navigation comment to drop to 1 to Just keep it out of B-Wing range and to my surprise his Yarvis comes into my side arc close range. Well I did it a favor and removed it's shields on the front and sides in that one attack.

Second game, Imperial cheese fighters came more into play. . . That is Beatty's pet peeve atm.

In case you missed my edit, what was the issue?

On a serious note the main way to protect your ships from gladiator is to use a bombers screen and a couple well timed squadren commands, preferably with b-wings other then that I am not sure there is a real "counter" currently

In case you missed my edit, what was the issue?

On a serious note the main way to protect your ships from gladiator is to use a bombers screen and a couple well timed squadren commands, preferably with b-wings other then that I am not sure there is a real "counter" currently

This was tried as well. Beatty had a BEAUTIFUL squadron command set up, you know what I did unwittingly (I was trying to make the front arc engagement last longer), I slowed down the turn before and those squadron commands became tokens. . . And then next turn all he'll broke our with my squadron command off the Flight Controller, Expanded Hanger Bay VSD 1 and all the. Characters but Vader got to have fun.

Forgot to mention one of those A's was Tycho.

Edited by Beatty

the way to "protect" your ships from Gladiators is KILL IT! OH GOD, IT'S COMING FOR US! KILL IT WITH FIRE!

that or force a bad piece trade for your opponent. Losing corv or even a neb for an 80ish gladiator is usually a move in your favor.

We are charging right at that thing to single it out from the rest of the fleet and you know very well with the Navigation team it turns into a circular chase with the VSD out of range and no capitals dying as you try and get that GSD in your sights.

The Imperial player is not going to just sit there as multiple ships drive straight at it.

why would you drive at it or chase it? that's getting closer to it, which is counter-productive to your ships' survival. You just want to get it in arc to lob red dice at it, which will either drive it off or drive it closer.

When it comes to just forcing a bad trade, you have to cover your ships with each others' firing arcs, so that if the gladiator commits to attacking his final position will be a firing lane.

as rebels, you have the innate long range superiority (rhymer excepted, if you count hurling bombers across the table as long range fire) so he'll be forced to come to you eventually.

It depends on the set up but if the GSD and VSD are not positioned together moving slow towards the VSD is a Really Really bad idea. That GSD will arrive the same time as the VSD does and it is game over. So the Rebels need to use their Speed again and try to pass the front arcs Fast to get those broadsides again.

If the GSD player is smart he can destroy slow moving ships using just their long range shots, hence why the Domolisher is so deadly. But the issue with the imperials is once again the VSD's speed. The Rebels Can Not deal with two ships at once so they have to pick one ship or the other. If you go for the VSD the GSD will show up at before you can put serious damage on it. The GSD knows it can not deal with multiple ships throwing long shots in before they get in for the broadsides. The GSD will either destroy a smaller ship or put a hurt on the Mark II but it will get Demolished if it stays for the fight. So it runs.

To take out a GSD reasonably you need to focus and be quick, my slow games where I try to use long distance shots at a slower speed end in disaster. It looks good on paper at first but it is not the smart move on the table.

the VSD in the glad + VSD lists I've played against sucks

it's a vic 1 kitted out for squadron support (if the list is any good, otherwise both capitals can just get mauled by squadrons). So long as you don't actually head towards the vic directly, you have basically nothing to fear given how rare it is for a VSD-1 to ever trigger its close range front-arc. For all intents and purposes, it is a fat glorified nebulon with far more potent squadron support abilities and probably more points than any single ship in your fleet. apart from maybe your flagship

the VSD - 1 is not a terribly difficult ship to outmanuever (it is, in fact, the easiest in the game so far). The 2's additional range makes it more of a challenge, but upgrading for additional anti-ship capacity siphons resources away from squadrons and the all important initiative bid (demolishers with initiative are worlds apart from those without)

playing the slow game will either trade out one of your ships for skreed or the gladiator if you can counter the squadrons that skreed flings at you. Skreed himself is not much of a threat, just the squadrons and the demolisher. At least, this is my experience flying with two fatties. The VSD-1 is laughably easy to avoid with them.

The GSD is another story, being faster but also incredibly squishy relative to the VSD. It does not take much to fell it, especially not from paragon. The issue is it downing your ship before it goes down, which in all likelihood will happen if rhymer gets enabled to throw in those crucial 3+ points of damage, in which case you better be able to set up a trade.

Edited by ficklegreendice

the way to "protect" your ships from Gladiators is KILL IT! OH GOD, IT'S COMING FOR US! KILL IT WITH FIRE!

that or force a bad piece trade for your opponent. Losing corv or even a neb for an 80ish gladiator is usually a move in your favor.

We are charging right at that thing to single it out from the rest of the fleet and you know very well with the Navigation team it turns into a circular chase with the VSD out of range and no capitals dying as you try and get that GSD in your sights.

The Imperial player is not going to just sit there as multiple ships drive straight at it.

why would you drive at it or chase it? that's getting closer to it, which is counter-productive to your ships' survival. You just want to get it in arc to lob red dice at it, which will either drive it off or drive it closer.

When it comes to just forcing a bad trade, you have to cover your ships with each others' firing arcs, so that if the gladiator commits to attacking his final position will be a firing lane.

as rebels, you have the innate long range superiority (rhymer excepted, if you count hurling bombers across the table as long range fire) so he'll be forced to come to you eventually.

It depends on the set up but if the GSD and VSD are not positioned together moving slow towards the VSD is a Really Really bad idea. That GSD will arrive the same time as the VSD does and it is game over. So the Rebels need to use their Speed again and try to pass the front arcs Fast to get those broadsides again.

If the GSD player is smart he can destroy slow moving ships using just their long range shots, hence why the Domolisher is so deadly. But the issue with the imperials is once again the VSD's speed. The Rebels Can Not deal with two ships at once so they have to pick one ship or the other. If you go for the VSD the GSD will show up at before you can put serious damage on it. The GSD knows it can not deal with multiple ships throwing long shots in before they get in for the broadsides. The GSD will either destroy a smaller ship or put a hurt on the Mark II but it will get Demolished if it stays for the fight. So it runs.

To take out a GSD reasonably you need to focus and be quick, my slow games where I try to use long distance shots at a slower speed end in disaster. It looks good on paper at first but it is not the smart move on the table.

the VSD in the glad + VSD lists I've played against sucks

it's a vic 1 kitted out for squadron support (if the list is any good, otherwise both capitals can just get mauled by squadrons). So long as you don't actually head towards the vic directly, you have basically nothing to fear given how rare it is for a VSD-1 to ever trigger its close range front-arc. For all intents and purposes, it is a fat glorified nebulon with far more potent squadron support abilities and probably more points than any single ship in your fleet. apart from maybe your flagship

the VSD - 1 is not a terribly difficult ship to outmanuever (it is, in fact, the easiest in the game so far). The 2's additional range makes it more of a challenge, but upgrading for additional anti-ship capacity siphons resources away from squadrons and the all important initiative bid (demolishers with initiative are worlds apart from those without)

playing the slow game will either trade out one of your ships for skreed or the gladiator if you can counter the squadrons that skreed flings at you. Skreed himself is not much of a threat, just the squadrons and the demolisher. At least, this is my experience flying with two fatties. The VSD-1 is laughably easy to avoid with them.

The GSD is another story, being faster but also incredibly squishy relative to the VSD. It does not take much to fell it, especially not from paragon. The issue is it downing your ship before it goes down, which in all likelihood will happen if rhymer gets enabled to throw in those crucial 3+ points of damage, in which case you better be able to set up a trade.

Engine Tech's are the card that make the GSD work. Though I am waiting for the CR90's with engine tech to catch the GSD in the rear. . .

Fickle, you have a valid set of points and Beatty did a lot of what you suggested but it either game down to the squadron game with mithel taking the gold for the day (being able to move him with the admiral officer card is just to amazing)

With Beatty, my VSD 1 had 3 turns of squad commands. Beatty only had one and I screwed up his engagement plan by slowing down the turn before. From there things God bad quick. . . Howlrunner supporting Fel, Mithel pulling a Tycho, and Rhymer doing his thing just demolished 100 points of fighters in 2 to 3 turns of engagement. . . Using my non engaged TIE's to stop the B-Wings attack run and then demolishing them with a well runner activation order just destroyed all of them. . . It was bad. . .