Intensify Forward Firepower Episode VI!

By WWPDSteven, in Star Wars: Armada

We've got a new one in the can, boys and girls:

http://www.outpostzero.net/2015/06/intensify-forward-firepower-podcast.html

The crew is back for Episode VI and ready to Intensify Forward Firepower! A listener question gets answered to kick things off before Steve and Eric review their experiences from the weekend Armada tournament they both participated in. Before long, this after-tournament talk turns into an extended squadron discussion where the merits of Rhymer and the pitfalls of B-wings are tossed around. Before launching the escape pods Dano, Eric, Judson and Steve chat about just a portion of the game's objective scenarios, with more sure to come in future episodes.

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http://www.outpostzero.net/2015/06/intensify-forward-firepower-podcast.html

Just browsed the fleet build section and see I am not the only one thinking Intel Sweep actually works pretty well with Imps!

Just browsed the fleet build section and see I am not the only one thinking Intel Sweep actually works pretty well with Imps!

I agree with you there because the vsd is so good at board control which makes them very effective at preventing the enemy objective ship from grabbing the tokens

If you guys have topics or specific questions for us always feel free to ask and we will try to get to them. Hope you all enjoyed it.

Good Episode, Rhymer is my Imp Crush and just does so many things for me its not even funny. He helps the Gallant Haven match up and can really enable the ship bombardments simply by either forcing your opponent to lose shields or spend defense tokens.

I have downloaded all episodes over the last week and started on this episode today. Love the podcasts you make it fun as well as making me think about list building and tactics but could I just ask for one thing?

I listen to your podcast in the car and when you talk about about a card, because I don't know all of the cards yet, could you please read the text on the card? It would put in context what you are talking about.

Otherwise keep up the good work.

Hey man, great piece of feedback! I'll definitely try to keep that in mind- I, too, am a car podcast listener so I'll keep it in mind!

Hey guys love the podcast, plus I just thought of an interesting list building idea, maybe, not sure if it would work but theoretically you could add an objective to your list that your opponent will have a high probability of chosing, in the podcast example say intel sweep in an empire list, and then taylor your list to beat that objective, now granted they have a choice, but I would think most rebel players would chose intel sweep if offered so would likely chose the one objective you want them to. Again not sure if it would work and certainly wouldn't all the time but you might be able to make an opponent chose a specific objective simply because they think it will be better for them even though your fleet is designed to take advantage of it. Just a thought since you are talking about objectives now, I might try it at the tournament I am going to this sat. Otherwise keep up the good work.

I think that's a great idea starbreaker. Also a great name. Every scenario in the game is worth playing a ton just so you know exactly how each ship interacts worth the specifics of that particular scenario; not to mention how they interact with all the other ships/lists.

@BreakerofStars...

I think players only want Intel Sweep if their own mission. I wouldn't pick my opponents Intel Sweep, unless I determined his list to be unintentionally handycapped. I'll be honest, I never picked my opponents Intel Sweep...for (my own) obvious reasons.

How does one download this for Android phones?

Try going directly to -

http://iff.podbean.com

- if you're failing to download through other means. You should be able to just click "download".

How does one download this for Android phones?

I would suggest an app called BeyondPod on sndroid

I found that just holing the link down and hitting save link does it

Just enjoyed this episode coming back from a hard fought win.

Any way you can give us the name of the song you use for intro/outro? The part I like is when it goes into the semi-ska singing.

Thanks for the help.

Good show as always.

I would almost be inclined to do a segment each show and just do a Stah Whahs Mission Card of the Weeeeeek. By the time you hit number 12 you'll end up with a new wave and that'll end up starting the process over again. :D

Kessel Run...a distance or a time thing...very funny.

kac, that song was actually done by a team member's band years and years ago, so I don't think it's floating around out there for download except during a show. I'll make sure the responsible party knows, though, that the defunct band has one fan now!

Edited by DrunkTarkin

Thanks, DT. I thought the song was well done, with a lot of humor.

Love your show, as always, whether I agree or disagree with any particular point. Good analysis and food for thought.

Another thoroughly enjoyable episode, thanks guys.

I was having the recon sweep as imperials discussion with an opponent last night and he told me to download the latest episode. So far I have only had one game with it as the empire, but it proved its worth (against a five CR90b list). I think anything that helps trying to force a more nimble opponent into a known bit of space is a great asset for a short ranged fleet (I was using a victory-II and two gladiator-I's)......especially since if they decide not to play the mission you get a free victory-I's worth of points for very little effort– who doest want a free capital kill?!

Dangerous territory is one that I have been struggling to get the most out of even with my four ship rebel list (1 AF2b, 1 Salvation, 2 CR90b's). The only advantages it acctually seems to give are:

  • Immunity to obstacles. Handy, but not worth being player two for.

  • Very minor points advantage (explained below)

  • Control over what commands an opponent takes for one turn. Or. Some free damage.

Okay lets talk minor points advantage here. In this mission both players still set up obstacles, thus player one can set up two or three obstacles immediately beyond their deployment zone. One of these can always be a debris field......they can then fly straight into these on turn one and repair the damage on turn two. If they decide to only deploy one or two near their fleet they can put the other one/s in the far bottom corners, as far away from where their fleet will be as possible.....this makes it a pain to go and get this objective – even a CR90 is going to take 4-5 turns to go all the way down there and then loop all the way back into the fight.....for 15 points.....its a very safe 15 points, but it still seems like they would be playing a ship down for most of the game.

At the end of this it looks like:

  • both players get 3 objectives each and player one took some early damage getting them

  • player one gets 1-2 tokens and player two gets maybe 4-5 but to do so has to rush into a dangerous position (obstacle hidden amongst enemy fleet) or send a ship miles out of the main engagement......all for a roughly 30 point bonus when alls said and done.

The alternative is the enemy is going to go for the objectives and risk the early damage, probably aiming for turn two engineering to patch things back up. This can be reasonably handy if you are going to rush them. It means they probably aren’t launching any squadron commands in turn two, and if you are hitting them in turn two their engineering is trying to offset both the alpha strike damage and the damage of the obstacles.

However if player two isn't going for a turn two attack then player one is probably going to have repaired all the damage they have taken and made player two's objective almost obsolete. Personally I wouldn't want to risk this because there are some horrid crits out there (losing a defence token to a turn one asteroid would probably make me cry!)

As for superior positions. I'm firmly in the camp that this is an objective for the force that has the greater speed and squadron power. It doesn't need to be a 100 points of squadron fleet to really rack up the points – Last time I played this I was player one (four ship rebels as above) against a double victory-II list....they had it in their objective pool for exactly the reason you guys mention (want to know where all the ships are going!).....I got two of the CR90s round anyway and was racking up 3 tokens for a couple of turns, with a couple more glorious turns of 8 and 6 tokens (both CR90s dual arc firing, and some A-wings zooming in).

This is an extreme case, but even in a more balanced game I would expect the player with more squadrons and speedy ships to be able to rack up at least 7-10 victory tokens, easily enough to turn a draw into a solid win.

Wow! Great points, Boothy.

I did pretty well on a Superior Positions last night as first player, actually. I agree it's important to have lots of units on the table, although I don't know that I'd say one must have a ton of squadrons, too. That's not a scenario I'd ever pick as first player with a two-ship list -

- well, never say never, I suppose.

Dangerous Territory is a funny one. For us it made many appearances initially, when we began playing 300-point games, but gradually disappeared. I can't remember the specifics of the last list I saw it stacked in, really. I think the other three blues are so very polarizing your don't see this relatively middle-of-the-road scenario often.

Agreed on pretty much all counts!

kac, that song was actually done by a team member's band years and years ago, so I don't think it's floating around out there for download except during a show. I'll make sure the responsible party knows, though, that the defunct band has one fan now!

Make that two - just started listening to the podcast and can't get the song out of my head! (in a good way lol)