Ramming Speed!

By Tolwyn, in Star Wars: Armada

After playing a couple of games with 200/300/600/800 points

it s as it should be Empire 100% Major Victories with hardly any losses

so while i m aware the reb players i face so far aren t on the brightest side of strategy gaming :D

i found a severe problem for the Alliance players

ususally the alliance has more ships but is at least 2:1 outgunned by squads

in the past games as Imperial player as i was getting tired of flying circles behind speeding rebs so i modified

my strategy which led to several rebel disasters

as imp

i keep my VSDs with expanded hangers and vast amounts of Tie

in the center at max speed and gladiator at max speed flanking

the simple strategy is to ram into the enemy ships and thereby

lock them down in my front arcs with no defense

as the rebs have more ships this might quickly lead to a massiv crash

where the slower ships crash into their own fleet that was stopped by

imps crashing into them

in the meanwhile i swarm the reb fleet with Ties and use the advantage of

blocked firering lines of there ships

once pinned down the reb fleet is lost

any ides to help some local reb players against imperial suicide runs?

I think you will have much success if you came to Portland.

It sounds like your opponents don't flank you. Which is wierd because on a 3x6 they should be able to out deploy you with their ships and you should always have a weak point with the size of the board.

At 180 pts you should have an advantage but that should be mitigated by objectives

Why would any, let alone all, of the Rebel ships fly straight towards a VSD? Maybe Neb-B if it is slow rolling towards you, but either you or it will die before either run into the other.

I see zero from your post, which is near unreadable, in which you are manufacturing this situation. Thus you a relying on your opponent to run into you, for no reason.

lol sounds more like that Scene from austin powers. That is some poor rebel flying if the slow imperial ships are able to ram into rebel ships...on purpose!

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Even with a whopping speed of 2, there is no reason why a Rebel ship should let itself get in front of your VSD let alone get rammed by it. Rebel ships are meant to maximize the play area by doing flanking maneuvers. How then can this lead to a "massive crash" when they're jockeying for position on different parts of the board? What were the X-wings doing?

Sounds like your friends are still grasping the nuances of a Rebel fleet. Give them time. Or better yet, give them expansions! :rolleyes:

Even with a whopping speed of 2, there is no reason why a Rebel ship should let itself get in front of your VSD let alone get rammed by it. Rebel ships are meant to maximize the play area by doing flanking maneuvers. How then can this lead to a "massive crash" when they're jockeying for position on different parts of the board? What were the X-wings doing?

Sounds like your friends are still grasping the nuances of a Rebel fleet. Give them time. Or better yet, give them expansions! :rolleyes:

Even better, help teach them

This!

After a game analyse what they did wrong/ could have done better in your view.

Allow them to learn from their mistakes...

Your reward will be more exciting games!

i get this sometimes too, but i am usually playing on a 3x3 mat.

ive even done 400 point games on a 3x3 mat with 2 core sets worth of obstacles (talk about creative flying)

i do find it hard to maneuver out of the front arc of a vsd, but i typically gang up on them for the win.

i get this sometimes too, but i am usually playing on a 3x3 mat.

ive even done 400 point games on a 3x3 mat with 2 core sets worth of obstacles (talk about creative flying)

i do find it hard to maneuver out of the front arc of a vsd, but i typically gang up on them for the win.

i get this sometimes too, but i am usually playing on a 3x3 mat.

ive even done 400 point games on a 3x3 mat with 2 core sets worth of obstacles (talk about creative flying)

i do find it hard to maneuver out of the front arc of a vsd, but i typically gang up on them for the win.

This next part will likely come out rude but I am just be honest. Don't ask to play me like that I would be bored.

also to address numerical deficiencies between rebellion and the empire, tell them (Truthfully) that 3 health ties get ******* diced (as in chopped, though both meanings are applicable) by 2-blue anti-squadron battery barrages

also to address numerical deficiencies between rebellion and the empire, tell them (Truthfully) that 3 health ties get ******* diced (as in chopped, though both meanings are applicable) by 2-blue anti-squadron battery barrages

also to address numerical deficiencies between rebellion and the empire, tell them (Truthfully) that 3 health ties get ******* diced (as in chopped, though both meanings are applicable) by 2-blue anti-squadron battery barrages

That matters very little when you can't escape 400 points of VSD's

it matters when they learn the magic of B-wings :)

image.png?w=400&c=1

also to address numerical deficiencies between rebellion and the empire, tell them (Truthfully) that 3 health ties get ******* diced (as in chopped, though both meanings are applicable) by 2-blue anti-squadron battery barrages

That matters very little when you can't escape 400 points of VSD's

it matters when they learn the magic of B-wings :)

Strange. I will with both rebels and imps. They play very differently though. And I suppose the Empire's brute force and frontal fire is easier to learn.

all lists with large ships will feature the dangerous terrain objective :P

Even better, help teach them

This!

After a game analyse what they did wrong/ could have done better in your view.

Allow them to learn from their mistakes...

Your reward will be more exciting games!

Something me and my opponents do is recap after a game and discuss why we made certain moves/picked objectives/ect... this allows me to fix my strategies and think up new ones.

also to address numerical deficiencies between rebellion and the empire, tell them (Truthfully) that 3 health ties get ******* diced (as in chopped, though both meanings are applicable) by 2-blue anti-squadron battery barrages

That matters very little when you can't escape 400 points of VSD's

it matters when they learn the magic of B-wings :)

then it's than 400 points of VSDs :P

personal experience, though, Gallant kicks the ever-loving **** out of even flight controller + howlrunner interceptors. Guaranteed damage cancels are ridiculous :P

interceptors are scary, but their weakness is in the 3 health. 2 dice Anti-squadron batteries rip them to shreds (cause B-wings sure as **** won't) and avoid counter to boot :) .

that's how you gotta deal with em, anyway. Interceptors are easily the anti-squadron squadron, and cap ships are by design the way to beat them. Who wins in the end? Depends on how both players positioned, which is good cause that's the point of a strategy game!

Edited by ficklegreendice
where the slower ships crash into their own fleet that was stopped by imps crashing into them

P8 of the Rule Reference: "If a ship executes a maneuver and its final position would overlap another ship, it cannot finish its maneuver normally. Instead, temporarily reduce its speed by one (without changing the speed dial) and move the ship at the new speed. This process continues until the ship can finish its maneuver, even if that maneuver is to remain in place

at speed “0.” Then deal one facedown damage card to the ship that moved and the closest ship that it overlapped."

So, if they are going speed 3 they will continue going speed 3 on their next activation.

Remember that the only part of the movement that matters is the start and the end (more often it is the end)

Remember that the only part of the movement that matters is the start and the end (more often it is the end)

Pick up those black dice on your VSD and say that like you mean it, my Corvette will be happy to defer the attack until after you move. :D

Actually picking my way through the first post I now see the OP doesn't understand the overlap or movement rules.

Actually picking my way through the first post I now see the OP doesn't understand the overlap or movement rules.

if the ships are at low speeds they won t be able to end up in a position where they don t overlap finishing their movement

so they get stuck infront in a "traffic jam"

any ides to help some local reb players against imperial suicide runs?

You should all probably read through the rules, very slowly this time.