CR90 Swarm Tactics

By dramagod2, in Star Wars: Armada

Hmmmm this tactics thread will work great in a MC30 swarm. . .

May for supporting a corvette swarm. One of the pros of the swarm is that they have a command of 1. It looks like the MC30 has a command of 2, which will in one way make the MC30s not as responsive compared to the corvettes.

This. I don't understand this. This seems literally the opposite of how I understand the game. Isn't a ship with 1 activation extremely limited in that it can only move and fire once? One of the ISD cards is supposed to be a title that reduces its number of activations from 3 to 2. HOW IS THAT GOOD?!?

Command is not activations. All ships activate once per turn. Command is how many turns worth of dials you need to have planned in advance.

Oh wow. This changes literally everything. My friend and I have been doing practically everything wrong. Is the "learn to play" guide terrible or are we just illiterate?

Hmmmm this tactics thread will work great in a MC30 swarm. . .

May for supporting a corvette swarm. One of the pros of the swarm is that they have a command of 1. It looks like the MC30 has a command of 2, which will in one way make the MC30s not as responsive compared to the corvettes.

This. I don't understand this. This seems literally the opposite of how I understand the game. Isn't a ship with 1 activation extremely limited in that it can only move and fire once? One of the ISD cards is supposed to be a title that reduces its number of activations from 3 to 2. HOW IS THAT GOOD?!?

Command is not activations. All ships activate once per turn. Command is how many turns worth of dials you need to have planned in advance.

Oh wow. This changes literally everything. My friend and I have been doing practically everything wrong. Is the "learn to play" guide terrible or are we just illiterate?

I wouldnt say "illiterate"...we've all misread rulebooks at some point. This one certainly is going to change the game for you though!

Hmmmm this tactics thread will work great in a MC30 swarm. . .

May for supporting a corvette swarm. One of the pros of the swarm is that they have a command of 1. It looks like the MC30 has a command of 2, which will in one way make the MC30s not as responsive compared to the corvettes.

This. I don't understand this. This seems literally the opposite of how I understand the game. Isn't a ship with 1 activation extremely limited in that it can only move and fire once? One of the ISD cards is supposed to be a title that reduces its number of activations from 3 to 2. HOW IS THAT GOOD?!?

Command is not activations. All ships activate once per turn. Command is how many turns worth of dials you need to have planned in advance.

Oh wow. This changes literally everything. My friend and I have been doing practically everything wrong. Is the "learn to play" guide terrible or are we just illiterate?

Learn to play guide is pretty good in my opinion.

However, on the back of the rules reference guide is a step by step guide on what to do each turn. Pull it out and use it for each and every phase of the game for at least 3-4 turns if not the whole game. This will help you break any bad habits you may have formed and will also help you understand the flow do the game better.

Oh wow. This changes literally everything. My friend and I have been doing practically everything wrong. Is the "learn to play" guide terrible or are we just illiterate?

Well, the fact that you are on here trying to learn and improve tells me you are not illiterate. When learning new games, it's very easy to miss small things.

My advice is:

  1. Read the learn to play book front to back.
  2. Read the rules reference and then try to figure out how it ties in with learn to play.
  3. WATCH some battle reports on Youtube, especially anything from demos with FFG actually running them at events, so you get a clear idea of what is going on there.

If you still can't figure things out after that, come here and ask questions, but the fact that you are actually trying to learn and figure it out tells me you will be fine. I mean, in the beginning I thought the Neb B might be the best ship in the game, so you're not necessarily dealing with a genius here either.

:wacko:

I will be doing some videos for learning to play in the next week or so. I need to get a stand for my phone (which will be my camera. . . ). I have a list of things to record

Do you think Raider-Swarms will be playable or will they be too short ranged/weak to make it work?

Hmmmm Raider swarms. . . Blue and black dice. No redirect, no Mon Mothma. . . .

With either 2 black, or a black and blue for anti-squadron fire, I think Raiders will be most useful countering bomber builds

Hmmmm Raider swarms. . . Blue and black dice. No redirect, no Mon Mothma. . . .

Its a bit early to say for sure, but i think i'm leaning the same way as Lyraeus on this one. At present (and of course this may change) they seem to lack the tools that CR-90's can use in an effective swarm....no long range shots, no Mon Mothma, no redirects.

On the other hand, there is more to come on them yet and they should be less vulnerable to the increasingly popular XI7's. They'll also pack more punch up close and have better anti-fighter.

Gut feel: They wont work as well. But this is heavily subject to change.

Without a redirect XI7's will be worth less, I am worried about the Turbolasers that the ISD is coming with, I am pretty sure it will be a anti-brace in the same way XI7's are anti-redirect.

I hope so. An anti-brace would be awesome :D

11659228_10203264946064609_8045198569140

This is the card. This Heavy Turbolasers I think reduce the effectiveness of the brace token

Hmmmm this tactics thread will work great in a MC30 swarm. . .

May for supporting a corvette swarm. One of the pros of the swarm is that they have a command of 1. It looks like the MC30 has a command of 2, which will in one way make the MC30s not as responsive compared to the corvettes.

This. I don't understand this. This seems literally the opposite of how I understand the game. Isn't a ship with 1 activation extremely limited in that it can only move and fire once? One of the ISD cards is supposed to be a title that reduces its number of activations from 3 to 2. HOW IS THAT GOOD?!?

Command is not activations. All ships activate once per turn. Command is how many turns worth of dials you need to have planned in advance.

Oh wow. This changes literally everything. My friend and I have been doing practically everything wrong. Is the "learn to play" guide terrible or are we just illiterate?

Don't feel bad. The rules ARE terrible. Not so much the wording, but the need to scurry back and forth between two booklets. The "Encyclopedia Galactica" was a mistake. To find anything, you need the exact term, which you don't have as you are just learning the rules. The way to do it is letting the play sequence (not too much detail, but COMPLETE) double as a table of contents.

I found the rules very clear and uncommonly easy to understand.

I found the rules very clear and uncommonly easy to understand.

That is not my point. The wording is not bad. Writing all those errata for X-Wing must have helped in the end. The editing is mistaken. The rules reference is no problem, if you know what you are searching. Which is what you don't know while being still a beginner.

I found the rules very clear and uncommonly easy to understand.

That is not my point. The wording is not bad. Writing all those errata for X-Wing must have helped in the end. The editing is mistaken. The rules reference is no problem, if you know what you are searching. Which is what you don't know while being still a beginner.

Hell I am even making videos for people who are still learning to wargame

Who would you guys use?

Mon Mothma

==or==

General Rieekan

Both @ 30 points

Who would you take in a swarm list for a 400 point game?

How would you try to abuse the "dead" corvettes to get the most damage out of them before the end phase?

I'll start by stating that this purely persona taste. That out of the way....

I really, really dislike Rieekans ability.. it's extremely easy for the opponent to work around, and at most you'll get one extra shot IF you haven't already activated.

I know there are good things about this, and some people will like it (and maybe even make it very effective), but it's just...i mean, there's a reason nobody uses Fels Wrath in X-Wing, is all i'm saying :P

Obviously a fleet wide version is much better than 1 ship, and Armada ships can also do more in one attack than Fels wrath. But i still feel it's the weakest commander ability so far (or at least the one that least suits my preferences).

So, based on that.....obviously i'd use Mon mothma, or even Dodonna.

I would definitely not use Riekaan with a corvette swarm. I suspect his ability is best for beefier ships where, despite crossing the "death" threshold, you can then repair them and keep them alive (assuming it works that way; if not, it's one extra activation after something is dead, in which case I view him as the weakest of the rebel commanders).

I think, given how much Mon Mothma boosts CR-90s in particular, I'd rather just take her than screw around with any other commander.

Interesting question on the repair aspect. I think it still counts as destroyed based on the wording, but that needs clarifying.

In fact it almost HAS to, because otherwise nothing could ever die with him as commander unless it had already activated. Just plot an Engineering order every turn, and laugh as your enemies kill you again and a gain, only to rise from the grave each time.

Mwahaha, zombies!

Interesting question on the repair aspect. I think it still counts as destroyed based on the wording, but that needs clarifying.

In fact it almost HAS to, because otherwise nothing could ever die with him as commander unless it had already activated. Just plot an Engineering order every turn, and laugh as your enemies kill you again and a gain, only to rise from the grave each time.

Mwahaha, zombies!

I don't necessarily disagree, but if the no-repair-beyond-death thing is true, his ability is:

"When your ship dies, it gets one more activation. Sometimes. Maybe."

Which to me, is pretty lackluster. I'd much rather be taking MM in that case. There's really no other commander that is a good choice for the Corvette swarm (Dodonna technically buffs them, but not nearly as much as MM, and Bel Iblis is pointless). In fact, I would suggest that would make Riekaan the weakest rebel commander on average for any given list, other than perhaps Bel Iblis for CR90 spam lists, but for Corvettes it would be:

Mon Mothma > Dodonna >>>> Riekaan = Bel Iblis

I found the rules very clear and uncommonly easy to understand.

That is not my point. The wording is not bad. Writing all those errata for X-Wing must have helped in the end. The editing is mistaken. The rules reference is no problem, if you know what you are searching. Which is what you don't know while being still a beginner.
You do understand how all wargames are like this? This game is pre try good in their rules. If you are having issues then read the rules and ask questions. I can guarentee someone online education knows the answer.

Hell I am even making videos for people who are still learning to wargame

No. Not all wargames are like this. And I have read and used a lot of those rules, which helped me getting through Armada. But I keep being asked by puzzled friends, who are old hands at wargames, but new to Armada.

I am a bit confused as to what would be hard to find in the RRG. From whatever you are looking for you think of the most logical game term to fit that curcumstance, and if it is not that game term it will direct to the correct directory.

It is much simpler then your standard glossary that will possibly require to check multiple pages to see if it even references the actual rule you need. More over as each entry as all the information on a general rule such as "Range or Distance" you often gain additional info you may need but had not yet looked for.

Edited by ScottieATF

Well, CR90's would die, they need a token and a dial unless you are running Redemption. Which might worm it's say into the swarm.

He say "treated as if not destroyed. . . " if you don't have max damage by the status phase your ship lives. Until they FAQ it though at Mon Mothma points he should be doing things that way.

Yea, either tell us here what is so confusing or pm me and I will work it into the videos.

I have found the rules very straight forward though some things might seems wierd, it usually is me over looking something or over thinking something.

As for Rieekan, remember you do take all the damage, you don't stop at your hull value you keep going until it's all done. Then Rieekan comes into play and if by some small chance your ships don't have max damage at the end of turn I think they survive.

I have dealt gotten a VSD with Motti up to 15 damage before it went boom. (at 9 and did 6 more)