400pt Intel Sweep Battle Report

By WWPDSteven, in Star Wars: Armada

So why don't you think gsd-2's are worth it?

O and another excellent report:)

Well you waste a precious black dice with a red dice and you get a 2 Anti Squadron Dice. Sounds nice but their arcs are not meant for it. I don't run GSD 2's either. I think that once you start upgrading them they lose out compared to a GSD 1.

I love the thought of diminishing returns. Hmmm it is likely based off the fact that they all have to get in close and it is hard to get the setup. What likely needs to be done is that you plan roughly where each turn of attacks will take place (speed jumps from 1 to 3 help here) and you funnel your opponents into those zones. . . Hmmm

the only reason GSD-2s aren't worth it is because you're not running four of them :P

but yeah, the upgrade is very situational. Unlike the Neb Support --> Escort, which presents a very clearly superior squadron support option, both GSD variants keep the same upgrade slots (flight controllers :)) and Squadron 2, so all you're getting is

1. +1 anti-squadron

2. Side Arcs: -1 black, +1 red

That swap is very curious, since it doesn't seem like a straight upgrade. Sure, you get 250% range but the die itself isn't as impressive and even double-arcing at long range gives you the same total dice as a Neb-B or a VSD front arc

If i remember right,

Red: 2 hits, 2 crits, 2 Blanks, 1 accuracy, 1 double hit

or 62.5% of just doing damage, 12.5% of acc, 25% failure

Black: 4 hits, 2 crit-hits, 2 blanks

or 75% of just doing damage, 25% failure

As you could probably guess, if you roll that 12.5% acc all on its own then it might as well be blank. As a long range buffer, there's a bit to be desired.

Now, the obvious "combo" is Sensor Team which I personally find very underwhelming in general and which Skreed players are going to find too pricey since they're already pinching dice. Add in the chance of ECM, and I can see why they're not really taken.

I also, however, know how amazing 2 anti-squadron can be, but only in support of squadrons. Squadrons lock down enemy squadrons and let you shred them into pieces. Without them, it's much harder to not just have enemies hit you on the flank of your formation, where you have far less arc coverage. Still, by overlapping fields of fire you do essentially make your squadrons untouchable (well, touchable at great cost)

Problem is, I understand that the dynamic between Neb + squadrons and GSD + squadrons is very different. Slow rebel bombers love anti-squadron coverage, but for the faster imperial squadrons it could well just hold them back. More importantly, Nebs love B-wings since B-wings turn them into, essentially, far scarier GSDs. Also, Nebs have Yavaris, which basically turn B-wings into the single highest anti-ship damage output in the game.

Well, the GSD has no squadron support titles and is already a GSD (it's a strong independent ship that don't need no squadron) so the only lack you're addressing is the lack of long range with Rhymer. Of course, you send Rhymer out there and there's far less chance that your anti-squadron will be able to cover him anyway.

bit of a head-scratcher, really. Maybe there's something in wave 2?

Anyway, fair bit of warning to people looking for anti-squadron to somehow cover their all-ship builds: in my experience it just doesn't work. Unless you're swatting down 3-health ties, it's going to take forever to down squadrons with capital ship attacks alone especially since they can do things like

1.) maneuver into arc of just one ship; at the very least forcing it to obstruct anti-squadron from other ships

2.) park in the same arc you want to shoot the enemy ships from

remember, squadrons are completely free from the manuevering restrictions of capital ships. As long as they have the speed and the know-how, they can dictate their positioning quite easily. The only way to change this: engagement with other squadrons.

Edited by ficklegreendice

I'm curious, the diminishing returns on gladiators or any close range ships makes sense, only so much space to attack, particularly when they are moving 3-4 to get there. My question is if you run them in a line and engine tech to get the flank could you "cross the T" so to speak? It does run the risk of defeat in detail.

Edited by Indomitable

seems less like diminishing returns and more like "yeah, your ass is getting ACMed whether you like it or not"

Edited by ficklegreendice

at 300 pts, the 2 red dice out the front are rather nice imo. Also, the red dice come up aim sometimes and that helps some shots.

I really hate having all my damage mitigated by defense tokens.