Critique Please

By klyver, in Star Wars: Armada Fleet Builds

Hopefully this picture shows up.......I haven't played this game since I moved back in May and I am prepping for the Massing at Sullust event..........extremely rusty and extremely rules ignorant of some aspects of this game. Critique at will with full broadsides but save the death star beams, I may not be able to hand that.post-210352-0-31082200-1440778608_thumb.png

Hey !

So, overall I'm liking your list, I think that there is potential for it. A few comments though :

Usually Vic Is have trouble applying good damage to ships because of such a short range. Being lucky, you'll probably only get 1 time per game where you can shoot at full effect with your front arc per Star Destroyer.

Which is why I would rather go for a little Bomber Wing for at least one Victory. You could replace Fel, Vader and Advanced by Vader, Rhymer and a Bomber.

That way, you're not needing Enhanced Armaments as much in order to be able to apply damage to ships :) (But you'll have to rely on Squadron Commands often). With that, you're going to save around 20 points.

ÉDIT : Actually you don't even need Rhymer if you activate your ships with the Squadron commands because they can move and shoot !

Nice to have though if points aren't better spent elsewhere.

Then, for your other Victory, I would switch it to a Victory II, swap the Flight Controllers and put them on the Victory I (that way if Rhymer, Vader and the Bomber get caught they can break through), throw in XX-9 Turbolasers.

Modify the Fighter Screen by removing the TIE Fighter for Soontir Fel.

Now you will have a good ship to ship damage Victory with an easier time appliying damage due to longer range, where you can spam Concentrate Fire commands to add a die that you can spend with Screed to trigger the effect.

On top of that, if you can throw in an Intel Officer instead of the Veteran Captain, it'll go a long way to ensure that you melt through your opponent's Shields and deal 2 face up cards.

Why the new Fighter screen ? Because it is going to deal damage on its own without needing Squadron Commands. Each Interceptor will throw 3 Blue Counter dice (thanks to Howlrunner) with Swarm, and Fel will deal extra damage (because they're likeky to target the regular Interceptor First).

Alternatively, now that I think about it, rather than XX-9 + Intel Officer if you are short on points, you could throw in the Ion Cannons on the Vic 2. They'll be easier to trigger with Screed and work like a less effective ACM but at longer range :)

And when you win Massing at Sullust, spoil me the cards :D

For the objectives, I would say : Advanced Gunnery, Hyperspace Assault, Minefields (to funnel the opponent into your kill zone )

)

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That said, kudos for a Screed build without Gladiators, I really like the originality and I think this can work !

Edited by MoffZen

Thanks for confirming that Howlrunner adds dice to the counterfire. If anyone else can double confirm that I'd appreciate it. I was wondering if that was the case. So far every time I've played Armada it has been played horribly wrong. I'll check out the objectives cards when I get home. I'm not really familiar with them yet at all. Hopefully I can try out my original list and your modification tonight after I get some Xwing games (to be followed by a beer and playing xwing pc on my couch lol).

I've got some alternate advice here. I read your list, and I would recommend switching out the assault concussion missiles on the VSD with flight controllers with an expanded hangar bay. I actually like enhanced armaments on VSD 1's, so I would vote that you keep them. Maybe get rid of the assault concussion missiles on the flagship and the veteran captain on the carrier as well and put enhanced armaments on the carrier VSD.

My general opinion is that things that get into your front arc are dying anyway, take potshots with the side arcs. There's a huge difference between 2 and 3 red dice at long range.

No problem man, I'm pretty sure Howlrunner adds dice to Counter attacks, because the wording presents them as attacks and Howlie adds dice to attacks. I'd love a double confirmation too ;)

I'm very eager to see if you could play both lists ! My suggestions were very theoretical and I'm curious to see whether they provided a noticeable efficiency increase of if they weren't needed ;)

Doesnt it say he adds Dice to "Non-Counter" attacks?

Doesnt it say he adds Dice to "Non-Counter" attacks?

"While another friendly squadron with SWARM at distance 1 is attacking a squadron, it may add 1 blue die to its attack pool."

There is no reference to Counter or Non-Counter.

Then there is counter itself

Counter

(After a squadron performs a non-COUNTER attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed.)

Counter is an attack - "you may attack"...

ergo, you are attacking.

Howlrunner will let you add 1 die.

Makes sense.