Stupid Tractor Beam Tricks

By shmitty, in Star Wars: Armada

I've been at work and unable to comment on the ISD preview so far, but there is some meaty stuff there. It looks as if wave 2 will add lots of new elements to our games. I love Needa and think he will be a highly played piece. Most of the ISD upgrades also,look great for the VSD, which is fun.

But, the best new toy is the Tractor Beam! And for so many reasons.

It doesn't cost anything to use and gives your ship another thing it can do each turn. Right now a ship gets a command, 2 attacks, and a movement. You can use command tokens or Engine Techs to add to that, but the Tractor Beam gives you an action advantage over your opponent. Sure, it can be countered, but it costs his resources to do that.

Squadrons will love the Tractor Beam! I park a couple of bombers in front of you and hit you with the Tractor. I know I get shots next turn and don't have to use a Squadron Command to get them. This is gold.

I played a VSD based list the other night and lost as the Whales ran away. Tractor Beams would have given me a decided advantage in that game. Can't wait to use them.

As has been mentioned, they are a possible way to fend of Demolisher and other GSDs. At the very least, it will be harder for them to do their thing. Tractor Beams are a solid defensive and offensive upgrade.

I will probably throw up some more thoughts on the ISD preview tonight on my blog. Can't wait to get my hands on one!

Edited by shmitty

If they are commonly used the Neb-line will like that meta as they move at speed 1 anyway.

Those were my whales. . .

It will be nice to tractor a ship that has the damage card that reduces yaw on the last click. Several ships have only 1 yaw at speed one, so the tractor beam could leave them flying in a straight line consistently, and that could be a real hindrance.

It would also be brutal with the damage card that lets you reduce the speed of your enemy by one or change their top dial. Hit a ship with the beam, then get that crit and leave them dead in the water. That will really just be a lucky synergy, as you can't guarantee it, but it will be nasty nonetheless.

VSD II: Tarkin/Weapons Liaison/Tractor Beam

VSD II: Gunnery Team/Weapons Liaison/Dominator/Tractor Beam

VSD II: Weapons Liaison/Expanded Hanger Bay/Tractor Beam

Howlrunner

5x TIE Fighters

400 on the nose. Makes me want to get a third Victory.

Tantive IV could be a useful counter against this, giving Nav tokens every turn to a ship that needs it. Add Leah to the mix and you can even give a Nav command to another ship that you couldn't give the token too!

Those were my whales. . .

Yes, and they would have been sad Whales indeed if my VSDs had Tractors on them.

A pair of VSD Is with H9s and Tractor Beams will be a scary proposition.

Odd that it would be the Tantive IV and Leah. That strategy didn't work so well the first time around ....

Odd that it would be the Tantive IV and Leah. That strategy didn't work so well the first time around ....

I like this post

No one has mentioned it yet, but what about tractor beams on the Reb side of the table. It'd help vs Demolisher and really any ship that you are trying to keep at range. Assault frigates could use this to slow approaching Glads and Vics, while the MC80 could even slow an ISD down. Getting then extra turn at long range could mean the difference in some engagements for the rebels.

No one has mentioned it yet, but what about tractor beams on the Reb side of the table. It'd help vs Demolisher and really any ship that you are trying to keep at range. Assault frigates could use this to slow approaching Glads and Vics, while the MC80 could even slow an ISD down. Getting then extra turn at long range could mean the difference in some engagements for the rebels.

This +10 :)

No one has mentioned it yet, but what about tractor beams on the Reb side of the table. It'd help vs Demolisher and really any ship that you are trying to keep at range. Assault frigates could use this to slow approaching Glads and Vics, while the MC80 could even slow an ISD down. Getting then extra turn at long range could mean the difference in some engagements for the rebels.

This +10 :)

No one has mentioned it yet, but what about tractor beams on the Reb side of the table. It'd help vs Demolisher and really any ship that you are trying to keep at range. Assault frigates could use this to slow approaching Glads and Vics, while the MC80 could even slow an ISD down. Getting then extra turn at long range could mean the difference in some engagements for the rebels.

Absolutely. As it is a Modification you give up the chance to use Enhanced Armament, which is great on the Assault Frigates. Hopefully Admiral Ackbar helps fill that gap the way we think he will.

Odd that it would be the Tantive IV and Leah. That strategy didn't work so well the first time around ....

It would actually be ironically cinematic, because if Tantive/Leia is giving away tokens, it's not escaping a tractor beam... :-)

Odd that it would be the Tantive IV and Leah. That strategy didn't work so well the first time around ....

It would actually be ironically cinematic, because if Tantive/Leia is giving away tokens, it's not escaping a tractor beam... :-)

The only reason why Vader managed to catch Leia was poor deployment on the part of the Rebels. They deployed first at speed 4 and tried to run away thus exposing their weak rear arc to batteries of Turbolasers. The Devastator just deployed first at speed 3 in front of them and went on an interception course to activate the tractor beam.

They only really needed red dice and concentrate fire tokens to take a Corvette down from that angle at that range !