Been writing a lot about Armada

By HERO, in Star Wars: Armada

On the topic of Independence, I've used it to some success.

Speed-2 means that B-wings are naturally out of the fight on turn-2 unless the opponent does something to bring it to you. Speed-4 means you sling-shot them where you want them.

I also noticed that in the middle of later turns, you'd often find yourself finishing off a ship and then being able to sling-shot the remaining B-wings to ahead of where the other enemy ships are moving. So it isn't quite that you only get the initial slingshot, but that you can course correct your B-Wings on later turns.

The title has some utility, but it requires that you build directly for it.

On the topic of Independence, I've used it to some success.

Speed-2 means that B-wings are naturally out of the fight on turn-2 unless the opponent does something to bring it to you. Speed-4 means you sling-shot them where you want them.

I also noticed that in the middle of later turns, you'd often find yourself finishing off a ship and then being able to sling-shot the remaining B-wings to ahead of where the other enemy ships are moving. So it isn't quite that you only get the initial slingshot, but that you can course correct your B-Wings on later turns.

The title has some utility, but it requires that you build directly for it.

On the topic of Independence, I've used it to some success.

Speed-2 means that B-wings are naturally out of the fight on turn-2 unless the opponent does something to bring it to you. Speed-4 means you sling-shot them where you want them.

I also noticed that in the middle of later turns, you'd often find yourself finishing off a ship and then being able to sling-shot the remaining B-wings to ahead of where the other enemy ships are moving. So it isn't quite that you only get the initial slingshot, but that you can course correct your B-Wings on later turns.

The title has some utility, but it requires that you build directly for it.

You can do this with Speed 3 squadrons as well. The ability seems a little worse on anything not a B-Wing but an Independence with Flight Commander and Flight Coordination Team can move any squadron more than distance 5 in a single activation.

Depends upon the situation on the board. Sometimes you take that speed 3 squadron and move/attack it with it rather than slingshotting it. Sometimes, like the B-wing, it just misses where it would need to be to attack and you can only sling-shot it to a good spot. I agree that Flight Commander and Flight Coordination Teams are going to pair very well with it.

On the topic of Independence, I've used it to some success.

Speed-2 means that B-wings are naturally out of the fight on turn-2 unless the opponent does something to bring it to you. Speed-4 means you sling-shot them where you want them.

I also noticed that in the middle of later turns, you'd often find yourself finishing off a ship and then being able to sling-shot the remaining B-wings to ahead of where the other enemy ships are moving. So it isn't quite that you only get the initial slingshot, but that you can course correct your B-Wings on later turns.

The title has some utility, but it requires that you build directly for it.

You can do this with Speed 3 squadrons as well. The ability seems a little worse on anything not a B-Wing but an Independence with Flight Commander and Flight Coordination Team can move any squadron more than distance 5 in a single activation.

Depends upon the situation on the board. Sometimes you take that speed 3 squadron and move/attack it with it rather than slingshotting it. Sometimes, like the B-wing, it just misses where it would need to be to attack and you can only sling-shot it to a good spot. I agree that Flight Commander and Flight Coordination Teams are going to pair very well with it.

I am thinking of situations where the squadrons have been engaged for a few turns and they can't quite reach where they need to be and so you prep them for the next turn with the Slingshot this turn.

Flight Coordination Team is going to make so many rebels builds entertaining. Just think of them on CR90's. Seems silly but if you are pushing a squadron around even just 1, you can get a reposition needed to strike next turn.

There are so many situations where re-positioning nearly any fighter at speed 1 is going to be extremely useful. Even if all you do is move them from unengaged to engaged so that they fire in the squadron phase. That might be the upgrade I'm most looking forward to.

There are so many situations where re-positioning nearly any fighter at speed 1 is going to be extremely useful. Even if all you do is move them from unengaged to engaged so that they fire in the squadron phase. That might be the upgrade I'm most looking forward to.

There are so many situations where re-positioning nearly any fighter at speed 1 is going to be extremely useful. Even if all you do is move them from unengaged to engaged so that they fire in the squadron phase. That might be the upgrade I'm most looking forward to.

Yup! You are on to exactly what I am thinking. Think of 3 CR90's doing that. . . Pushing non Rogues into enemy Rogues before the can be activated in the squadron phase (a great way to counter the Rogue advantage that first player gets)

The fact that they only come 1x from the Interdictor makes me triggered belong belief.

The fact that they only come 1x from the Interdictor makes me triggered belong belief.

I think buying 2x Interdictor seems fair, but I'm really not going to buy more just to have a bunch of these cards. If I can't do it with two of them, then there's probably some other competitive fleet I could field. As it stands, probably a couple on Nebulon-Bs or one on an MC80 Command is probably all I'll ever need.

There are so many situations where re-positioning nearly any fighter at speed 1 is going to be extremely useful. Even if all you do is move them from unengaged to engaged so that they fire in the squadron phase. That might be the upgrade I'm most looking forward to.

Yup! You are on to exactly what I am thinking. Think of 3 CR90's doing that. . . Pushing non Rogues into enemy Rogues before the can be activated in the squadron phase (a great way to counter the Rogue advantage that first player gets)

The fact that they only come 1x from the Interdictor makes me triggered belong belief.

I know right! And then they double down on old fan favorites like engineering teams and quad laser turrets. I mean hell, if you were going to put older wave cards in there how bout some flight controllers?

But they do this every wave, so I guess we shouldn't be surprised. Like the way APT's and TRC's were mc30 only.

Well I wanted to play 3x Interdictors anyways!

Well I wanted to play 3x Interdictors anyways!

Hmmmm, I dont see that being fun, but looks like I might have to try it out.

I was a bit underwhelmed by the liberty yesterday on vassal, but I do want those skilled first officers... Not enough to buy it though.

And for this week we have..

Cost of Victory

How has your list changed

Rebel tournament lists for 2016

Random meta puncher

Wave 5 revealed!

Some more thoughts:
> I've already made a change to one of my Rieekan lists and that was to try out Engine Techs and Boosted Coms on the MC80, taking IO instead of Raymus, and dropping Nym for Dash and taking 1x X-Wing. This gives me 4 ship drops, 3 squadron drops, and the Yavaris will be acting most of the time to take advantage of the aces with Comm support. This allows the MC80 to swim around with his own firepower and not worry about issuing squadron commands. However, this makes me beg whether or not I will need Boosted Coms in the first place.

> I ran into a 12 squadron, 9 TIE build and lost against it because there were just so many anti-squadron dice against me. My opponent swears he wasn't list tailoring and I believe him, I think he was just trying some random anti-meta build that worked out pretty well. Still some good exploration into possible side-steps into the Wave 4 meta.

> Lastly, I get a hard on over Phoenix One and Sato. God ****, that might even get more excited than Home One and Ackbar.

Adding two more to close out the weekend:

GenCon 2016 Final lists and review

This one is me breaking down the lists that were played and analyzing them from a player strategy standpoint.

Imperials set the tone for the meta

This one is a more opinionated piece: Talking mainly about how the tone of the meta is set by the Imperials. I also talk about faction design, skill cap and FFG's remedy to some common meta "concerns".

Edit: formatting :x

Edited by HERO