Intensify Forward Firepower XV: Romantic Pedantic

By WWPDSteven, in Star Wars: Armada

Long time listener, first time commenter. Love the podcast!

However (Vader music) I'm going to take umbrage at the boosted comms = training wheels remarks. What they give you is the ability to outrange red dice easily. Without boosted comms there's an absolutely tiny area where you can command your squadrons where they can shoot the target, whilst the target is out of shooting range of the commanding ship. Realistically an area that's never manageable to pull off in a game. Which boosted comms tho, there's a nice easily navigable area where you can hit the target with squadrons, keep them in command range and not get your commanding ship shot at in return.

That's not training wheels, that's effective use of extended command range to control the engagement into your benefit, allows first strike without moving into range yourself and allows next turn commands to do it again.

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Umbrage accepted sir! No! Encouraged!!!

The tape doesn't lie. The training wheels comment was about Boosted Comms. Including them in MY list, matched against all I have learned about squadrons and the flow of play, does in fact feel like an 'oopsy' net...to ME. And thats that. We can all agree that every upgrade has opportunity to be the sexiness for whatever role it was intended for.

I've said this many times in gaming but not enough here about Armada: If you are passionate about something, you will play it better and/or find a way to make it tic AND get more enjoyment out of your games, win lose or draw. My passion about BC isn't doesn't match yours.

That being said, get on with your Boosted Comms self and bring glory to your faction! Thanks for the listens, the feedback, and the pushbacks. Without them I'd have to question why we're even doing it.

/salute

PS I still use training wheel Liasons in Tarkin Lists. It turns my lists into pure Cadillac comfort: they feel like more powah, better handling, more leg room for my legs, more powah...not to mention the velour. FAHGEDDABOWDIT!

Edited by Versch

The tape doesn't lie. The training wheels comment was about Boosted Comms. Including them in MY list, matched against all I have learned about squadrons and the flow of play, does in fact feel like an 'oopsy' net...to ME. And thats that. We can all agree that every upgrade has opportunity to be the sexiness for whatever role it was intended for.

Since this seems to be a somehwat Imperial focused comment...

Do you feel the same way about Boosted Comms in a rebel list where you want to keep at long range for the engagement?

Long time listener, first time commenter. Love the podcast!

However (Vader music) I'm going to take umbrage at the boosted comms = training wheels remarks. What they give you is the ability to outrange red dice easily. Without boosted comms there's an absolutely tiny area where you can command your squadrons where they can shoot the target, whilst the target is out of shooting range of the commanding ship. Realistically an area that's never manageable to pull off in a game. Which boosted comms tho, there's a nice easily navigable area where you can hit the target with squadrons, keep them in command range and not get your commanding ship shot at in return.

That's not training wheels, that's effective use of extended command range to control the engagement into your benefit, allows first strike without moving into range yourself and allows next turn commands to do it again.

.

Umbrage accepted sir! No! Encouraged!!!

The tape doesn't lie. The training wheels comment was about Boosted Comms. Including them in MY list, matched against all I have learned about squadrons and the flow of play, does in fact feel like an 'oopsy' net...to ME. And thats that. We can all agree that every upgrade has opportunity to be the sexiness for whatever role it was intended for.

I've said this many times in gaming but not enough here about Armada: If you are passionate about something, you will play it better and/or find a way to make it tic AND get more enjoyment out of your games, win lose or draw. My passion about BC isn't doesn't match yours.

That being said, get on with your Boosted Comms self and bring glory to your faction! Thanks for the listens, the feedback, and the pushbacks. Without them I'd have to question why we're even doing it.

/salute

PS I still use training wheel Liasons in Tarkin Lists. It turns my lists into pure Cadillac comfort: they feel like more powah, better handling, more leg room for my legs, more powah...not to mention the velour. FAHGEDDABOWDIT!

I've run into a scenario before where a CR90 (or maybe a Mc30, I don't remember) that I had damaged earlier but couldn't kill with my ship batteries could be destroyed by my bombers if I strung them out there. However, this resulted in them being at long-range the next turn (as I had to move them in close to avoid the Evade tokens). If I had boosted comms, my bombers could get right back in the action. It also helps in those situations where your carriers needs to get the hell out of there because its taking too much heat (because if you are using squadron commands, you aren't repairing). Now, even though you aren't in the thick of it with that ship, you are still in range to make your bombers useful and don't have to start using a "back-up carrier" that probably doesn't have your squadron upgrades.

Edited by corlinjewell

The tape doesn't lie. The training wheels comment was about Boosted Comms. Including them in MY list, matched against all I have learned about squadrons and the flow of play, does in fact feel like an 'oopsy' net...to ME. And thats that. We can all agree that every upgrade has opportunity to be the sexiness for whatever role it was intended for.

Since this seems to be a somehwat Imperial focused comment...

Do you feel the same way about Boosted Comms in a rebel list where you want to keep at long range for the engagement?

I was actually thinking about a rebel list specifically, because of the red dice comment. My personnal veiw doesnt change for either faction.

Versus a Rebel list with BC? I feel if that if you keep your REBEL squadrons at long range between you and your opponent, you're dictating (and risking) what your opponent can shoot at. In this example 100(plus?) points of squadrons. Ill take take those points and disengage (My list will need squadrons of course), easier for me because of the "come at me bro" Rebel list builds, theyll be in a kiting formation.

'My' solution?, keep my squadrons closer and position for a harder engagement.

I've run into a scenario before where a CR90 (or maybe a Mc30, I don't remember) that I had damaged earlier but couldn't kill with my ship batteries could be destroyed by my bombers if I strung them out there. However, this resulted in them being at long-range the next turn (as I had to move them in close to avoid the Evade tokens). If I had boosted comms, my bombers could get right back in the action. It also helps in those situations where your carriers needs to get the hell out of there because its taking too much heat (because if you are using squadron commands, you aren't repairing). Now, even though you aren't in the thick of it with that ship, you are still in range to make your bombers useful and don't have to start using a "back-up carrier" that probably doesn't have your squadron upgrades.

Every upgrade has the Niche story of how it would have been "Awesome!!!" to have at the specified instance. EVERY Upgrade. So whos to say next time you dont move your squdrons out of Long range next time ? Same story, and here you HAD Boosted Comms. See where I'm going? Whatifs, whatnots, dice rolls, and longshots.

The tape doesn't lie. The training wheels comment was about Boosted Comms. Including them in MY list, matched against all I have learned about squadrons and the flow of play, does in fact feel like an 'oopsy' net...to ME. And thats that. We can all agree that every upgrade has opportunity to be the sexiness for whatever role it was intended for.

Since this seems to be a somehwat Imperial focused comment...

Do you feel the same way about Boosted Comms in a rebel list where you want to keep at long range for the engagement?

I was actually thinking about a rebel list specifically, because of the red dice comment. My personnal veiw doesnt change for either faction.

Versus a Rebel list with BC? I feel if that if you keep your REBEL squadrons at long range between you and your opponent, you're dictating (and risking) what your opponent can shoot at. In this example 100(plus?) points of squadrons. Ill take take those points and disengage (My list will need squadrons of course), easier for me because of the "come at me bro" Rebel list builds, theyll be in a kiting formation.

'My' solution?, keep my squadrons closer and position for a harder engagement.

You see, this is precisely why I think comms is valuable; it gives you options.

If you have squadron superiority, put your guys out in front to force the engagement at long range. If you don't, keep them in. Just because you have boosted comms does not mean you are required to command guys only at long range. It is an option, but you need not exercise that option.

When I think about upgrades for this game, overall, I tend to like ones that fall into two categories:

  • Give me a clear, consistent, direct effect that I control the application of (enhanced armaments would be an obvious example).
  • Give me strategic options greater than those available to my opponent, so I have greater control over maneuver and terms of engagement (engine techs and boosted comms, as examples).

If I have 8 A-Wings and you have but a handful of ties, boosted comms means I can force you to chase me while I am at a points advantage unless you hide your ties at the back of the board, at which point I can use the A's against your ships. If you have way more squadrons than me, I can keep the A's close to me and make you chase me anyways.

The options are always what I am after. I want my strategy to be as flexible as possible at the start of every game, because you never know what your marginal advantage will be before you see the opponent's fleet. That, or I need to know I have the absolutely most dominant strategy possible for what I am attempting to achieve (e.g. the Gencon Special of "nobody brawls at close range better than me"), and if I hit a counter list, I just accept I lose and try to minimize the pain.

First of all, I'm happy that players everywhere (Except Boston!) have come around to the support officer camp. But I violently disagree with the idea that the Devastator is bad or it shouldn't be placed on ISD 1's. Once you've lost most of your tokens, you hit like a ton of bricks. Yes you're going to die soon, but you can easily one-shot a whale and maul an MC-80.

That being said, I could only see it working with Vader or Motti and perhaps Screed. All of your other ships are Raiders or Gladiators or another ISD, no VSD's allowed.

You build the sucker cheap. With Vader, I could justify just having the title for 120 points. With Motti, it's 124 for title plus leading shots. Add in Montferrat for flavor. I have so say that never has a combo suggested in the source material worked quite so well.

Granted, the ship isn't lasting long, but it doesn't need to last long to get the job done. So long as you can attract all the fire and get your other brawlers in close in one piece, I feel like you're in good shape. Never put your admiral on the Devastator, it's going to die first. Also, the anti Squadron on it stings to say the least.

I totally get that Motti and two six-point turbolaser upgrades is Vader, but what I want to know is, does everyone hate him? Is R1H4 on an island? Is everyone split? I'm really starting to second guess myself but, of course, machines can never understand the force much less the power of the dark side.

Not by a long shot.

I love Vader.

He takes what is *probably* a devastating shot and makes it *DEFINITELY* a devastating shot.

Even the knowledge that you'll be re-rolling everything you put out can make your opponent play differently.

And also, **** the mathematicians, try him out with Ordnance Experts on Glads and Raiders. Double rerolled black dice are terrifyingly dangerous.

I agree. With all the above. I love Vader. :D

I just wish he wasn't so expensive, since I also love multiple ISDs and lots of squadrons. :P Oh, and I love Motti, too... this is getting complicated...

Didn't have my cards in front of me. Sadface. Couldn't remember what projection exp was.

Guess it's just a dirty rebel trick.

I really hope the Empire gets some other support ship that can take engineering upgrades. Because putting projection experts on a Glad or two just seems... counter-intuitive to me.

On Nebs, though...

Long time listener, first time commenter. Love the podcast!
However (Vader music) I'm going to take umbrage at the boosted comms = training wheels remarks. What they give you is the ability to outrange red dice easily. Without boosted comms there's an absolutely tiny area where you can command your squadrons where they can shoot the target, whilst the target is out of shooting range of the commanding ship. Realistically an area that's never manageable to pull off in a game. Which boosted comms tho, there's a nice easily navigable area where you can hit the target with squadrons, keep them in command range and not get your commanding ship shot at in return.
That's not training wheels, that's effective use of extended command range to control the engagement into your benefit, allows first strike without moving into range yourself and allows next turn commands to do it again.

I've played two games as the Empire against Ackbar-lists recently, the first with Boosted Comms and the second without, and I really missed the comms in the second game. With a speed 3 ISD, plus long-range activations, it's almost impossible for my fighters to overextend when I do crazy Imperial alphastrikes. :P Add Rhymer's extended range, and nothing is safe!

Great show as always. Agree 100% with what you said at the end... the only thing that could spoil this wonderful Wave 2 experience is if FFG drops Wave 3 spoilers too soon!

Great show as always. Agree 100% with what you said at the end... the only thing that could spoil this wonderful Wave 2 experience is if FFG drops Wave 3 spoilers too soon!

I ranted about this in another thread, but I still think you are a crazy person who is playing into the hands of a skilled opponent if you don't take a Wing Commander on a dedicated carrier...

I don't think of any of the liasons as "training wheels". No battle plan survives first contact with the enemy. Being able to adjust on the fly puts you at a huge advantage over your opponent. At Sullust I used Garm with Weapons Liasons to great effect. My commands dials were navs and repairs, but I could switch more offensive commands as the situation allowed. The game can be unpredictable and this is a way of mitigating that.

I ranted about this in another thread, but I still think you are a crazy person who is playing into the hands of a skilled opponent if you don't take a Wing Commander on a dedicated carrier...

I don't think of any of the liasons as "training wheels". No battle plan survives first contact with the enemy. Being able to adjust on the fly puts you at a huge advantage over your opponent. At Sullust I used Garm with Weapons Liasons to great effect. My commands dials were navs and repairs, but I could switch more offensive commands as the situation allowed. The game can be unpredictable and this is a way of mitigating that.

It happens at times.

I've run into a scenario before where a CR90 (or maybe a Mc30, I don't remember) that I had damaged earlier but couldn't kill with my ship batteries could be destroyed by my bombers if I strung them out there. However, this resulted in them being at long-range the next turn (as I had to move them in close to avoid the Evade tokens). If I had boosted comms, my bombers could get right back in the action. It also helps in those situations where your carriers needs to get the hell out of there because its taking too much heat (because if you are using squadron commands, you aren't repairing). Now, even though you aren't in the thick of it with that ship, you are still in range to make your bombers useful and don't have to start using a "back-up carrier" that probably doesn't have your squadron upgrades.

OK, but this is very situational, if you take any card because of an isolated situation in a long past game which you can't remember all that well then perhaps you are taking the card for a not so good reason.

If you take a card it has to have some application to the tactical play of the games you are looking at playing with that fleet. Perhaps you can push your fighters further and engage your opponents fleet earlier and therefore do more damage and score more points, and because you plan to kite the other fleet keep damaging it for a little longer. But you also have to compare to cards that become the opportunity cost of the card you take, will Boosted Comms be a better choice than Expanded Hangers? The answer comes down to: Do you expect that giving an additional squadron an order when you have ships at a suitable distance and direction from your ships or do you expect to gain more on an advantage giving less ships an order over a longer range?

Now regardless of how you answer this at this point in time, remember that a change to the meta, players changing and adapting their lists may over time change the initial response. Which leads me to the point I tried to make earlier: Keep an open mind.

I ranted about this in another thread, but I still think you are a crazy person who is playing into the hands of a skilled opponent if you don't take a Wing Commander on a dedicated carrier...

I don't think of any of the liasons as "training wheels". No battle plan survives first contact with the enemy. Being able to adjust on the fly puts you at a huge advantage over your opponent. At Sullust I used Garm with Weapons Liasons to great effect. My commands dials were navs and repairs, but I could switch more offensive commands as the situation allowed. The game can be unpredictable and this is a way of mitigating that.

Prior to Sullust in our game I was able to mess your plan up enough that your commands were wasted.

It happens at times.

Oh certainly. Our practice game helped me find flaws in my list and it definitely helped prepare me for the tournament. Let me check with the wife and see what's going on next week, we may be able to get a game in.