Gozanti: What is the benefit of docking ships?

By FluxCapcitr, in X-Wing

Equip the Requiem Title which allows deployed ships to fire at PS8

lol what?

they don't fire after deployment

Wasn't that just the pup? Would make the Requiem title pretty useless, since they are deployed after PS12 anyways.

Yes - its a specific ruling for the Pup - not a general ruling for deployment

Edited by Funkleton

Someone mentioned that with how slow Huge ships move, they thought the TIES could get there faster on their own. However, that's not actually true!

A Huge ship doing a 4-straight moves as far as a small ship doing a 3-straight. Then, in the same round, you can deploy two of your TIEs. If one of those TIEs choose to deploy with a 4-straight from the front of the Gozanti, then it has, in total, moved the equivalent of a 7-straight maneuver in a single round.

The back-to-back Huge ship maneuver + deployment maneuver more than makes up for the low speed of the Gozanti itself.

I know, I was talking about "deployment" in general. Don't ships that deploy when the carrier is destroyed lose their attack as well?

Yep, they cannot attack until the following round.

The problem I see with going Ordnance Tubes is lack of actions. With only getting 1 action per round, you can either bring up your shields or TL an opponent. If you kill your opponent, or they go out of arc, or range, then you need to spend an action grabbing another TL. That means you aren't pumping your shields back up. I don't see it surviving long AND firing a lot of missiles.

You can take Weapons Eng. to get 2 TL's, but you won't know for sure if you will have a shot at both your targets. A smart opponent will zip past you with the two targeted and let the rest of their ships hit you.

For this, I can see the Gozanti taking the turret instead. I love ordnance, but I know epic. I can see the turret Gozanti lasting longer in a fire fight.

That front arc is pretty wide. It also has two crew slots and a Team slot to help with actions. Not to mention TWO cargo! The ordnance first Gozanti will not need energy for anything but shields. Also, The Gonzanti will be a great support for a Raider. Want to come shoot at my Gozanti? Great! My Raider, it's escort, and a newly deployed TIE mini-swarm would love to meet you. :D

I think the tactical benefits for the Gozanti might not be incredible. You can get Howlrunner into the mix and not shot out at the start. You can get some important Ties into the mix without getting hurt. This is great to get Tie Bombers close enough to fire a shot before they get destroyed. I don't think you can kill a Gozanti in one turn unless you 1) really try 2) the Gozanti pilot doesn't see it. As soon as the Gozanti starts to take fire, you drop off the Tie Fighters. At that point, why fire at the Gozanti when there are real targets? So, you can cause them to waste some effectiveness by splitting fire.

So, I think there are some clever things you can do, but they aren't numerous or incredible. I think the best thing about the Gozanti is the thematic element. I like making scenarios and such and how else are you going to get Tie Fighters where they need to? You can always have great outflanking moves by having a Gozanti with ships drop in off a specific side of the board on turn x to make it more interesting. That's what I think will be awesome about the Gozanti. You can make great scenarios with it.

It's also more interesting to me than the Rebel cargo shuttle.

I think you're underestimating this little terror.

swx35-gozanti-class-cruiser.png

With 2 crew, 1 team, 2 cargo, and 1 hard point; this guy can also be an offensive threat. And let us not forget about this:

ordnance-tubes.png

The problem I see with going Ordnance Tubes is lack of actions. With only getting 1 action per round, you can either bring up your shields or TL an opponent. If you kill your opponent, or they go out of arc, or range, then you need to spend an action grabbing another TL. That means you aren't pumping your shields back up. I don't see it surviving long AND firing a lot of missiles.

You can take Weapons Eng. to get 2 TL's, but you won't know for sure if you will have a shot at both your targets. A smart opponent will zip past you with the two targeted and let the rest of their ships hit you.

For this, I can see the Gozanti taking the turret instead. I love ordnance, but I know epic. I can see the turret Gozanti lasting longer in a fire fight.

Yes - Ordnance Tubes are far better on ships with 2 ship cards - particularly good with the Impetuous Title on the Raider which allows you to acquire a TL after you destroy a ship

Yes - Ordnance Tubes are far better on ships with 2 ship cards - particularly good with the Impetuous Title on the Raider which allows you to acquire a TL after you destroy a ship

I love the idea of Cluster Missiles on the back section of the Raider!!

Someone mentioned that with how slow Huge ships move, they thought the TIES could get there faster on their own. However, that's not actually true!

A Huge ship doing a 4-straight moves as far as a small ship doing a 3-straight. Then, in the same round, you can deploy two of your TIEs. If one of those TIEs choose to deploy with a 4-straight from the front of the Gozanti, then it has, in total, moved the equivalent of a 7-straight maneuver in a single round.

The back-to-back Huge ship maneuver + deployment maneuver more than makes up for the low speed of the Gozanti itself.

Assuming you deploy in round 1, you're right on. If you wait till round 2 (assuming the Gozanti does two 4-straight maneuvers), the TIEs will have moved the equivalent of a 10-straight, which is roughly in line with what they could have done on their own. If additional rounds of movement are required, or if banks/turns are factored in, the docked TIEs become noticeably slower then the undocked.

Someone mentioned that with how slow Huge ships move, they thought the TIES could get there faster on their own. However, that's not actually true!

A Huge ship doing a 4-straight moves as far as a small ship doing a 3-straight. Then, in the same round, you can deploy two of your TIEs. If one of those TIEs choose to deploy with a 4-straight from the front of the Gozanti, then it has, in total, moved the equivalent of a 7-straight maneuver in a single round.

The back-to-back Huge ship maneuver + deployment maneuver more than makes up for the low speed of the Gozanti itself.

Assuming you deploy in round 1, you're right on. If you wait till round 2 (assuming the Gozanti does two 4-straight maneuvers), the TIEs will have moved the equivalent of a 10-straight, which is roughly in line with what they could have done on their own. If additional rounds of movement are required, or if banks/turns are factored in, the docked TIEs become noticeably slower then the undocked.

But surely you're sacrificing speed for protection anyway. Having them docked keeps them pretty safe, especially in an epci battle with lots of long range shots whizzing about and a lot of interceptors that really come into their own flank attacking bombers in big games.

I guess I'll have to play it a bit to see the value of protecting the ships on board. It just seems like it would be more advantageous to have those points on the board and taking shots as soon as possible as opposed to tied up on the Gozanti. With the rate huge ships move, I would think they can get into position faster on their own.

You could just use it for optimal deployment in turn 1

Equip the Requiem Title which allows deployed ships to fire at PS8

Equip fleet officer

Choose the fastest straight maneuver from the Goz's dial

Deploy the ships at PS12 and K-turn them behind the approaching enemy fighters

Activate fleet officer to give them a focus

Shoot at PS8

Was thinking of a very similar set up. Two tie interceptors with crack shot, same deal on deployment except - deploy short and in the enemy's face at range 1 (assuming they don't have PS9) so you can target lock. Focus from fleet officer.

That is pretty much guaranteed 8 hits at PS 8 with crack shot if needed to help force damage through.

If they are dead, they can't shoot back!

That front arc is pretty wide. It also has two crew slots and a Team slot to help with actions. Not to mention TWO cargo! The ordnance first Gozanti will not need energy for anything but shields. Also, The Gonzanti will be a great support for a Raider. Want to come shoot at my Gozanti? Great! My Raider, it's escort, and a newly deployed TIE mini-swarm would love to meet you. :D

I don't think Ordnance Tubes is bad on a Gozanti, but I don't think it's always the best case. It always depends, really. Maybe you don't have a Raider. Things like that.

If your goal is to use the Gozanti to deliver your ships into the fray faster....then you might not want to go with Ordnance Tubes. I don't care what other crew or cargo you have, you still only get 1 action per turn. You can't turn around really well. If you are rushing forward to deploy your ships, you might not be in the best set up. It all plays into when you deploy and the setup of the board. It's situational. I can see if you are rushing through a Fighter screen to deploy your Tie Bombers to make a rush on an enemy capital ship that you might not be in the best spot to fire your Ordnance. At that point, I'd go with the turret.

That front arc is pretty wide. It also has two crew slots and a Team slot to help with actions. Not to mention TWO cargo! The ordnance first Gozanti will not need energy for anything but shields. Also, The Gonzanti will be a great support for a Raider. Want to come shoot at my Gozanti? Great! My Raider, it's escort, and a newly deployed TIE mini-swarm would love to meet you. :D

I don't think Ordnance Tubes is bad on a Gozanti, but I don't think it's always the best case. It always depends, really. Maybe you don't have a Raider. Things like that.

If your goal is to use the Gozanti to deliver your ships into the fray faster....then you might not want to go with Ordnance Tubes. I don't care what other crew or cargo you have, you still only get 1 action per turn. You can't turn around really well. If you are rushing forward to deploy your ships, you might not be in the best set up. It all plays into when you deploy and the setup of the board. It's situational. I can see if you are rushing through a Fighter screen to deploy your Tie Bombers to make a rush on an enemy capital ship that you might not be in the best spot to fire your Ordnance. At that point, I'd go with the turret.

And I would agree in such cases.

I honestly think the Gozanti's strength lies in forcing your opponent to come to you. Build a good long distance strike list and beat up the in coming fleet. Then, release your close quarters fighters when the time is right.

Personally i saw ordnance tubes with the gozanti as actually a buff to the raider and similar but it was the easiest way to get it out.

I dont think i'll be fielding mine as anything other than an 'aircraft carrier', likewise i think i'll always take the 'deploy 4' title as if you want the ships off the carrier, you want them all off at once as its either about to get smashed or you're in the right place and at the right time for a strike

I can only see dropping two off at a time as frsutrating

Someone mentioned that with how slow Huge ships move, they thought the TIES could get there faster on their own. However, that's not actually true!

A Huge ship doing a 4-straight moves as far as a small ship doing a 3-straight. Then, in the same round, you can deploy two of your TIEs. If one of those TIEs choose to deploy with a 4-straight from the front of the Gozanti, then it has, in total, moved the equivalent of a 7-straight maneuver in a single round.

The back-to-back Huge ship maneuver + deployment maneuver more than makes up for the low speed of the Gozanti itself.

Assuming you deploy in round 1, you're right on. If you wait till round 2 (assuming the Gozanti does two 4-straight maneuvers), the TIEs will have moved the equivalent of a 10-straight, which is roughly in line with what they could have done on their own. If additional rounds of movement are required, or if banks/turns are factored in, the docked TIEs become noticeably slower then the undocked.

But surely you're sacrificing speed for protection anyway. Having them docked keeps them pretty safe, especially in an epci battle with lots of long range shots whizzing about and a lot of interceptors that really come into their own flank attacking bombers in big games.

It seems like you're sacrificing more than speed though. It seems like the opportunity cost is too much in most situations. While those ships are docked and waiting for the right time to undock, they could be damaging enemy ships.

Sure, the docked ships are protected, but the same attacks that would be harming them are just aimed at other ships. You're losing firepower by docking ships, and all you gain is redirecting your opponents firepower.

An early undocking would mitigate this, but if I'm facing a Gozanti, I might stay away from it and take out my opponents others ships while I watch to see how long he/she screws around trying to get the Gozanti in a strategic undocking position.

In every EPIC match I've won, I've done so by Stashing 1-3 cheap ships (like TIE FIGHTERS / Z-95s) in a corner and saved them for a potential END GAME wherein both support screens are wiped out except my CAMPERS. Now the remaining, possibly crippled, EPIC ship(s) are sitting ducks for my fresh "fighter screen."

Gozanti just made this Tactic a little more interesting.

Edited by lazycomet

Someone mentioned that with how slow Huge ships move, they thought the TIES could get there faster on their own. However, that's not actually true!

A Huge ship doing a 4-straight moves as far as a small ship doing a 3-straight. Then, in the same round, you can deploy two of your TIEs. If one of those TIEs choose to deploy with a 4-straight from the front of the Gozanti, then it has, in total, moved the equivalent of a 7-straight maneuver in a single round.

The back-to-back Huge ship maneuver + deployment maneuver more than makes up for the low speed of the Gozanti itself.

Assuming you deploy in round 1, you're right on. If you wait till round 2 (assuming the Gozanti does two 4-straight maneuvers), the TIEs will have moved the equivalent of a 10-straight, which is roughly in line with what they could have done on their own. If additional rounds of movement are required, or if banks/turns are factored in, the docked TIEs become noticeably slower then the undocked.

But surely you're sacrificing speed for protection anyway. Having them docked keeps them pretty safe, especially in an epci battle with lots of long range shots whizzing about and a lot of interceptors that really come into their own flank attacking bombers in big games.

It seems like you're sacrificing more than speed though. It seems like the opportunity cost is too much in most situations. While those ships are docked and waiting for the right time to undock, they could be damaging enemy ships.

Sure, the docked ships are protected, but the same attacks that would be harming them are just aimed at other ships. You're losing firepower by docking ships, and all you gain is redirecting your opponents firepower.

An early undocking would mitigate this, but if I'm facing a Gozanti, I might stay away from it and take out my opponents others ships while I watch to see how long he/she screws around trying to get the Gozanti in a strategic undocking position.

I'm assuming that one of two scenarios is happening:

1) You and your opponent set up very close to each other. The Gozanti deploys its TIEs in Round 1 or Round 2. Since the TIEs can attack the same round they deploy, little if any firepower is lost.

2) You and your opponent set up far apart from each other. The Gozanti doesn't deploy its TIEs until it's close enough to the enemy. For most of the time that it's on its way there, the TIEs wouldn't have been in range to attack anyway, so little if any firepower is lost.

Either way, the "losing firepower" problem isn't as big as you're imagining.

I can see using a Gozanti that is buffed for speed (Engine Booster cargo, RAC crew, and Engineering Team) that is carrying some Tie Bombers as being worth while to keep your ships on board. The idea is to rush past the enemy fighter screen to get to the capital ship. Have you ever tried to move Tie Bombers towards the enemy capital ship? They get targeted out quite fast and taken down.

I can see you waiting until you get past the screen and releasing them. In fact, I can see also using Ionization Reactor to hit all the ships the round you pass through them.

Also, 4 interceptors popping out and all have a shot on the same target would just be murder! I wish I had more Alphas....

I do have 5 Interceptors, but I'd rather use my 4 Tie Bombers. You can get a better alpha strike off 4 Homing Missiles than regular 3 red dice attacks. Even better if you have Ordnance Team on board...or even Fleet Officer. Make them Gamma Veteran and Crack Shot and it's even better vs. small ships. Or give them PTL to get both TL and Focus. I still think it's best used vs. enemy capital ship than against small nosed ships. What's the average dice on 4 dice with TL and Focus? Times that by 4 and you can hurt a capital ship. Is it 3? that would be 12 on one portion of an enemy capital ship.

Bombers docked could be nasty. Consider that you deploy after you execute a maneuver - so you'll still have you action awaiting you. You can deploy a bomber to end up range 1 of an enemy ship - have the bomber focus. Then use the coordinate action with the Gozanti to have it Target Lock - and the bomber fires an Advanced Proton Torpedo at range 1 with both a focus AND TL. You can do that 4 times if you want. Would be pretty nice!

You can take Weapons Eng. to get 2 TL's, but you won't know for sure if you will have a shot at both your targets. A smart opponent will zip past you with the two targeted and let the rest of their ships hit you.

Eh...howso? Don't huge ships move+activate AFTER everyone else? Why would you take a target lock on a fighter that you know you won't have in arc? It's not like anyone is moving *after* you take your action...

Sure, the docked ships are protected, but the same attacks that would be harming them are just aimed at other ships. You're losing firepower by docking ships, and all you gain is redirecting your opponents firepower.

An early undocking would mitigate this, but if I'm facing a Gozanti, I might stay away from it and take out my opponents others ships while I watch to see how long he/she screws around trying to get the Gozanti in a strategic undocking position.

In a previous epic match, my opponent was fielding Major Rhymer loaded with Advanced Homing Missiles. Recognizing him as a huge threat to my CR-90 should he be allowed to get into range, I fired its main cannon at him at range 5. I rolled three hits and two crits, which ended up one-shotting him before he ever got a shot off.

Had Rhymer been docked on an Assault Carrier, that same shot would have maybe taken out its shields. There is almost no way that I could have taken Rhymer out before he got into range to start ripping into me with his payloads. At the very least, I'm spending 3-4 attacks and buckets of energy just to try killing the Carrier before Rhymer can get into deployment range.

  • Protects vunerable ships until later in the battle, preventing them from dying on the approach from focus fire if they're priority targets or from AoE blast attacks. AoE blast attacks are much more likely with torpedo boats in the game.
  • Can be granted benefits in either pilot skill or launch volume from titles.
  • Allows fully reactive positioning at pilot skill 12.

I can't quite emphasise after using the Gozanti how powerful that last ability is. Being able to fully reactively maneuver TIEs, choosing their maneuver after seeing where everyone else (minus GR-75s, CR-90s and the Raider-class) has gone, is incredibly powerful. The area just in front and just behind of the Gozanti is a threat zone where TIEs are liable to appear after your activation in the worst possible positions. Remember that these TIEs still get actions too, and the Gozanti can then take support actions (Fleet Officer, Coordinate, Comms Booster and Targeting Coordinator) after they've deployed. Imagine having Scourge, Youngster, Howlrunner and Mithel all appear at Range 1-2 behind your aces or your corvette in an instant, all with Focus and Expose.

That was with TIE fighters. Interceptors could PTL boost barrel off of already fully reactive positioning. The Vector launching four TIE interceptors or ATC TIE advanced is terrifying.

And then we get to bombers, which can launch, lock on and be right next to Gozanti ordnance experts in one activation.

In theory yes but in practice it could be trickier as they all deploy from the front move or back move nubs and you're either going to have to deliberately overlap them and lose your action or deploy some out to each side.

All launchable TIEs can barrel roll. I found launching a miniswarm off of the 1 turn and 3 turn to be a very effective way to get a tight formation this way.

Edited by Blue Five

What is the benefit of starting out with ships docked to the Gozanti? While it looks awesome and fun, it seems like it would be easier to just start the ships undocked in the desired formation. Is the point value of the docked ships negated/reduced or is there some other advantage?

I feel like this may be well a known fact and I just missed the memo. If so, please tell me the answer and let this thread descend to the depths of the forum.

Docked fighters can't be attacked.

You can use the carrier to move your tie bombers (for example) to a good position before launching them. This would save them the almost-certain destruction they would have suffered trying to cross the distance themselves.

While in certain situations I can see the benefit of this, it seems like most of the time this would put one at a disadvantage. While you're protecting the docked ships, the Gozanti itself may endure focused fire and you'll have fewer ships on the board that can return fire.

EDIT: In addition, huge ships move so slowly, it seems like it would take quite a while for the Gozanti to get them in position.

Well, it usually takes about 2-4 turns for any threatening formation to close on a Huge ship and set up a good attack vector, at least in my experience. Having docked ships provides a few benefits, at least theoretically:

1. Umbrella effect- you can use it to protect a few ships from all forms of attack. But you have to examine this in a less cut-and-dried way. One, you can include named pilots. This means it's harder for your enemy to set up in a way that allows them to zero in on key ships to eliminate early.

2. chaos- Additionally, the Gozanti can charge into a group or formation that has partially scattered, then deploy its docked ships. This means that any key targets you wished to protect can be deployed purposefully in a turn when the enemy is in poor position to retaliate against any they may wish to destroy early. On the flip side, some poor sod on the enemy team might have his or her sweet little keester pointed at the Gozanti, just begging to be blasted apart.

3. protection- To date, every Huge ship I've seen get taken down (with only one single exception) was killed by attacks from the rear. However, ships can be deployed and immediately turn to attack enemies on the Gozanti's rear. This is an advantage that no other Huge ship has.

4. Planning- Your opponent will always have to make their decisions with those docked ships in mind. Not knowing when you may deploy them makes planning that much harder for the opponent. And when you give your opponent the opportunity to make a choice, you give them the opportunity to make a mistake.

5. Damage- I know it sounds kinda hard to swallow, the idea that the destruction of the Gozanti deals one damage to all docked ships, but honestly, in enough rounds to kill the Gozanti, how much damage would those ships have taken? When you think about it, it's possible many of those ships may have been destroyed by that point (especially Bombers, since they can be focused down much more easily in Epic games thanks to their 2 evade dice and poor maneuverability).

These are just some seeds to consider.

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Edited by T70 Driver

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Aww.