So, what are these speed 0 tactics I'm hearing about?

By Blail Blerg, in Star Wars: Armada

(Not a long-video watcher.)

Sometimes dropping to Speed 0 is useful for stalling an engagement, such that your ship doesn't blunder head first into the enemy's guns. It's especially useful if you have priority - you can drop to Speed 0 early, then as the first activation you can speed up and hit them (provided they blundered into your range.)

It's a niche move, but can be very useful when timed correctly.

You will need a NAV command to drop to zero and a method of getting another one to speed up next turn to use your defensive tokens.

Wulff, Tarkin, Veteran Captain, Lea close by, having a command rating 1 ship or just plotting plenty of NAVs.

Yes, I have done this. I love this with Ozzel.

you can be at speed zero with an ISD or ET Demo to effectively stall out engagement, basically taking away positional advantage from a first player (I prefer to go second) and baiting them to come at you or over-extend leaving something juicy for your bombers. You then take a banked nav token and a nav command and you are at speed 3 ISD and speed 3+1 with demo. I call it the "Ozzel creep-and-pounce" and it's usually preceded by a rogue bomber strike.

I've used the maneuver with Neb B's as well with mixed results. If you're jousting in, you don't need all 6 rounds. It may prevent it from dying anyways.

Hey! Not all my videos are long!

Okay, here's the counter question:

Spending two commands to Navigate means you don't get the refined damage of concentrate fire or squadron. Let's assume the better position and you use a token to Navigate back up to speed 1...

How much do you feel like you're losing from that?

I was playing with Raiders and trying a bunch of Navigates and it ended up being my own death: I needed to bank a Repair AND Repair to avoid dying from a wayward arc of an Ackbar AF.

Honestly Raiders are so fragile you're better off ignoring Repair all together and just focusing on getting the best output possible.

Then it's a case of determining when a Nav+Token is good, or if CF will be better - basically it depends on if your positioning post Nav will keep it alive and/or able to punch again as hard as before.

If you watch replays of clontroper5 from his wins in the Vassal World Cup, especially the final, you can see where Navs are especially useful for stalling out the engagement.

HA! Video!

an ISD can squadron command a rhymer ball at Long + Medium range at spd zero to force you to either fly away or come closer which is when the ISD will pop its nav token. Combi with wuf and ozzel and yeah the rest goes without saying.

Okay, here's the counter question:

Spending two commands to Navigate means you don't get the refined damage of concentrate fire or squadron. Let's assume the better position and you use a token to Navigate back up to speed 1...

How much do you feel like you're losing from that?

I was playing with Raiders and trying a bunch of Navigates and it ended up being my own death: I needed to bank a Repair AND Repair to avoid dying from a wayward arc of an Ackbar AF.

Raiders die. they die easy and ugly. its what you get done with them before they die that makes them work.

I blocked both AFs for a turn. Rammed them. Forced him to create a crazy turn which ultimately led to me being in his arcs and died.

One of the craziest ackbar moves I've ever seen: start about 45 off. Turn one left 45 and the other right 45 over 2 turns ish. And end up with them in a T formation. Literally 360 orange threat zone coverage with some obstructions.

Really really really painful for small ships.

I blocked both AFs for a turn. Rammed them. Forced him to create a crazy turn which ultimately led to me being in his arcs and died.

One of the craziest ackbar moves I've ever seen: start about 45 off. Turn one left 45 and the other right 45 over 2 turns ish. And end up with them in a T formation. Literally 360 orange threat zone coverage with some obstructions.

Really really really painful for small ships.

yikes, yeah. I got nothing for that...Ackbar broadsides will disintigrate raiders, potentially even at long range.

HA! Video!

why do I see so many people with broken CR90s? I have 7 of the buggers and have not broken a peg yet. I was even at a tourney once where a guy picked his CR90 up and the peg came right off...I don't see it happen with Nebs or raiders only CR90s...

why do I see so many people with broken CR90s? I have 7 of the buggers and have not broken a peg yet. I was even at a tourney once where a guy picked his CR90 up and the peg came right off...I don't see it happen with Nebs or raiders only CR90s...

The pegs are thin and a main stress point. So it is rather weak. I am going to be pinning mine to get them fixed.

Okay, here's the counter question:

Spending two commands to Navigate means you don't get the refined damage of concentrate fire or squadron. Let's assume the better position and you use a token to Navigate back up to speed 1...

How much do you feel like you're losing from that?

Depends on the ship.

If its Black Dice w/ Ordnance Experts, a Carrier w/ Boosted Comms, Raymus/Wulf/Ozzel/Tarkin you loose nothing. What kills speed 0 is trying to jump up speed one at a time. If you can increase speed by a minimum of 2 or 3 then you are not punished for stopping and starting.

A somewhat niche use of speed 0 can be helpful in a situation where a ram will kill you. So 1 hull remaining. Sometimes it is better to force them to waste an activation to shoot you. Therefore you absord all the potential damage it could do to another ship in foregoing 1 damage dealt.

Edited by Trizzo2

HA! Video!

why do I see so many people with broken CR90s? I have 7 of the buggers and have not broken a peg yet. I was even at a tourney once where a guy picked his CR90 up and the peg came right off...I don't see it happen with Nebs or raiders only CR90s...

I recently had to fix one of mine after I knocked it off the table moving other things. I only had a toothpick to use to replace the stand, but it works allright.

I will say the zero maneuver can bite you pretty hard. I parked my VSD flagship to prevent it from bumping into my Rhymerball (because they definitely would have been placed to be obstructed and therefore useless). My opponent rolled insane damage on my other two VSDs and destroyed both (with a single ship in a single activation), then activated first and rolled insane damage AGAIN. Since I was stopped, I couldn't spend defense tokens and my ship popped.

In the most recent tournament, I stopped my VSD flagship so that it wouldn't enter range of Ackbar broadsides from two ships. I used a token to stop, knowing that in two rounds time I had another nav command coming. Surprised my opponent, and saved my Vic from a couple rounds of fire.

As this thread indicates, zero-speed moves can be a death-trap and so it's very rarely done - as such, it will almost always catch an opponent by surprise. :)

Yeah, you don't want to stop in the field. You want to reserve that for when you know you won't be taking incoming fire.

I played with an opponent today by going from 2 to 1 to 2 during the first 3 turns of the game. I wanted to see if he'd run the ISD's full speed the whole way and he did. Doing that meant I'd be engineering a lot, but it allowed me to watch his ships slam into each other while trying to get arc and let me Ackbar at medium range then scoot away.

I had a Speed 1 enemy ISD recently overlap 3 of my B-Wings. After black & blue dice were rolled the fighters inflicted 2 critical hits on the hull. The first of these was to reduce the speed of the ISD by one. Unlike the Q7 Tractor beam rule there was no mention of "To a minimum of one" on the card so the ISD lost all its Defensive tokens for my next ship's volley.