I'm confused, why is Ard considering running less than 15 flotillas at once?
Gotta have a backup idea for those days when I'm just not up for a 10-hour game of Armada...
I'm confused, why is Ard considering running less than 15 flotillas at once?
Gotta have a backup idea for those days when I'm just not up for a 10-hour game of Armada...
Yikes.
Well. Medium range + long range for a rhymerball, you can keep that thing well away from the ship you are shooting at and move pretty freely while still getting rerolls, but for non rhymer bombers you would have to be in almost red dice range
Given the evade and the scatter i think red dice range of just about anything is falls under "acceptable risk" for the flotilla's
Yep, the only way they're going down at Red Range is something that can throw an ACC and 4+ Damage after an Evade...
Which is (Before adding dice due to Ackbar / Concentrate Fire):
MonCal Assault Frigate Broadside
ISD-II Front Arc
.. But you're effectively having to roll ACC-Double-Double-Double, and have have a Double Evaded Away... Or ACC ACC Double Double Flat out...
If you're able to add things:
AFMK-II Broadside (With Ackbar or Concentrate)
Nebulon-B Front Arc (With Concentrate)
Victory SD (With Concentrate)
MC30c Scout Variant (With Ackbar)
CR90A (With Ackbar AND Concentrate)
But again, statistically, its still wildly against you to be throwing All Doubles and 1 Acc, or 2 Accs and 2 Doubles....
The best odds for doing it is probably Salvation with TRC near Home One. If Antilles is on board, your odds spike nicely. Fighters will kill them best, as will anything that can double arc them hard enough with Home One nearby. And of course Defender with H9s or something would do the trick easily enough. Still wouldn't take H9's though. Over priced piece's of bantha fodder...
Edited by Admiral Slackbar
Yikes.
Well. Medium range + long range for a rhymerball, you can keep that thing well away from the ship you are shooting at and move pretty freely while still getting rerolls, but for non rhymer bombers you would have to be in almost red dice range
Given the evade and the scatter i think red dice range of just about anything is falls under "acceptable risk" for the flotilla's
Yep, the only way they're going down at Red Range is something that can throw an ACC and 4+ Damage after an Evade...
Which is (Before adding dice due to Ackbar / Concentrate Fire):
MonCal Assault Frigate Broadside
ISD-II Front Arc
.. But you're effectively having to roll ACC-Double-Double-Double, and have have a Double Evaded Away... Or ACC ACC Double Double Flat out...
If you're able to add things:
AFMK-II Broadside (With Ackbar or Concentrate)
Nebulon-B Front Arc (With Concentrate)
Victory SD (With Concentrate)
MC30c Scout Variant (With Ackbar)
CR90A (With Ackbar AND Concentrate)
But again, statistically, its still wildly against you to be throwing All Doubles and 1 Acc, or 2 Accs and 2 Doubles....
The best odds for doing it is probably Salvation with TRC near Home One. If Antilles is on board, your odds spike nicely. Fighters will kill them best, as will anything that can double arc them hard enough with Home One nearby.
Blowing up lots of transports reminds me of some of the most annoying missions in the lucas arts x-wing/tie series.
Sometimes I'd just be like.... can you fire a friggin turbolaser at them or somethign?
Instigator / Agent Kallus / Ordnance experts / Quad lasers
Unless I am mistaken, this ship is 60 points and:
Instigator / Agent Kallus / Ordnance experts / Quad lasers
Unless I am mistaken, this ship is 60 points and:
- Pins squardons
- Uses 3 re-rollable black dice against unique squadrons
- Uses 2 re-rollable black dice against squadrons
- Uses Counter 1: blue and re-rollable black dice against unique squadrons
- Has Counter 1: blue against squadrons
This is awesome and terrifying... :/
Assuming 25 for a gozanti...
399/400
Advanced Gunnery
Hyperspace Assault
Minefields
ISD-I (110)
Ozzel (20)
Relentless (3)
Sensor Team (5)
SW-7 (5)
HTT (6)
VSD-I (73)
Ordnance Experts (4)
ACM (7)
Gozanti (25)
Repair Crews (4)
Gozanti (25)
Comms Net (2)
Raider I (44)
Impetuous (4)
Agent Kallus (3)
Ordnance Experts (4)
QLT (5)
Soontir Fel (18)
TIE Advanced (12)
Dengar (20)
"fixing"?Fixing red bomber dice. Brilliant.
I thought they were red for the sake of balance...
X-wings are already a solid AS choice with Escort to boot, bomber was a bit much on them too but making it a red die made it palatable. Now getting to re-roll that fickle red suddenly makes x-wings a bit OP IMO
In any case, I have serious doubts that flotillas will be any less than 25 points and probably fall somewhere between 25-30 (Gozantis prob a bit pricier than the toothless transport) and are probably meant to fill the point gap between the most expensive squadron and the cheapest corvette. Also worth keeping in mind that these things will basically be bricks, just points for activations, if you don't put on one of the support upgrades and those will probably range from 7-10 points which should clock these guys in just below a naked corvette or naked raider.
Sure you can bring them in naked to even out activations and choke up movement but really they might end up being point gifts vs many lists.
Fixing definitely implied broken. That's not what I meant. I don't mind X-Wangs without the upgrade but they certainly get a pickup with this. I'm currently not too worried about these crazy flotilla upgrades since they're on such fragile platforms and make OTHER things better.