I've been thinking a lot about why Fleet building is important lately especially as I see more players Calling my beloved Demolisher build Op or broken. So I thought I would go back and trace some of my thought processes to Create the list.
For reference the list can be found here:http://armadawarlords.hivelabs.solutions/view_list.php?token=23130
When I started development of this list I was trying to achieve 2 goals.
1) Making Vader work for me
2) consistanly defeating Ackbar AF fleets
On goal #1 I failed miserably...
But goal #2 was achieved pretty nicely and this is what I'm going to focus on today.
First let's talk about what "Your Tactical Hand" means. For the most part this is simply thinking about the obvious diffrenly but it's nice to delibraly point it out, anyway this is a reference to card games were your "hand" represents what your capable of doing. For Armada our "cards" can be a number of things but the Primary cards are, Activations, Bid, Deployment, and Survivability. Your Activations equal to the number of ships you have and represents your lists ability to gain the LAST ACTIVATION each round. Your bid how many points you leave off of your list and represents your ability to choose 1st or 2nd player (generally first). Deployment is the the number of ships you have + 1/2 of your squads rounded down
and represents your ability to React to where your opponents places his ships. Survivability is a combination of your hit points and defenses that represents how hard it is to table your list, this is hardest to show but Motti Factor is a reasonable representation. Squadrons are another major card but are harder to generalize. Each list will also have a set of abilities from their upgrades that will add other cards more unique to each list.
Lets take a look at my "hand" For the Original Clonisher:
- 5 activations
- 13 pts for a Bid
- 6 deployments
- motti factor 5
The misc. Cards include:
- Demolisher can kill ANY ship with 3 attacks
- instigator can delay bombers for a turn or 2
- Very high damage+ Intel officer means almost no list is "hard to table"
- lots of Evades
- Devastating AA ability, if squadrons isolate themselves from the fleet they will die.
Let's compare this to an Average Ackbar build like the ones I was trying to defeat, for reference we will use this list:http://armadawarlords.hivelabs.solutions/view_list.php?token=24412
Ackbar main hand:
- 3 activations
- 6 pt bid
- 5 deployments
- motti factor 7
Misc cards:
- damage concentrated at long range
- ecms for garenteed tokens
So to compare:
Activations: me 5 vs ackbar 3
Bid: me 13 vs ackbar 6
Deployments: me 6 vs ackbar 5
Motti Factor: me 5 vs ackbar 7
So we can see for the Primary Cards I pair nicely against a typical ackbar build only falling short in the survivability part.
What about the misc. Cards?
Well ecm is basacally negated by my Intel officers
And acbars long range advantage is reduced by my evades and speed 4
In short I find it interesting because you can often predict outcomes of matches based on the "tactical hand" of each fleet particular when both players are relatively equally skilled or play each other often.