Finally some info on Wave 3 GOZANTI

By Mogrok, in Star Wars: Armada

Well I just modified my list...dumping two raiders that were hardly used for 2 Gozantis and a small Rhymer ball. Same activations...same fleet cost...but now I have some squadrons in my list. And ships to make them finally do something.

Author: Mogrok

Faction: Galactic Empire
Points: 383/400

Commander: Admiral Ozzel

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Admiral Ozzel ( 20 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Director Isard ( 3 points)
- Slicer Tools ( 7 points)

1 TIE Advanced Squadron ( 12 points)
1 Major Rhymer ( 16 points)
2 TIE Bomber Squadrons ( 18 points)

although I think the last gozanti I might dump slicer and the title off and just get another bomber. I've liked isard for awhile now.

Author: Mogrok

Faction: Galactic Empire
Points: 381/400

Commander: Admiral Ozzel

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)

Gozanti-class Cruisers (23 points)
- Director Isard ( 3 points)

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Admiral Ozzel ( 20 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)

1 TIE Advanced Squadron ( 12 points)
1 Major Rhymer ( 16 points)
3 TIE Bomber Squadrons ( 27 points)

Edited by Mogrok

Happy to see the first published Wave 3 fleet ever with Warlords. I really had a rush hour to insert the new cards and code the entire Fleet Support upgrades into the applcation without major bugs :D

The export looks fine.

I'm aiming for 5 flots of each type i think

I want to try at least partial assault flot spam.

I also want to try Single, decked out ISD with a big squadron presence and the rest gozantis

Think 130pts of squads

25pts admiral

140 pt ISD

Leaves room for 4 lightly upgraded Flots, tons of deployments, 5 activations...

Happy to see the first published Wave 3 fleet ever with Warlords. I really had a rush hour to insert the new cards and code the entire Fleet Support upgrades into the applcation without major bugs :D

The export looks fine.

That's why warlords is the only builder I send people to

I know I'm overlooking the obvious, but: what does the jammer do for me that I should ever consider including it? Why do I want an obstruction that only takes place when the squadron is attacking or defending against a squadron*? That doesn't sound like it should break engagements, so what is it good for? To tie up rhymerballs a bit longer as killing speedbump squadrons takes more shots, sure, but aside from that...

What am I missing?

*Should I read that as "attacking anything" or "attacking a squadron"?

Well, if you are covered by an intel field and have no intention of engaging in squadron combat (for eg you have a bevy of bombers covered in intel and everyone is shooting at a ship) and the enemy squadrons enage within the jammer field their effectiveness is significantly reduced meaning increased staying power for your bombers.

So, is that what we're talking about? The Jammer Field is effectively an Intel field coupled with a -1die protection?

In addition to nerfing interceptors (TIE Interceptors and A-Wings), it sounds like the Intel ability effectively got nerfed by a much cheaper option, even if it is localized around the flotilla.

Happy to see the first published Wave 3 fleet ever with Warlords. I really had a rush hour to insert the new cards and code the entire Fleet Support upgrades into the applcation without major bugs :D

The export looks fine.

Dude... Thanks a lot for making the tool that keeps me from doing my job most of the work day.

I like Jamming Field more after a bit of thought. It is the counter to Flight Controllers.

Keep your squadrons in the Jamming Field.

Your opponent uses a Squadron Command to jump in and engage them.

The Jamming Field takes away one die per Squadron.

You then activate and move the Flotilla away.

Your Squadrons Counter-Attack free from the Jamming Field effect.

or with the help from some Intel, you activate and attack with your squadrons from outside the Jamming Field.

I know I'm overlooking the obvious, but: what does the jammer do for me that I should ever consider including it? Why do I want an obstruction that only takes place when the squadron is attacking or defending against a squadron*? That doesn't sound like it should break engagements, so what is it good for? To tie up rhymerballs a bit longer as killing speedbump squadrons takes more shots, sure, but aside from that...

What am I missing?

*Should I read that as "attacking anything" or "attacking a squadron"?

Well, if you are covered by an intel field and have no intention of engaging in squadron combat (for eg you have a bevy of bombers covered in intel and everyone is shooting at a ship) and the enemy squadrons enage within the jammer field their effectiveness is significantly reduced meaning increased staying power for your bombers.

So, is that what we're talking about? The Jammer Field is effectively an Intel field coupled with a -1die protection?

In addition to nerfing interceptors (TIE Interceptors and A-Wings), it sounds like the Intel ability effectively got nerfed by a much cheaper option, even if it is localized around the flotilla.

No, the jammer does not add intel. But if your bombers are already covered by intel (which they should be) and they are going to get shot at while they bomb something, having a jamming field can significantly reduce incoming fire

That, and it is going to Halve the Counter from Interceptors and A-Wings, as well as negate the additional Dengar Counters we're seeing out there...

Gozanti + Vector + Admiral Chirp + EHB + Bomber Command Center = 4 firesprays (with token) that can move speed 3 through engagement, and have a rerollable anti-ship die

Jammer, X Wings and Jan.

Well its not like you were trying to kill the enemy squadrons anyway.

Jammer, X Wings and Jan.

Well its not like you were trying to kill the enemy squadrons anyway.

I've used Jan, X-Wings, and Gallant Haven already and it takes rificulous amounts of dice to get that to budge. Jammer Field will be easier to use than Gallant Haven.

Jammer field treats as obstructed.... therefore, NO engagement.

Jammer field is in essence intel on a cap ship.

just food for thought.

Jammer field treats as obstructed.... therefore, NO engagement.

Jammer field is in essence intel on a cap ship.

just food for thought.

Ooo I hadn't thought of it like that!

Jammer field treats as obstructed.... therefore, NO engagement.

Jammer field is in essence intel on a cap ship.

just food for thought.

Unfortuantely, it is only Obstructed while attacking. So, it does not allow the freedom of movement that Intel does. I suppose it effectively shuts down Escort too.

Jammer field treats as obstructed.... therefore, NO engagement.

Jammer field is in essence intel on a cap ship.

just food for thought.

Unfortuantely, it is only Obstructed while attacking. So, it does not allow the freedom of movement that Intel does. I suppose it effectively shuts down Escort too.

Yup, so bye bye to rhymer...jan....etc..etc. ;)

Jammer field treats as obstructed.... therefore, NO engagement.

Jammer field is in essence intel on a cap ship.

just food for thought.

I feel THAT will need Clarification.

It may be intended that you just lose one dice...

Because you count as Engaged, its only while attacking - and its only for/against Squadrons... So if you elect to target a ship, it doesn't count, and thus, you're in a bit of a catch-22 situation as you're now Engaged because it didn't kick in...

Since I didn't see anyone spot the mistake - it shows the Gozanti attacking the squadrons with a blue + blue from Kallus however it's anti squadron armament clearly shows black dice. So it should be black + blue from Kallus

Nah...

1 select squadron

2 am I engaged (no) (if in field)

3 Fire at will

4 did I kill the fighter holding me to move (yes) move away

Pretty simple :)

Under engagement: if the line of sight is obstructed, there's no engagement. Here, the upgrade card specifies that only the attack is treated as obstructed (-1 die). Engagement is still in effect.

1 Select Squadron

2 I am engaged (no - because I'm in field)
3 Hey, I'm not Engaged, I want to shoot a Ship.

4 - 2 Retroactively now not applies, as I'm in the field, BUT I'm not Shooting at Squadrons.

5 Game breaks.

Jammer, X Wings and Jan.

Well its not like you were trying to kill the enemy squadrons anyway.

I've used Jan, X-Wings, and Gallant Haven already and it takes rificulous amounts of dice to get that to budge. Jammer Field will be easier to use than Gallant Haven.

Yup, I've had 20 ish blue dice (Yavaris double tapping X-wings) do a grand total of 1 damage. This has also occured over 2 seperate instances, so its not so much a fluke.

1 Select Squadron

2 I am engaged (no - because I'm in field)

3 Hey, I'm not Engaged, I want to shoot a Ship.

4 - 2 Retroactively now not applies, as I'm in the field, BUT I'm not Shooting at Squadrons.

5 Game breaks.

hahaha! "game breaks"

Well, we'll have to wait until after-release for an Actual Clarification...

I just feel you're asking more of a 2pt Card that should really be expected :D