How much pow, how much padding?

By Blail Blerg, in Star Wars: Armada

With the flotillas coming soon, I wanted to ask a question about how much firepower you actually need.

This time, I want to talk about how firepower is packaged: In ships or a squadron ball.

How much of your fleet can be things that basically don't do damage, or are extremely so far back on purpose that all they do is serve to pad your activation order?

In some 5ship Glad/Raider build,s the flagship Raider does this.

In the deMSU version, maximizing the Raiders for damage takes them away from the padding category and places them firmly in the firepower category.

Now... Would you take 1ISD and 3 Gozantis and a full rhymer ball? I bet you people will do it, but to me, it seems like it just doesn't quite have enough raw firepower. You only ahve 2 threats basically, the ISD and the ball of fighters.

I build lists the way I live my life GO HARD or GO HOME

I hope people build list with lots of flotillas/padding as those easy to kill ships will be the first I drop right before your command ship :P

I build lists the way I live my life GO HARD or GO HOME

I hope people build list with lots of flotillas/padding as those easy to kill ships will be the first I drop right before your command ship :P

Edited by Ralgon

I've been playing with creating flotilla fleets.I'm not using them as "padding" but to serve a purpose in each fleet I design. I have a carrier fleet with Gallant haven and two GR-75's pushing a larger squad group than I normally have. There was also room to put in a loaded scout M-30 scout with TRC. It has Mon Monthma for a commander so even those "easy" to kill flotillas aren't going to die that easy. This isn't the final version of this fleet but the first try, I'll be refining it as I go.

Padding is code for mini carriers right?

The Flotillas don't add much firepower alone, they are a support craft and therefore become a damage multiplier for something else.

As an example, they can push 2-3 Squadrons ahead, so while they may do rather small chunks of damage for a single activation they will be doing more than a blue dice. This also has a follow on effect to the ship that would otherwise have been the one pushing your squadrons around. Not having to give Squadrons Commands with the MC80 or ISD allows that ship to take on quite a different role, and that may make a surprising difference.

I think that Flotillas create an interesting problem because unlike many other ships there is a tipping point where there will be too many Flotillas and not enough fleet for them to support. However, in a fleet where there is a role for them to take on, they can improve that fleet up to that tipping point.

I want a ship with enough fire power to kill a ISD in one activation with a bow broadside arc attack at long range 75% of the time. :D

In the old days of victories, (har har), the carriers also did come into combat. With gozanti s you have a choice. You can activate and then move out of combat range. Effectively dodging their attacks.

This would not be a firepower ship.

Or carrying your admiral or grabbing dangerous territory marks. Or fire lanes or something.

Or just being that one raider in the back with the admiral that you can safely move to guarantee you get first and last on demolished.

I want a ship with enough fire power to kill a ISD in one activation with a bow broadside arc attack at long range 75% of the time. :D

People in hell want ice water

I want that ship.

=)

(Although I'm really glad it doesn't exist. And shrimps and Glads dont quite do it.)

Flotillas are good but I think some people are going to get burned using them because they have a huge impact on a fairly flimsy platform.

Example for clarity:

ISD II decked out for ship combat

2 Gozantis running as carriers

Full Rhymer Ball

Other stuff

The issue I see is when facing that type of list, a good player will hit the Gozanti's first. While they have scatter tokens, they'll still fall apart under focused firepower or probably a single volley from the big ships. The effect is two fold. You still kill ships and you effectively neuter the Rhymer ball since the other ships are very unlikely to have the proper commands coming up. Maybe wing commanders will be important for the fighter game just to have a back up plan?

Well, in my current estimation, I took the same exact build I have a lot of practice on and dropped the "activation raider" (it was never a threat piece) and replaced it with the cheap Gozanti...with bomber command, expanded hangars, and vector.

I end up net -6 points, with super-charged firesprays. I promise you if I lose this gozanti I have lost the game anyway...

I can then take those 6 points and sink them into my ISD. I can bank a squad token on the gozanti and activate the SAME number of squadrons as a naked ISD! This means I can take squadron-centric upgrades off my ISD and replace them with shoot-you-in-the-face centric upgrades helped along by those 6 points...

1 tiny ship, 1 little change and it takes a tried and true list and gives it a real kick in the arse!

"Padding" is an interesting word for that cloud of turbo-X-wings with swarm and bomber rerolls that the GR-75 enabled me to add into my MC30-centric list...

Edited by Ardaedhel

I think if you fly them right there will always be a more dangerous target you will rather shoot at. :)

I think if you fly them right there will always be a more dangerous target you will rather shoot at. :)

Not saying they aren't good. They are. I just think from my Warmachine days shooting the support was never really a bad idea and could make lists all apart.

I think if you fly them right there will always be a more dangerous target you will rather shoot at. :)

Not saying they aren't good. They are. I just think from my Warmachine days shooting the support was never really a bad idea and could make lists all apart.

Relevant:

i-qwRh6SL.jpg

My first list I created after the Gonzanti was an ISD + 2 CVEs + 8 TIE Bomber, 2 Interceptors, 2 TIEs, and 2 JM-5000s.

I think the thing the Flotillas allow is to use more ‘regular’ squadrons and to rely less on Rogue or Unique squadrons. You have SO MANY squadron activations with a pair of decked out pocket carriers and an ISD. With Tarkin in command you can push 12-13 in a single round (and sustain it). Given that, it doesn’t make sense to use self-activated squadrons or expensive (so less numerous) options.

The idea would be to have the ISD (with Flight Controllers) toss the Interceptors/TIEs (and maybe JMs) and then the CVEs toss in the bombers/ remaining JMs as needed. The fighter wing may not have too terribly much staying power, but it’s an AWFUL lot of hitting power while it lasts… ;)

I think if nothing else, the flotillas have given a new lease on life to basic squadrons.

Oh yes. Good. I like basic squadrons getting a buff.