What are peoples thought on having bright hope be the ship your commander is on. I am trying to make a general cracken build and i'm iffy if he that would be a good place to have him
Ginkapo is a huge fan of the concept.
What are peoples thought on having bright hope be the ship your commander is on. I am trying to make a general cracken build and i'm iffy if he that would be a good place to have him
Ginkapo is a huge fan of the concept.
What are peoples thought on having bright hope be the ship your commander is on. I am trying to make a general cracken build and i'm iffy if he that would be a good place to have him
I think it could be fantastic, if you don't have anything else to put BH on. I think BH is the Jaina's Light of the GR-75: if you took a GR-75, you should almost always have BH on it.
Thing is, if you have another transport that's likely to be up in the fight--a Farrmobile, for example, or a pocket carrier build with EHB instead of Boosted Comms--you might get more use out of BH there than on your flagship.
As with any fleet, you want good synergy between your ships, upgrades, and commander.
My first thought is a squadron-focused fleet. The key is that you want it to be additive. You want enough bigger ships that your opponent really is better off shooting at them for their points instead, which leaves your one or two Flotillas largely untouched and capable of continuing to push around squadrons. At that point, your pushing hard decisions on what to target upon your opponent.
Trading is going to be essential. You can plan around losing your Flotilla eventually without giving up lots of points. If you can create a situation where you trade that Flotilla for something that is worth quite a bit more, then you're doing it right.
At the beginning, we may see people try this out in large numbers, but I honestly don't think we'll see them settle in large numbers. One or two key Flotillas in any fleet that pose a threat should become a staple since they'll certainly help with activation advantage.
All I am thinking is 2 GR75's with Tractor Beams and Slicer Tools. Mwuhahahaha
So these things are awesome, don't get me wrong. They are going to be an amazing change to the game. I am however having a tough time finding their place in fleet building. I don't know where to take their points from ships or squadrons. Currently I seem to be taking less upgrades and slightly less squadrons (I'm a squadron heavy player most of the time). How have you guys been building with them?
Just add more points! The game plays great at 500-600 ![]()
....my 12 A-wings are loving gr75s
Don't know about Rebel but i'm loving it as Imp!
Vader Assault Floatilas: http://armadawarlords.hivelabs.solutions/view_list.php?token=26400. Objective punishment, or cut the third floatila and have a bid! Avenger/Suppressor might be nice! Drive at speed, use CF on the Floatillas for 2 red and reroll with Vader.
Lots of variatons of Tarkin bomber lists. Boosted Comms Floatilas for 3 Squadron are nice...
Overall i really like how Floatilas improve the chances of the ISD activating at a time of its choosing.
Edited by Trizzo2Don't know about Rebel but i'm loving it as Imp!
Vader Assault Floatilas: http://armadawarlords.hivelabs.solutions/view_list.php?token=26400. Objective punishment, or cut the third floatila and have a bid! Avenger/Suppressor might be nice! Drive at speed, use CF on the Floatillas for 2 red and reroll with Vader.
Lots of variatons of Tarkin bomber lists. Boosted Comms Floatilas for 3 Squadron are nice...
Overall i really like how Floatilas improve the chances of the ISD activating at a time of its choosing.
3 Gozanti's to issue squadron commands to 4 TIE fighters? The main problem is what do these 3 carriers do when the 4xTIEs get annihilated on turn 2 or 3? One red dice each isn't going to do much.
Wouldn't a VSD-1 with Howlrunner, Mithil and 2 TIEs be much more useful in ship-to-ship battle and as an anti-squadron force?
Or, how about comparing it to 3 naked Raider 1s? (132 points)
I just can't justify flotillas, no matter how hard I try. ![]()
What are peoples thought on having bright hope be the ship your commander is on. I am trying to make a general cracken build and i'm iffy if he that would be a good place to have him
Ginkapo is a huge fan of the concept.
GR75 Bright Hope with Cracken aboard to enable:
Torp Frigate - Admonition
Torp Frigate - Foresight
Torp Frigate - Lando
Torp Frigate - Hated Child
OMNOMNOMNOMNOMNOMNOMNOM
I've been keeping it simple. A flotilla tags along with a larger ship (eg Frigate) like a little duckling following its mother.
That is enough to pump out the squadron orders from a safe distance (Boosted Comm), influence activation order and generally be worthwhile without it changing the focus of the fleet.
Simple is good.
Edited by MattShadowlordWell it would be sad if we had it all worked out before they even get released!
I like the 1xGr75+2xXwing + bomber command = 1 x TLRC90 (at least in points). Gives a point of comparison.
I guess the Imperial equivalent is 1 x Gozanti + Expanded hangers + 3 x TF = 52 points, although this gives a different balance of forces also.
But yes, agree, I haven't found any simple and easy way to slot these into my usual fleet builds.
I see a lot of people like the idea of a Bright Hope Crack-mobile. It's good but doesn't average dice from two TRC90's or Raiders still tear it up?
I see GR75's as what they are intended to be, light carriers with ecm capability of I want them to...they sit in the rear behind the major fighting and the combat variant allows me to toss a dice or two if I really need it...plus with blue dice AA they can even strike back at whatever gets through my A-wing swarm.
The list below does just that, I replaced a third assault frigate to boost my activation's, and add a little more flexibility. 4 point bid isn't much, but it can come in handy...I could make it a seven point bid if I reallllllly wanted to. I've never tried Mothma...but with the ability to just throw an evade at close range...it's gotta be hilarious.
I see a lot of people like the idea of a Bright Hope Crack-mobile. It's good but doesn't average dice from two TRC90's or Raiders still tear it up?
Yes I think so. And at speed three max Corvettes will be able to chase it down unless its placed substantially out of the way.
I see a lot of people like the idea of a Bright Hope Crack-mobile. It's good but doesn't average dice from two TRC90's or Raiders still tear it up?
Yes I think so. And at speed three max Corvettes will be able to chase it down unless its placed substantially out of the way.
I don't think it can hide even if you put it all the way in the back corner. A speed 4 corvette starting in the middle of the table can get to firing range in about two turns, three at the max. Personally, I think people had it right when they talked about target priority and trying to present hard choices. Taking transports to control to non rogues w/o any other carrier option or putting your commander on one really cranks up the level on target priority.
Yes I think so. And at speed three max Corvettes will be able to chase it down unless its placed substantially out of the way.I see a lot of people like the idea of a Bright Hope Crack-mobile. It's good but doesn't average dice from two TRC90's or Raiders still tear it up?
Does it, though? Let's look at scenarios:
At long range with a CF double-arced, the TRC is getting 1x2-dice shot (2 red out the front minus 1 obstructed plus 1 for CF). There is no scenario in which that damages BH. An IO will help, but you still need IO and an acc, and even then your first shot either whiffs (if they choose to burn scat) or does 1 damage max.
At medium, your TRC90 is throwing red-blue (front)/red, with a CF somewhere. The front arc's best-case here is acc-double-(CF)double, acc on the scat. This will probably put out 3 damage after evade, reduced by BH to 2, for one off the shield and one off the hull. The side arc will be a guaranteed scatter. A second completely optimal shot from a second TRC would then take it down. At close range, the scenario is identical, except no evade so there's 2 damage on the hull after one shots, and it's still dead after the second.
At medium range, the raider will do nothing to speak of other than possibly force a scatter (R2 front arc+CF) or a single damage. At close, it becomes 100% about the accuracy. If it gets the acc, a naked raider's front arc could put a C/H-C/H into BH for up to 3 damage. APT would drop it with max damage out of the Raider (remember, you have no spare blue to burn, so screed won't help you here). An ExL/OE Raider would drop it with average damage (5), *if* you got the acc on the single blue.
So, it's pretty situational the scenarios in which the Crack-scooter dies to concentrated fire, but in both of these cases you have to dedicate some serious resources to doing it, it's not just an incidental "toss a red-blue out the side of the TRC90 and obliterate Cracken." Also with noting is that, if you've dedicated two TRC90's to chasing Cracken to Timbuktu, that's 110 or so points that aren't contributing somewhere else.
I completely agree! That's what I get for using Swype to type a title on my phone
Tirion, I love you, but that title man...its giving me Grammatical Cancer. Sorry for the goose step 0/
Hehehehe.
I completely agree! That's what I get for using Swype to type a title on my phone
Tirion, I love you, but that title man...its giving me Grammatical Cancer. Sorry for the goose step 0/
Hehehehe.
Swype - simultaneously the most useful and most useless addition to my phone...
I see a lot of people like the idea of a Bright Hope Crack-mobile. It's good but doesn't average dice from two TRC90's or Raiders still tear it up?
Yes I think so. And at speed three max Corvettes will be able to chase it down unless its placed substantially out of the way.
I don't think it can hide even if you put it all the way in the back corner. A speed 4 corvette starting in the middle of the table can get to firing range in about two turns, three at the max. Personally, I think people had it right when they talked about target priority and trying to present hard choices. Taking transports to control to non rogues w/o any other carrier option or putting your commander on one really cranks up the level on target priority.
I thought of that as well, but then you have the lovely scatter token.
Now if he's going to trick out a CR90 to go transport hunting, groovy, that detracts from the toys in his main list. A squadron heavy list with loads of commands to give will flat out murder any corvette that comes hunting.
I think that's the case for me, too...
I mean, go Flotilla hunting all you want, its rarely going to be points efficient... And neither will it be time efficient, too... Yes, you could get an extended effect on the enemy fleet by dropping the admiral, but its not happening until later-points in the game...
Hunting a Hiding Flotilla is just... a Waste of Time... Best to ignore those points and play the objective...
Since we don't have a kill the enemy Admiral objective.... And, frankly... If you let them Most Wanted their Flotilla, that's as much your fault as theirs ![]()
Also consider Mothma here....you go for the hail mary pass on the flotilla at medium range...she throws you the bird and cancels your double hit.
See I intend to run the Gr75's close behind the space whales...so you're going to try and sneak red/blue range in...cool...I'll hit you back with the space whale. It's like a defensive formation...everyone covers someone.
Either that or I simply ignore the lone wolf, and use my toys to out right destroy whatever is infront of them. Cool you bagged a GR75...nice...I've got all my toys hitting your main force.
My concern with the Bright Hope/Cracken combo (or rather, hope, given that I'm an Imperial player) is that, whilst in theory it should be impervious to fire, in reality it's often going to be a wrong move away from disaster. We'll see how it pans out when it gets on the board, but it's a very fragile ship to put your admiral on, and so is going to rely on good flying. It's manoeuvrable at speed 3, no doubt about it, but it's a zippy speed to manage - I often find that it's at speed 3 that things go awry. Stray accidentally into an arc of fire, or indeed dodge such an arc only to fly off the board, and that's your admiral gone.
I wouldn't bother with a chaser for it, but I think it's the kind of ship that could easily fall into a trap. Plus it's 20 points just for a specialist Admiral carrier, when you could just put him on an existing ship with nice big walls and shields and use that extra 20 points elsewhere.
Essentially, I can see the logic, but I still think it's like putting your most valuable possession in a greenhouse, whereas I'd rather put mine in a tank. ![]()
I see that logic there,too... But I also know where the enemy is going to be aiming their Anti-Tank Rounds ![]()
Yes I think so. And at speed three max Corvettes will be able to chase it down unless its placed substantially out of the way.I see a lot of people like the idea of a Bright Hope Crack-mobile. It's good but doesn't average dice from two TRC90's or Raiders still tear it up?
Does it, though? Let's look at scenarios:
At long range with a CF double-arced, the TRC is getting 1x2-dice shot (2 red out the front minus 1 obstructed plus 1 for CF). There is no scenario in which that damages BH. An IO will help, but you still need IO and an acc, and even then your first shot either whiffs (if they choose to burn scat) or does 1 damage max.
At medium, your TRC90 is throwing red-blue (front)/red, with a CF somewhere. The front arc's best-case here is acc-double-(CF)double, acc on the scat. This will probably put out 3 damage after evade, reduced by BH to 2, for one off the shield and one off the hull. The side arc will be a guaranteed scatter. A second completely optimal shot from a second TRC would then take it down. At close range, the scenario is identical, except no evade so there's 2 damage on the hull after one shots, and it's still dead after the second.
At medium range, the raider will do nothing to speak of other than possibly force a scatter (R2 front arc+CF) or a single damage. At close, it becomes 100% about the accuracy. If it gets the acc, a naked raider's front arc could put a C/H-C/H into BH for up to 3 damage. APT would drop it with max damage out of the Raider (remember, you have no spare blue to burn, so screed won't help you here). An ExL/OE Raider would drop it with average damage (5), *if* you got the acc on the single blue.
So, it's pretty situational the scenarios in which the Crack-scooter dies to concentrated fire, but in both of these cases you have to dedicate some serious resources to doing it, it's not just an incidental "toss a red-blue out the side of the TRC90 and obliterate Cracken." Also with noting is that, if you've dedicated two TRC90's to chasing Cracken to Timbuktu, that's 110 or so points that aren't contributing somewhere else.
I'd agree to a certain extent but the chances of surviving dedicated attention still seems slim to me, especially if you can land shots on them by turn 2 you can probably finish them off by turn 3, even more so with damage spike pieces rolling around like Ackbar (still very popular in my area). Most builds I've seen are either carriers or commander mobiles, all of which push the cost close to 40+ points which is enough to warrant a bulls-eye. With Cracken on Bright Hope you almost don't give your opponent a choice. It's either take the shots on him or have your firepower drastically reduced on every shot you take, granted that could be good or bad depending on how you capitalize on that.
Taking your examples the correct move with a TRC90 is to fire two 1 red die shots (CF on the side arc). Each do double hits. Scatter 1 and evade the other. Follow up either does 2 damage or you throw away two tokens. Repeat and the ship dies. Ackbar makes it simpler, can make it happen in one turn, and it really comes down to the dice roll itself since rolling more double hits/accuracies becomes more likely. My play experience is almost exclusively rebels so I won;t comment on the raiders.
From tactical standpoint I'm not sure I agree either with your last point. Taking 110 points (102 with 2 TRC90's) to kill 46 points isn't a bad move. Taking 102 points to kill a 46 point model and losing a 51 point model in return may be but without any offensive power the danger of losing a TRC90 has to come from another attack vector which then layers on the "what if's". People have been shooting at corvettes with Star Destroyers and it's never really been considered a bad move unless you put the Star Destroyer way out of position so it only has an opportunity to kill 1 corvette. The difference in our case it that the a CR90 is fast/maneuverable enough to take out some support and get back into the fight proper.
Edited by ImpStarDeucesI'd agree to a certain extent but the chances of surviving dedicated attention still seems slim to me, especially if you can land shots on them by turn 2 you can probably finish them off by turn 3, even more so with damage spike pieces rolling around like Ackbar (still very popular in my area). Most builds I've seen are either carriers or commander mobiles, all of which push the cost close to 40+ points which is enough to warrant a bulls-eye. With Cracken on Bright Hope you almost don't give your opponent a choice. It's either take the shots on him or have your firepower drastically reduced on every shot you take, granted that could be good or bad depending on how you capitalize on that.
Taking you examples the correct move with a TRC90 is to fire two 1 red die shots (CF on the side arc). Each do double hits. Scatter 1 and evade the other. Follow up either does 2 damage or you throw away two tokens. Repeat and the ship dies. Ackbar makes it simpler, can make it happen in one turn, and it really comes down to the dice roll itself since rolling more double hits/accuracies becomes more likely. My play experience is almost exclusively rebels so I won;t comment on the raiders.
From tactical standpoint I'm not sure I agree either with your last point. Taking 110 points (102 with 2 TRC90's) to kill 46 points isn't a bad move. Taking 102 points to kill a 46 point model and losing a 51 point model in return may be but without any offensive power the danger of losing a TRC90 has to come from another attack vector which then layers on the "what if's". People have been shooting at corvettes with Star Destroyers and it's never really been considered a bad move unless you put the Star Destroyer way out of position so it only has an opportunity to kill 1 corvette. The difference in our case it that the a CR90 is fast/maneuverable enough to take out some support and get back into the fight proper.
Just to be clear, I don't necessarily disagree that the Crack-scooter isn't a good idea, I was just skeptical of how easily it could be brought down. Sort of thinking out loud.
Just a couple of points. Remember, you're obstructed, so the CR90 at long range can't CF to get that single side arc die, because the attack is cancelled before you get the opportunity to CF. This dramatically hampers the TRC90's effectiveness against the Crack-scooter at long range.
Secondly, I agree that it's very "what-iffy" to determine whether it's worth it to dedicate a pair of corvettes to run down the admiral, but there's definitely an opportunity cost there. If Cracken is really trying to run away, chances are you're spending at least two turns running him down, and then another two getting your CR90's back into the fight after you've tagged him. Four turns could easily be enough time to leverage the absence of 1/4 of the enemy fleet in exchange for 1/8 of your own, if you've built to do so.
Edited by Ardaedhel