Just me, or do the gravity well effects seem...underwhelming?

By xanderf, in Star Wars: Armada

G7 is the best tool for stopping the rebel swirl. Observe:

-----------------0------

---IMPS---------------

Love to see the rebels try to get a swirl going on now with that deployment. the 0 is the gravwell token. Distance 3 will actually render a fairly large amount of the enemy deployment zone - maybe even 20% - nigh unusable. That is a most excellent use of 2 points.

I never was a fan of toilet bowling...this is why Liberty appeals to me...head on engagement.

My guess is Crix Madene, Tarkin and maybe Ozzel and Garm Bel Iblis will be strong contenders for mitigating the problems gravity and tractor beams will create. Possibly Piette, depending on his ability, and our good friends Engine Techs.

Can well all agree to collectively shame the OP for not going with the title of the Gravity Well effects being... shall we say underwellming?

Ahem.

He believes that they're not being given the weighty consideration they deserve. They lack a certain gravitas. He's trying, but he just can't fall for them. There's no pull, no attraction.

Yeah. I'm underwhelmed. They seem like they can be out played moderately easily.

Tractor beams to me were underwhelming. I want to see the crazy.

YOU ARE The Crazy...

:lol:

I like crazy with these games. 18 point ships? Crazy! :P.

Can well all agree to collectively shame the OP for not going with the title of the Gravity Well effects being... shall we say underwellming?

Ahem.

He believes that they're not being given the weighty consideration they deserve. They lack a certain gravitas. He's trying, but he just can't fall for them. There's no pull, no attraction.

:rolleyes:

Great. Now this thread is going to suffer an accretion of puns.

Yeah. I'm underwhelmed. They seem like they can be out played moderately easily.

Tractor beams to me were underwhelming. I want to see the crazy.

YOU ARE The Crazy...

:lol:

I like crazy with these games. 18 point ships? Crazy! :P.

I will run them as a bit more than that but they are amazing!

The interdictor could have a reversal field like in the TIE fighter anime which sends incoming torpedoes haywire.

The interdictor could have a reversal field like in the TIE fighter anime which sends incoming torpedoes haywire.

I believeit does. Look hard at the visible wording on the experimental retrofit that begins with the word "target"

I was honestly hoping the interdictor would mess with black dice throwers.

Demolisher has had too long of a reign of terror in this game, most IMP lists have it as auto include...time for that to change.

Interdictor's will be great tools for limiting such sillyness...sure it wont win all be all...but it'll making a Demo list a risk to take not auto/win silly.

To get them to work the way they do in the books and TV show, the game would have to run like this. The imp force is placed around a point (center of the table) distance 5+ the Reb force is then placed each ship randomly using a D8 as a pointer distance 0 to 3 from the point all facing the same pre planed direction at half speed and can't use any commands the first turn. This is how they are used. (well the Imp force would be 2 to 5 times bigger :D in a book) We played this even forces it works and the game is a close run thing.

I was honestly hoping the interdictor would mess with black dice throwers.

Demolisher has had too long of a reign of terror in this game, most IMP lists have it as auto include...time for that to change.

Interdictor's will be great tools for limiting such sillyness...sure it wont win all be all...but it'll making a Demo list a risk to take not auto/win silly.

If you read the Interdictor upgrade thingie: it says when A SHIP activates. So it doesn't have to wait for the interdictor to move.

To be out red range and then close to black range, you need basically distance 3 or 4. If you interdict the demo to 2, he has to engine tech into 1 (meaning he has to have a nav token or command, no conc fire). If you tractor beam him, you can bring him down to 2. Then interdict him again on his first move, hes going 1. You can then blown him up at your leisure. Or tractor beam him down to 0 even.

I was honestly hoping the interdictor would mess with black dice throwers.

Demolisher has had too long of a reign of terror in this game, most IMP lists have it as auto include...time for that to change.

Interdictor's will be great tools for limiting such sillyness...sure it wont win all be all...but it'll making a Demo list a risk to take not auto/win silly.

If you read the Interdictor upgrade thingie: it says when A SHIP activates. So it doesn't have to wait for the interdictor to move.

To be out red range and then close to black range, you need basically distance 3 or 4. If you interdict the demo to 2, he has to engine tech into 1 (meaning he has to have a nav token or command, no conc fire). If you tractor beam him, you can bring him down to 2. Then interdict him again on his first move, hes going 1. You can then blown him up at your leisure. Or tractor beam him down to 0 even.

I was hoping someone would explain it :)

The interdictor could have a reversal field like in the TIE fighter anime which sends incoming torpedoes haywire.

Actually. I take it back. I WANT THAT MOMMIE. GIMME THAT.

I was honestly hoping the interdictor would mess with black dice throwers.

Demolisher has had too long of a reign of terror in this game, most IMP lists have it as auto include...time for that to change.

Interdictor's will be great tools for limiting such sillyness...sure it wont win all be all...but it'll making a Demo list a risk to take not auto/win silly.

If you read the Interdictor upgrade thingie: it says when A SHIP activates. So it doesn't have to wait for the interdictor to move.

To be out red range and then close to black range, you need basically distance 3 or 4. If you interdict the demo to 2, he has to engine tech into 1 (meaning he has to have a nav token or command, no conc fire). If you tractor beam him, you can bring him down to 2. Then interdict him again on his first move, hes going 1. You can then blown him up at your leisure. Or tractor beam him down to 0 even.

I was hoping someone would explain it :)

note if you add my math up, it doesnt stop or slow demolisher to NOT get the triple tap. But it 1. can't ram you twice or maybe even once at all. 2. can't run away.

*i will survive

I's a good point that is worth emphasizing because I don't think anyone has explicitly called it out,

The G8 effect is slowing down a ship for a single maneuver with a temporary speed change, same as would occur with a collision. It does not change the targets speed dial and the speed return to the set value after the maneuver, so even if you use G8s to stop a ship dead, it is not going speed zero and still gets to spend defense tokens vs subsequent attacks and can move without a nav command on its next maneuver unless you use G8 again.

Hadn't seen anyone specifically explain that and wasn't sure how many were thinking of it as a super tractor beam.

Edited by Forgottenlore

Anything that makes using demolisher risky...is what I'm down for.

I was honestly hoping the interdictor would mess with black dice throwers.

Demolisher has had too long of a reign of terror in this game, most IMP lists have it as auto include...time for that to change.

Interdictor's will be great tools for limiting such sillyness...sure it wont win all be all...but it'll making a Demo list a risk to take not auto/win silly.

In addition to what's already been said, I think it's worth pointing out that one of the other Experimental Retrofits that's partially obscured, but is called Targeting something, seems to affect close range attacks. It seems to say something along these lines ( Bold being what is readable, Italics being what I'm guessing at):

While a friendly ship at

distance 1-x is being attacked

at close range, during the

Spend Defence token

step you may exhaust/discard this

card to force your opponent

to reroll something something

you something something.

Unfortunately the key effect of the card is the bit we can't see (predictably), but it certainly seems to be to do with defending against ships at close range. If it forces rerolls on Demolisher, that could be pretty handy.

I's a good point that is worth emphasizing because I don't think anyone has explicitly called it out,

The G8 effect is slowing down a ship for a single maneuver with a temporary speed change, same as would occur with a collision. It does not change the targets speed dial and the speed return to the set value after the maneuver, so even if you use G8s to stop a ship dead, it is not going speed zero and still gets to spend defense tokens vs subsequent attacks and can move without a nav command on its next maneuver unless you use G8 again.

Hadn't seen anyone specifically explain that and wasn't sure how many were thinking of it as a super tractor beam.

Nope just a way of keeping something in place for a round, or moving very slowly.

I was honestly hoping the interdictor would mess with black dice throwers.

Demolisher has had too long of a reign of terror in this game, most IMP lists have it as auto include...time for that to change.

Interdictor's will be great tools for limiting such sillyness...sure it wont win all be all...but it'll making a Demo list a risk to take not auto/win silly.

In addition to what's already been said, I think it's worth pointing out that one of the other Experimental Retrofits that's partially obscured, but is called Targeting something, seems to affect close range attacks. It seems to say something along these lines ( Bold being what is readable, Italics being what I'm guessing at):

While a friendly ship at

distance 1-x is being attacked

at close range, during the

Spend Defence token

step you may exhaust/discard this

card to force your opponent

to reroll something something

you something something.

Unfortunately the key effect of the card is the bit we can't see (predictably), but it certainly seems to be to do with defending against ships at close range. If it forces rerolls on Demolisher, that could be pretty handy.

It could be handy, but us Imperials are not going to be sabotaging our own Demolishers, you Rebels are just going to have to weep and live with it. :)

I was honestly hoping the interdictor would mess with black dice throwers.

Demolisher has had too long of a reign of terror in this game, most IMP lists have it as auto include...time for that to change.

Interdictor's will be great tools for limiting such sillyness...sure it wont win all be all...but it'll making a Demo list a risk to take not auto/win silly.

In addition to what's already been said, I think it's worth pointing out that one of the other Experimental Retrofits that's partially obscured, but is called Targeting something, seems to affect close range attacks. It seems to say something along these lines ( Bold being what is readable, Italics being what I'm guessing at):

While a friendly ship at

distance 1-x is being attacked

at close range, during the

Spend Defence token

step you may exhaust/discard this

card to force your opponent

to reroll something something

you something something.

Unfortunately the key effect of the card is the bit we can't see (predictably), but it certainly seems to be to do with defending against ships at close range. If it forces rerolls on Demolisher, that could be pretty handy.

It could be handy, but us Imperials are not going to be sabotaging our own Demolishers, you Rebels are just going to have to weep and live with it. :)

Or repaint our Imperial ships in Republic colors and laugh.

Ozzel lets you go from 0-4 with a token, so Screed may get bumped from the Demo lists just to keep them moving.

Why does Demolisher even care?

With engine techs it still catches you with it's effective speed three, and if they go g7-x Demolisher just starts outside of range and spends turn one running through the grav well if it needs the positiong so bad.

I was honestly hoping the interdictor would mess with black dice throwers.

Demolisher has had too long of a reign of terror in this game, most IMP lists have it as auto include...time for that to change.

Interdictor's will be great tools for limiting such sillyness...sure it wont win all be all...but it'll making a Demo list a risk to take not auto/win silly.

In addition to what's already been said, I think it's worth pointing out that one of the other Experimental Retrofits that's partially obscured, but is called Targeting something, seems to affect close range attacks. It seems to say something along these lines ( Bold being what is readable, Italics being what I'm guessing at):

While a friendly ship at

distance 1-x is being attacked

at close range, during the

Spend Defence token

step you may exhaust/discard this

card to force your opponent

to reroll something something

you something something.

Unfortunately the key effect of the card is the bit we can't see (predictably), but it certainly seems to be to do with defending against ships at close range. If it forces rerolls on Demolisher, that could be pretty handy.

That's my filling in the blanks reading of it.

For me the better use of this is forcing to ReRoll Accuracies (before Spend Defense) for ships without ECM ie: VSD. If you can attempt to reroll an accuracy targeting a brace you have some type of pseudo ECM attempt. Then the Interdector title will make 'Targeting -----' ready for the next activation.

It's a redundancy for ECM ships as well, you would want to use it first. That way they save their actual ECM for a garuntee. Combine this with Tagge. Mmmm defense tokens and brace.

Edited by Trizzo2