"A man can dream. And I dream of one-shots."
Pulse Tap Victims: A ship hit by and only by Overload Pusle and Avenger. Either by Side Arc/Front Arc or Advanced Gunnery.
2 Guppies
List Development: newest to oldest descending
-current-
Wave 4
-retired-
Mk3
http://armadawarlords.hivelabs.solutions/view_list.php?token=27781
Mk2
http://armadawarlords.hivelabs.solutions/view_list.php?token=27540
Mk2
http://armadawarlords.hivelabs.solutions/view_list.php?token=28654
Mk1
http://armadawarlords.hivelabs.solutions/view_list.php?token=27546
Strategy:
Designed to beat carriers/low bid/three ship. Against MSU chase down little ships at high speed. Against high bids plays strong Objectives.
- Carrier bids will not bid high enough for Superior Positions.
- Demolisher lists are forced to choose between the strongest Blue Objective (which puts them at a massive deployment dissadvantage) or Fire Lanes and Advanced Gunnery. Farm points or punish mistakes.
Tactics:
As first player use a variety of first player combos to one hit kill/cripple/combo ships.
TO AVOID CONFUSION RE: Overload Pulse
- Avenger + Overload Pulse.This combo will not work if you shoot front battery first (becuase due to timing they spend their defense tokens before Overload Pulse). You must use the Side Arc prior to the Front Arc and you can use Screed to give you a guaranteed Critical Effect. You then follow up with the Front Arc for as much Avenger damage as possible. Thus "The Pulse Tap". It is easier to do it as first player due to being able to fly into position against an already activated ship and simply shoot first next turn.
Standard Plays
- Demolisher Tripple Tap
- Raider first player APT double tap
- Any two black dice ship + Avenger over two turns
- Pin Squadrons with Ties/ Instigator
Against Clonisher/High bids use objectives to punish them as well as deploy well per match up with 7 Deployments.
Results:
W/L/T (win/loss/tie): 2-2-1
First game: Date: 22/5. Loss 8-2 vs Akbar 3 Guppy. I one shot a fully health Guppy in my first practice game! This list is silly amounts of fun. It challenges you to fly the ISD well. Looking foward to Wave 3 for more of a bid via Floatila. The games, so far, were close with clear mistakes costing a Win/draw. It makes flying the ISD a fun subgame, fishing for that dream, but also a genuine threat. The mistake was the ISD could have jumped a Guppy but rammed instead. It killed it via the ram but got shot by the last guppy for 7 with no shields. 4 YT2400 soon followed up. It could have been out of range if it jumped (as i had first player activation), a mistake we both talked about after.
2nd: 22/5. Loss 6-4. Back to back games vs same player. vs Reeiken Heroes/Mc30/80/Cr90. Got blocked/we blocked each other traded with an MC80 over 2 turns. 6-4 by 7 points(?)
3rd: 24/5. Win 9-1. Some nice flying with Demolisher (killing Insidious with a double tap and killing Demolisher with a ram on the one move) and Instigator getting lucky with 4 wiffed bombed rolls to hold back the ball. Demo for the double kill and ISD one shot a Raider.
4th 1/5. Draw 99-99. I/G/R/R mirror. Don't make my ISD objective ship, has to do too much at once. Didn't loose a ship. But lost 3 Ties and the Intel Sweep.
5th 2/5. Won 9-1. Another mirror. Lived the dream! ISD Pulse Tap to the front arc on the last and first activation. Hit for 16 Damage (2 redirected, 4 front shields, 10 hull), it was left on 4 Hull due to Motti so no ram kill! A raider killed it with double APT on the next turn.
Edited by Trizzo2