Anyone use flotillas?

By chriscook, in Star Wars: Armada

Has anyone used a flotilla enhanced fleet vs one of the solid archetype fleets like Demolisher and raiders or 2 ISDs or rieekans CR90 zombies?

And how did it do? Is there something there that can really be a problem for them? Im trying Craken with loaded mc30 plain mc 30 and 3 B vettes with new toryan (or whatever her name is) to reroll blue dice on a G75

I've experiemented here and there. But I don't use Vassal, and I'm usually happen enough to get a real game without having to try to convince someone to let me use soemthing that hasn't ben released yet....

I've played against G75s in Vassal ..... it was interesting. The Reb player was using it as his flagship and a sort of carrier. It was pretty much staying out of the fight as much as possible but still kind of in range to throw squadron commands.

unless I need carriers, which the tapping power is definitely there, I find it crazy hard to break out the points to make some wave 3 stuff work with the lists I like to run. I think that's the major thing you have to think about.

I think the Vassal guys are about to start a new round of games, so keep your eyes open and we may see some commentaries and thoughts.

Beyond that you'll have folks that theory craft and speculate.

But the problem is, to add them in you have to take something out, so there is going to be a lot of lists that they do nothing for. Probably as many as they help.

For that reason, you may see a lot of ideas that could be done better without them.

What is interesting is more about the missing cards and what they may be.

There are no missing cards with the Wave 3 Reveals, though. They're Revealed.

Wave 4, buttload of missing cards there.

I thought there were a few missing upgrades and such...

Nope. 8 Cards in each expansion. Dictated as shown.

You'll have to buy both sets to get the full experience, as only the Imperials has Slicer Tools and only the Rebels have Repair Crews. Other Fleet Support are Duplicated between.

One officer each.

One Admiral Each.

Two Titles Each

That's it.

All wave 3 cards present and accounted for in the vassal module.

Missing lots of wave 4 stuff though. It will be added the same day FFG releases more teaser info.

I have a game coming up where I proxy(cr90) them(gozantis) with repair teams. I feel they will do well as cheap activations/assists.

Once the game is done I'll add some more here on my results.

Ditto. Chris and I should be testing them today. The super builder in me has been struggling to find a home for flotillas in competitive builds, but im trying. We will report our results.

I've played a few games making very heavy use of them, with this list: https://community.fantasyflightgames.com/topic/219310-ill-shoot-you-run-v20/?p=2204808

They worked fantastically.

I've faced two rebel swarms, one with flotillas and one without, a Rhymer ball (those X-wings are DIRTY against squadrons), and against a dual-ISD Christmas tree list. Won all four.

Unfortunately haven't managed to get a game in against the DeMSU specifically yet, but I'm pretty confident in the list's ability to handle it.

We had our first play test session today. Floatilas are amazing. Rebels (floatilas) felt stronger because of the great synergy and ability to take the Squadron Command burden from Medium/Large ships, something that Rebels were lacking.

Game 1: Imp I/G/R/R/4 Tie, Screed vs Reb RT/RT/TRC90/TRC90/Guppy/6 Xwing/Dash, Madine. This was a Wave 2 vs Wave 3 to see how different it felt, to see how old lists held up against the new.

Small ships traded, he won via 45 points above my Precison Strike score. 7-3

Key points about the game:

  • Demolisher/Raiders are junk vs floatilas but Madine might skewer this (from the perspective of a first player)
  • You need accuracy manipulation or aggressive rerolls for large dice pools, you need a garuntee on an accuracy

The Glad was completely shut down by a single Floatila. Madine/Bright Hope shut down the Front Battery. I got a accuracy, Hit/Hit but no hull damage. Failing a perfect roll it scattered eveything making ramming the most viable option. But this takes two turns so he is pretty much taking the Glad out of the game with good positioning. Glad (or something) has to respond to the Tractor Beam/Slicer/Squadron Command 3 Xwing and I needed to shore up activations so it needed to die. This is the issue though. There are so many targets on the board and despite being pissant no dice ships the various commands/squadrons/combos require an answer.

Game 2: Imp, I/G/R/Goz/4 Ties, Screed vs Reb RT/RT/RT/TRC90/TRC90/MC80 Assault/Han/Dash, Reeiken

Key points were:

  • Fully upgraded MC80 Assault, in a six ship list!
  • Leia on a Floatila counters your Slicer Tools
  • So many gosh darn targets!

Demo took a risk and jumped into MC80 side and hit for 4 black dice end of turn 2. He hit back due to 6 activations but Demo, on full health, lived with one hull. This was due to my Floatila darting in with Slicer Tools and putting the MC80 off a Concentrate Fire, this shut down the potential double black dice Defiance. Starting turn 3 Demo completed the tripple tap and flew away. ISD was blocking the MC80 and hit it with Avenger and it was now a zombie on the board. Demo was destroyed by a TRC90. Now the Raider was locked down by Slicer tools and picked off by TRC90, a Floatila followed the ISD Slicer Tooling every turn to put it off Nav Commands, so it flew speed 3 for 3 turns along the edge of the board. He manged to claw his way back into the game with Intel Sweep and Floatila combos. 7-3 his way.

Key points about the game:

  • Demo could only perform with the old paradigm. It was worth going straight for the MC80 as it was a better served doing heavy damage to a Large ship than pissing about for 2 turns trying to kill a 25 point ship.
  • Slicer Tools is devestating against large Captial ships. Various players Slicer Tools ensured that I) my Demo lived and ii) my ISD could never turn back into the game
  • 5-6 activations is going to be strong and annoying to face, especially with abilities that rely on timing ie: Supressor, Slicer Tools, Leia, Tractor Beams

What i take into the future:

  • Floatillas are a paradigm changer. Killing a ship to even out the activations may no longer be the most important thing. Instead killing the right ship is.
  • Demolisher is in trouble. Clonisher is dead. I didn't pilot a clon but i had initative, Raiders, and a tooled up Demo but they simply could not perform against Wave 3 (especially Raiders) It's not a question of ignoring Floatilas entirely. They can lock you down and mess with critical commands and timing.
  • If Demo is in trouble where does that leave Raiders? Raiders are a worse Demolisher and even Demo struggles against Wave 3.
  • Gunnery Teams. If they were not auto include before they are now. Do not drop this for a chance at Advanced Gunnery. If you have a big battery you want Gunnery Teams.
  • I hope Wave 4 comes soon after Wave 3 because 5-6 even 7+ activations is very wierd/annoying to play. I want the expensive Wave 4 ships to even it back out.

Things i need to try:

  • 5 activation ISD list
  • My Fireball with Floatillas

Wave 3 Predictions:

  • Clonisher dissapears from the meta and or severely decreases in power, Wave 4 sees it pick up in appeal again
  • Gladiator is not an auto include in generic Imperial lists. You might think this is a big claim but I'm off to the drawing board with this in mind. Imp lists without Demolisher are well worth testing imo. Wave 4 it will probally find a way back in but until then...
  • Rebel Floatilas will be stronger in Wave 3 due to Leia, Bright Hope and other AOE officers/effects.
  • Xwings become staple
  • VSD II sees its way back into the game due to less threatening amounts of dice/ships on the board and the need for strong long/mid range batteries
  • Accurecy manipulation uprades/aggressive reolls are required, i found myself wanting Vader for SW7 fishing/Double Red

Of course take all of this with a grain of salt :) More play testing is coming but these are my initial feelings after a solid couple of games so i think it is well worth recording.

Edited by Trizzo2