The Cost of Victory - #FirstWorldProblems

By IceQube MkII, in Star Wars: Armada

8 YTs... Ouch!

There are plenty of ways to kill them... remember, normal squadrons will go first with a "Squadron" command... there are 2 blue AS ships...

1 - Borrow from friends

2 - eBay (though the eBay sellers are smart folks)

3 - Trade with friends

Perhaps, we can also do a list of things to annihilate YTs and/or squadrons?

Coming from a Warmachine/Warhammer background, Armada is a lot less costly. I'm confident that you didn't need 8 YTs to win a Store Championship (lots of unique builds there). A pack of Rogues is taking a date to a movie... 2hrs... I get more than 2 hrs of forum lurking, thinking about Armada at work, etc so I justify it... then again, that's a case of beer in some cases... ;-)

CRAZY IDEA: Use a Glad-II with Demo as anti-squadron... 4 blue dice can do lots of damage to a squadron wing!

In an effort to not start a flame war, let's discuss good builds when you are limited to two of each release (sounds reasonable if you playing competitively)...

Ready. Set. Go!

Edited by IceQube

Dammit. No third Raider for me ;)

At some point I did run a calculation for my Regional build: 1 Core, 2 ISD packs, 3 Raider packs, 1 VSD pack (Motti/Intel officer), 1 Nebulon B or 1 VSD pack (Intel officer).

Edited by pt106

Overlapping fields of fire is the best way to take out squadrons.

To anyone who doesn't know PT106's build won two Regionals.

Everyone keeps referencing it. Moreso than Lyr and DtO. What is the build?

Motti

2x ISD-1 with Ordnance Experts and Intel Officer

3x Raider-1

It's NASTY and a TON of fun to fly. I've been playing it recently and am undefeated with it. Handles like an MSU but hits like a Death Star

Yeesh. I've got a game in twelve hours. . .might have to throw down with it.

How does it fare against Rhymerballs?

EDIT - I mean, do you ignore the bombers and go for the carriers, or do you use Raider flak?

Edited by reegsk

For me at least I've found using overlapping fields of raider fire will decimate squads rather quickly. The ISDs hit squads hard too with blue/black if you have no good shots on ships. And 28 hull isn't too shabby against the rhymer ball either

Place Motti on a Raider and hide him?

Also, Advanced Gunnery, Contested Outpost and Intel Sweep?

Or Most Wanted for them points?

Most wanted/co/mf is what I chose. And yes hide the motti so you can be uber aggressive with the ISDs

Edited by MandalorianMoose

Mine is most wanted/contested outpost/intel sweep (extra 75 points bump your chance to get to 9-1 significantly!)

How does it fare against Rhymerballs?

We'll discover this next Wednesday ;)

EDIT: Depends. I tried both strategies (carriers first/squadrons first) against bomber-heavy fleets and both have merits.

Edited by pt106

In keeping with what the OP intended with this thread, here's what I came up with as a competitive build with just 2 of everything:

Smokin' Aces
Author: Caldias

Faction: Rebel Alliance
Points: 400/400

Commander: General Rieekan

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep

[ flagship ] CR90 Corvette A (44 points)
- General Rieekan ( 30 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 83 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Raymus Antilles ( 7 points)
= 69 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship cost

1 Dash Rendar ( 24 points)
1 Luke Skywalker ( 20 points)
1 Wedge Antilles ( 19 points)
1 "Dutch" Vander ( 16 points)
1 HWK-290 ( 12 points)
1 Han Solo ( 26 points)

Yellows seemed rough, so I picked Fire Lanes over contested due to the lack of command. Both Contested and Fire Lanes are great because they dictate where your opponent has to go.

I think it depends on the skill of the player and what is being used for carriers. Speaking as someone who has run a lot of Rhymerballs the key is just to never get in your own way. A carrier can run away and if you get one of the ISDs between the other ISD and your rhymer bombers 2 black and 2 blue AS dice can easily become 1 blue die, carrier can bugger off and fireball can do work all on its own.

Edit: I'm really looking forward to trying this build myself. I have become disenchanted with the idea of MSU and a viable build that puts some big ships on the table perks my interest.

Edited by Hastatior
CRAZY IDEA: Use a Glad-II with Demo as anti-squadron... 4 blue dice can do lots of damage to a squadron wing!

A bit of offtopic, but I used GSDII with Demo and Ruthless Strategists in one of my store champs. I'll match your 4 blue dice and raise 2 guaranteed damage ;)

Everyone keeps referencing it. Moreso than Lyr and DtO. What is the build?

Thanks. Thanks so much. . .

I want to see Pt106 'a list. It would be interesting to try out.

I know everyone's eyes jump when they see 8x Rogues and Villains. Indeed, the price does run a bit higher than some other lists. PT109's list has a retail cost of 320. I ran the math on my own and it runs 290. A few others that I've looked at run as low as 270, but 300 +/- 20 seems pretty typical. Yes, the YT2400s make the national championship list run about 390 retail value, but could you get a similar effect by changing the list slightly.

Thought on squadrons: Use your own squadrons conservatively with Gallant Haven on a MKIIA that then rakes enemy squadron with 2 blue dice.

Thought on squadrons: Use your own squadrons conservatively with Gallant Haven on a MKIIA that then rakes enemy squadron with 2 blue dice.

Chase that Gallant Haven with an MC-80 with Projection Experts and Toryn Farr for even more fun.

I know everyone's eyes jump when they see 8x Rogues and Villains. Indeed, the price does run a bit higher than some other lists. PT109's list has a retail cost of 320. I ran the math on my own and it runs 290. A few others that I've looked at run as low as 270, but 300 +/- 20 seems pretty typical. Yes, the YT2400s make the national championship list run about 390 retail value, but could you get a similar effect by changing the list slightly.

My Regionals list is $200 (3 x Vics, 3 x Imp Squadrons, 1 x R&V).

Oh, and I tried a modified version of pt's list today. Dropped one Raider to add titles and OE/APT to the Raiders, plus some more upgrades to the ISDs. It went. . .all right. Traded an ISD for a Demo and thought I'd do more damage to an ISD while my other one looped around. That didn't pan out. But I killed a Raider and a bunch of squadrons, lost one of my Raiders and picked up more Intel Sweep tokens for a solid 100pt victory. Played against Troy's exact list from Nationals.

Oh, and I tried a modified version of pt's list today. Dropped one Raider to add titles and OE/APT to the Raiders, plus some more upgrades to the ISDs. It went. . .all right. Traded an ISD for a Demo and thought I'd do more damage to an ISD while my other one looped around. That didn't pan out. But I killed a Raider and a bunch of squadrons, lost one of my Raiders and picked up more Intel Sweep tokens for a solid 100pt victory. Played against Troy's exact list from Nationals.

Imo 2 ISD/2 Raiders is a SIGNIFICANT change to pt's list. The 5 activations is key to lining up perfect shots for both ISDs

I know everyone's eyes jump when they see 8x Rogues and Villains. Indeed, the price does run a bit higher than some other lists. PT109's list has a retail cost of 320. I ran the math on my own and it runs 290. A few others that I've looked at run as low as 270, but 300 +/- 20 seems pretty typical. Yes, the YT2400s make the national championship list run about 390 retail value, but could you get a similar effect by changing the list slightly.

My Regionals list is $200 (3 x Vics, 3 x Imp Squadrons, 1 x R&V).

That makes is $300 ($100 for the base game as that cost is included in other calculations). It's still cheaper then mine though ;)

Edited by pt106

I think as far as the cost goes, $300-$400 retail (core included) seems like a common price for most winning builds as Vergilius noted. However the thing that is good in Armada (and is different from for example MtG) is variability: once you spent that money, you're not locked into only one build, but can craft a lot of different powerful builds without spending extra.