Discussion: Are TRCs OP'ed?

By IceQube MkII, in Star Wars: Armada

ah contested outpost. I never take that one with a rhymerball. WAY too inflexible an objective and you can't ignore it because of the big points. its just not ideal.

He also deployed that one VSD in a way that he may as well have painted the words "isolate this one" on it

Edited by Hastatior

ah contested outpost. I never take that one with a rhymerball. WAY too inflexible an objective and you can't ignore it because of the big points. its just not ideal.

Well.. I don't believe there is a better yellow objective for a triple-Vic list. (And against your list i might've risked Precision Strike or just go with Hyperspace assault to get rid of the Demo for a while)

Again, thats why I don't get VSDs. they are barely good at what they are good at and there is often an asterisk beside those things.

Again, thats why I don't get VSDs. they are barely good at what they are good at and there is often an asterisk beside those things.

Well, there are pros and cons for every list. I do believe that a triple Vic rhymerball may be a right tool in certain occasions (It'll have advantage over your list for example)

Reegsk did pretty well with triple Vic at a Regional (certainly better than me), so I wouldn't be too hasty to discount it.

Again, thats why I don't get VSDs. they are barely good at what they are good at and there is often an asterisk beside those things.

I never seem to have this problem. They always do good for me. Then again, I am usually always moving speed 1 with them. . Hmmmm

Again, thats why I don't get VSDs. they are barely good at what they are good at and there is often an asterisk beside those things.

I never seem to have this problem. They always do good for me. Then again, I am usually always moving speed 1 with them. . Hmmmm
Edited by pt106

The idea behind the list is that you have to fly through a Rhymerball that can put an average 9-10 damage on a target, then plow into thirty hull points with black dice for when you get close. You can get the same mileage out of a dual ISD list, but then you have two fewer hull, one less activation and one less deployment. You also save seven points (VSD+BC, VSD+BC+FC, VSD+BC+FSC=243, ISD+EH+BC+FC, ISD+EH+BC+FC=250) which would cost you a bomber. You even increase your number of dice at Long and Close range (9 vs. 6, 18 vs. 16). And yes, it can be difficult to get those dice on target, but I find opponents do one of two things - keep their distance, in which case I have a larger number of dice and an additional activation, or rush in and get into Close range. You lose out on maneuverability, but the Bombers are the star players anyway, and their speed isn't increased by taking bigger ships.

As to the deployment, that was kind of by design. Motti was in the center VSD (I had meant to deploy him further back, but screwed that one up), so I was trying to present a choice - focus both ISDs onto the flagship and get pincered by the VSDs, or draw the right ISD's fire into the rightmost VSD, hoping that the bombers and other two Vics could focus down the left ISD. Which probably would've happened if I didn't forgo Squadron commands for Concentrate Fire, which was a sub-optimal choice. As I mentioned above, I'm used to players with ISDs just flying full speed into your face and ramming, so I figured the ball could sit near the carriers and have free shots all day. This is my first opponent who actually maneuvered an ISD, which made a huge difference.

And yeah, Contested Outpost is a fairly advantageous objective in a triple Vic carrier fleet. First off, you can keep six or nine command value near the station easily for the first three or four rounds. You force your opponent to come to you, which means you can castle and slow roll forward, giving the bombers time to soften up enemy targets. And you're essentially adding 100 points to your MoV. Your opponent either has to destroy two VSDs or somehow get seven command in Range One of a station that your ships are literally on top of. If they manage to do either, you've probably lost the game anyway. I am sometimes tempted to put in Hyperspace Assault, though. A VSD and three bombers popping up in front of an MC80 would be quite humorous.

I like your list and do believe it is pretty strong (and better than a dual-ISD list. And ISD-Demo-Raider list is going to lose on squadrons)

And again - I do believe that Contested Outpost is the best objective for your list. Hyperspace assault is interesting, however you do want the objective that forces your opponent to engage and to engage in the place your Rhymerball and black-range Vics are.

I hate to play backseat admiral, so please feel free to ignore this, but against a list like Paul's with a triple vic Rhymerball list, you are possibly better off using the station as bait.

That is to say, you know Paul has to go towards it to prevent you from camping it all game with a single vic, but that alone means it might have already done the work you need it to do. If you hang back, and make sure you can dictate the speed of the engagement, even if you give up 20 or so points, as long as you win the punching match, you win.

The station need not be a points scoring machine. It can also be bait. Then it comes down to a delicate dance of how to approach that, but I find that Contested Outpost is sometimes more valuable for forcing my opponent to occupy the station than doing it myself.

Just my thoughts, so feel free to ignore, as every game is different and it's hard to say without seeing the whole evolution of what you guys did.

I was also thinking that Fire Lanes would be a better objective for a fleet like that. 2 reasons, against a fleet that would benefit from a Contested OUtpost style engagement you can stack the objective tokens, and for one where you want to spread them out to delay ship to ship contact and maximize Rhymerball effect (e.g. you don't feel you NEED to rush to the station and get focus fired down) you have the flexibility to do that. On top of that against opponents you can concentrate against you will score 45 points a round instead of 20, being superior to CO

And you can lose those 45 points just as easily. Given base size and Red/Black dice, I'm looking at nine to twelve dice, maximum, on a single objective. Fire Lanes is tough with Victories, because you want to keep those tokens in your front arc. How far forward do you place them, to keep them in your front arc longer? If the tokens end up about middle of the board, I'm getting nine dice on it, which means an Ackbar gun line or CR90 swarm can claim those tokens until I get my black dice in range. Fire Lanes it too much of a gamble.

Contested Outpost does show where my fleet will be, yes, but it also reveals where part of my opponent's fleet will have to be. And if they choose to leave the station to me, that's 120 points toward MoV.