Where are spinal turbolasers, quad turbolasers, and high ion thrust control upgrades from picture in article??? Where?! And skilled first officer has different art... what's happening????
Liberty article is up
::shoves SkyCake's head in Paper Bag::
Found them... nearl had a conniption
Could have asked me on Bookface, man. I'm there all day ![]()
The real question is can it beat any current competitive build. I would be doubtful but who knows.
hypothetical effective speed 0 demolisher sounds fun
konstantine derping around with a G8 seems like it could get really frustrating really quickly
Not with Ozzel and a navigate command or token.
Demolisher with Ozzel and good ole Yularen
Sure and in a perfect world where you can build the perfect counter fleet that's greeeaaattt!!
However, if you build half your fleet points to counter a G8 Kon fleet, good luck with that liberty carrier fleet buddy!
Actually the main reason I stated that was because Ozzel is my main go to commander so at least for me I could give two S$%ts about an Interdictor. My tournament build I have today would still wreck a liberty carrier fleet....buddy!!! ![]()
So how does Madine work with Engine Techs? Do you get to add a click to your 1-speed maneuver at the end? You probably get only one click either way, but I think you can add it at the end, which gives the Liberty the ability to "stay on target" with its front fire arc.
You are kidding right?Rebels get the Easy to use Easy to master Beast
The Liberty is so wonky in the speed chart, actually having a reverse of the VSD's speed 2 chart is harsh. Sure it can have engine techs but that's not a good idea. It is also fragile as frak!
Wonky?
It has the best single maneuver chart of any large or medium ship, can make tighter turns, wider sidesteps, and is effectively speed 4. Without Madine it can out-turn any natural maneuver chart in the game at speed 3 on a Nav Command.
That's not wonky. Demolisher is now the only competitive Imperial ship for avoiding fire. That's wonky.
The Gladiator needs to dodge to survive and while the Liberty has a great speed 3,you don't want to always go that speed. In fact it is just a bigger Nebulon-B. You want slow speed to maximize your jousting. Slow speed so that you can predict where an opponent will turn so you can force a Fork (chess term for threatening two pieces with one of your pieces). That is going to be important here. H9 Turbolasers and Quad Turbolasers are going to be great here as well as XI7's and HTT's sure but speed 3 is as much of a trap for this ship as it is for the ISD.
So how does Madine work with Engine Techs? Do you get to add a click to your 1-speed maneuver at the end? You probably get only one click either way, but I think you can add it at the end, which gives the Liberty the ability to "stay on target" with its front fire arc.
I think that depends on one being able to spend Nav dial (or token) on Engine tech maneuver instead of normal one. If this is allowed, then Madine will affect ET maneuver but not the regular one.
EDIT: so the answer is no, because one needs to spend Nav dial or token to activate ET.
Edited by pt106
So how does Madine work with Engine Techs? Do you get to add a click to your 1-speed maneuver at the end? You probably get only one click either way, but I think you can add it at the end, which gives the Liberty the ability to "stay on target" with its front fire arc.
I think that depends on one being able to spend Nav dial (or token) on Engine tech maneuver instead of normal one. If this is allowed, then Madine will affect ET maneuver but not the regular one.
The ET maneuver exists because you executed a Nav command.
I love the Interdictor, but like Clon Im concerned Ill only be playing it in non-competitive matches due to its cost when properly upgraded. I like its unique upgrades bht I question if they will warrent their cost when compared to using anythkng kitted for blasting. I have same concerns about the (overcosted?) flotilla upgrades.
The real question is can it beat any current competitive build. I would be doubtful but who knows.So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?
hypothetical effective speed 0 demolisher sounds fun
konstantine derping around with a G8 seems like it could get really frustrating really quickly
I am surprised that everyone is jumping over these things go like X-Wing ayers do their own stuff or other miniature games. You are treating them to a vacuum. That is not good.
First and foremost, play is more important in this game than efficiency. If you have a use for the Interdictor, and understand its functionality you will be a monster with it.
This is the first ship of its kind. The Interdictor will change mindsets and change ways of thinking. Now Garm is more useful because there will be times where you will be at speed 0 due to G7's, there will be obstacles placed in ways that will aggravate you and limit your movement more than you realize. Not obstacles placed within 1 of each other can be shifted into a wall. Not only can a large ship hit 3 maybe even 4 obstacles, a small ship could do the same.
This wave will change so many mindsets, so you should stop looking at just the points and start looking at what really matters, the options.
GIVE ME DEMO 2.0 OR GIVE ME DEATH!complaining about how OP they are.
Quit looking for broken things that win in all cases and enjoy the possibilities!
So there are these things called squadrons. You might have to finally look into those, buddy.
this is the problem I have with the interdictor, it just seems like it's going to be inconsistent. Garm, ozzel and tarkin already hard counter it. Raymus and that new imperial officer and to a lesser extent Yaluran effectively counter it. These are not Fringe upgrades that are rarely used, they often are present in competitive fleets already.Not with Ozzel and a navigate command or token.The real question is can it beat any current competitive build. I would be doubtful but who knows.So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?
hypothetical effective speed 0 demolisher sounds fun
konstantine derping around with a G8 seems like it could get really frustrating really quickly
Demolisher with Ozzel and good ole Yularen
There are hard counters to just about everything in the game.
So?
The thing about hard counters is they tend to be unbalanced.
Garm, Ozzel and Tarkin are currently rarely seen. Motti and Screed are pretty busy guys tho.
Throw a few tractor beams in the fleet and the hard counters are countered and non-counter fleets are going to be that much more inconvenienced.
It's more important that new legitimate fleet archetypes are being created and old standbys are being actively challenged. The fact that the new thing isn't an "absolute" is a good thing. If Interdictors came in at 70 points everyone would be complaining about how OP they are.
Quit looking for broken things that win in all cases and enjoy the possibilities!
Sure they counter this but so what? Now you have influenced people to make these choice, spending points that could go to more squadrons or ships.
What's the issue again?
Lyraeus,
Agreed. That's what makes this game so much more fun than Xwing (which I love). Play is far more important than efficiency primarily because of each ships customizable nature, squadrons, and the impact of missions! Tactical choices become very important. This all creates a gaming atmosphere where there truly are many paths to victory.
It also helps that dice are a lot more reliable...
Nothing we need balance to the force
Could have asked me on Bookface, man. I'm there all day
I love the Interdictor, but like Clon Im concerned Ill only be playing it in non-competitive matches due to its cost when properly upgraded. I like its unique upgrades bht I question if they will warrent their cost when compared to using anythkng kitted for blasting. I have same concerns about the (overcosted?) flotilla upgrades.
The cost is all about opportunities. What are you willing to spend to give your fleet more time from that Ackbar 90 swarm? What are you. To pay to control an opponents movement so that he could run off the table edge? What are you willing to pay to readjust obstacles.
Oh, and for Clontroper5 who is crying over this whole thing (sorry, most people would agree that, that is my field of expertise) that there are counters to those counters. Oh no they have Tarkin, let's have Ion Cannon Batteries strip that navigate, let's tractor beam that ship. Options are there. Find them
Not sure I’m going to trust anyone opinion after 2 days of testing. On the Liberty, perhaps. It’s a fairly straight forward design and it’s not doing anything “new”. The Interdictor.. It’s got so many moving parts that I’m fairly sure that if you do throw out sweeping statements in either direction you’re going to be found wrong.
Don't focus on its cost, there is a reason for that. FFG tested it to hell and back, had play testers (some of them on here even) voice information and thoughts and that is what it came to be.I love the Interdictor, but like Clon Im concerned Ill only be playing it in non-competitive matches due to its cost when properly upgraded. I like its unique upgrades bht I question if they will warrent their cost when compared to using anythkng kitted for blasting. I have same concerns about the (overcosted?) flotilla upgrades.
The cost is all about opportunities. What are you willing to spend to give your fleet more time from that Ackbar 90 swarm? What are you. To pay to control an opponents movement so that he could run off the table edge? What are you willing to pay to readjust obstacles.
Oh, and for Clontroper5 who is crying over this whole thing (sorry, most people would agree that, that is my field of expertise) that there are counters to those counters. Oh no they have Tarkin, let's have Ion Cannon Batteries strip that navigate, let's tractor beam that ship. Options are there. Find them
Will ion cannon batteries and phylons warrant replacing Fighters and ordinance upgrades in order to maybe gain a positioning advantage?
In my personal testing what happens for the interdictor is that it Always needs One more upgrade to cover a potential weakness, it's to points hungry demanding more in order to be effective at controlling the enemy fleet (at least part of it worth more then 100 points) running 2 so severely hurts your killing power that even If you can consistently win you will struggle to be competitive
yes options exsist but are they better then we have all ready?Don't focus on its cost, there is a reason for that. FFG tested it to hell and back, had play testers (some of them on here even) voice information and thoughts and that is what it came to be.I love the Interdictor, but like Clon Im concerned Ill only be playing it in non-competitive matches due to its cost when properly upgraded. I like its unique upgrades bht I question if they will warrent their cost when compared to using anythkng kitted for blasting. I have same concerns about the (overcosted?) flotilla upgrades.
The cost is all about opportunities. What are you willing to spend to give your fleet more time from that Ackbar 90 swarm? What are you. To pay to control an opponents movement so that he could run off the table edge? What are you willing to pay to readjust obstacles.
Oh, and for Clontroper5 who is crying over this whole thing (sorry, most people would agree that, that is my field of expertise) that there are counters to those counters. Oh no they have Tarkin, let's have Ion Cannon Batteries strip that navigate, let's tractor beam that ship. Options are there. Find them
Will ion cannon batteries and phylons warrant replacing Fighters and ordinance upgrades in order to maybe gain a positioning advantage?
In my personal testing what happens for the interdictor is that it Always needs One more upgrade to cover a potential weakness, it's to points hungry demanding more in order to be effective at controlling the enemy fleet (at least part of it worth more then 100 points) running 2 so severely hurts your killing power that even If you can consistently win you will struggle to be competitive
You have 2 days worth of "personal" testing as well. This means you don't have anyone's spark of ideas to go off of. Just your own preconceived notions.
So it needs one more upgrade? What fleets are you testing his against? What objectives? What does the table set up look like? What are your goals for the fleet with the Interdictor?
See the issue? You might just be going over it in a vacuum which just does not work for Armada.
This means you don't have anyone's spark of ideas to go off of. Just your own preconceived notions.
Entirely seperate. What part of that requires a lot of time commitment from the other party? ![]()
This means you don't have anyone's spark of ideas to go off of. Just your own preconceived notions.
Entirely seperate. What part of that requires a lot of time commitment from the other party?
It is good to be confident in your assessment but remember that humans are fallible and need a second or third set of eyes to make something amazing. This is why this being build have a ton of quality testing
That's the issue eh, you are doing personal testing with your mind which is set like Darth Lupine of old. You think in the forms of attack advantage and positioning for the next attack, very straightforward actually while other minds are suited to different approaches.yes options exsist but are they better then we have all ready?Don't focus on its cost, there is a reason for that. FFG tested it to hell and back, had play testers (some of them on here even) voice information and thoughts and that is what it came to be.I love the Interdictor, but like Clon Im concerned Ill only be playing it in non-competitive matches due to its cost when properly upgraded. I like its unique upgrades bht I question if they will warrent their cost when compared to using anythkng kitted for blasting. I have same concerns about the (overcosted?) flotilla upgrades.
The cost is all about opportunities. What are you willing to spend to give your fleet more time from that Ackbar 90 swarm? What are you. To pay to control an opponents movement so that he could run off the table edge? What are you willing to pay to readjust obstacles.
Oh, and for Clontroper5 who is crying over this whole thing (sorry, most people would agree that, that is my field of expertise) that there are counters to those counters. Oh no they have Tarkin, let's have Ion Cannon Batteries strip that navigate, let's tractor beam that ship. Options are there. Find them
Will ion cannon batteries and phylons warrant replacing Fighters and ordinance upgrades in order to maybe gain a positioning advantage?
In my personal testing what happens for the interdictor is that it Always needs One more upgrade to cover a potential weakness, it's to points hungry demanding more in order to be effective at controlling the enemy fleet (at least part of it worth more then 100 points) running 2 so severely hurts your killing power that even If you can consistently win you will struggle to be competitive
You have 2 days worth of "personal" testing as well. This means you don't have anyone's spark of ideas to go off of. Just your own preconceived notions.
So it needs one more upgrade? What fleets are you testing his against? What objectives? What does the table set up look like? What are your goals for the fleet with the Interdictor?
See the issue? You might just be going over it in a vacuum which just does not work for Armada.
And we knew that interdictor cost 90 points and the slots were fairly obvious. I assumed speed 2 and did some with 2 experemental slots and some with 1 since we were not sure if it would have 2 or not.
It's not "in a vacuum" when I have actually ran 3 games against myself in that time (all 3 imperial mirror matches because Screw rebels
)
During testing I always assume WORST case scenario (as in the opponent picks the correct commands etc) and if it works Fantastic! If it doesn't then I move on.
I use this method for everything often only playeing 2-3 actually practice games before I take the list to a tournament.
Those tournaments I have gotten first place in all but 2. The 1st one I ended in 2nd post tiebreaker and the other was regionals which I was grossly underperpared for as I only had 1 or 2 table top games in the last 6 weeks or so.
I'm Not making these claims Willy nilly, I have put the interdictor through its paces and decided I would not run it in a tournament fleet...
My experience says it relies on the opponent making mistakes and to much can be avoided by simple decisions.
I have been doing these tests since we first had info spoiled so 2-3 weeks now.That's the issue eh, you are doing personal testing with your mind which is set like Darth Lupine of old. You think in the forms of attack advantage and positioning for the next attack, very straightforward actually while other minds are suited to different approaches.yes options exsist but are they better then we have all ready?Don't focus on its cost, there is a reason for that. FFG tested it to hell and back, had play testers (some of them on here even) voice information and thoughts and that is what it came to be.I love the Interdictor, but like Clon Im concerned Ill only be playing it in non-competitive matches due to its cost when properly upgraded. I like its unique upgrades bht I question if they will warrent their cost when compared to using anythkng kitted for blasting. I have same concerns about the (overcosted?) flotilla upgrades.
The cost is all about opportunities. What are you willing to spend to give your fleet more time from that Ackbar 90 swarm? What are you. To pay to control an opponents movement so that he could run off the table edge? What are you willing to pay to readjust obstacles.
Oh, and for Clontroper5 who is crying over this whole thing (sorry, most people would agree that, that is my field of expertise) that there are counters to those counters. Oh no they have Tarkin, let's have Ion Cannon Batteries strip that navigate, let's tractor beam that ship. Options are there. Find them
Will ion cannon batteries and phylons warrant replacing Fighters and ordinance upgrades in order to maybe gain a positioning advantage?
In my personal testing what happens for the interdictor is that it Always needs One more upgrade to cover a potential weakness, it's to points hungry demanding more in order to be effective at controlling the enemy fleet (at least part of it worth more then 100 points) running 2 so severely hurts your killing power that even If you can consistently win you will struggle to be competitive
You have 2 days worth of "personal" testing as well. This means you don't have anyone's spark of ideas to go off of. Just your own preconceived notions.
So it needs one more upgrade? What fleets are you testing his against? What objectives? What does the table set up look like? What are your goals for the fleet with the Interdictor?
See the issue? You might just be going over it in a vacuum which just does not work for Armada.
And we knew that interdictor cost 90 points and the slots were fairly obvious. I assumed speed 2 and did some with 2 experemental slots and some with 1 since we were not sure if it would have 2 or not.
It's not "in a vacuum" when I have actually ran 3 games against myself in that time (all 3 imperial mirror matches because Screw rebels
)
During testing I always assume WORST case scenario (as in the opponent picks the correct commands etc) and if it works Fantastic! If it doesn't then I move on.
I use this method for everything often only playeing 2-3 actually practice games before I take the list to a tournament.
Those tournaments I have gotten first place in all but 2. The 1st one I ended in 2nd post tiebreaker and the other was regionals which I was grossly underperpared for as I only had 1 or 2 table top games in the last 6 weeks or so.
I'm Not making these claims Willy nilly, I have put the interdictor through its paces and decided I would not run it in a tournament fleet...
So you ran a test to see if oxygen was there based in your ability to breathe?
Kidding aside, you ran simulations on he ship based in 1 half of the game with your hyper aggressive mindset which affects how you play and what decisions you make? Any of that wrong?
You do understand that not. It against rebels is like cutting your legs off and expecting you to run a marathon with no support right?
On top of that, what upgrades did you use? Obviously all you knew about were G7 and G8, what about the latest squadron upgrades? How did projection experts do? Engineering team? How did it preform as a support ship? How did it preform as a blocker? How did it synergize with the Gozanti? We're you able to Co trolling a action of the deployment? How did that occur and what happened becuase of that? What lists did you use?
I can run simulations in my head for this game. They are only ever one part of the story. They are a theory, a theory that needs to be tested. This ship is the same way.
If there are any questions here that you can't answer then you did not test it fully. I could easily go on with far more questions as well. So be prepared.
Oh, and you are not much of a VSD player I believe, which means that you will have problems with this ship.