Anyone else think that the Gozanti is way far for distance 3 in this picture?
http://i.imgur.com/ouJO0xT.jpg
Oh, this just came to me. How did Yavaris get pulled?
Edited by LyraeusAnyone else think that the Gozanti is way far for distance 3 in this picture?
http://i.imgur.com/ouJO0xT.jpg
Oh, this just came to me. How did Yavaris get pulled?
Edited by LyraeusForce did drop his command cruiser last.
I wonder if it would have been better facing the other direction. You can keep range and kite against the (from our POV) Left VSD with your A/F, then your CC. Yavaris should drop to speed 1 and stay there as bait, you have enough squadrons to hurt anything trying to escape the A/F or MC80 clockwise flank. The idea is to engage his forces one at a time, not all at once, and make that right-side VSD struggle. Hard-turn with the CR-90 and try to nail his flotilla while keeping away from the VSD-I there. All it might be able to claim is the CR-90, but that has to be put somewhere.
@maturin. If I had wasted another turn navigating, maybe. But then my squadrons don't get there till late and I would not have downed the Interdictor. I don't expressly believe in a perfect game either. I had two mistakes. He said he had made four. Thanks to his approach, there was really no safety zone from range five of two of his mediums at any point, as you can see. And once your in one, it's too late to do anything about it. Both Yavaris and the cruiser had Flight Commander/Fighter Coordinator team combo to give me flexibility and pull B-wing tricks. Their dial after turn one is always squads. They have legit no use for something like wing Commander. They would never activate it unless comm nose happened, by which point it's probably over anyway. Or of course slicer.
Vet cap can always let me do just a little more. Change speed, fix a shield, activate a squad, reroll a die, use a token to trigger an effect. But it doesn't actually offer that much correction for miss planning.
So why should I trade the awesome cool combo I want in all my games, that is also newly brought to the game just this wave, for insurance against another singular card that I might never see in an event. Is it fair, or fun, for me to give up my enjoyment on a large number of games, in preparing to only deal with a small few others?
Who set up any obstacles? I count 10 in a 3' square which would put 2 in the other 3' square. Now I understand he is first player and takes damage from them, but you have also telegraphed where you plan to set up your fleet.
I am also confused as to the lack of damage cards on your opponents ships, the Interdictor moved atop of an Asteroid Template on turn 1 and thus should have had a face up damage card. Every other question I have has already been asked, but it does look like one of those games where you just do the wrong things because you don't quite see the "trap".
I think the issue with your experience here is your scenario set-up on a 3x3 board. This really plays all the cards into the hands of the imps. No room to maneuver. The grav well taking up a much larger percentage of the start area. The starting distances being much shorter making Konstantine, slicers and whatnot more effective from early in the game.
I have designed and run a lot of campaign scenarios, and I really like to make narrative missions but I really think the game needs at least a 3x6 area. Or bigger if more points.
Edited by GilmoreDKDue to campaign rules I was first player, the objective was predetermined, I took damage from Obstacles. I was running Dodona,i wish he took damage from them.
This was on a six by three notice the battle drifts past the center line.
Hmm.. Then it should be easy to set-up outside the grav well. Or in other words: at close and concentrated set up helps the imps. At set up where you flank and isolate ships on the flanks needs more room.
Edited by GilmoreDKBut I know your pain. Had the same types of feelings towards imperial squadron synergy builds before I learned how to deal with them.
If i do and try to kite the battle field, he scores around eight objective tokens, kills 80 points in fighters and the CR.i get the Vic-1. Terrible loss. Believe me I almost did just that till I counted the points up.
For what it's worth, I had a similar experience last night, only got beaten far more resoundingly. I came up against an Interdictor-Vic-Vic fleet, and I was flying an ISD-Glad-Raider-Goz list. We ended up playing twice, simply because he blew apart my fleet in the first game within about half an hour. I ended up losing the second game fairly impressively too.
It wasn't pretty, but it was good fun, and really interesting. I was beaten on a couple of counts that weren't entirely down to the lists - firstly playing a guy much more experienced than me, and secondly making mistakes due to not being used to the new mechanics. But a lot of it was down to my own failure to exploit the weaknesses of his fleet, and the fact that my fleet itself was lacking. It's a speed two fleet with little manoeuvrability, there are options for flanking it, and the list-builder himself thinks it would get torn apart by a Rhymerball.
I get that you're not saying the game is broken, and I also get the frustration of having lost. The shock for me was how unprepared I was for dealing with the build, and I was a bit disheartened last night. But I've woken up today determined to just improve my own list and to think about counters. I would recommend giving it some time before deciding to move away from the game.
I need to point out a few things:
First off, don't build your fleets around fixing mistakes. Build to exploit the loopholes and weird corner cases. Play to your strengths, not to cover your weaknesses. You'd be surprised at how often this improves not only your existing fleet, but how it affects the way you view other fleet builds for yourself and others.
Example: if you want to play with Support Officer, play a single command up until you are in the right range to use another command. Play to the strength you have outside of combat and then switch to your strength when you are in combat.
Second: deploy and maneuver to keep out of range of speed manipulation options. All but one of these abilities is dependent on being within distance 5/long range of enemy ships. Take advantage of this restriction and maneuver info range from outside of tame. By the time the enemy gets to activate those abilities, they won't be able to change the fact you have a fully powered shot.
Sounds like someone is sensitive to the force
*mic drop*
Force did drop his command cruiser last.
Dammit guys, let me know when you're playing on a Monday!
Well, playing 500 pts will change the game. At 400, your opponent is spending 25% to do control things vs. killy things.
Before the Internet goes all nuts, just swap fleets and play your friend and see how you guys feel afterwards.
So it really sounds like you were playing a custom scenario and your opponent built a list that was tailored to take advantage of several of the rules in that home brewed setting.
Any time you know what the objective is and any other special rules before you build your fleet, there's a very good chance that the game is going to go south...
can we not turn this forum into the X-Wing Forum? Please!?
So it really sounds like you were playing a custom scenario and your opponent built a list that was tailored to take advantage of several of the rules in that home brewed setting.
Any time you know what the objective is and any other special rules before you build your fleet, there's a very good chance that the game is going to go south...
This. I get that you're playing a nonstandard game because campaign, and it's just a bunch of pretty small changes, but those little changes add up, and they all worked in favor of your opponent.
Mandatory Objective: the objective is a favorable one for him. Dangerous Territory is good for Interdictors.
Doubled Obstacles: not only do more obstacles favor the speed-control archetype generally, but in conjunction with DT, they double the impetus on you to approach the danger zone by doubling the points at stake. Against a control fleet, you want to try and keep your distance with your carriers, but the doubled obstacles really require you to play in close.
Turn Order: Interdictors generally want to go second, but only because it lets them force bad objectives on you. Because he was guaranteed a favorable objective, there was no disadvantage for him to go first.
So my question is, did you both know what all of the rules of the game would be when building fleets? If so, then your opponent just did a better job than you did of designing around the scenario. If not, maybe he just got lucky that his fleet fit the scenario so closely, so I suggest you don't get too disheartened by this one game--it's a pretty skewed representation of how the Interdictor will fare more generally.
Also, I'm not sure I'm clear on why your opponent wasn't taking obstacle damage. If he was player 1, even though it was Dangerous Territory he should've been taking obstacle damage. Only player 2 doesn't take obstacle damage in that scenario.
Edited by ArdaedhelDue to campaign rules I was first player, the objective was predetermined, I took damage from Obstacles. I was running Dodona,i wish he took damage from them.
Seriously...you are bitching about mechanics when you breaking two rules of the game..Not allowing the first player to choose objectives and playing at 500 points. Why are you wasting our time?
I have not now read through the entire thread. (In the event I'm saying something that someone else already said. It appears I am not) My first game using the Interdictor (which I won soundly) convinced me of the following:
1. People are used to clustering their forces. Defeating Imperial speed/board control builds will, in some measure, require you to spread out now.
2. Squadrons, squadrons, squadrons. You know how much affect the Interdictor has on controlling squadrons? Nil.
Edited by RocmistroWe did not know about the scenario this week. Every preceding week we had at least 24hrs notice. Also we had knowledge of the objective set and point limit each week and initiative was determined by other campaign events that we were aware of ahead of time.
And since some still don't get what I'm trying to say, many of you are, and I appreciate you all regardless, but here's my beef with this: The manner in which the new tractor effects activate, and what functionality they control. As well as the design of slicer tools.
My opponent said it best actually, it was like playing against blue control in magic. And the same bad feeling as that is what's sitting in my head, it's not that I lost, it's that it feels like the design of some mechanics prevented me from even playing the game. My opponent is just reaching out and saying no.
Are you sure you were making him pay his costs? Admiral Titus only works the first round on 1 ship. Admiral Konstantine only works if you are near 2 medium or large ships. G8 must be exhausted to use, and then must be within distance 5. Gravity shift reroute only works on obstacles, and then only in the setup phase. G7 doesn't work on "half" the board only at distance 1-3, that's about 10" out of a 6' table.
Sounds like you're either exaggerating quite a bit or you didn't actually hold him to what he is actually able to do. When you say the game was "nonstandard" I get you didn't play 400 points, but what is "and what not"?
I was thinking that it might of been a 3x3 game at 400.. .
Good point boss, but until he specifies what "nonstandard" means I can only assume so much.
People have said it better and you yourself said it as well Force, this was a non-standard game. Thus all results will be varied and not representative of the actual game.
You could of done a dozen different things even from just obstacle placement that would of helped you out but you played it wrong.
Yes it is like playing against a blue player but Rebels are the best set to deal with that. Leia is one of the best ways, Comms Net is another, and the best is Tantive + Raymus.
It ultimately came down to your play though and very little to do with your opponents. You could of swung our Assault Frigate wide instead of into the jaws of 2 ships, you could have played your squadrons differently, instead you let the objective dictate your deployment AND movement thus making the Imperials job easy.
Good point boss, but until he specifies what "nonstandard" means I can only assume so much.Are you sure you were making him pay his costs? Admiral Titus only works the first round on 1 ship. Admiral Konstantine only works if you are near 2 medium or large ships. G8 must be exhausted to use, and then must be within distance 5. Gravity shift reroute only works on obstacles, and then only in the setup phase. G7 doesn't work on "half" the board only at distance 1-3, that's about 10" out of a 6' table.
Sounds like you're either exaggerating quite a bit or you didn't actually hold him to what he is actually able to do. When you say the game was "nonstandard" I get you didn't play 400 points, but what is "and what not"?
I was thinking that it might of been a 3x3 game at 400.. .
Turns out it was on a 6x3 bit they only used half of it.
Good point boss, but until he specifies what "nonstandard" means I can only assume so much.
Are you sure you were making him pay his costs? Admiral Titus only works the first round on 1 ship. Admiral Konstantine only works if you are near 2 medium or large ships. G8 must be exhausted to use, and then must be within distance 5. Gravity shift reroute only works on obstacles, and then only in the setup phase. G7 doesn't work on "half" the board only at distance 1-3, that's about 10" out of a 6' table.
Sounds like you're either exaggerating quite a bit or you didn't actually hold him to what he is actually able to do. When you say the game was "nonstandard" I get you didn't play 400 points, but what is "and what not"?
I was thinking that it might of been a 3x3 game at 400.. .
I also totally replied before looking at the entire thread to see the pics.