Let's Make Armada Great Again!

By IceQube MkII, in Star Wars: Armada

Before the inevitable, the Interdictor is OPed or the Liberty is OPed threads...

Personally,

1 - I think the Interdictor is overpriced but looks like people are having fun seeing what "control" can do.

2 - I think the Liberty is super good at front arc killing (so underpriced - LOL) but looks like people are having fun discovering that it's just not "shoot and destroy" and are worried about getting T-boned.

3 - I might be wrong on 1 and 2. But part of the fun is seeing if I am or not.

It's the summer time (at least in the US) so let's stay Hothy, chill and talk about the crazy stuff that is happening as we try to figure out this Wave.

LOL - I'd love to hear a battle report of GR-75s (all flotillas and squadrons) vs. ISDs (is that what happened in Empire Strikes Back)?

Also, has anyone done an all Interdictor build yet? I don't know... call it Judge Dredd... "we are The Law."

I think the general consensus is that we have a wide open meta... I mean, name a tabletop game where you can play whatever you what and still have a chance of doing well on the competitive level! You might not make Top Table but if you don't "lose" (e.g., 6-5 every round), can you really be disappointed in not winning big? You controlled what you could!

And for those that just want to push ships and drink (whatever your beverage) with your friends, we are getting the Corellian Campaign in a few months! If it sells well and is well received, I can't see why future campaigns won't be released. FFG is helping you have fun!

To all the Naysayers, Doomspeakers and such:

Tarkin2.jpg

How about we build a Death Star and make the Alderaanians pay for it.

How about we build a Death Star and make the Alderaanians pay for it.

And test it.

And of course, the person behind the terrorist attacks on Imperial bases as of late is Emperor Palpatine himself.

Edited by Toenail

You know. I rarely, if ever, see posts like that in the Armada Forum. Now....on other forums.....

Hmm, GR75 with two xwings, coming from a short edge in waves, trying to make it past an ISD....would have Needa on board, of course.....hmm......would have to come up with rules for the ground based Ion Cannon shot.....hmm......

Hmm, GR75 with two xwings, coming from a short edge in waves, trying to make it past an ISD....would have Needa on board, of course.....hmm......would have to come up with rules for the ground based Ion Cannon shot.....hmm......

... It hits the Star Destroyer and the Star Destroyer cannot activate until the GR75 has cleared the battlefield and at least one person yells "The First Transport is Away!"

Then the Imperial Player actually gets to play.

When Tatooine sends its people, they're not sending the best. They're not sending you, they're sending people that have lots of problems and they're bringing those problems with them. They're bringing drugs. They bring crime. They're rapists. And some, I assume, are good people.

Edited by TheCallum

On the Interdictor:

  • The base hull is overpriced unless you are a fan of the VSDII:
    • Same speed, 1 more yaw at click one when going speed 2
    • 3 Red / 3 Blue front, 2 Red / 1 Blue side vs. 1 Red / 3 Blue front and sides, meaning the Vic 2 actually has one more die when double arcing and can gun teams out the front more effectively
    • 8 hull and 9 front/side shields combined vs. 9 hull and 7 front/side shields combined
    • 3 command / 3 squadron / 4 engineering vs. 2 command / 2 squadron / 5 engineering
  • What this profile tells us is that the Interdictor is inferior as a carrier, but has better reactivity with commands and slightly better engineering (significantly better with a token: 6 vs. 8)
  • Therefore, to use it effectively, it either needs to tank properly (spend more than one turn spamming repairs with tokens, as then the shield / hull disparity goes in favor of the Interdictor) or the experimental refit slot needs to be worth significantly more than its actual points.
  • Experimental Options:
    • Targeting Scrambler: this completely neuters most re-roll related offensive upgrades at close range, so Screed, OE, TRC, etc.
    • G-8: I fear this may have the same issues as tractor beams (often you don't want to slow your opponent down), but I will say it seems to jam Demo pretty well
    • Grav Well Projector & Grav Shift Reroute: these could be useless or amazing, depending on context, and I think the hard part will be controlling that context

So what is my view on the Interdictor? Interesting. If you can build a tank with the targeting scrambler, that's where the meat appears to be for me. I'm not sure it's good, but it is interesting.

The MC80 is strong but finicky. Great from the front, not so great in any other direction, you have to fly it very well to get full value.

More capital ship combat! More new strategies! More pew pew pew! Huzzah!

Safe to assume we're all sold on flotillas? Anyone not sold on the little guys?

Safe to assume we're all sold on flotillas? Anyone not sold on the little guys?

::hand up::

Mostly because my first opportunity to actually use them is this Sunday, and I'm unsure if they'll actually help me escape Red-Die-Hell....

To me this OP talk sounds the same as when people complained about Ackbar, and then we figured out how to fly against him. Time will tell, but I think people just need to reset how they think ships and fleets should be built. I found myself going back to old reliables in some regard, but the new cards definitely open up new opportunities.

The Interdictor is going to be a love or hate kind of ship I think. People who use it effectively will really make it nasty, and once people learn how to fly against it the hate will abate some. The slow down thing really helps with double arcing, which makes its attack strong, and the way it can mess with obstacles is pretty neat. The main thing is if you see Konstantine with multiple tractors and a grav well, you better start spamming navs and start out going max speed or close to it if you want a manueverable fleet to not die.

The Liberty is great, but also much more fragile than it seems. It takes finesse to use, and is more straightforward than the dictor.

Let's Make Armada Great Again!

Was it doing poorly?

Safe to assume we're all sold on flotillas? Anyone not sold on the little guys?

::hand up::

Mostly because my first opportunity to actually use them is this Sunday, and I'm unsure if they'll actually help me escape Red-Die-Hell....

Nothing can really save you from that.

Let's Make Armada Great Again!

Was it doing poorly?

Well to some it was dead at every announcement.

Safe to assume we're all sold on flotillas? Anyone not sold on the little guys?

::hand up::

Mostly because my first opportunity to actually use them is this Sunday, and I'm unsure if they'll actually help me escape Red-Die-Hell....

Nothing can really save you from that.

Then yes, I may simply not be impressed about Flotillas, because really, that's the one aspect of my game that needs improvement, I feel... :D

With the Interdictor I've been going with engine techs, targeting scramblers, and ion cannon batteries. With the right build around that it surprises people expecting nifty tricks.

Too bad the nifty trick with this is eating command tokens and soaking up damage with engineering.

Edited by Flavorabledeez

I will say this about the Interdictor. I plan on getting one or two....as I always buy two of everything in the game. Steve mentioned that the Interdictor is bringing a new meta, and I believe him wholeheartedly. I barely play the game and I saw the writing on the wall. there's two takeaways from this...

1) In a tournament setting, I would expect to see things that perform best, and if that includes the Interdictor, then yeah...I am in for a rough time until I LEARN the counters.

2) If I am playing a friendly game and the Interdictor is in my opponents fleet, then I am getting practice seeing something I may see in a tournament...IF I play a tournament.

3) Not a main point, but you can always ask your opponent in a casual game to leave out the hypercombos if you just want to roll dice. But don't do the same thing back to them.....

Let's Make Armada Great Again!

Was it doing poorly?

Well to some it was dead at every announcement.

Then at what point was it Great? As in "Great Again!"

Those are the ships I want to play.

I have a wonder if the Interdictor is going to have more of a lasting impact than the Liberty on the game engine with what you can do with it. I can't wait to push one around myself to see what it's capable of. Flotillas are interesting but in terms of being carriers, while cheaper, they split your fighter activations where one massive fighter command (like out of an MC80) might have been better. We'll have to see how that shakes out. They may end up being only support ships... Slicer tools will probably reign through part of the day only to get slapped down hard by a tide of accuracy generators.

Liberty lethality will depend on how well its deployed, what the opponent can react to it with, and how well it's designed to kill things I think. But it isn't as revolutionary as the Interdictor feels... We'll see if Mon Karren is as unpleasant as Demolisher is with the right build.

My ISDs are long and beautiful, as, it has been well-documented, are various other parts of my fleet.

Here's what I've tried so far:

Interdictor with an engineering build: This one is pretty fun to play, but it can be hit or miss depending upon what the opponent has and what he decides to shoot at. I tried replacing a Vic in a triple Vic Rhymerball last night. It was fun, but didn't strike me as being overly powerful as far as Rhymerballs go and it was still susceptible to the same match-up problems that the triple Vic faces. I've also tried some more gun builds with it healing. I think this is one of the two routes that you go with the Interdictor. The command choices are kept simple and you don't have to worry about too much. The other key build is to run Engine Techs. Although Targetting scrambler is absolutely wonderful when your opponent has black dice, you need a way to create situations in which it is useful against other builds. Speed is the tool that you need for that. Targetting Scramblers definitely seems like the default first retrofit. The others seem more situational, though as with other upgrades in the game, when you need them, you need them, but against other lists, they may prove less useful. That's just the game.

Madine Liberties with Engine techs are nasty. If you are playing Madine, then I think this is a definite go-to upgrade that can easily swing your ship around a flank and/or behind an enemy. Great ship, and I think it will occur a big place in the meta and fighting one that is flown well is absolutely going to be tough.

I am still trying to figure out when Armada was not great. . . the issue is that it is still a new game. We will see next regionals on how things turn out.