Moving a slicing flotilla

By NebulonB, in Star Wars: Armada

Appreciate if you share some insight and opinion here: if you have slicer tools and aim to remove the (assumed) squad command of say a Command MC80 or any other crucial carrier in a dedicated bomber list, do you head directly to this ship, remove the command (lets assume there is no Leia or any other mean of rechanging) and suffer the (likely) consequence of dying due to being in range of blue dice. Of course it could have been your last ship, and maybe you even move first next turn. But maybe not.

Or do you try to approach laterally through a side arc (assuming that is not deadlier anyway), or approach more cautious, maybe behind a bigger ship, but only slice at a probably later turn.

Everything is relative and every situation unique, but generally speaking, worth to remove an early squad command with higher risk to the flotilla itself?

Scatter token, death is not as likely as you think. Against an mc80 from the front to sit in its front arc. It wont be able to kill you.

Usual rules of avoiding isd and vsd front arcs apply. Rule of thumb is dont allow your flotilla to get hit by 4 dice at once. Acc chances start to get too high.

Yep, on Red Dice alone, the shot at an ACC is only 1 in 8. So they've got to get that, and have enough Damage to punch through a Shield and 3 Hull, to kill you.. So that's 4 Damage on top of an Acc...

The front arc of an MC80 Assault Cruiser has to roll perfectly to do so... Double-Hit , Double-Hit , Acc , AND re-roll a Double-Hit to a Double-Hit once you've Evaded at Medium Range.

So basically, play those Dice odds...

"Is my Enemy likely to be able to serve up 4 Damage, in addition to an Accuracy Result or Two..."

If No, Slice with Impunity.

If Yes, find an Arc that lets you Slice with Impunity.

If you're a Rebel, Bright Hope is just as awesome as Motti in that regard, giving you an extra damage point to play with.

And for real immunity, give them something better to shoot...

And for real immunity, give them something better to shoot...

This. So much This.

Slicer flotillas are annoying ... They can almost be frustratingly annoying , but there are ways to mitigate and minimise them, while you attempt to deal with bigger threats...

In the worst case, a slicer flotilla won't kill you... But it may frustrate the living hell out of you... That ISD/Liberty bearing down... THAT'll kill you.

If playing Rebels, try using the Quantum Storm title on your Slicer Beams flotilla. I've thoroughly enjoyed it. It can get from outside long range to a safe arc and slicing range with a single move. If you're first / last it's slicing threat range is huge. I usually have a primary slicing victim in mind before we even deploy fleets, so I try to position the flotilla accordingly. Try to stay outside of dangerous arcs until the right time comes to strike. I've found that its kind of a win-win situation. Either your opponent ignores it because it takes so much to kill it and you slice with impunity, or they expend a whole lot of combat power to kill it, and then congratulations you've earned 20-30 some points for your efforts. I think they're like any ship, play with it and you'll figure out how to use it.

Scatter token, death is not as likely as you think. Against an mc80 from the front to sit in its front arc. It wont be able to kill you.

Usual rules of avoiding isd and vsd front arcs apply. Rule of thumb is dont allow your flotilla to get hit by 4 dice at once. Acc chances start to get too high.

I like to deploy them to where they will end up trailing the main conflict. Since they're slicing takes place after movement, they can trail bigger ships and jack them up for the next turn

Send your slicing flotilla in at the same time as other targets. Make the other player prioritize targets, it might be that the other player shooting up your flotilla this turn leaves the other ships in a perfect firing position the following turn.

i don't have a ton of experience with this, but maybe slicing is better suited for later turns, so just approach safely from flank get in the rear and slice away during turns 4-6... using this approach, if you can keep your fleet from engaging in turns 1-3, maybe engaging with squadrons instead during that time or kiting, you can engage just as you are giving them sub optimal commands.... navs for carriers, squads for no squads lists, etc i think thats how i would try it... but slicing on the whole may not be very strong... is can be situation-ally strong for sure, but on average? you often need to design around the slice, taking a tractor for example, to get the nav token off... and if there is fixing then its just bleh... i think slice may be the one upgrade that's best not to take, because merely by its very existence, people are spending extra points on fixing, and thats sort of a win right there... example... i take tools and they show up with leia, im down 7 points... conversely, i dont take tools and they bring Leia, im up 3 points ish, because leia can be good in ways other than just anti-slice... they bring wing commander im up 6ish... and they sort of need to do these things when their entire plan depends on resolving a certain command... its an interesting dynamic that's been added to our game, and i for one enjoy it!

maybe something like this?

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Konstantine

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep


Victory I-Class Star Destroyer (73 points)
- Admiral Titus ( 2 points)
- Boosted Comms ( 4 points)
= 79 total ship cost


[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Commandant Aresko ( 7 points)
- Boosted Comms ( 4 points)
- Targeting Scrambler ( 5 points)
- G-8 Experiemental Projector ( 8 points)
= 140 total ship cost


Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost


Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

1 "Mauler" Mithel ( 15 points)
1 Major Rhymer ( 16 points)
1 Dengar ( 20 points)
2 Firespray-31s ( 36 points)
2 TIE Advanced Squadrons ( 24 points)
1 TIE Bomber Squadron ( 9 points)

Edited by SkyCake

One thing I learned is many top builds in Armada are able to generate additional hit over what is shown on the dice so that is something to be weary off. But yes the best is to not get double arc or more than 4 dice thrown at you.

Edited by Marinealver

Appreciate if you share some insight and opinion here: if you have slicer tools and aim to remove the (assumed) squad command of say a Command MC80 or any other crucial carrier in a dedicated bomber list, do you head directly to this ship, remove the command (lets assume there is no Leia or any other mean of rechanging) and suffer the (likely) consequence of dying due to being in range of blue dice. Of course it could have been your last ship, and maybe you even move first next turn. But maybe not.

Or do you try to approach laterally through a side arc (assuming that is not deadlier anyway), or approach more cautious, maybe behind a bigger ship, but only slice at a probably later turn.

Everything is relative and every situation unique, but generally speaking, worth to remove an early squad command with higher risk to the flotilla itself?

Like you said, it depends very much on the situation. But there are some pretty good rules of thumb.

Sometimes it's worth charging the Slicer Tools straight in there. For example I played a game yesterday where my opponent slowed to zero on turn 1 to avoid my MC30 strikers. I pushed up the throttle on Slicer Tools to force him to choose between throttling up or getting his nav dial Slicer Tooled away before the MC30 strike hit. Similarly, if you're facing a single supercarrier list with, say, Indy or an EHB/BC ISD-1 that's obviously teeing up for a big bomber strike, it's probably worth neutering that squadron command even if it's going to cost you a flotilla.

One of my favorite "on-paper" tricks, that I finally managed to pull off on the table yesterday, involves Slicer Tools on Q uantum Storm. You throw QS so it's almost parallel to, but angled just slightly away from, your target, and Storm 's tail is just in distance 3. You Slicer Tools, and then do the Storm Shuffle so you end your turn outside of blue range. It's tough to set up, because of that 0-yaw last scoot, but if you can pull it off it'll take a primary battery (MC80 side arc, M'80 front arc, ISD front arc) and some luck to pop you.

If we're going for troll moves, I'm also a big fan of dropping Bright Hope into the rear arc of an MC80 and just dicking her over from behind every single turn for the whole game. Coupled with a credible threat (bombers, MC30s, TRC90s) to force the MC80 to turn away from Bright Hope , you should be able to get into the rear arc no later than turn 3 or so.

Appreciate if you share some insight and opinion here: if you have slicer tools and aim to remove the (assumed) squad command of say a Command MC80 or any other crucial carrier in a dedicated bomber list, do you head directly to this ship, remove the command (lets assume there is no Leia or any other mean of rechanging) and suffer the (likely) consequence of dying due to being in range of blue dice. Of course it could have been your last ship, and maybe you even move first next turn. But maybe not.

Or do you try to approach laterally through a side arc (assuming that is not deadlier anyway), or approach more cautious, maybe behind a bigger ship, but only slice at a probably later turn.

Everything is relative and every situation unique, but generally speaking, worth to remove an early squad command with higher risk to the flotilla itself?

Like you said, it depends very much on the situation. But there are some pretty good rules of thumb.

Sometimes it's worth charging the Slicer Tools straight in there. For example I played a game yesterday where my opponent slowed to zero on turn 1 to avoid my MC30 strikers. I pushed up the throttle on Slicer Tools to force him to choose between throttling up or getting his nav dial Slicer Tooled away before the MC30 strike hit. Similarly, if you're facing a single supercarrier list with, say, Indy or an EHB/BC ISD-1 that's obviously teeing up for a big bomber strike, it's probably worth neutering that squadron command even if it's going to cost you a flotilla.

One of my favorite "on-paper" tricks, that I finally managed to pull off on the table yesterday, involves Slicer Tools on Q uantum Storm. You throw QS so it's almost parallel to, but angled just slightly away from, your target, and Storm 's tail is just in distance 3. You Slicer Tools, and then do the Storm Shuffle so you end your turn outside of blue range. It's tough to set up, because of that 0-yaw last scoot, but if you can pull it off it'll take a primary battery (MC80 side arc, M'80 front arc, ISD front arc) and some luck to pop you.

If we're going for troll moves, I'm also a big fan of dropping Bright Hope into the rear arc of an MC80 and just dicking her over from behind every single turn for the whole game. Coupled with a credible threat (bombers, MC30s, TRC90s) to force the MC80 to turn away from Bright Hope , you should be able to get into the rear arc no later than turn 3 or so.

Thats what I tend to do, likely forfeit the flotilla to remove a critical squad command. Doesnt mean its clever, and I definitly will think about your QS thing. Sounds very good if you have the eyes for setting this up. And if I understand you correctly, you can slice after the initial, non- QS manouver execution and before the QS one....so there is no "one" execution, but two separate ones and I can use either for slicing?

Oc I did not forget about the scatter token, but if things get close, an accuracy tends to pop up (nowadays with sensor teams or H9 probably more likely).

Many good points, thx.

Appreciate if you share some insight and opinion here: if you have slicer tools and aim to remove the (assumed) squad command of say a Command MC80 or any other crucial carrier in a dedicated bomber list, do you head directly to this ship, remove the command (lets assume there is no Leia or any other mean of rechanging) and suffer the (likely) consequence of dying due to being in range of blue dice. Of course it could have been your last ship, and maybe you even move first next turn. But maybe not.

Or do you try to approach laterally through a side arc (assuming that is not deadlier anyway), or approach more cautious, maybe behind a bigger ship, but only slice at a probably later turn.

Everything is relative and every situation unique, but generally speaking, worth to remove an early squad command with higher risk to the flotilla itself?

Like you said, it depends very much on the situation. But there are some pretty good rules of thumb.

Sometimes it's worth charging the Slicer Tools straight in there. For example I played a game yesterday where my opponent slowed to zero on turn 1 to avoid my MC30 strikers. I pushed up the throttle on Slicer Tools to force him to choose between throttling up or getting his nav dial Slicer Tooled away before the MC30 strike hit. Similarly, if you're facing a single supercarrier list with, say, Indy or an EHB/BC ISD-1 that's obviously teeing up for a big bomber strike, it's probably worth neutering that squadron command even if it's going to cost you a flotilla.

One of my favorite "on-paper" tricks, that I finally managed to pull off on the table yesterday, involves Slicer Tools on Q uantum Storm. You throw QS so it's almost parallel to, but angled just slightly away from, your target, and Storm 's tail is just in distance 3. You Slicer Tools, and then do the Storm Shuffle so you end your turn outside of blue range. It's tough to set up, because of that 0-yaw last scoot, but if you can pull it off it'll take a primary battery (MC80 side arc, M'80 front arc, ISD front arc) and some luck to pop you.

If we're going for troll moves, I'm also a big fan of dropping Bright Hope into the rear arc of an MC80 and just dicking her over from behind every single turn for the whole game. Coupled with a credible threat (bombers, MC30s, TRC90s) to force the MC80 to turn away from Bright Hope , you should be able to get into the rear arc no later than turn 3 or so.

Thats what I tend to do, likely forfeit the flotilla to remove a critical squad command. Doesnt mean its clever, and I definitly will think about your QS thing. Sounds very good if you have the eyes for setting this up. And if I understand you correctly, you can slice after the initial, non- QS manouver execution and before the QS one....so there is no "one" execution, but two separate ones and I can use either for slicing?

Yeah, the timings involved are the same as the Demo /Engine Techs combo. You can't double tap ST to do it twice, of course, because it's an exhaust ability, but still nice to be able to slide back out of medium range if you can pull it off.

What I've been running is Gozanti, Director Isard, Slicer tools, Suppressor Title. Between looking at Dials, Changing a dial, and on one occasion changing 3 brace tokens over, its just very efficient for 37 points