Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.

By Drasnighta, in Star Wars: Armada

22 minutes ago, Drasnighta said:

I mean, don't get me wrong... I'm really waiting for more information.

Thrawn as a game mechanic, could and will very quickly lure me to the Empire.

But that's because I'm feeling a bit of Rebel Burnout. I really enjoy using Bomber based lists, but I've been pretty well shoehorned into using Sato with those...

This is all local meta, of course, but in essence:

Dodonna is otherwise so popular - we had a local fleet patrol where every Rebel Admiral present was Dodonna. So I kind of want to avoid the saturation.

Cracken needs speed 3-4 ships, and with my prevelence for MC80As and Peltas, he's not exactly suited. Also, skirting at speed 3 with Neb-Bs and AFs is tricky to coordinate a squadron force with at the same time.

Madine needs Nav commands to really shine, not Squadron Commands.

Garm is my absolute favourite of all time. Hence why I'm not allowed to play him for the time being. I've been instructed to break out of the "Garm Default" rut.

Ackbar and Leia are also very expensive. Essentially, Ackbar is a potential, because he needs bombers to assist, but I also refuse to fall into the "1 combat so many flotilla" arctypes that tend to follow around him. Also, I want to look at Bs and Ys, not Rogues... Leia on the other hand, well, most of the carriers want to be doing Squadron and something else. Which is counter-productive with Leia... But still. Unsold.

So yeah, that basically leaves me with Sato, who actually requires those Squadrons to be there (and I find hefty bombing is instant synergy with him)... Since I'm investing in Squadrons anyway...

... I just can't find a build I otherwise like, and feel a little stale... So maybe Raddus Shenanigans (and my absolute love and desire for Board Control and Board State will help there, too... I mean, Nose-Punch is all about asymmetric psychological warfare - where to drop a large ship later in the turn also fits to that) will refresh my Rebel desire... but at the moment. I'm just feeling very burned out.

Having a string of horrible games hasn't helped, either. Those sorts of games where you just don't have fun.

Rieekan? Not built the same as every other aces fleet?

And I mean, so long as you make the Dodonna fleet your own, it's not too bad of a problem. I do know what you mean though in that one of our locals has been playing Rieekan and just Rieekan for a year and a half. So I feel no desire to play him as well.

Having done the Leia squadron list, maybe? I'm hesitant to recommend it though.

Matt Lalonde frequents Calgary. He played his Rieekan winners list a bunch around here beforehand. So Rieekan is a complete no-no right now.

18 minutes ago, Drasnighta said:

Matt Lalonde frequents Calgary. He played his Rieekan winners list a bunch around here beforehand. So Rieekan is a complete no-no right now.

So you're down Dodonna and Rieekan? Oof yeah, Sato is your only squadron option then. I've wondered about a heavy Ywing build with him and Hammerheads, if you were looking for inspiration.

51 minutes ago, Drasnighta said:

my absolute love and desire for Board Control and Board State will help there, too...

Did someone say Konstantine Interdictors......?

Interestingly with the Quasar you can build heavy bomber fleets with Konstantine now. The bit that is difficult is that DCaps on a VSD prevents you from having boosted comms, and so your ships end up a little toothless.

49 minutes ago, Ginkapo said:

Did someone say Konstantine Interdictors......?

Interestingly with the Quasar you can build heavy bomber fleets with Konstantine now. The bit that is difficult is that DCaps on a VSD prevents you from having boosted comms, and so your ships end up a little toothless.

Relay?

30 minutes ago, GhostofNobodyInParticular said:

Relay?

Is a waste of points in a bombing fleet with Vics!

31 minutes ago, Ginkapo said:

Is a waste of points in a bombing fleet with Vics!

I refuse to believe a single Lambda with strategic and relay 2 doesn't pull its weight - even in a bomber list

I don't own an Imp-II pack, anyway, so its moot for me one way or another.

1 hour ago, Ginkapo said:

Is a waste of points in a bombing fleet with Vics!

Not if it allows the Vics to use DCaps, no? I may have misunderstood your post - I thought you were saying that you wanted to put DCaps on your Vics, and thus you couldn't have Boosted Comms, meaning you were forced either to get closer with your Vics (or leave your squads uncommanded) or not put DCaps on them, making them weaker. I figured Relay would solve your issue.

Otherwise I agree with you.

Boosted coms = damage at long range from bombers. Then you go into medium range to make those vic worth it and keep bombing (making boosted coms situational at this point).

DCap = damage at long range from vics. Then you go into medium range to keep shooting and command those squadrons to bomb.

DCap + relay = damage at long range from bombers and vics. Then move into medium range to keep shooting (making relay situational at this point)

First and third can end in a situation when you are wasting points. One wastes 4 points per boosted coms you don't need. The other waste 15 points. However lambdas are able to shoot and have strategic so they are but a complete waste of points but that is something to think about.

In the second case you won't waste anything... until those squadrons fell out of range :D

It is an interesting fleetbuilding puzzle.

1 hour ago, ovinomanc3r said:

Boosted coms = damage at long range from bombers. Then you go into medium range to make those vic worth it and keep bombing (making boosted coms situational at this point).

DCap = damage at long range from vics. Then you go into medium range to keep shooting and command those squadrons to bomb.

DCap + relay = damage at long range from bombers and vics. Then move into medium range to keep shooting (making relay situational at this point)

First and third can end in a situation when you are wasting points. One wastes 4 points per boosted coms you don't need. The other waste 15 points. However lambdas are able to shoot and have strategic so they are but a complete waste of points but that is something to think about.

In the second case you won't waste anything... until those squadrons fell out of range :D

It is an interesting fleetbuilding puzzle.

I guess the way to solve it would be to send the Bombers in to long range, DCap at long range, then move into medium range all in the same turn, so that you don't lose a turn of not commanding your bombers.

Is that possible, without delaying the commencement of hostilities too much?

Flight Commander?

9 minutes ago, GhostofNobodyInParticular said:

I guess the way to solve it would be to send the Bombers in to long range, DCap at long range, then move into medium range all in the same turn, so that you don't lose a turn of not commanding your bombers.

Is that possible, without delaying the commencement of hostilities too much?

I suppose it is possible. Actually I updated my Midway fleet with DCaps a time ago. Not tried yet but I don't see why it should be worse than what I had before.

Long Range Midway (400/400)
==========================
Victory II-class Star Destroyer (85 + 39)
+ Moff Jerjerrod (23)
+ Skilled First Officer (1)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ SW-7 Ion Batteries (5)
Victory II-class Star Destroyer (85 + 16)
+ Skilled First Officer (1)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ SW-7 Ion Batteries (5)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
5 x TIE Defender Squadron (16)
5 x Tie Bomber Squadron (9)
Precision Strike
Contested Outpost
Superior Positions

8 minutes ago, Green Knight said:

Flight Commander?

Where are my SFO then? Maybe saving points from somewhere to play with Grand Admiral Thrawn, but Vics without Super Grand Admiral Jerjerrod? Can we get used to that?

5 minutes ago, ovinomanc3r said:

Where are my SFO then? Maybe saving points from somewhere to play with Grand Admiral Thrawn, but Vics without Super Grand Admiral Jerjerrod? Can we get used to that?

What about:

Long Range Midway V2
Author: ForceGhostofNobodyInParticular

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Flight Commander ( 3 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- X17 Turbolasers ( 6 points)
- SW 7 Ion Batteries ( 5 points)
= 132 total ship cost

Victory II-Class Star Destroyer (85 points)
- Flight Commander ( 3 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- SW 7 Ion Batteries ( 5 points)
= 103 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

5 TIE Bomber Squadrons ( 45 points)
4 TIE Defender Squadrons ( 64 points)

Card view link

Or, remove the 2 fleet support cards for your 5th Defender.

1 hour ago, GhostofNobodyInParticular said:

What about:

Long Range Midway V2
Author: ForceGhostofNobodyInParticular

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Flight Commander ( 3 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- X17 Turbolasers ( 6 points)
- SW 7 Ion Batteries ( 5 points)
= 132 total ship cost

Victory II-Class Star Destroyer (85 points)
- Flight Commander ( 3 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- SW 7 Ion Batteries ( 5 points)
= 103 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

5 TIE Bomber Squadrons ( 45 points)
4 TIE Defender Squadrons ( 64 points)

Card view link

Or, remove the 2 fleet support cards for your 5th Defender.

One or tons of permutations :D

::sigh::

5 hours ago, ovinomanc3r said:

Boosted coms = damage at long range from bombers. Then you go into medium range to make those vic worth it and keep bombing (making boosted coms situational at this point).

DCap = damage at long range from vics. Then you go into medium range to keep shooting and command those squadrons to bomb.

DCap + relay = damage at long range from bombers and vics. Then move into medium range to keep shooting (making relay situational at this point)

First and third can end in a situation when you are wasting points. One wastes 4 points per boosted coms you don't need. The other waste 15 points. However lambdas are able to shoot and have strategic so they are but a complete waste of points but that is something to think about.

In the second case you won't waste anything... until those squadrons fell out of range :D

It is an interesting fleetbuilding puzzle.

If you take Relay, that's 15 points cutting into your squad total. Losing 4 points to inefficiency is better than losing 15. Strategic is situational as well and can force your Strategic squads out of the fight.

If you have to make a choice between Relay or BC, BC is the safest way to go. You need to build a fleet around Relay and Strategic. So yes, it is a puzzle.

Personally, I go with Vic+DC+GT+LS+XI7 and Demo. Who needs squads when you have Glads?

Article prediction: Chimaera or Profundity.

I want to know more about Chimaera, the Gauntlet, and the Profundity.

38 minutes ago, Undeadguy said:

If you take Relay, that's 15 points cutting into your squad total. Losing 4 points to inefficiency is better than losing 15. Strategic is situational as well and can force your Strategic squads out of the fight.

If you have to make a choice between Relay or BC, BC is the safest way to go. You need to build a fleet around Relay and Strategic. So yes, it is a puzzle.

Personally, I go with Vic+DC+GT+LS+XI7 and Demo. Who needs squads when you have Glads?

The issue also touches on the fact that those 4 points cost you a round of firing at the enemy with all your dice- which is what DCaps allow. So really it is 15 points+1 extra round firing your full complement against the enemy, or 4 points+only 3 red dice that one round. With Flight Controllers, as GK suggested, you could do the attack first, then move, then command your squads, negating the need for both BC and Relay. This may therefore be the better option.

40 minutes ago, GhostofNobodyInParticular said:

The issue also touches on the fact that those 4 points cost you a round of firing at the enemy with all your dice- which is what DCaps allow. So really it is 15 points+1 extra round firing your full complement against the enemy, or 4 points+only 3 red dice that one round. With Flight Controllers, as GK suggested, you could do the attack first, then move, then command your squads, negating the need for both BC and Relay. This may therefore be the better option.

Oh I didn't realize you were discussing DC vs BC on a Vic.

Personally, I think DC and bombers are a horrible combination. You need to be running Navs and Repairs on a Vic if you want to keep it alive. The Vic has such a large front arc that you want to keep it on at least 2 targets and you do this with Navs. Speed changes and yaw. JJ let's you get a 90 degree turn. My favorite is II I move since it let's me set up arcs but I move slightly forward. Great for swinging it's butt around too. The Vic should be treated as the anchor to your fleet. Tanking shots and dishing it back. Running bombers means you can't do that.

If you want to run bombers with it, which is another fleet I ran for months back in wave 4, you can easily catch up to your bombers by moving speed 2. This is what you want to do anyway after you use DC. Don't wait for your opponent to move into medium range, rather force medium range on them. H9 is the better turbolaser too. The bombers will be ripping shields off, so H9 let's you auto kill flotillas at long range. If you don't roll enough damage, LS will get it for you. It also let's you hit Brace, and in this case, you want them to Redirect because next turn you have another 3 bombers attacking unshielded hull zones. Much more valuable than pushing the Vic damage in.

I'd suggest PS, HSA, and SP for objectives. PS is obvious. You have a ton of dice. My Vic normally gets 30-34 dice every game on average. That's only 2.5 rounds of attacks with GT. Lot's of triggers for PS, especially after the bombers hit. SP is also obvious since you get deployment advantage, which is crucial for slow Vics. Plus speed 4/5 bombers going in the rear. HSA is an odd choice, but absolutely amazing with DC Vics. Drop it behind your opponent. That medium base gives you so much freedom of deployment. Drop in 3 bombers with it and start with Squad commands. In this case, you wait to use DC. Deploy at close range and let your opponent run from you before crushing their hopes of escape by unleashing another 6 dice on them. Great for disrupting your opponents fleet. Strategic doesn't really do anything to you either. Like I said, medium base is huge, plus you have DC.

I play Vic II a lot. It's my favorite ship and much stronger than people think. Here is my build. Hits like an ISD II with all the tricks but cheaper.

Victory II
  • Moff Jerjerrod
  • Minister Tua
  • Gunnery Team
  • Disposable Capacitors
  • XI7 Turbolasers
  • Leading Shots
  • Electronic Countermeasures
TOTAL POINTS:137

I feel a disturbance in the Force...as if...an article wants to be published!

1 minute ago, Green Knight said:

I feel a disturbance in the Force...as if...an article wants to be published!

Oh please be true.

13 minutes ago, Green Knight said:

I feel a disturbance in the Force...as if...an article wants to be published!

I agree. Articles tend to drop when I'm so busy at work I have no time to read them or discuss it. Today is one of those days.

35 minutes ago, Undeadguy said:

I agree. Articles tend to drop when I'm so busy at work I have no time to read them or discuss it. Today is one of those days.

Lol

I are able to read them after 1 hour of release we just wait 15' to the article. I cannot read it until 75'

52 minutes ago, Green Knight said:

I feel a disturbance in the Force...as if...an article wants to be published!

Thank you great Green Knight. I always sense it and then I'm so disappointed.

Dras should be on here in a bit to remind us about how foolish we are. :)