FFG uses vintage junks I hear. They take their slo'-boatin' real serious.
Article Predictions. Mostly General Discussion. But there's definately some Predictions scattered throughout.
"Lowest Bid Contract"
Pretty sure that's how they subcontract the freight. It could be arriving via Sailboat or perhaps a freighter running with only one prop turning to save fuel. ![]()
"Lowest Bid Contract"
Pretty sure that's how they subcontract the freight. It could be arriving via Sailboat or perhaps a freighter running with only one prop turning to save fuel.
Wave 3 averaged about 8km/day so they may just run that prop for 4-6 hours.
I imagine the next article is going to be the FFG reps slowly eating popcorn watching us stew over not getting news.
Anyone wonder if the update on the 1/11/16 (i'm aussie sue me) was meant to be too shipping now? And so we are still on track for next week?
What do you mean?
Stuff is still on the boat. And likely to continue to be for some time.
Just meant that didn't it get updated to be on the boat a while before the 1/11/16 wasn't it 8/10/16 or something that it was originally updated to on the boat... I have a terrible memory, but yeah was thinking that update might have been one that should have moved it too shipping now, but they didn't apply it propperly, I could just be smoking a lot of crack...
"Lowest Bid Contract"
Pretty sure that's how they subcontract the freight. It could be arriving via Sailboat or perhaps a freighter running with only one prop turning to save fuel.
Wave 3 averaged about 8km/day so they may just run that prop for 4-6 hours.
Prop?
I don't think you fully understand The Boat's propulsion system. That's understandable, as you have not been on the forum as long. A looooong while ago they posted an article about their logistics. It featured information on The Boat.
Here's the image of The Boat's main engine, so you get a sense of what we're really dealing with here.
"Lowest Bid Contract"
Pretty sure that's how they subcontract the freight. It could be arriving via Sailboat or perhaps a freighter running with only one prop turning to save fuel.
Wave 3 averaged about 8km/day so they may just run that prop for 4-6 hours.
Prop?
I don't think you fully understand The Boat's propulsion system. That's understandable, as you have not been on the forum as long. A looooong while ago they posted an article about their logistics. It featured information on The Boat.
Here's the image of The Boat's main engine, so you get a sense of what we're really dealing with here.
Can we get a cost comp between a diesel engine and a slave? ![]()
So.
Uh.
I Won a Tournament, Today.
But seriously... Its so unbelievable that you will call me a liar. A rotten, horrible, despicable liar....
... but its true.
Its just insane.
So.
Uh.
I Won a Tournament, Today.
Congratulations!
END TIMES ARE NEAR!!!!
But seriously... Its so unbelievable that you will call me a liar. A rotten, horrible, despicable liar....
... but its true.
Its just insane.
Well done, sir!
With news like that....anything is possible.
Okay, so, deep breath people...
Caveat: It was only a small Local. Not a Regional or anything really important. But the Calgary Meta is very varied, and I was playing on a Saturday vs. Different opponents than I normally do, because I normally play Sundays when these people are working.
Second Caveat: my Die rolling was still "Below Average". Well below Average, but I have done my damndest to capitolise, as you'll see.
BUT.
I went 4-7, 9-2, 9-2.
The first 9-2 was Victory by Wipeout.
The 4-7 would have been a 10-1 to me, if I had remembered that Demolisher had Ordnance Experts... Because I failed to kill the enemy ISD by 1 Hull, in Turn 2, which cost me Demo and an Interdictor.
The Second 9-2 saw me roll ACC-ACC-ACC-CRIT against an MC80 that had no shields, and the Crit that stopped it spending any of its all exhausted tokens - leaving it roll away on 1 hull as well...
So... Rather Decisive, don't you think?
What was this list of Doom that Did this?
Here's the part that you won't believe.......
1 • Interdictor Suppression Refit - Interdictor (90) - Admiral Motti (24) - G7-X Grav Well Projector (2) - Targeting Scrambler (5) - Interdictor (3)
• Total : 124 • Code : e29c3h3h2f28
2 • Interdictor Suppression Refit - Interdictor (90) - Flight Commander (3) - Fighter Coordination Team (3) - Expanded Hangar Bay (5) - G7-X Grav Well Projector (2) - Grav Shift Reroute (2)
• Total : 105 • Code : e29o23s5g1h3h4
3 • Gozanti-class Cruisers - Gozanti (23) - Bomber Command Center (8)
• Total : 31 • Code : e27b0
4 • Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56) - Ordnance Experts (4) - Assault Proton Torpedoes (5) - Demolisher (10)
• Total : 75 • Code : e5w5n4f12
5 • Major Rhymer TIE Bomber Squadron - TIE Bomber (16)
• Total : 16 • Code : e8
6 • JumpMaster 5000 - JumpMaster 5000 (12)
• Total : 12 • Code : e23
7 • TIE Advanced Squadron - TIE Advanced (12)
• Total : 12 • Code : e12
8 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9 • Code : e9
9 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9 • Code : e9
10 • Objectives - Objectives (0) - Opening Salvo (0) - Fleet Ambush (0) - Minefields (0)
• Total : 0 • Code : e0a4a7a11
I refer to this list, as the Nose-Punch.
Can you see why?
Ideally, it uses its 7 point bid to aim for first player... Without it, then it dares you to take Fleet Ambush from its objectives, because everyone does that, right?
Then it covers the majority of your deployment zone in G7 Tokens.
The sections that are not covered by G7s, generally have a bunch of Obstacles that I have either Placed nearby, or Grav-Shifted into the Area...
Then, again, if I have first activation... WITH THE FIRST ACTIVATION OF THE GAME... I FC/FCT 3 TIE Bombers (inc Rhymer) at you.
And potentially kill something that has Up to 2 Shields on one facing and 4 Hull.
That Raymus Tantive? Yeah, First shot, do 1 damage... Second Bomber, lucky, hit/crit... Do a face up. Third hit is gravy, because even if I don't kill it now, I'm probably bombing it next turn when its going all of Speed 1....... 2 if its Selfish.
Either way... MOST PLAYERS CONSIDER THE FIRST TURN TO BE A BIT OF A WARM UP... You get to Move your Ships... Place some Tokens, generally get into the feel of things before the Fleets Close on each other.
NO.
First turn, I'm bloodying your Nose.
And its my choice of who I bloody.
I mean, sure, You can throw them at an ISD... You can effectively, on average, almost drop an ISD's front Shields, before it can do ANYTHING... And it can't get those shields back until Turn 2 if it wants to be doing anything else, and that's ASSUMING its not a Carrier who wants to be doing something other than Engineering!!!
...
Double Arcs with Interdictors. Do not underestimate them. Against a Single Target, an Interdictor with a Double Arc is effectively the same as an ISD-II that is facing its target....
And when they're stocking up on Engineering... They're very tough to Kill... When there's 2 of them covered by a Repeating Targeting Scrambler through 'Interdictor'...
...
So. That's the end of the Truth....
I'm sorry its so unbelievable.
I wish I had a more believable story to tell.
But I don't.
I Won.
[...]
I refer to this list, as the Nose-Punch.
Can you see why?
I wish I had a more believable story to tell.
But I don't.
I Won.
Of course you did.
You harnessed the POWER of the Dark Side.
Of course you did.
You harnessed the POWER of the Dark Side.
And yet, everyone else is convinced that Interdictors are at the lower end of the Power Scale...
Of course you did.
You harnessed the POWER of the Dark Side.
And yet, everyone else is convinced that Interdictors are at the lower end of the Power Scale...
Irrelevant. You gave yourself to the Dark Side, and it rewarded you for your submission.
Rewarded me by having me roll just as crap as always...
This Dark Side Crap is Crap.
Rewarded me by having me roll just as crap as always...
This Dark Side Crap is Crap.
You do not understand the power of the Dark Side.
Sure I do. I understand Crap. Its Crap. Its not hard to Understand.
Okay, so, deep breath people...
I Won.
Man, I think that has to be the longest Dras post eva, like in eva.
Sure I do. I understand Crap. Its Crap. Its not hard to Understand.
*Sigh*
I guess that's just your way of saying: "No...That's not true...That's impossible!"
Search your feelings. You know it to be true.
Okay, so, deep breath people...
Caveat: It was only a small Local. Not a Regional or anything really important. But the Calgary Meta is very varied, and I was playing on a Saturday vs. Different opponents than I normally do, because I normally play Sundays when these people are working.
Second Caveat: my Die rolling was still "Below Average". Well below Average, but I have done my damndest to capitolise, as you'll see.
BUT.
I went 4-7, 9-2, 9-2.
The first 9-2 was Victory by Wipeout.
The 4-7 would have been a 10-1 to me, if I had remembered that Demolisher had Ordnance Experts... Because I failed to kill the enemy ISD by 1 Hull, in Turn 2, which cost me Demo and an Interdictor.
The Second 9-2 saw me roll ACC-ACC-ACC-CRIT against an MC80 that had no shields, and the Crit that stopped it spending any of its all exhausted tokens - leaving it roll away on 1 hull as well...
So... Rather Decisive, don't you think?
What was this list of Doom that Did this?
Here's the part that you won't believe.......
1 • Interdictor Suppression Refit - Interdictor (90) - Admiral Motti (24) - G7-X Grav Well Projector (2) - Targeting Scrambler (5) - Interdictor (3) • Total : 124 • Code : e29c3h3h2f282 • Interdictor Suppression Refit - Interdictor (90) - Flight Commander (3) - Fighter Coordination Team (3) - Expanded Hangar Bay (5) - G7-X Grav Well Projector (2) - Grav Shift Reroute (2) • Total : 105 • Code : e29o23s5g1h3h43 • Gozanti-class Cruisers - Gozanti (23) - Bomber Command Center (8) • Total : 31 • Code : e27b04 • Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56) - Ordnance Experts (4) - Assault Proton Torpedoes (5) - Demolisher (10) • Total : 75 • Code : e5w5n4f125 • Major Rhymer TIE Bomber Squadron - TIE Bomber (16) • Total : 16 • Code : e86 • JumpMaster 5000 - JumpMaster 5000 (12) • Total : 12 • Code : e237 • TIE Advanced Squadron - TIE Advanced (12) • Total : 12 • Code : e128 • TIE Bomber Squadron - TIE Bomber (9) • Total : 9 • Code : e99 • TIE Bomber Squadron - TIE Bomber (9) • Total : 9 • Code : e910 • Objectives - Objectives (0) - Opening Salvo (0) - Fleet Ambush (0) - Minefields (0) • Total : 0 • Code : e0a4a7a11
I refer to this list, as the Nose-Punch.
Can you see why?
Ideally, it uses its 7 point bid to aim for first player... Without it, then it dares you to take Fleet Ambush from its objectives, because everyone does that, right?
Then it covers the majority of your deployment zone in G7 Tokens.
The sections that are not covered by G7s, generally have a bunch of Obstacles that I have either Placed nearby, or Grav-Shifted into the Area...
Then, again, if I have first activation... WITH THE FIRST ACTIVATION OF THE GAME... I FC/FCT 3 TIE Bombers (inc Rhymer) at you.
And potentially kill something that has Up to 2 Shields on one facing and 4 Hull.
That Raymus Tantive? Yeah, First shot, do 1 damage... Second Bomber, lucky, hit/crit... Do a face up. Third hit is gravy, because even if I don't kill it now, I'm probably bombing it next turn when its going all of Speed 1....... 2 if its Selfish.
Either way... MOST PLAYERS CONSIDER THE FIRST TURN TO BE A BIT OF A WARM UP... You get to Move your Ships... Place some Tokens, generally get into the feel of things before the Fleets Close on each other.
NO.
First turn, I'm bloodying your Nose.
And its my choice of who I bloody.
I mean, sure, You can throw them at an ISD... You can effectively, on average, almost drop an ISD's front Shields, before it can do ANYTHING... And it can't get those shields back until Turn 2 if it wants to be doing anything else, and that's ASSUMING its not a Carrier who wants to be doing something other than Engineering!!!
...
Double Arcs with Interdictors. Do not underestimate them. Against a Single Target, an Interdictor with a Double Arc is effectively the same as an ISD-II that is facing its target....
And when they're stocking up on Engineering... They're very tough to Kill... When there's 2 of them covered by a Repeating Targeting Scrambler through 'Interdictor'...
...
So. That's the end of the Truth....
I'm sorry its so unbelievable.
I wish I had a more believable story to tell.
But I don't.
I Won.
I've always said there's nothing wrong with double vindicator lists if you work em through properly. They are ok carriers ( bit points inefficient, but with expanded hangers not out there at 31.66 points an activation) and they can get FC/FCT which is potent for carriers. There is massive board manipulation with a double list, top respect for the dual G7, I've been working my fleet up with double scramblers so I can aggressively hunt the blanks on red and black, your ideas better. I also think people underestimate how easy it is to double arc with these guys. I've been pairing them up with demo and a gozanti as well, although I've included one with shield projectors and wolf as a demo/ flag ship support, target scrambler and 2 extra shields makes a big difference to demo living through to make his second attack run or the flag ship being a royal pain to take down.
I've settled with motti on my list as well. I may just have to steal your dual G7 idea and see how it works as I'm a complete net lister at heart.
Edited by Jondavies72Listen guys, I started following this thread for the Article Predictions.
However I stayed for the NONSENSICAL and DERAILING posts like:
Dikembe...
The effects of AC/DC on toddlers...
HOw to properly Microwave food...
NOT about Dras winning a...oh wait...that fits both...
Carry on...Congrats Dras.
Of course you did.
You harnessed the POWER of the Dark Side.
And yet, everyone else is convinced that Interdictors are at the lower end of the Power Scale...
Not even close to true
Listen guys, I started following this thread for the Article Predictions.
However I stayed for the NONSENSICAL and DERAILING posts like:
Dikembe...
The effects of AC/DC on toddlers...
HOw to properly Microwave food...
NOT about Dras winning a...oh wait...that fits both...
Carry on...Congrats Dras.
I missed the microwave food bit, now I'm going to have to re trawl throught all that dross about armada......
Sure I do. I understand Crap. Its Crap. Its not hard to Understand.
*Sigh*
I guess that's just your way of saying: "No...That's not true...That's impossible!"
Search your feelings. You know it to be true.
Now, to take it seriously...
Removing the variegates of the Die Rolls, which, I've basically established to be equally crap no matter what I fly, or what dice I use...
The Empire here, as showcased my list, has things that, right off the bat, no-one has any equal for... This has nothing to do with play style, or luck or anything iwth that... Straight up, the Empire is forcing an advantage that the Rebels cannot... You can, theoretically, circumvent the advantage, but you pay a cost to do so.
"Oh, Starting at Speed 0 isn't that bad. I mean, I just set a Navigate Command first turn anyway..."
Sure. Sure that's a solution... But a Navigate Command is not an Engineering, Navigate or Squadron Token for the Future. It doesn't help that you have been put on the back foot.
its worse when it comes to Fleet Ambush - because, yes... You, as the opponent, will have first Activation... But that first activation has to be either a Navigate command, or your Squadron Super-carrier in the middle of the field designed to punch hard with the first strike, better annihilate its target, because its getting hit back without the use of its Defense Tokens for a whole turn at that point.......
Perhaps its my practice using Nebulon-Bs for a good while that primed me for utilising Interdictors - but as far as I am concerned, the Interdictor has two very narrow Arcs... It can only actually shoot out of one of them... But each of those arcs has the firepower of an ISD-II... Again, it doesn't seem like much, until you are either consistently hammering for 3 points of Damage and an Accuracy, or 4 damage and making them spend a token - before you Rinse and Repeat... Its just reliable, and its just on the right side of dangerous... In return, you get something that doesn't fold... Overall, yes, the Interdictor has less hull and shields as an ISD, but it certainly feels ithas double the capacity to bring them back... You won't get something just deleting an Interdictor from play... Not without serious coordination, and even then, its still very solid for that return... Be aggressive with them, don't let them hang back as support - push them together and force your enemy to make the best of two poor decisions...
Because they're not ISDs, they'er a little narrower, you can stick both ISDs (protecting them with a single Targeting Scrambler) in the one Side-Arc of an MC80... Do that.
3 Blues, 3 Reds... Odds are, they'll get 2 ACCs and 4 Damage dice... They lock down brace and Redirect... Great! Let them... Then you make them reroll those other dice and make them discard any ACCs or Blanks, which happens... Congratulations, you just took it on the nose for no damage, and you've got 5 Engineering (or 3 with a token) to Redistribute shields to that fore next turn...
Maneuver is the Focus of it... Use it.