how averse are you to deploying in opponents G7

By SkyCake, in Star Wars: Armada

Please choose from the following:

1. Yes... speed zero gives me a warm tingly feeling inside

2. Nope... grav wells are the darkly lit alleys of space, where all sorts of muggings, gropings, and unsolicited sales pitches are known to take place...

Also an optional brief discussion perhaps...

I am okay with deploying a limited number of ships inside the G-7 bubble, especially if it lets me plop down my fighters where I want them.

I've been playing my Liberty with Raymus, so I'm happy to put that in and nav the first turn for speed 2

I put Quantum Storm inside the bubble once and it worked out pretty well with a couple of Nav commands in the first few turns. It got to contribute later on with squadron commands...I am liking that (very cheap) title more and more!

Depends on what we're flying and what the objective is. Also, in a tournament setting, I may have good reasons for wanting to just stand back and let you come to me.

When playing contested outpost put the gravity well near yourself and drag the station closer with Grav shift. Sit earning points at speed zero with nav commands at the ready and Nav tokens in reserve.

Ca

When playing contested outpost put the gravity well near yourself and drag the station closer with Grav shift. Sit earning points at speed zero with nav commands at the ready and Nav tokens in reserve.

A fleet called LolZzel

I've deployed in it before, it wasn't too big of a deal. If you take Navs the first round or two and especially if you have a Comms Net near by, you can get up to speed in enough time.

I used them in a match I played with my buddy who had garm with two pickles and a m'lady... He was back to full speed turn 1... Since then I take the grav shift reroute, much more useful imo

If you're going to be leaning heavily on G-7 Gravity Wells, then you need to leverage it....

You must be disincentivizing your enemy from deploying outside them - usually by asteroids - but you must also be prepared to punish them in that opening moment... Even as second player, the first player only gets one ship.....

I have not run the math on it, but I'd be checking the bombing range of an FCT-FC Gladiator or Interdictor with a Rhymer ball....

Only seen it used agaisnt me once, I very much appreciated the free speed 0 deployment for Salvation.

I really don't see it having much effect on the game "now if it slowed all ships to speed 0 starting and entering it and their max of speed 1 for everything in it even fighters" it might be worth the points.

Fleet ambush.

That is all

I'm hoping its use (G-7s) become more impacting with the new objectives in Cor.Conflict.

It's a dead weight in my opinion. I can just deploy shy of G7's area of effect and fighters into that dank alley hole.

In some cases, people quit.

Fleet ambush.

That is all

Also Hyperspace Assault as First player - Place them near the initial deployment of the objective tokens. Second player's ship will be speed zero when they hyperspace in.

Fleet ambush.

That is all

Also Hyperspace Assault as First player - Place them near the initial deployment of the objective tokens. Second player's ship will be speed zero when they hyperspace in.

No second players ship will deploy from one of the other two tokens.

Fleet ambush.

That is all

Also Hyperspace Assault as First player - Place them near the initial deployment of the objective tokens. Second player's ship will be speed zero when they hyperspace in.

No second players ship will deploy from one of the other two tokens.

I think grav well tokens are best used if you have more than one of them. Only one gives you less options. Also, even if they use the other two tokens, it leaves them fewer options, no?

I have not run the math on it, but I'd be checking the bombing range of an FCT-FC Gladiator or Interdictor with a Rhymer ball....

Or maybe Vector? I was wondering what advantage having even faster bombers would give an Imp player, but being able to fire on a Speed 0 ship round 1 could be potent.

Maybe:

-Gozanti

-Vector

-Expanded Hanger Bay

-Rhymer

-2 x Firesprays

Would you be able to hit a Speed 0 ship in a deployment zone Round 1 with this? I think so?

Edited by Matt Antilles

I have not run the math on it, but I'd be checking the bombing range of an FCT-FC Gladiator or Interdictor with a Rhymer ball....

Or maybe Vector? I was wondering what advantage having even faster bombers would give an Imp player, but being able to fire on a Speed 0 ship round 1 could be potent.

The problem with Vector is its non-heavy.

So it works with Firesprays.

But effectively, it gives Firesprays a Bomber's Movement.

Whereas Corruptor, or FCT-FC Interdictors, gives Greater than a Bomber's Movement.

I've been playing my Liberty with Raymus, so I'm happy to put that in and nav the first turn for speed 2

Not a very good idea if you are second player in the Fleet Ambush mission and your opponent deploys his kitted out ISD last ;)