Archetype: Kon Three Ships, Medium or Large

By Trizzo2, in Star Wars: Armada Fleet Builds

I've been trying out various Konstantine Lists. Some are purely on paper, some have had results, some I have seen have results. Follow this to see how it develops. Off to play test some lists in a couple of hours.

Why Play Konstantine?

Konstantine is cheap and has a unique ability. It requires good positioning, careful list building and seclecting the correct use of the ability itself to gain advantage.

Why Three Ships Medium/Large -theorefore expensive- Ships?

There are two main ways to exploit this. We can "Hold" ships with G8 Experimental Projector in place or keep at long range if it suits us. Conversely we can fly a ship out of position or force a ship to fly into closer range via acceleration. Speed manipulation also forces an opponent to use more Navigation commands, this can also disrupt their flight path by creating 'traffic jams' or puts a single ship on a collison course via speed control.

What's the plan?

I plan on brewing and playing some lists and seeing if something is competitive! As a seperate note this can work without an Interdictor, Kon only requires Medium+ bases, I just prefer to use him in conjunction with the ship, I think they are natural partners. I also generally strive for 4 activations. This is not easily achieved with 3 ISDs, but that is just my preference. Three ISDs could work very well with Kon.

Lists So Far:
Kon 3 Medium Attempt Mk1: W/L/D 4-1-0
http://armadawarlords.hivelabs.solutions/view_list.php?token=44603&key=5ca51211fcdd31c9bf986644deaa5299[/

Kon with ISD I
http://armadawarlords.hivelabs.solutions/view_list.php?token=45233&key=c5e3ac4b678c9daf64022f417d89de51

Really like the idea of squzeing in the ISD. A far more potent mid range and close range blocker but sacrifices some long range potential. Has much better AA and can command the Tie Screen in a pinch. Importantly a Tractor Beam ship.

Edited by Trizzo2

(reserved)

Edited by Trizzo2

I like it, you have convinced me to try the Kon man for myself! I did not realize that you could affect the same ship multiple times from a different ship pair, that makes him even more tricky! Did you find if you were able to bring people into close range of your Vic's front arc, and also be able to keep them from outflanking said front arcs?

Konstantine: At the start of each Status Phase, for each enemy ship at distance 1-5 of at least 2 friendly medium or large ships, you may increase or decrease that enemy's ship speed by 1 to a minimum of 1.

If your ship is within 1-5 of all three ships he still only triggers once.

Mind you you affect a larger area on the board with 3 or more ships that can trigger his effect.

It is also worth noting that you can speed up or slow down ships, which makes it ever so hard to play against.

Edited by Amanal

Nope. Im an idiot.

And by forcing your opponent to nav hard, they cannot squadron.

You need about 8 moar tie bombers in those lists.

Funny. I was playing the first of three today and it came up straight away...

"Change your ship three"
"What? Read it careful, it's of each ship"
(Blank face...regreting buying the VSD of yesterday)
"Lemme check the thread i just posted"
(Amanal brings the hurt)
(sigh) "Play on"
Thankfully wins 7-4
Horray it's not a total waste of an idea and VSD

Kon 3 Medium Mk2
http://armadawarlords.hivelabs.solutions/view_list.php?token=44603&key=6c11e52da3f202c6e62386e8a1a876a2

- Boosted Comms after first game
- Grav Shift + Grav Well. I love Grav Shift but i feel the delaying action of deploying at speed 0 and the combo/threat with Minefields/Fleet Ambush is very strong

Game 1: Reeiken, Bright Hope, Liberty, TRC90, TRC90, Dash/YT2400/Han/Tychoo/3 Awing (with some happy snaps before my phone had low battery)

sBDLFWs.jpg

zjZtlal.jpg

Game 2: 3 Ackbar, 3 Guppy, Bright Hope, 4 Awing

Game 3: Motti, ISD II, ISD II, Goz, Goz, 2 Tie

Thoughts
The good

  • Dispite the inital misread Kons ability it is fantastic. Three ships gives you broad coverage, combined with G8 in the middle it can really mess around with the board.
  • The speed up works very well, especially to help VSDs both to get in range and make them get out of range. Adding a Speed and increasing to Speed 2 really helped the VSDs dodge a lot of damage
  • Projection Expert was good. In the intital game the prior day my Indic was focused down so I felt I wanted Eng Team. Today Projection Expert save many a VSD from death or for a critical turn. I try to test a list at least 6 times against different builds, keeping it much the same. PE went from cut to keep.
  • Spinals are friggin great. Needa/TRC ranges from just as good to huge (and at the same price) but it can limit your defensive options. But it has also clutched a couple of ships with a double arc/double TRC burn

The bad

  • Enemy Nav tokens. Controlling the dial/speed with G8 is good. But if they are getting where they want with tokens anyway (Raymus/Comms Net) this is bad. I want Tractor Beam. Ideally it would be a Large Ship so that is +1 Large Ship +1 Tractor Beam. That's a lot of points. I could fit it on a Medium though.
  • Fickle red dice. Nuff said. But Black battery makes up for it...eventually

The ugly


  • Misreading **** again?

Despite getting hype based on the wrong information I'm feeling pretty good about Kon.

I like it, you have convinced me to try the Kon man for myself! I did not realize that you could affect the same ship multiple times from a different ship pair, that makes him even more tricky! Did you find if you were able to bring people into close range of your Vic's front arc, and also be able to keep them from outflanking said front arcs?

I would definitely give him a go. I didn't care about TRC90 flanking given the Spinal and Interdictor arcs. I sped up the two flanking CR90. Once behind I slowed them down. Spinal rear dice with CF and Interdictor left no good place for a TRC90 to be. Both were killed by the rear arcs of VSDs. WTF! When could you ever previously say that...but an MC30/Demo could be a different story...

As for holding things and how too...The idea for this list didn't come from Kon or Interdictor. I was looking for the worst objectives for a persons deployment. The objectives help herd people into areas and then the Grav Effects help the objectives. Give them some escape options for Minefields. They can't jump over the mines -at least where you don't want them to- when can set them at 0 via Titus/Grav well. Hiding isn't viable when you can push them out via Kon. Fleet Amush is much the same with the added bonus of cutting down their deployments and splitting their fleet. Most Wanted is bad to pick against TRC/Spinal/Vet Gun and black dice when they close in. MW means one ship can't do what it really wants to do or if they commit it, it pays for it. I bagged a Motti ISD with Most Wanted. I lost all my Medium ships fighting two Gunnery Team ISD II but he lost a Most Wanted Christmas Tree ISD II. So I traded evenly despite loosing three Medium Ships!

Every game bar 1 out of 5 I have held things in the front arc and killed them with black dice. A very slippery Guppy landed between/behind my Interdictor and VSD...(wish i had a photo) That was the 3 Ackbar Guppies, which i had a narrow loss by 16 points. He killed my Floatilla and 2 Ties. I killed 3 Awings. But spot the difference. Before 3 Guppys would massacre 3 VSDs. Swap out 1 VSD for a Medium Interdictor and I didn't loose one Medium Ship due to Kon boosts, Grav Effects, Projection Expert. Keeping him off CF fire every turn was huge because i know that that is how he usally plays it out.

For First Player there always Grav Well. You wall in a corner and Grav well the opposite to slow the fight the game down, letting VSDs nav aggressively and get in a better position. This usally involves two turns of I-I yaw so you slide your wall left or right in formation. I always deploy Goz/4 Squadrons. This gives you some indication of where they are favouring.

Edited by Trizzo2