Does anyone have any interesting experiences with G7-Xs?

By GalacticFist, in Star Wars: Armada

I am considering building a fleet around Fleet Ambush since pretty much no one ever runs it and I am wondering if anyone has paired this objective with a G7-X or two.

I am thinking if I'm second, chances are first player isn't going to pick my red and probably not my blue if I have Fleet Ambush. Then, have a G7-X token and maybe a Grav Shift Reroute token to force my opponent to put at least 2 ships (assuming they have more than 3) in the grav well within range of a demolisher with engine techs. Then, I would have a fully decked out demolisher wipe one of the ships out in the first round.

I feel like it's really gimmicky but also really thematic. However, I feel it might not be worth it if my opponent just puts a bunch of flotillas in the ambush zone since everyone usually has a couple these days.

I don't know much about the idea, as I haven't tried it out, but it seems like a good idea. Hypothetically, the opponent placing his flotillas in the zone would be worse for him then anything else, since whilst people seem to have multiple flotillas these days, as you say, they generally all have a special purpose/place in the list: controlling squadrons, providing re-rolls, etc. By destroying those early on you are removing (potentially) much needed elements of the opponent's list/battle plan.

The trickiest thing is:

1) You need to be Second Player

2) You need to convince a first player, to not only Choose your Fleet Ambush with all of those in the List, but do so fully knowing...

3) They are First player... So it is them who gets the initiative to move out of your trap... Which, some players are fully equipped to do...

(Putting an Expanded Hangers ISD with Tarkin down gets you everything - you get to launch a bomber strike, and speed up to get your defense tokens back).

It has the potential... But every time I've been a 1st player, and taken Fleet Ambush, its been to the immediate detriment of my opponent...

It also, essentially, forces a fight to happen. But awards no objective points. So you must be ready to Win the Fight on Points Trade for Ships alone...

My Rhymer/Konstantine would love to be 1st player against Fleet Ambush. 3 deployments with 2 being my VSDs with Spinal Arm and GT, and my BCC behind them while my bombers get thrown right in your face on round 1. Demo wouldn't stand a chance against that.

There is that. But the assumption was that the opponent (first player) would be putting 2 ships in the zone, meaning that one or the other would be defenseless against Demolisher. Assuming the second player sets up correctly, Demo can pummel one ship whilst the rest pin and distract the moving ship (in Drasnighta's comment, an ISD). Also, if the 2nd player has a Rhymerball, it could potentially be able to commence firing on turn 1.

Edited by NobodyInParticular

There is that. But the assumption was that the opponent (first player) would be putting 2 ships in the zone, meaning that one or the other would be defenseless against Demolisher. Assuming the second player sets up correctly, Demo can pummel one ship whilst the rest pin and distract the moving ship (in Drasnighta's comment, an ISD). Also, if the 2nd player has a Rhymerball, it could potentially be able to commence firing on turn 1.

Demo would only get 1 shot off before you get up to speed, and unless it is right in front of you, you can likely get away when you activate after you get hit, and before Demo gets to activate since you are first. At that point, Demo should be dead.

There is that. But the assumption was that the opponent (first player) would be putting 2 ships in the zone, meaning that one or the other would be defenseless against Demolisher. Assuming the second player sets up correctly, Demo can pummel one ship whilst the rest pin and distract the moving ship (in the above comment, an ISD). Also, if the 2nd player has a Rhymerball, it could potentially be able to commence firing on turn 1.

And Demolisher can very well be killed before it gets a chance to move....

Unlike the card would apply, you do not go into a Fleet Ambush Unknowningly :D - You have seen your opponents list, and you know he has Demolisher and G7Xs...

You are only putting it down in your advantage.

A Fleet with an Interdictor and a Demolisher, with a Rhymerball, can'y usually dis-incentivise their Red and Blues enough, if the yellow is not advantageous to the enemy...

Occasionally, its one or the other - they can Precision strike if the enemy doesn't have bombers - so they won't pick that, which leaves the Blue....

So which blue is it?

Dangerous Territory? - Okay, you have G7Xs, do you have Grav Shift to go with it? Maybe, Maybe not.

Intel Sweep? - Demolisher is probably your objective ship, which makes it a primary target, because its not going to be doing its demolisher thing....

Minefields? - Gives no points, and is probably equal with Fleet Ambush - if you don't have the advantage with Fleet Ambush, you're pushing Minefields....

Superior Positions? - This is proably your best bet, and a lot of 1st players will pick it if it advantages them, too.....

YOUR IDEA HAS POTENTIAL

Please do not take my criticism as not saying that - it certainly does potential, and I've been racking my brain on how to make it work.

There's just so many variables to make it a plan to rely on.

And Demolisher can very well be killed before it gets a chance to move....

Is it really that fragile? I would have thought that it would survive a couple of turns, limping out of the ambush zone to either target the rears of the 'Ambushed' ships or to attack and savage the one(s) left behind.

And Demolisher can very well be killed before it gets a chance to move....

Is it really that fragile? I would have thought that it would survive a couple of turns, limping out of the ambush zone to either target the rears of the 'Ambushed' ships or to attack and savage the one(s) left behind.

Yea I can kill Demo typically in 2 activations if I wiff on the first one.

Yea, it's more of a novel idea that's really fun when it works than a list I expect to win more than 50% of games with. But yea, the general comp would be an Interdictor, decked out Demolisher, a flotilla (maybe 2) and a 134 points of squadrons. There are a lot of assumptions, and I think I can safely rely on Fleet Ambush being chosen, but I think my opponent having initiative will really sink this idea since they can put the Big Important ship and a flotilla in the Grav Well and then just move their Big Important ship first thing. Although in my meta I see a lot of MSU lists and very little lists involving large ships.

Edited by GalacticFister

I was in a tourney where I was something like 9 points clear going into the final round, so I picked fleet ambush against a dual glad, interdictor G7 TS, fireball fleet to see what happened.

I was able to deploy in such a way as to only put one ship in the g7 zone, and that was bright hope cause its amusing how hard she is to kill. The fleet ambush really didnt affect my play. I set up to wait for the glads to come towards the awaiting side arc of admonition, whilst they were unable to put any damage in.

That said, if you have Demo and G7's, I am not picking fleet ambush. Fullstop.

I would also go further than Dras, and point out that it is a myth that precision strike favours bomber lists. It does not. It favours low hull zone lists, which bomber lists tend not to be. Players dont seem to realise this though.

I would also go further than Dras, and point out that it is a myth that precision strike favours bomber lists. It does not. It favours low hull zone lists, which bomber lists tend not to be. Players dont seem to realise this though.

Can you elaborate on this? I run PS in both my bomber lists because it forces my opponent to pick SP typically. And by low hull zone, do you mean literally the minimum hull zones you can bring to a fight, so a few ships? Or did you mean low hull ships?

I would also go further than Dras, and point out that it is a myth that precision strike favours bomber lists. It does not. It favours low hull zone lists, which bomber lists tend not to be. Players dont seem to realise this though.

Can you elaborate on this? I run PS in both my bomber lists because it forces my opponent to pick SP typically. And by low hull zone, do you mean literally the minimum hull zones you can bring to a fight, so a few ships? Or did you mean low hull ships?

Bring it against my mc30s and I will pick it. How many cards can you flip on a 4 hull ship? How many cards can i flip on your isd? Who do you think wins this objective?

Sure bombers give more opportunities to flip cards, but if you havent got past the shields, you havent got past the shields.

I would also go further than Dras, and point out that it is a myth that precision strike favours bomber lists. It does not. It favours low hull zone lists, which bomber lists tend not to be. Players dont seem to realise this though.

Can you elaborate on this? I run PS in both my bomber lists because it forces my opponent to pick SP typically. And by low hull zone, do you mean literally the minimum hull zones you can bring to a fight, so a few ships? Or did you mean low hull ships?

Bring it against my mc30s and I will pick it. How many cards can you flip on a 4 hull ship? How many cards can i flip on your isd? Who do you think wins this objective?

Sure bombers give more opportunities to flip cards, but if you havent got past the shields, you havent got past the shields.

Oh I gotcha. Yea I ran into that problem against MC30 APT swarms. Just got slaughtered.

The problem with using Fleet Ambush in any kind of combination is you're using Fleet Ambush. It's just a horrible objective, I'm sad to say. I've used Fleet Ambush against the second player many times and I always hop on it when I can. Even with the G7 tokens there's still a lot of room to hide in the ambush zone.

If you want to use an Interdictor with positional objectives, I'd strongly recommend Grav Shift Reroute with Contested Outpost and Dangerous Territory. Yank those objective tokens closer to you!

There is that. But the assumption was that the opponent (first player) would be putting 2 ships in the zone, meaning that one or the other would be defenseless against Demolisher. Assuming the second player sets up correctly, Demo can pummel one ship whilst the rest pin and distract the moving ship (in Drasnighta's comment, an ISD). Also, if the 2nd player has a Rhymerball, it could potentially be able to commence firing on turn 1.

Demo would only get 1 shot off before you get up to speed, and unless it is right in front of you, you can likely get away when you activate after you get hit, and before Demo gets to activate since you are first. At that point, Demo should be dead.

Demo is a finesse piece, you keep him back and work for his attack angle, then work him out of danger ready for reengaging as a final stab in the back before game ends.

The way you are trying to play this list is using demo like a hammer, it just won't work. Anyone worth their salt will concentrate their fire power ready for you ( weak support ships will be left at the back, or used as a swap piece). He's then going to go for your high point glass cannon piece, otherwise known as demo... First activation will pummel you, if it's an ISD, MC80 or yavaris with bombers you will be luckily to have demo on the table after the activation ( you may even get a demo doing your demo for a double tap if your opponent has set up advantage, are cheeky and you set up far forward, I'd have to check measurements though). You then get to activate Demo ( although I'd lay money on him generally being dead before this) but remember your opponents not going to give you a black arc on, this early in the game you both know where everything's going to end up ( barring significant set up advantage) that means your only going to strike for one set of black dice ( five with concentrate fire) against the ship your opponent has chosen to let you shoot at. Even without defence tokens your only doing around 8 damage, if it's a cheap ship it's dead..... But demo is then dead and he's never cheap and you opponent chose the swap not you.... If it's a big boy you've dented him but I'd never swap demo for a bit of a large ship, if you've got real bad luck it's admonition with lando and you scratch his shields a bit......

I've never found a way to get fleet ambush to work as second player and I've never lost a game as first player when I picked it ( five five is my worst result)

I agree with what people are saying: Fleet Ambush is a bad objective. With all the people complaining about how FFG should fix Rhymer, Demo, etc. the one thing I think they actually need to fix is Fleet Ambush. It's broken...in a bad way.

However, I do think the concept is worth trying. If you get it to work, please share! :D I would just not recommend bringing it to a tournament until you've figured it out.