Combos you really wanted to work out that didn't

By Cuthawolf, in Star Wars: Armada

The Interhospital.

Three Interdoctors all using Projection Experts and targeting scramblers in a self supporting circle of repair.

I proxied 2 of them using VSDs and scanned/printed firing arcs.

They stick around a while with Motti but don't have the offensive punch.

Your Demolisher and My Tractor Beam.

Because! Just because.

A few things-

1: Docterdictors- projection experts on the interdictor seems cool but just isn't all that.

2: carrier GSD- it's fun, it almost works, but no.

3: palsy fleet- one of my favorites but let's face it, the olp just won't trigger enough for avenger to avenge.

Liberty+Flight Controllers. Just ain't happening.

two VSDs with an ISD, all gunships. Favorite archetype of all time, shone before Wave 2 really picked up, never works when I run it. To make it work better I'm always compromising away from it. Someday... Someday!

Luke and Dodoma. Jackass always manages to roll blanks while there are shields up and never, EVER rolls crits unless the shields were already gone anyway. Just bad luck, but even BCC can't fix it.

The combo I can't make work is me rolling reds and having them hit.

The combo I can't make work is me rolling reds and having them hit.

You and Dras should start a support group...

Edited by MandalorianMoose

two VSDs with an ISD, all gunships. Favorite archetype of all time, shone before Wave 2 really picked up, never works when I run it. To make it work better I'm always compromising away from it. Someday... Someday!

Wait for Moff Jerriod....

No-squadron lists involving multiple large or medium ships.

two VSDs with an ISD, all gunships. Favorite archetype of all time, shone before Wave 2 really picked up, never works when I run it. To make it work better I'm always compromising away from it. Someday... Someday!

Wait for Moff Jerriod....

I was his opponent for this game, and he did have Jerry there.

I'm in agreement with him, and not just on this particular setup . Fleets featuring nothing but medium and large ships lose a lot of overall firepower, deployment advantage, and have no points left for squadrons (excepting the triple Assault Frigate combo).

Jerry does a lot of cool things, but making the Big Gun Imps viable is not one of them unless there's some part of the equation we aren't seeing yet.

Edited by thecactusman17

QTC & H9s on a Liberty. It works to almost guarantee at least 2 accuracy, but is too expensive.

Edited by cynanbloodbane

Madine engine tech nebs

Nope, they still cant keep their guns on target

Or OLP ON THE Avenger...and within 2 seconds of posting everyone and their dog on the forums shuts you down by reminding you the order of crit effects and defence tokens

I am relatively new to the game and i will try the combo on friday XD.

OLP on an interdoctor and avenger on the isd obviously and screed to ensure it to work.

But i am also thinking about just using the double arc and keeping everything on the ISD

Point is, i thought that being predictable isn t that much of a problem when you are facing a slow MC80 that throws a bucket of dices at you at long range but is totally uncapable of moving.

And paired with proper area control from the interdictor could actually work :|

Currently ackbar mc80 is the thing i hate the most (its not OP, but forces boring strategies imho) and if i can disincentivate its use in my play Group i will do anything i can ._.

If not i will learn something new :D

i Also like the Jumpmaster, + mauler + soontir + boba + tied advanced.

But i rarely meet players with lot of squadrons so they end up being wasted points.

Edited by Vondodo

Nk-7

By the time you get rid of and IMPORTANT token, the ship is either dead or you are.

So many "great" upgrades come into this category I find. If you can't kill something in two volleys then its probably not going to be worth the hassle.

Same with Overload pulse in general. For it to count, you have to get an unevaded blue crit, then you have to be doing damage in later shots that they are going to survive by burning tokens. If you could acc out the token to ensure the kill then you would obviously do that. And if they die even with burning the token the the OLP didn't count for anything anyway!

NK-7 and Interdictor was one that I tried multiple times with mixed results.

I want NK-7 to be good so badly. It's just so expensive.

I can't help but feel that if NK-7 wasn't required to exhaust to use its effect it might be more popular. Double-arcing with it would be extremely good, but for 10 points it had better be extremely good! Alternatively, the attacking player getting to select the zapped token would also be much better. I understand why FFG would be worried about making a defense-token-nuking upgrade too good, but it's never really seemed to pull its weight in games I've played with it.

Yeah, if YOU could pick the token, maybe it would be worth the points.

1) French kissing a Sea Urchin: The title references an old Silent Death joke. Anyway, this was an Assault Frigate Mk2 A with Spinal Armaments and Paragon, giving it a four dice arc in all four arcs and an extra die if you got double arc'd...how could that not be awesome? Approaching such a ship would be like trying to french kiss a sea urchin...in theory. In practice those points seem to be better invested in a Gunnery Team and reliably keeping 2+ enemy ships/squadrons in your side arcs. It's not useless, it just wasn't quite as cool as I was hoping.

Also, for whoever put up the Jan's Junkers where she escorts 1300s: That has worked well for me personally as an escort for ships moving slowly. Though it is worth it to try double HWK-13s (HWK-290+YT1300). It is really effective to push bombers for a critical turn or two.

Also I want to try 7xYT1300, Biggs, and Jan when CC drops. I wonder if Biggs' Range limits will make it a dud.

Edited by Church14

Cracken + Nebs.

Nebs just want to go at speed 1-2 once they're in range of their target really

One of my local players just cannot stop trying to make Overload Pulse (on Raider-IIs or VSD-IIs) + Avenger ISD a thing. He's been trying for months on and off. It only ever works against players who are worse than him.

You may note that "only effective against players worse than you" is not the kind of effectiveness profile that is actually useful.

After countless failed attempts myself, I am convinced the only way to effectively work this combo is to put Avenger AND the OP on the same ISD. Then, all you have to do is double arc. Sensor Team should help against those pesky evade rerolls, and screed provides you with the OP out of the side arc automatically.

Then, spice up the front arc's damage to taste.

  • Ackbar anything: Being able to consistently do well in a tourney using Ackbar. At least once in every tourney I/you need to chase down something and having to keep your side arc on your target doesn't jive with chasing anything down. It's the main reason I'm not fond of Ackbar. He's great when you don't need a high score to progress in a tourney but if you need a high score and your opponent doesn't, good luck chasing him down and getting all of your shots fired from side arc.

  • Soontir Fel and a TIE advanced swarm: Soontir always gets locked down outside of the TIE Advance ball or gets exposed when key TIE Advances' get killed, ... or most often, Soontir can't get into engagement range at the same time the protecting Advances' are engaging the enemy. The Advances always get engaged without the enemy being engaged by Soontir.

  • Repair Crews swarm: It just too much work to keep all of your Repair Crews flotillas within range 2 and activate them in the order needed to use Repair Crews. I've tried it with 1 flotilla, 3 flotillas, and 5. It's just too much work for little returns, and I usually ended up ramming all of my flotillas and needing to use the Repair Crews on the flotillas, hah.

Probably best to only use one repair crew flotilla so shadow a larger ship vulnerable to APT.

  • Ackbar anything: Being able to consistently do well in a tourney using Ackbar. At least once in every tourney I/you need to chase down something and having to keep your side arc on your target doesn't jive with chasing anything down. It's the main reason I'm not fond of Ackbar. He's great when you don't need a high score to progress in a tourney but if you need a high score and your opponent doesn't, good luck chasing him down and getting all of your shots fired from side arc.

  • Soontir Fel and a TIE advanced swarm: Soontir always gets locked down outside of the TIE Advance ball or gets exposed when key TIE Advances' get killed, ... or most often, Soontir can't get into engagement range at the same time the protecting Advances' are engaging the enemy. The Advances always get engaged without the enemy being engaged by Soontir.

  • Repair Crews swarm: It just too much work to keep all of your Repair Crews flotillas within range 2 and activate them in the order needed to use Repair Crews. I've tried it with 1 flotilla, 3 flotillas, and 5. It's just too much work for little returns, and I usually ended up ramming all of my flotillas and needing to use the Repair Crews on the flotillas, hah.

Probably best to only use one repair crew flotilla so shadow a larger ship vulnerable to APT.

I'm just never using Repair Crews again. The 1-2 range requirement 2 is far too limiting and ends up screwing up all of my movements and gets my ships into more trouble than the removal of 1-2 cards. 1-2 range kills this cards. Range 3 would have been ok.

  • Ackbar anything: Being able to consistently do well in a tourney using Ackbar. At least once in every tourney I/you need to chase down something and having to keep your side arc on your target doesn't jive with chasing anything down. It's the main reason I'm not fond of Ackbar. He's great when you don't need a high score to progress in a tourney but if you need a high score and your opponent doesn't, good luck chasing him down and getting all of your shots fired from side arc.

  • Soontir Fel and a TIE advanced swarm: Soontir always gets locked down outside of the TIE Advance ball or gets exposed when key TIE Advances' get killed, ... or most often, Soontir can't get into engagement range at the same time the protecting Advances' are engaging the enemy. The Advances always get engaged without the enemy being engaged by Soontir.

  • Repair Crews swarm: It just too much work to keep all of your Repair Crews flotillas within range 2 and activate them in the order needed to use Repair Crews. I've tried it with 1 flotilla, 3 flotillas, and 5. It's just too much work for little returns, and I usually ended up ramming all of my flotillas and needing to use the Repair Crews on the flotillas, hah.

Probably best to only use one repair crew flotilla so shadow a larger ship vulnerable to APT.

I'm just never using Repair Crews again. The 1-2 range requirement 2 is far too limiting and ends up screwing up all of my movements and gets my ships into more trouble than the removal of 1-2 cards. 1-2 range kills this cards. Range 3 would have been ok.

I use Repair Crews on a flotilla that I use as a speed brake. When I want a ship to move zero, but don't want to be speed zero - I put it behind the flotilla and just ram it at speed 1. Then the flotilla fixes itself with the crews.

  • Ackbar anything: Being able to consistently do well in a tourney using Ackbar. At least once in every tourney I/you need to chase down something and having to keep your side arc on your target doesn't jive with chasing anything down. It's the main reason I'm not fond of Ackbar. He's great when you don't need a high score to progress in a tourney but if you need a high score and your opponent doesn't, good luck chasing him down and getting all of your shots fired from side arc.

  • Soontir Fel and a TIE advanced swarm: Soontir always gets locked down outside of the TIE Advance ball or gets exposed when key TIE Advances' get killed, ... or most often, Soontir can't get into engagement range at the same time the protecting Advances' are engaging the enemy. The Advances always get engaged without the enemy being engaged by Soontir.

  • Repair Crews swarm: It just too much work to keep all of your Repair Crews flotillas within range 2 and activate them in the order needed to use Repair Crews. I've tried it with 1 flotilla, 3 flotillas, and 5. It's just too much work for little returns, and I usually ended up ramming all of my flotillas and needing to use the Repair Crews on the flotillas, hah.
Probably best to only use one repair crew flotilla so shadow a larger ship vulnerable to APT.

I'm just never using Repair Crews again. The 1-2 range requirement 2 is far too limiting and ends up screwing up all of my movements and gets my ships into more trouble than the removal of 1-2 cards. 1-2 range kills this cards. Range 3 would have been ok.

I use Repair Crews on a flotilla that I use as a speed brake. When I want a ship to move zero, but don't want to be speed zero - I put it behind the flotilla and just ram it at speed 1. Then the flotilla fixes itself with the crews.

Clever. I had grown sour on them on the pre-movement heal coupled with the range restriction, made it rarely ever able to heal another ship. However healing ITSELF after being used as a brake... I see deliciously evil ISD 90 degree turns with Jer in my future...

I keep trying to put together the NK-7 and the Intel Officer. In theory, I'm sudden death on your defence tokens.

In practice, it doesn't really work out.

Dodonna - Adar Tallon - Yavaris - Luke Skywalker

As has been mentioned, Luke loves to roll the blank sides on a black dice.

Even with two BCCs

Edited by Eggzavier