So, as I understand it, if a ship or squad attacks the rear hull zone of an enemy ship, as long as that ship suffers damage, even if they redirect the damage, the attacking player gets a victory token, correct?
Superior positions clarification
Correct.
You must attack the Rear Hull Zone.
Your attack must result in at least one damage, which can be to shields or hull.... It sjust damage, not Damage card.
Correct.
You must attack the Rear Hull Zone.
Your attack must result in at least one damage, which can be to shields or hull.... It sjust damage, not Damage card.
That's what I thought, seems obvious but I'm building a prank fleet for a tournament I'm in this weekend and I want to know ahead of time.
Well geez. I thought it was damage cards lol. That would have won me at least 1 more tight game. All good
I made a fun little fleet.
The idea is rapid, unstoppable, damage. I use the 5 Raiders to bum rush vulnerable or costly ships. Trap them in place with collisions and rack up damage. While using my fighters as quick disposable victory point boosters. Now, unless they're all packing ships with the contain tokens and damage control officers, this fleet should be able to bypass defenses almost entirely.
Raiders all have APTs, and Screed is the commander, so every shot in black range is a guaranteed hit.
If a Raider can double arc a ship, there a chance for 2 face up damage cards/activation, plus they have Ordinance experts for black rerolls.
If a Raider can collide with the target ship, it will have dealt 3 damage despite any defense measures.
So, as long as a ship is in range it can deal anywhere from 1 to 3 damage cards/activation.
Meanwhile, the flagship, a Gozanti cruiser, will skirt the edge of the map activating squadrons through the unique lambda shuttle.
Since the fleet is only 379 points, (which is extremely low for our group) I will likely be able to select to be 2nd player and dish out objectives, all of which give benefit to my fleet.
-Precision strike could mean anywhere from 1-12 victory tokens/ round
-Fighter ambush could mean up to 2 victory tokens/ round
-superior positions could mean anywhere from 2-12 victory tokens/ round
The fighters for this fleet: 2x jumpmaster 5000, 1x colonel Jendon, 1x Maarek Steel
For every turn they aren't destroyed they can guarantee 2 critical hits round.
I don't THINK it'll win, Raiders pop like balloons, but it should be fun prank fleet to throw at the group.
http://armadawarlords.hivelabs.solutions/view_list.php?token=71799&key=3d752ce9be5b60079c7c6fbef59f0b5f
Superior positions Precision strike gives tokens for suqads with bomber, not just any squadron. If I read your list correct, you only have one squad that has bomber. So superior positions might not work out quit as well as you hope.
Superior positionsPrecision strike gives tokens for suqads with bomber, not just any squadron. If I read your list correct, you only have one squad that has bomber. So superior positions might not work out quit as well as you hope.
Precision Strike isn't for the bombers. My raiders, using Screed's ability, can guarantee a face up once in range, and under the best circumstances they can deliver 2 per activation with their assault proton torpedoes.
"Precision Strike:
After deploying fleets, each of the second player's ships gains a (con fire) token.
Special Rule: When a squadron with Bomber or a ship is attacking, it may spend 1 die with a (hit) icon to flip 1 random facedown damage card on the defender faceup.
After a squadron with Bomber or a ship performs an attack, its owner gains 1 victory token for each damage card that was dealt faceup or flipped faceup during that attack."
Also, The bomber I have guarantees a hit, the Lambda, will let it attack a second time, so given that I can pop some shields those two look to add some extra victory tokens. As for superior positions, it's not as effective as precision strike, but my bombers can guarantee those two victory tokens a round, so that's something.
Edited by Darth Sanguis
Superior positionsPrecision strike gives tokens for suqads with bomber, not just any squadron. If I read your list correct, you only have one squad that has bomber. So superior positions might not work out quit as well as you hope.Precision Strike isn't for the bombers. My raiders, using Screed's ability, can guarantee a face up once in range, and under the best circumstances they can deliver 2 per activation with their assault proton torpedoes.
"Precision Strike:
After deploying fleets, each of the second player's ships gains a (con fire) token.
Special Rule: When a squadron with Bomber or a ship is attacking, it may spend 1 die with a (hit) icon to flip 1 random facedown damage card on the defender faceup.
After a squadron with Bomber or a ship performs an attack, its owner gains 1 victory token for each damage card that was dealt faceup or flipped faceup during that attack."
Also, The bomber I have guarantees a hit, the Lambda, will let it attack a second time, so given that I can pop some shields those two look to add some extra victory tokens. As for superior positions, it's not as effective as precision strike, but my bombers can guarantee those two victory tokens a round, so that's something.
The only problem is Maarek is going to get focused down in an instant against any moderate fighter wing. Heck 3 Interceptor shots and he's nearly dead. Swapping out one of the jumpmasters for an advance may be worth it.
The only issue with this plan is that you need those specific objectives to work. If you're second player, the first will obviously choose the defensive objective as you have only 4 squadrons. If you choose to be first, you're not guaranteed to have appropriate objectives to work with.
Actually just played this fleet over the weekend, the fighter screens I faced failed to sink either the lambda or the defender, in at least 3 of the matches I ended with 12 or more victory tokens. That said, the real weakness to this fleet is the raiders... holy crap. They are glass. lol I managed two 5/6 losses and a 6/5 victory. The fighters were the strongest part of this fleet. though it was fun to bypass some of the bigger ship's shields and watch my opponents get nervous. altogether VERY FUN to play
Actually just played this fleet over the weekend, the fighter screens I faced failed to sink either the lambda or the defender, in at least 3 of the matches I ended with 12 or more victory tokens. That said, the real weakness to this fleet is the raiders... holy crap. They are glass. lol I managed two 5/6 losses and a 6/5 victory. The fighters were the strongest part of this fleet. though it was fun to bypass some of the bigger ship's shields and watch my opponents get nervous. altogether VERY FUN to play
This only means, that you were not facing squadron lists.
Any list with good squadrons would have ripped you into pieces.
The first player can easy choose the fighter ambush (with only 4 squadrons on your side, and only one combat squadron). Even Superiour positions would have be a problem when the opponent has alot of squadrons and can move them into your back.
Raider go down way to fast against an enemy bomber screen. 6 Hits and they are out. And it happens faster than you might think with the bomber command center. And even against ships you are relying that they move into you. When you are moving in, a broadside of the enemy can easy oneshot the raiders. And you are second player. So you cannot double activate.
And yes, Precision Strike is not only for bombers, but you are giving up a good part of the mission when you are not using bombers with it.
Basicly all 3 missions work against you when the opponent has a bunch of squadrons. These are all missions that work great with squadrons, that you don't have. 65 points and 4 squadrons, with this fragile synergy, count as nothing. If you loose the shuttle or the die defender your squads become worthless.
8 hours ago, Tokra said:
This only means, that you were not facing squadron lists.
Any list with good squadrons would have ripped you into pieces.
The first player can easy choose the fighter ambush (with only 4 squadrons on your side, and only one combat squadron). Even Superiour positions would have be a problem when the opponent has alot of squadrons and can move them into your back.
Raider go down way to fast against an enemy bomber screen. 6 Hits and they are out. And it happens faster than you might think with the bomber command center. And even against ships you are relying that they move into you. When you are moving in, a broadside of the enemy can easy oneshot the raiders. And you are second player. So you cannot double activate.
And yes, Precision Strike is not only for bombers, but you are giving up a good part of the mission when you are not using bombers with it.
Basicly all 3 missions work against you when the opponent has a bunch of squadrons. These are all missions that work great with squadrons, that you don't have. 65 points and 4 squadrons, with this fragile synergy, count as nothing. If you loose the shuttle or the die defender your squads become worthless.
An important part of building a fleet is knowing your opponents. The people I play rarely invest a full 134 and therefore I knew the risk of losing my squads and ships to them was low.
Yes, OBVIOUSLY, should I face a fleet with a full vested 134 points in squadrons, my fleet would have an obvious level of difficulty surviving.
That said, fielding 134 points in fighters also exposes a weakness. Using fighter based fleets limits ships. One of the players I faced had a full fighter wing, relay, bomber, swam fighters, the lot. The issue that they faced was relying on small/medium ships to keep the activation count reasonable (the flip side of that weakness would be one or two large/medium ships and an ultra low activation count) This allowed me to choose an enemy and focus them down before fighters could effectively dispatch my raiders. He was running an assault frigate, and mc30, a nebulon b, and a gr-75. I sank his AF, damaged his MC30 to where it had to retreat, sank the NEB, and was in the process of chasing down the GR. Yes, I lost ships, but I still presented a heavy threat.
That's where the inherent beauty of this fleet lies. Yes, I'm going to lose raiders, but with five on the field (and a goz relaying squadron attacks), not before I take something with me. And as I explained earlier, the objectives only stacked bonuses. (upwards of 12 in one of the matches)
I see a lot of people make claims about what a proper "this or that" fleet would do under certain scenarios, and its nothing but hyperbole. Players don't get to know ahead of time what kind of fleet they'll face in a tournament, so everyone builds one they feel will either be balanced enough to survive or bring a gimmick. In my experience, even the best fleets can lose to a superior strategy. Maybe you mean to state your "this or that" fleet could rip mine to pieces, and given you knew ahead of time this is what I'd run you may be right, but based on what I saw in this last tournament, I'd say you'd be in for a surprise or two.
Also, even with the anti fighters I was facing, Steele and Jendon did an outrageous job in the matches I played. I only took them to fill the gap, since I didn't own another raider to stuff into this fleet. They delivered 4 damage, every turn, for 5 turns, every match... It was disgusting.
16 hours ago, Darth Sanguis said:Also, even with the anti fighters I was facing, Steele and Jendon did an outrageous job in the matches I played. I only took them to fill the gap, since I didn't own another raider to stuff into this fleet. They delivered 4 damage, every turn, for 5 turns, every match... It was disgusting.
It seems eighter your opponents were really stupid to let these two squadrons live so long, or you were total brilliant in flying them.
If two squadrons can deal 5 damage each for 5 rounds against a list with lot of anti squadrons, the opponent did something wrong. At least one should have died in the first round.
And yes, the weakness of a heavy squadron list are that you have less points in the ships. If all ship are destroyed, your 134 points in squadrons are worthless. I lost my first match on the first tournament because of this. The opponent went in way faster than i thought and just killed the ships and totally ignored the squadrons. It might work, but it is way harder to do it now with the Flotilla. Because they are hard to kill/catch.
3 hours ago, Tokra said:It seems eighter your opponents were really stupid to let these two squadrons live so long, or you were total brilliant in flying them.
If two squadrons can deal 5 damage each for 5 rounds against a list with lot of anti squadrons, the opponent did something wrong. At least one should have died in the first round.
And yes, the weakness of a heavy squadron list are that you have less points in the ships. If all ship are destroyed, your 134 points in squadrons are worthless. I lost my first match on the first tournament because of this. The opponent went in way faster than i thought and just killed the ships and totally ignored the squadrons. It might work, but it is way harder to do it now with the Flotilla. Because they are hard to kill/catch.
Well, as I remember, he used his bombers to soften a raider or two, but was not getting good rolls, he used his relay shuttles to activate swam fighters, his swam fighters couldn't kill the jumpmasters fast enough, He was trying to lock my bombers in place my sinking the jumps. Even with 3 red dice and rerolls he just wasn't getting good rolls. So luck was definitely a factor, but with the relay ability, I was able to use the fighters very efficiently too. The big issue was I had his assault frigate in a bad spot, and anti-fighters are really only useful when activated, so I was forcing his choice. He could either activate his squads first, and maybe sink Jendon and Steele, but in doing so risk losing his assault frigate before it could activate to the raider locked in at close range. Or he could activate his assault frigate and take out raiders lowering my undefendable damage, but leaving Jendon and Steele free to activate next....
Without a doubt it put him in a pinch.