Thinking of gambling in CC and staring with no (or next to no) squads

By SoonerTed, in Star Wars: Armada

2 hours ago, CaribbeanNinja said:

They cannot hyperspace if they are within 5 of an Interdictor.

Too bad there really is no rule on hyperspace other than that Hyperspace assault objective. I think having B-wings, A-wings, TIE advance with some sort of does not need to start next to a ship hyperdrive rule and the include that for rouges or some sort of R2-D2 X-wing squadron.

I did something like this and just got completely WRECKED by a Home One Ackbar fleet. Home One made it so none of my ships could ever brace the whole game - and my opponent magically rolled all double hits on almost every red die. Lost almost every ship the first campaign game. I really need to just buy like 5 Arquitens and begin my reign of terror... if they ever come back in stock.

2 hours ago, Blail Blerg said:

Honestly, the game and CC just emphasizes squadrons too much. Limit ship upgrades, but no limit to squadrons beyond uniques?
Either way, Turn 1, you're be facing huge masses of squadrons period.
And once you get to Turn 2, were you can get unlimited upgrades, you're done.

Also, you CAN have FCT on another ship, Yavaris, and two transports with BCC. EASY.

What happens to the squads when the carriers are dead? I probably will take more TIEs just to tie up the bombers, but Yavaris is no match for a VSD.

1 hour ago, Crabbok said:

I did something like this and just got completely WRECKED by a Home One Ackbar fleet. Home One made it so none of my ships could ever brace the whole game - and my opponent magically rolled all double hits on almost every red die. Lost almost every ship the first campaign game. I really need to just buy like 5 Arquitens and begin my reign of terror... if they ever come back in stock.

This would be my primary fear, not squadron overload. VSDs have the hull, brace, and redirect to handle squads.

7 minutes ago, SoonerTed said:

This would be my primary fear, not squadron overload. VSDs have the hull, brace, and redirect to handle squads.

Go read our cc thread in the battle forums. Biggs as Ackbar did similar to me. Then we got to the second round and things changed. I massively outgrew his fleet by being happy using a scarred naked victory.

21 minutes ago, Ginkapo said:

Go read our cc thread in the battle forums. Biggs as Ackbar did similar to me. Then we got to the second round and things changed. I massively outgrew his fleet by being happy using a scarred naked victory.

Then once you outgrew his fleet, you could repair the VSD? (I read the thread, but it has been a long day)

2 minutes ago, SoonerTed said:

Then once you outgrew his fleet, you could repair the VSD? (I read the thread, but it has been a long day)

Only squads start injured, ships lose a defense token. Your VSD only has three to begin with.

Your best time to get squads is at game start when you're points are unrestricted. If you wait until round 2, you'll be restricted to only whatever you earned from bases and Special Assaults. It is way easier to get squadrons at the start instead of later.

1 minute ago, thecactusman17 said:

Only squads start injured, ships lose a defense token. Your VSD only has three to begin with.

Your best time to get squads is at game start when you're points are unrestricted. If you wait until round 2, you'll be restricted to only whatever you earned from bases and Special Assaults. It is way easier to get squadrons at the start instead of later.

But you can unscar a ship by paying have the cost, I thought. Also, your argument for the "best time" for squads applies doubly to capital ships, as they cost even more.

You'll only ever have to pay for capitol ships once. You can afford a. VSD1 for less than 80 points, which is a totally reasonable number to get after one round of CC.

If you're already low on squads, getting enough to catch up is much harder.

Edited by thecactusman17
13 hours ago, thecactusman17 said:

You'll only ever have to pay for capitol ships once. You can afford a. VSD1 for less than 80 points, which is a totally reasonable number to get after one round of CC.

If you're already low on squads, getting enough to catch up is much harder.

A scarred capital ship that is destroyed in a round of CC is removed from the game. If you lose a scarred unique capital ship, it's gone forever. I don't get where you think you won't ever have to refit your capital ships.

18 hours ago, Blail Blerg said:

Honestly, the game and CC just emphasizes squadrons too much. Limit ship upgrades, but no limit to squadrons beyond uniques?
Either way, Turn 1, you're be facing huge masses of squadrons period.
And once you get to Turn 2, were you can get unlimited upgrades, you're done.

Also, you CAN have FCT on another ship, Yavaris, and two transports with BCC. EASY.

But there is only one Yavaris. You can have your team try to not have you matched up with the Yavaris fleet....

21 hours ago, SoonerTed said:

I've been toying with the idea of a fleet with no (or almost no) squadrons for the first round of CC.

. . .

Thoughts?

I say do it! If there's an organized play option suitable for new ideas, it's going to be the Corellian Campaign. Between matchups, and the ability to use a restart if your fleet gets wiped, why not try something original?

(I'm running 3x ISD-IIs, Motti, and Blast Doors all around. Came out of Round 1 intact, was able to match against a lower-squad Rebel fleet.)

We have someone running three ISD and no fighters.he loses one to two ISF a turn. And cant expand fleet due to refit cost

1 hour ago, mobow213 said:

We have someone running three ISD and no fighters.he loses one to two ISF a turn. And cant expand fleet due to refit cost

Exactly. It's not an issue of whether the ship is good, it's an issue of cost to benefit of squads vs ships especially when refitting scarred ships and squads. When you start having to spend 30, 40, 50, even 60 points for refitting a single ship before upgrades it's really hard to recover or progress. And any decent squadron fleet that sees your list is going to come in gunning hard and do extreme damage.

The game, especially with a 500 point maximum size, just doesn't allow for no-squadron fleets any more. It also really punishes low-squadron fleets when your opponent has more in squadrons than your most decked out ship has combined upgrades.