Going to the Utah Regional?

By shmitty, in Star Wars: Armada

Okay, so, think I'm all caught up now.

I stand by my statement: I would trash this with my MM MC30's.

@mythics : My list is here . In brief: 4x MC30T, 3x GR-75, Mothma.

I'll try to refer to some specifics. I'll try to keep the responses generic, but know that I'm mostly coming from the perspective of running this fleet because, well, that's what I do.

20 hours ago, Norsehound said:

Regarding Slicer tools... with that many GR75s likely banking squadron commands, moving up a slicer tools GR75 to hit one of them won't stop the others from being able to reach out and erase that GR-75 you just pushed forward. Sure, you stopped a Yavaris doubletap, but Slicer tools does nothing to stop the Wexley/BCCs/B-Wings/Farr/Intel combination that makes up why this list is so deadly, combined with Rieekan and key aces.

.
Remember that part where he talks about popping an MC30 outright with the Yavaris 3x double-tap? Yeah, this doesn't even come close. And you don't have to keep it shut down: just for the turn where it dies. All you have to do is move out of range. Easy. Yavaris with a token can't push a B-wing and Norra into range. Don't charge into a squadron ball.

21 hours ago, Blail Blerg said:

Just a reminder that Yavaris and 3 bs alone puts out 3x2x2=12 dmg, assuming an average of 2 damage per roll. And this wipes out defense tokens AND defense tokens have minimal effect.

... except for Mon Mothma evades, which it amplifies.

I'm sorry, laptop's dying so I'm just going to copy in text from here on out.

"I'm not sure how I can agree on the theory of Mon Mothma MCs... I'd trust Rieekan better because those ships, regardless of if they died, can ignore squadrons completely and focus on delivering massive batteries against flotillas and Yavaris with some accuracy generators. It would need to completely table every capital ship to win the game.. which means also catching loose flotillas. Permutations of the speedbump list I've used have an engine techs TR-90 that also escapes quite often, and so long as that ship lives the fighters are still valid."

Rieekan's ships can be alpha'd by a well-placed stationary squadron ball during the squadron phase on their way in. Mothma's are much more likely to make it in.

"Also, I believe I tested, a MC30 with Adv projectors actually DOES survive Yavaris 3x2 tap. But the literal next squadron kills it. Not enough shields, nor redirects.

If you manage to get all 4 MC80s in, you'll probably lose one immediately and severely wound a 2nd, and get your shots off but if the carriers survive, next turn, with the carriers added firepower and a few more squadron commands, you lose the 2nd and the 3rd.

... It really doesn't sound that bad, buts def not 400-0. Heck, realistically, he should be able to FCT 4 fighters close enough to actually one shot the first one before it even fires. def not 400-0.

The crazy part is I took Mc30s against it. I found out sadly that at close range, that Pelta and Neb got punch for punch against them. And its really easy to double arc with those ships going slow. (Or maybe I'm good at double arcing with Nebs, but I bet the winner could double arc small ships with his eyes closed. )"

Your MC30 shouldn't be eating a triple-double tap in the first place. If it did, you should have recognized the danger and stuck a second one there to finish the job when/if you lost the first. One double arc into the side of Yavaris is going to kill it 9 times out of 10. Use the activation delays and jump in your attackers after Yavaris has activated. The squadrons can only move so far.

Ugh... Wish I could get into more detail, but the battery is showing 2 minutes left. I'll be back to respond to all the rebuttals that I haven't covered in detail. :)

Edited by Ardaedhel
Fffffffff
3 minutes ago, Ardaedhel said:

Goddammit, new forum is the worst.

Well said.

I look forward to the diatribe.

27 minutes ago, Ardaedhel said:

Okay, so, think I'm all caught up now.

I stand by my statement: I would trash this with my MM MC30's.

@mythics : My list is here . In brief: 4x MC30T, 3x GR-75, Mothma.

I'll try to refer to some specifics. I'll try to keep the responses generic, but know that I'm mostly coming from the perspective of running this fleet because, well, that's what I do.

.
Remember that part where he talks about popping an MC30 outright with the Yavaris 3x double-tap? Yeah, this doesn't even come close. And you don't have to keep it shut down: just for the turn where it dies. All you have to do is move out of range. Easy. Yavaris with a token can't push a B-wing and Norra into range. Don't charge into a squadron ball.

... except for Mon Mothma evades, which it amplifies.

I'm sorry, laptop's dying so I'm just going to copy in text from here on out.

"I'm not sure how I can agree on the theory of Mon Mothma MCs... I'd trust Rieekan better because those ships, regardless of if they died, can ignore squadrons completely and focus on delivering massive batteries against flotillas and Yavaris with some accuracy generators. It would need to completely table every capital ship to win the game.. which means also catching loose flotillas. Permutations of the speedbump list I've used have an engine techs TR-90 that also escapes quite often, and so long as that ship lives the fighters are still valid."

Rieekan's ships can be alpha'd by a well-placed stationary squadron ball during the squadron phase on their way in. Mothma's are much more likely to make it in.

"Also, I believe I tested, a MC30 with Adv projectors actually DOES survive Yavaris 3x2 tap. But the literal next squadron kills it. Not enough shields, nor redirects.

If you manage to get all 4 MC80s in, you'll probably lose one immediately and severely wound a 2nd, and get your shots off but if the carriers survive, next turn, with the carriers added firepower and a few more squadron commands, you lose the 2nd and the 3rd.

... It really doesn't sound that bad, buts def not 400-0. Heck, realistically, he should be able to FCT 4 fighters close enough to actually one shot the first one before it even fires. def not 400-0.

The crazy part is I took Mc30s against it. I found out sadly that at close range, that Pelta and Neb got punch for punch against them. And its really easy to double arc with those ships going slow. (Or maybe I'm good at double arcing with Nebs, but I bet the winner could double arc small ships with his eyes closed. )"

Your MC30 shouldn't be eating a triple-double tap in the first place. If it did, you should have recognized the danger and stuck a second one there to finish the job when/if you lost the first. One double arc into the side of Yavaris is going to kill it 9 times out of 10. Use the activation delays and jump in your attackers after Yavaris has activated. The squadrons can only move so far.

Ugh... Wish I could get into more detail, but the battery is showing 2 minutes left. I'll be back to respond to all the rebuttals that I haven't covered in detail. :)

I say we set up a fight! Mythic vs Ard. =)

Ok, I haven't seen that list yet, or even anything close to it. (Time to enter hypothetical la la land). Let me know what you think of this @Ardaedhel . Also, let me know what you think the expected damage of my squads would be from toryn farr and double bcc rerolls with the goal of crits > damage. All bombers in nora buff range.

You pick initiative due to bid and I go second? we'll just say I go second since that gives you first last + some and you didn't list objectives.

I bunker deploy in the corner and you take most wanted? doesn't really matter on any of the objectives as they all kind of end the same and most wanted is laughable with a neb and pelta.

Each turn follows similar steps (until fighting starts). gr's activate on each side, so it's mc > pelta > mc > yavaris > mc > mc

The turn that will decide the game will be when the first mc enters bcc range. Probably turn 3, possible 2 if mc goes speed 4 dash after lining up directly across. Doesn't really matter as there is no way this is going 6 rounds, and turn 3 allows the mc to token stack on the approach.

MC's goal is to jump the range band and have a mc in black dice range AFTER the yavaris goes. With activation control it should be possible, and with the crap side arcs of nebs easy to say sure close range black dice side arc on the yavaris.

Obvious response is to play blocker fun time with my transports to keep you outside of close range on the dive by the last 2 mc.

Back to turn 3 though. first mc30 comes in and pleta activates (playing whatever magic fun time, just go with it): nora, wedge, gold, b-wing. De-toggle b-wing. Lets say 2 black hits (nora wedge), 2 damage with crit from gold, one blue crit from the b. front arcs at 1 (we're playing my way of redirect because i'm familiar with it. Ard can correct it and say if he would do it differently, and give revised numbers). all defense tokens gone and we'll say the mc30 is at medium range of whatever. If it was at close it would probably be obstructing the approach of the other mc, but deployment, skill, and knowledge of the fleet will minimize this issue. Second mc30 comes in at some angle (keep in mind it's the last 2 mc30 that matter. these 2 are just general threats as the last two have the chance to double tap). so yavaris now has the choice of stripped mc30 and fresh mc30. Toggled b-wing from before double taps to finish the mc30. next 2 b wings go for the fresh and we'll say 4 nora crits (I know unrealistic, but if you want to roll the dice go for it and let me know what you end up with). Adding in yavaris shot 1 damage gets though. Now is when things get sketchy on how it would go. if I played my gr's well Ard has no way to get into close range of pelta and yavaris. If i played them poorly he gets in range. We'll start with in range as in range is more fun and not a repeat of this round where ard is closing to black range, but killing blocking transports. 2 mc30 (admo and lando) are in close on pleta and yavaris and admo (since h-9) has a side arc on both yavaris and pelta. My last squadrons go (and we'll be nice to keep life easy) and say they finish off the wounded mc30. End of round 3 has 2 dead mc30, but 2 fresh mc30 (lando and admo) with side arcs on yavaris and pelta.

Turn 4: admo goes and kill yavaris (3 black 2 blue apt + cf black and yavaris dead from the side). next side shoots pelta block brace say 4 from blacks 1 from blue. pleta takes a face up and loses front and side shields. [we'll presume that the way ships are setup there is no way for pelta to escape side arc] Yavaris activates and throws 3 b-wings at lando. see above lando lives with tokens gone and full health (saying lando somewhere reduced damage by 1). Yavaris rams enemy mc30 (pick one won't really matter i think). second mc30 goes pelta dies. Transports activate squads lando dies. Now it's admo thats taken some trivial damage trying to catch 3 transports and full squads while transports are running. we'll say he can chase down 2 transports, but no matter what one lives. We'll say transports while running leave squadron command range and squads do no more damage to admo. End score is 1 transport (may or may not rieekan). we'll say ashoka one since it's cheaper 28 + 133 on the board for me and 173 for ard. Ard wins.

I know at this point people are going but what about that mc30 you magically made vanish from a z, shara and jan. I wanted to keep things easy on later rounds. If you really want do this for yourself.

---

case where ard doesn't end up in close range yavaris and pelta gang up on one of the mc30 and kill it. Other mc30 lives and is in close range now. Blocking transport is dead. Yavaris dies. Pelta lives (or swap em if you want, either way one dies other lives). Admo dies. Ard's transports live because i can't really chase. In that case I win.

---

If Ard choses second I'll let him decide on which way it would go.

If I have time tonight I may throw it on the board and take pictures each round. If you don't mind Ard let me know how you would deploy vs me in a bunkered position on the corner.

Edited by mythics
cleaning up verbage
12 minutes ago, mythics said:

Ok, I haven't seen that list yet, or even anything close to it. (Time to enter hypothetical la la land). Let me know what you think of this @Ardaedhel . Also, let me know what you think the expected damage of my squads would be from toryn farr and double bcc rerolls with the goal of crits > damage. All bombers in nora buff range.

You pick initiative due to bid and I go second? we'll just say I go second since that gives you first last + some and you didn't list objectives.

I bunker deploy in the corner and you take most wanted? doesn't really matter on any of the objectives as they all kind of end the same and most wanted is laughable with a neb and pelta.

Each turn follows similar steps (until fighting starts). gr's activate on each side, so it's mc > pelta > mc > yavaris > mc > mc

The turn that will decide the game will be when the first mc enters bcc range. Probably turn 3, possible 2 if mc goes speed 4 dash after lining up directly across. Doesn't really matter as there is no way this is going 6 rounds, and turn 3 allows the mc to token stack on the approach.

MC's goal is to jump the range band and have a mc in black dice range AFTER the yavaris goes. With activation control it should be possible, and with the crap side arcs of nebs easy to say sure close range black dice side arc on the yavaris.

Obvious response is to play blocker fun time with my transports to keep you outside of close range on the dive by the last 2 mc.

Back to turn 3 though. first mc30 comes in and pleta activates (playing whatever magic fun time, just go with it): nora, wedge, gold, b-wing. De-toggle b-wing. Lets say 2 black hits (nora wedge), 2 damage with crit from gold, one blue crit from the b. front arcs at 1 (we're playing my way of redirect because i'm familiar with it. Ard can correct it and say if he would do it differently, and give revised numbers). all defense tokens gone and we'll say the mc30 is at medium range of whatever. If it was at close it would probably be obstructing the approach of the other mc, but deployment, skill, and knowledge of the fleet will minimize this issue. Second mc30 comes in at some angle (keep in mind it's the last 2 mc30 that matter. these 2 are just general threats as the last two have the chance to double tap). so yavaris now has the choice of stripped mc30 and fresh mc30. Toggled b-wing from before double taps to finish the mc30. next 2 b wings go for the fresh and we'll say 4 nora crits (I know unrealistic, but if you want to roll the dice go for it and let me know what you end up with). Adding in yavaris shot 1 damage gets though. Now is when things get sketchy on how it would go. if I played my gr's well Ard has no way to get into close range of pelta and yavaris. If i played them poorly he gets in range. We'll start with in range as in range is more fun and not a repeat of this round where ard is closing to black range, but killing blocking transports. 2 mc30 (admo and lando) are in close on pleta and yavaris and admo (since h-9) has a side arc on both yavaris and pelta. My last squadrons go (and we'll be nice to keep life easy) and say they finish off the wounded mc30. End of round 3 has 2 dead mc30, but 2 fresh mc30 (lando and admo) with side arcs on yavaris and pelta.

Turn 4: admo goes and kill yavaris (3 black 2 blue apt + cf black and yavaris dead from the side). next side shoots pelta block brace say 4 from blacks 1 from blue. pleta takes a face up and loses front and side shields. [we'll presume that the way ships are setup there is no way for pelta to escape side arc] Yavaris activates and throws 3 b-wings at lando. see above lando lives with tokens gone and full health (saying lando somewhere reduced damage by 1). Yavaris rams enemy mc30 (pick one won't really matter i think). second mc30 goes pelta dies. Transports activate squads lando dies. Now it's admo thats taken some trivial damage trying to catch 3 transports and full squads while transports are running. we'll say he can chase down 2 transports, but no matter what one lives. We'll say transports while running leave squadron command range and squads do no more damage to admo. End score is 1 transport (may or may not rieekan). we'll say ashoka one since it's cheaper 28 + 133 on the board for me and 173 for ard. Ard wins.

I know at this point people are going but what about that mc30 you magically made vanish from a z, shara and jan. I wanted to keep things easy on later rounds. If you really want do this for yourself.

---

case where ard doesn't end up in close range yavaris and pelta gang up on one of the mc30 and kill it. Other mc30 lives and is in close range now. Blocking transport is dead. Yavaris dies. Pelta lives (or swap em if you want, either way one dies other lives). Admo dies. Ard's transports live because i can't really chase. In that case I win.

---

If Ard choses second I'll let him decide on which way it would go.

If I have time tonight I may throw it on the board and take pictures each round. If you don't mind Ard let me know how you would deploy vs me in a bunkered position on the corner.

I'd love to see you two duke it out in vassal. If you're willing.

Also ahh, I didn't know Ard had 7 activations, which would make it much easier to set up the run. Nice list Ard

So, confession time. Whenever I've complained about this list archetype, it's been Mythics behind that list. I've been losing a lot of games to him since about Wave 2, because he's my usual opponent when it comes to Armada play. So commenting frequently about this issue is because whenever I play semi-competitive Armada, Mythics is my opponent. And I've never been able to beat this list.

1 hour ago, Blail Blerg said:

Here's the trick: Its not about the dang Pelta.
(Well, yes, the Pelta is cool and required, but thats not what the discussion is about, try the last few pages?)

Indeed, it's not the Pelta that's the issue. The Pelta is trying to find out what to do with the slush points you have left over, and getting a nice squadron-3 buff bonus with some decent hitting power doesn't hurt. The real meat of the list is, as I've been saying, stacked BCCs, Toryn, Wexley, and the Bs with Jan. Tack on some anti-fighter protection to delay anything less than a focused fighter force to destroy the ball, and you can have a very easy time winning if you play conservatively. It's a possible list type that's been around since Wave 3/4 thanks to Flotillas, but only got obnoxious with Wave 6 and the new aces.

It isn't enough to snipe out Jan from under the bomber ball to stop it. Because Drew's list uses Xs and Bs typically, these fighters can hold their own even without Jan's support. 3-4 AA dice out of fighters can take good chunks of health out of most fighters, so even if you lock the bombers into engagement with your fighters, all Drew need do is double tap two or three of his AA squads against fighters engaged with the bombers to clear them out, then the bombers attack at the end of the turn and use those BCC+Toryrn+Wexley bonuses that are still there, and always work because they are passive.

So those IG88 - Mithel - Valen solutions only work so well, IMO. A list trying to engage Drew's list needs more than those three aces. For the number of bodies Drew fields in his list, I've come to the judgement that nothing less than a dedicated fighter ball is going to be swept up by Drew's attack force, leaving the capital ships naked in the face of 3 critical damage delivered from B-Wings with Wexley right there. Even if you push a capital ship in there to start killing the heavies, since the flotillas can escape, those fighters will never de-spawn and will destroy whatever you push in there.

My solution has been to try destroying the fighters with an Imperial fighter shredding ball that I hope is wide enough to cover other kinds of lists. However, I haven't had a chance to run it on the table against Drew yet to see if it will work in the first place.

26 minutes ago, Blail Blerg said:

I'd love to see you two duke it out in vassal. If you're willing.

Drew and I talked about using Vassal before but neither of us understand it. It would be interesting to see that match-up as well, the rest of the world should witness the pain our corner of the meta has been experiencing for a time. Otherwise, it would be nice to see good play against this list. I wish it were an Imperial option, alas.

I've seen Ard deck multiple bomber lists at the table. His list is a thing of beauty to watch, and its one of the reasons that I refer to heavy squadron lists and his MC30 list as the two poles to the meta.

Vergil, if you can remember, how was that bomber list flown? Did it play defensively in a corner or did it rush out to meet Ard?

2 minutes ago, Norsehound said:

Vergil, if you can remember, how was that bomber list flown? Did it play defensively in a corner or did it rush out to meet Ard?

*those lists*

*they*

6 hours ago, mythics said:

Super extensive and well-considered speculation on the matchup.

.... Whoa.

First off, I do apologize if I came off as flippant and dismissive in my earlier post. As I mentioned, my stupid battery was dying and I was trying to get a response off quick. :) I certainly don't want to take anything away from either your list or your victory--the list is fantastic and I'm sure your victory was well-earned.

While I really appreciate you taking the time to think this whole thing through and type it, Play by Post might not be the best way to play this out. Quite frankly, I have a hard time visualizing it until it's on the board. If you want to push the comparison, feel free to throw it on the table and take pics like you said, and I'll respond, but really, comparing the two lists is kind of ancillary to the larger point.

My point, far from internet wang-waggling (and again, sorry if that's how I came off), is to point out that these heavy bomber lists, while good (and they should be), can still be defeated by all-ship builds. The ships just have to have a solution for dealing with this kind of thing. Which, as I've said elsewhere, I do not have or claim to have figured out multiple different ways to do this--I just recognize that my list building history is checkered at best, so either I've stumbled onto a unicorn, or there are other ways to do it.

That said, you certainly have to account for the bombers adequately in your list-building, or you're gonna have a bad time. I personally have invested 30 points into squadron defense in the form of my commander. I think it's the most point-efficient way of defending against squadrons that I've found to work for me. @Ginkapo says just Tycho can do it, but he sits upon a throne of lies.

@mythics , I've been trying to write an article for a while on how I fly shrimp, because I really want to see the ship do well, but I just can't manage to capture in writing how I fly them. I just kind of do stuff and they get in position. So, it would be pretty tough to describe how I'd deploy, especially not having seen how you play your list. And the reality is, the outcome of this matchup would hinge not on broad strategy--which is pretty well baked into both of our lists--but on tactical execution. And that just comes down to player skill, so it's pretty useless to speculate on here. Our lists and strategies sort of aim to counter each other: yours is built to phalanx up behind layers of defense while striking back from behind those defenses ; mine is built to shatter through defenses while looking awesome (okay, I kind of stretched it for the sweet picture) and negate bomber rerolls .

If we ever find ourselves in a position to do so, I would love to have a game against you. I love being made to eat my words if it means I learned something new. Almost as much as I love teach other people something new. ;)

@Norsehound and @Blail Blerg ... sorry, I don't think this did either of you guys much good. It pretty much amounts to try harder , which isn't the most constructive advice. All I can offer is the fairly stale encouragement that very good players elsewhere with seemingly unbeatable lists always end up falling sooner or later--just keep trying different stuff. If you're not finding success with my list, try a different approach--different strokes for different folks. From the looks of this list, I think you would benefit from running a relayed or BC heavy anti-squadron list to wipe it up from range like [somebody, maybe @Madaghmire ?] suggested. But I don't know specifically, I don't run those sorts of lists much.

Edited by Ardaedhel
10 minutes ago, Norsehound said:

Vergil, if you can remember, how was that bomber list flown? Did it play defensively in a corner or did it rush out to meet Ard?

Admittedly, I don't often encounter fortressers. I did in a tourney recently, and if I recall correctly (I have a terrible memory, sorry...), it was something like Motti Targeting Scrambler Interdictor, a couple of Arqs, a Goz, and a mediumish Rhymerball. Cornered up to protect the admiral and camped out there. I dropped shrimp into the middle of it and exploded all over, tabled him in exchange for a shrimp that I got too aggressive with and flew off the table. :(

Obviously not the same matchup, just an anecdote.

Having run my own variant of Ard's 30 swarm many times, and in a tournament with highly skilled players, I can say it can do extremely well against most fleet archetypes. I would say the all rogue list is the only one that would give it some serious trouble, particularly Firesprays, but it is a nasty setup for sure. Just gotta learn how to fly them 30s. I also really want them to be better represented, and by this I mean Mothma, not as Ackbar's little bro.

12 minutes ago, Caldias said:

Having run my own variant of Ard's 30 swarm many times, and in a tournament with highly skilled players, I can say it can do extremely well against most fleet archetypes. I would say the all rogue list is the only one that would give it some serious trouble, particularly Firesprays, but it is a nasty setup for sure. Just gotta learn how to fly them 30s. I also really want them to be better represented, and by this I mean Mothma, not as Ackbar's little bro.

This man knows his MM shrimp. :)

Massed Firesprays (Decimators too, but you don't see massed Decimators much), specifically, are the worst. Rogues, so they can negate my activation advantage by hitting you at the end of the turn before before the clash; two bomber dice, so they mitigate the MM reroll defense; and they're both blues so reroll is only moderately useful. Super duper nasty.

Fortunately for me, I don't see this much locally, because they fall hard to the huge non-rogue squadron wings that are popular around here. If I have to face that crap that Skycake is toting in the World Cup, though... :/

I'd agree Mothma is pretty good on 30s, in fact if I ever flew Rebel ships again I'd love to do paired 30s with 3x TR-90s as the basis of a list. However Drew's setup is very... particular to face. That cloud hanging out at long range means any time you're ready to open fire on the ships he has there, he's ready to whap you with his massive self-sufficient fighter ball and those bonuses!

Drew's fighter list approach is fundamentally different from Rhymerball clouds, in my view. Drew's line is self-sufficient enough with a lot of overlap on roles with little specialization (ie, B-Wings can fight in the AA game, X-Wings have Bomber and can benefit off Wexley). So I wouldn't call "facing a bomber cloud" an equivalent thing between Drew's list and a Rhymerball. And for all the bonuses they take from the capital ships, the important ones also work at long range, except for Toryn mercifully. I don't think many players have done the defensive line setup that Drew does... at least, not that I've seen in any of the games I've witnessed.

One armchair approach against Drew's list was to try to find an Empire analogue to the list and go from there, but Imperial fighters lack that role overlap that works well on the Rebel side. Only three fighters are general enough to try it, and they're usually more expensive than the Rebel ones and have their own problems (TIE advanced, TIE Defender, VT Decimator). Plus Yavaris is an entire other issue, maximizing firepower advantage from fewer squadrons that may be unique. In terms of attack output from fighters Empire doesn't have anything like this, except the typically larger activation out of their standard ships and slight advantages in the specialized roles of their aces. I guess there's balance there in theory, but the power out of Fighter rating 3 is not equal between the factions. Rebels can get more out of, and do more damage out of, three fighters than the Empire can against all comers.

Thanks for the reply @Ardaedhel . From what you say and my walk through of both fleets I also agree that your list has the advantage over mine. The onus would be on me to keep the mc30's out for one more turn than you wanted. As for any hard feelings by virtue of walking out of a regional with a win by default my fleet/play is good enough. I do feel that we both point at the same thing though. Execution will be key and will decide the game more than anything on the list building level. Rather than playing Phalanx i think it's more like staying just out of reach so when fleets come at me a world of hurt lands . While once you catch someone you never let them go .

Good luck at the World Cup. I"ll see what I can do about getting familiar with vassal so we can see what the other is like on the "table".

1 minute ago, mythics said:

Thanks for the reply @Ardaedhel . From what you say and my walk through of both fleets I also agree that your list has the advantage over mine. The onus would be on me to keep the mc30's out for one more turn than you wanted. As for any hard feelings by virtue of walking out of a regional with a win by default my fleet/play is good enough. I do feel that we both point at the same thing though. Execution will be key and will decide the game more than anything on the list building level. Rather than playing Phalanx i think it's more like staying just out of reach so when fleets come at me a world of hurt lands . While once you catch someone you never let them go .

Good luck at the World Cup. I"ll see what I can do about getting familiar with vassal so we can see what the other is like on the "table".

I don't know if we still have slots, but if you've got the 11th available, feel free to crash the San Antonio regional. You'll get to meet a bunch of us. :)

Same goes for anyone else on the forum that just has to sate that appetite for Armada. :)

1 minute ago, Vergilius said:

I don't know if we still have slots

I just got a quick glance at the registration list last week when I was registering, but it looked about half full, though several locals that I know are going weren't on there yet. @Brikhause could tell you off the top of his head.

7 hours ago, Blail Blerg said:

Also ahh, I didn't know Ard had 7 activations, which would make it much easier to set up the run. Nice list Ard

Thank you, sir. o7

Who knew so much interesting discussion would come out of our little regional...

Very good read here - thanks for the contributions!

1 hour ago, Ken-Obi said:

Who knew so much interesting discussion would come out of our little regional...

Very good read here - thanks for the contributions!

One of those things that seems obvious only in hindsight, with several contributing members of the forum community attending. From the outside looking in it seems like you guys have a great gaming community over there.

3 hours ago, Madaghmire said:

One of those things that seems obvious only in hindsight, with several contributing members of the forum community attending. From the outside looking in it seems like you guys have a great gaming community over there.

Agreed. From my experience players around here are looking to both have fun as well as be competitive, which makes for a good environment.