Tractor beams

By Tobyn, in Star Wars: Armada

Anyone had any luck with a tractor beam, g 8 projector and Constantine in any combination. The only part that seems to work are the G8's as due to timing or a Nav command/token the other two can be countered easily?

Really hope there is something I'm missing as it seems like it should be cool.

It is a lot of investment for the trick.

If you face a fleet that doesn't care about speed or that is designed to spam navigate commands anyway - it may be wasted effort.

I'm in a CC campaign with Konstantine as my admiral. First game I sped up/slowed down my opponent as they closed so ships were staggered and it allowed me to isolate the enemy ships over time if they didn't invest in nav commands (which meant they weren't using squad commands).

Edited by ricefrisbeetreats

That depends on what you want to do.

You must have a clear goal in mind when loading up these things, what is that goal - what do you want to achieve?

Saying "Nav Tokens are a Counter to Tractor beams" is one sided... Tractor Beams are also a counter to Nav Tokens, after all... And if they're constantly putting Nav Tokens on, they have to come from somewhere. If your goal is "restrict their choices of command to Navigation"... You achieve your goal.

And that's just Tractor Beams.

Any amount of speed modification can severely hurt a fleet that relies on General Cracken for survival, after all... Especially if they arerunning Nebulons or Assault Frigates, as their speed is barely able to maintain what is needed for that effect to happen... Catching them without a Nav-Token with a Tractor Beam is a great way to remove that obstruction really quickly... If that is your Goal, then mission accomplished.

Remember, a Ship that is doing Navigate commands, for one, is not doing Squadron Commands. That canbe an end-goal in and of itself. Forcing something to slow down and remain in your wide front arcs can be a useful goal.

But there is always a situation that will counter you - an Enemy Fleet who wants to be there, doesn't care about being slowed down.

That is the nature of the game of any investment in certain upgrade abilities... Investing in an ability that keeps ships obstructed when they move at speed vs other ships and then flying head-first into a Bomber horde is a Poor Investment, after all...

Set yourself a goal of what you want to achieve. Ask yourself how attainable you believe that goal is, and factor in the points that its going to cost you - both in actual points, and opportunity costs - to achieve. If its worthwhile, attempt it. If it is not, rethink it.

I mean, I've had Success with Dual Interdictors with G7s, but they're considered one of, if not the, weakest of the Upgrades for Interdictors outside of some very specific circumstances. That Success is maginfied by virtue of the fact that it was in stark contrast to my Statistically Abysmal natural state. So to each their own. There will always be counters. There is little out there that isn't counterable by design, by intention, or at the end, by luck.

Slicer tools! You need them to make it work. Take away that nav command. They wont cope.

(I personally prefer targeting scrambler to G8's after bumrushing them into close range...)

I REALLY want to make them work, but haven't figured out something effective yet.

Tractor Beams hamper your opponent's mobility. Theoretically they would be effective in a fleet that was trying to use speed to rush behind your opponent. You could slow them down and keep them from responding. I haven't been able to make it work on the table though.

You need to think in terms of your fleet and objectives. How does slowing the opposing fleet help you to actually win.

Works against all but Craken.

Author: Ginkapo

Faction: Galactic Empire
Points: 394/400

Commander: Admiral Konstantine

Assault Objective:
Defense Objective: Jamming Barrier
Navigation Objective: Navigational Hazards

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Fighter Coordination Team ( 3 points)
- Grav Shift Reroute ( 2 points)
- Targeting Scrambler ( 5 points)
= 126 total ship cost

Victory I-Class Star Destroyer (73 points)
- Veteran Gunners ( 5 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 84 total ship cost

Victory I-Class Star Destroyer (73 points)
- Veteran Gunners ( 5 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 84 total ship cost

Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

2 TIE Advanced Squadrons ( 24 points)
2 TIE Fighter Squadrons ( 16 points)
2 YV-666s ( 30 points)

Card view link

19 minutes ago, shmitty said:

How does slowing the opposing fleet help you to actually win.

STOP MAKING THAT ASSUMPTION.

THis is the biggest flaw when people look at Konstantine.

Tractor beams take away nav tokens.
Slicer tools take away nav dials.
Konstantine takes away their speed control.

None of that means you have to SLOW them down, sometime you can SPEED them up, into close range or off the board. I mean if there is something even less honorable than ramming someone to death, its sending them off the table....

Understood. I communicated it poorly but I was only talking Tractor Beams.

Just now, shmitty said:

Understood. I communicated it poorly but I was only talking Tractor Beams.

Fair enough, mainly you were a patsy who wouldnt take it badly. A lot do make that mistake, even assuming tractor beams are for slowing is somewhat debatable in my book.

Sometimes the mere threat of a Tractor Beam will force an opponent to chose a Navigate Command over a more desirable command and that can make them useful regardless of whether they actually slow the opponent down...

If I have an ISD with Tractor Beams and my opponent has an AF, do they set commands that move squadrons or repair or even concentrate fire and risk me dragging them down to a snails pace under my guns or do they keep their speed up and lose the ability to command their squadrons etc.

Edited by Englishpete
13 minutes ago, Ginkapo said:

Fair enough, mainly you were a patsy who wouldnt take it badly. A lot do make that mistake, even assuming tractor beams are for slowing is somewhat debatable in my book.

It's true, and using Konstantin to fling unwary ships off the table edge is a special joy.

My point was more about having a plan to use whatever advantage you gain. Like the fleet you posted appears to use the speed manipulation to setup those VSDs, which have great damage potential when they can get a target in the kill zone.

So I agree context is important when asking opinions or for advice. So below is my take, I haven't play it yet but here it is. My basic strategy is to play for scenario by sitting on them and offering my opponent the choice of coming into the VSDs or losing points to the objectives. I'm not sure I need both the tractor beams and Konstantine and might try a version with Jerr to make them more mobile, I'd then swap in turrets for counter 1 on the VSDs.

You can quickly copy/paste this export in any forum/email/social network


Tanks tractor beam
Author: Mr T

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Konstantine

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Salvage Run

Victory I-Class Star Destroyer (73 points)
- Admiral Titus ( 2 points)
- Gunnery Team ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- X17 Turbolasers ( 6 points)
- Assault Concussion Missiles ( 7 points)
= 101 total ship cost

Victory I-Class Star Destroyer (73 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- X17 Turbolasers ( 6 points)
- Assault Concussion Missiles ( 7 points)
= 106 total ship cost

[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Veteran Captain ( 3 points)
- Projection Experts ( 6 points)
- Quad Laser Turrets ( 5 points)
- G-8 Experiemental Projector ( 8 points)
= 141 total ship cost

4 TIE Interceptor Squadrons ( 44 points)

I've found they work well with well-planned objectives, and even more so in the CC campaign. I can't promote using them in tourneys, they cost way too much for how little you get for them in a tourney setting.

Unrelated, I don't know why they added abilities to reduce ship speeds, the movement in this game is already extremely limited. I hate all of these upgrades because of this. They could have added all of these thematic upgrades without making them reduce ship speeds.

Yes. In a game of mine I was running all 3. I kept a Assault Frigate mk 2 from moving at all for turns 3,4,5 because he never used a navigate command. And Konstantine mananged to slow all other ships too.

Its a great combo.