"Cannot Get Your Ship Out: the speed zero maneuver" Armada blog February updates

By Snipafist, in Star Wars: Armada

Like a Bossk!

Or, "hey, the YV-666 article is up now."

YV-666s are the saddest dump trucks...

I found them completely viable in Corellian Campaign. Mostly because they hit like Runaway Dumptrucks vs Non-Aces, and then just don't die in return - so they basically don't cost you anything once purchased.

Bossk also had a really fun day over the weekend.

Turn 1 he Jumped on Tycho + A-Wing. Stomped the A-Wing, took a counter hit, and then grinned at Tycho, because he was now doing his "Space-Dumptruck-Cut-off-in-Traffic" Impression like what is shown on his card... Tycho promptly ran away, but not far enough. 2 Turns later, Tycho went down, and Bossk went hunting a HWK.

Turn 5, the HWK is Dead and Bossk is looking okay on 3 health, but decides Veterancy is good enough for him and retires behind the Interdictor.

The second YV-666 did just as well, clearing out 4 Zs and a HWK as well, before limping away on 1 hull.

Much better than Rudor and the TIEs, despite their access to Flight controllers.

12 minutes ago, geek19 said:

YV-666s are the saddest dump trucks...

Well, I think that they do have some synergy with Rapid Launch Bays.

21 minutes ago, geek19 said:

YV-666s are the saddest dump trucks...

Consider your blog boycotted

57 minutes ago, Ginkapo said:

Consider your blog boycotted

Aw, I didn't realize you were a fan! Over here in Rebel world we just leave YV-666s behind when problems are occurring. Also, Bossk really hates massed x wing fire and Biggs making his return fire not as potent. @Snipafist and I have a buddy who has been trying for MONTHS to make them work, but hasn't really been able to do so. If you have suggestions, I'd actually love to hear them for him

4 minutes ago, geek19 said:

Aw, I didn't realize you were a fan! Over here in Rebel world we just leave YV-666s behind when problems are occurring. Also, Bossk really hates massed x wing fire and Biggs making his return fire not as potent. @Snipafist and I have a buddy who has been trying for MONTHS to make them work, but hasn't really been able to do so. If you have suggestions, I'd actually love to hear them for him

Point of Order:

Biggs makes his return fire just as potent, only slightly less Concentrated. 4 Points of Damage is still 4 points of Damage. :D

Its just on 2 People now.

And even Biggs and half an X-Wing are almost Bossk's Points Coverage - so if you want to mass up against him, you're still winning the points trade :D

I mean, what likes massed X-Wing Fire? I'd be impressed to see that :D

Edited by Drasnighta
6 minutes ago, Drasnighta said:

Point of Order:

Biggs makes his return fire just as potent, only slightly less Concentrated. 4 Points of Damage is still 4 points of Damage. :D

Its just on 2 People now.

And even Biggs and half an X-Wing are almost Bossk's Points Coverage - so if you want to mass up against him, you're still winning the points trade :D

I mean, what likes massed X-Wing Fire? I'd be impressed to see that :D

Uh...that 4 gets braced either via biggs natural brace or the Jan in the corner and then spread out. So its 2 pts total to 2 sources. Which is in fact less potent.

Way less if Gallant Haven is rolling through, but now we are heading into cherry picking territory.

Edited by Madaghmire
4 minutes ago, Madaghmire said:

Uh...that 4 gets braced either via biggs natural brace or the Jan in the corner and then spread out. So its 2 pts total to 2 sources. Which is in fact less potent.

Way less if Gallant Haven is rolling through, but now we are heading into cherry picking territory.

Who said anthing about Jan?

And Biggs only braces if Biggs is the Target. Which is something to Consider as well.

And now we're talking about gallant haven, too?

Dude, we're already so far into Cherry Picking Territory the moment we mentioned BIGGS+X-Wing, because man, that's already more Expensive than the Bosskman. :D

The limit of my Cherrypicking is this, basically. Bossk has Speed 3 and Rogue. His intention is picking on those who are weaker than him, and in numbers. He'll gladly take on a number of Basic TIEs, Basic X-Wings, Basic A-Wings... Y'know. Anyone who won't Brace-Brace-Brace it off. He's a Bully, and should be used as such. The only time I'm going to be stuck having to shoot at nothing but Aces, is in a Rieekan Aces list, and honestly... That's still going to come onto a points-per-effectiveness style of play, in which the YV-666 Does actually Score a lot of points for its Consistent Damage and High Hull, relative to everything else.

Because a BiggsBall, Moustache Ride, or Any Variant of "Hug the Gallant Haven" isn't Fast, Speed 2 (and Speed 3 Bossk) is more than enough to Rogue in and deal the Damage of their Points cost. because its Good.

Edited by Drasnighta
16 minutes ago, geek19 said:

If you have suggestions, I'd actually love to hear them for him

Interdictor FCT, 2x YV666, 2xTie Fighter, 2xTie Advanced.

Cycle them around clearing all enemy squads. The interdictor is slow so likes the yv666. Tie advanced timed right stops the tie fighters dying.

Add two VSDs a slicer gozanti and Konstantine to taste.

I am currently working on a new heavy grit ball enabled by Rudor. It has potential.

I like your blog, you dont say much thats new to me. However they are good reads and explain everything nice and simply.

9 minutes ago, Drasnighta said:

Point of Order:

Biggs makes his return fire just as potent, only slightly less Concentrated. 4 Points of Damage is still 4 points of Damage. :D

Its just on 2 People now.

And even Biggs and half an X-Wing are almost Bossk's Points Coverage - so if you want to mass up against him, you're still winning the points trade :D

It's only 4 if he rolls perfectly. If it's 3, that braces to 2 with Biggs or Jan and then spreads out to 1 per 2 people. The very last guy I played did attack Biggs with him in this instance, so I will concede your point about using him correctly to pick on people like a bully.

7 minutes ago, Ginkapo said:

Interdictor FCT, 2x YV666, 2xTie Fighter, 2xTie Advanced.

Cycle them around clearing all enemy squads. The interdictor is slow so likes the yv666. Tie advanced timed right stops the tie fighters dying.

Add two VSDs a slicer gozanti and Konstantine to taste.

I like your blog, you dont say much thats new to me. However they are good reads and explain everything nice and simply.

I believe he actually did use that before, or something very similar. I'll mention it to him again, but right now he's discovered the love that is Motti Arquitens with RBD. Such a pain that just won't die!

And thanks for the compliments! As we said on page 1 of this, we started this so we could post long form responses once and then link people to them so we can more effectively help and respond when asked. @Snipafist and I got tired of having new people show up and ask us questions we've been asked before. Not tired of helping, but tired of having to restate points we already made in our email chain. Hence, blog.

4 minutes ago, geek19 said:

It's only 4 if he rolls perfectly. If it's 3, that braces to 2 with Biggs or Jan and then spreads out to 1 per 2 people. The very last guy I played did attack Biggs with him in this instance, so I will concede your point about using him correctly to pick on people like a bully.

I believe he actually did use that before, or something very similar. I'll mention it to him again, but right now he's discovered the love that is Motti Arquitens with RBD. Such a pain that just won't die!

And thanks for the compliments! As we said on page 1 of this, we started this so we could post long form responses once and then link people to them so we can more effectively help and respond when asked. @Snipafist and I got tired of having new people show up and ask us questions we've been asked before. Not tired of helping, but tired of having to restate points we already made in our email chain. Hence, blog.

4, 3, 2, doesn't matter what Bossk Outputs.

If he's not outputting it onto Biggs Directly (and there's no Jan nearby), then whatever he outputs, stays output - Biggs just moves it.

I mean, if you want to talk about Biggs, an X-Wing, and Jan, that's Bossk and how many DumpTruck Buddies? :D I'd be betting on the Trucks... Either because they'll simply outlive everyone else, or the Moustache ride will get bored and Fly away. :D

1 hour ago, Drasnighta said:

the Moustache ride will get bored and Fly away. :D

Is the big problem in my mind. The YVs certainly have a lot going for them (as I explained, to be fair!) but speed 2 and Heavy are tough to work around when paired together and it means the YVs are very reactive. If it's going to be a death trap for enemy squadrons they just don't commit to that area and then the YVs do their best to remain relevant and hopefully don't get landed on by any of your ships (which is effectively a "lose a turn" death sentence for the garbage trucks). When my ships are getting converged on by bombers I need some squadrons that can get there ASAP and start picking them and/or their support apparatus apart and YVs just... can't.

The main issue in terms of fixing the speed 2 issue is there aren't great Fighter Coordination Teams options for Imperials just yet. You can kind of make an Interdictor do the job at Squadrons 3 (with Expanded Hangar Bays) but the cost gets prohibitive. Gladiators top out at Squadrons 2 and you're giving up Engine Techs to do it. Command Arquitens can also try it out but the Arquitens tend to operate on the flanks where you see less fighter action overall and regret putting slower squadrons when the enemy doesn't take the bait (plus they also like Engine Techs if you're willing to put down the points for the Command Arquitens). Alternatively, if there's ever a way to fix Heavy (just what we need, counter-counter-tech for handling Intel? probably not) that would be great too.

If Imperials ever get the option of a cost-effective high Squadrons value ship with a support team slot (the Quasar, perhaps?), I very well may change my tune on the YV-666s. I just don't currently find the apparatus required to make them "hey kind of okay I guess" to be worth the cost and effort required when Imperials aren't lacking for good anti-squadron options.

Edited by Snipafist
8 hours ago, geek19 said:

So it's time to start the squadron encyclopedia articles. I've been dancing around this for some time, but it's officially beginning now. How to make a squadron group, how to fight with it, and everything else. No pressure, self. No pressure.

http://cannotgetyourshipout.blogspot.com/2017/02/squadrons-encyclopedia-chapter-1-basics.html?m=1

I just bought my first squadron packs and played my first game with them yesterday. Didn't quite go as I had planned... So I really appreciate this, and luckily I'm mainly going to be playing Rebels as well. There was already some very helpful advice in the intro article, and I'm really looking forward to the next ones!

2 hours ago, Villakarvarousku said:

I just bought my first squadron packs and played my first game with them yesterday. Didn't quite go as I had planned... So I really appreciate this, and luckily I'm mainly going to be playing Rebels as well. There was already some very helpful advice in the intro article, and I'm really looking forward to the next ones!

Oh I'm glad! Thanks for the kind words, and if you have any questions about anything please ask!

Vader. I use him more and more.

The ability to reroll everything is huge. Add ordnance experts and you can get really consistent high damage on those shots that really matter.

The defense token cost can be significant, but with practice you'll often find you can work around this limitation.

The fighter articles are really great. There are many tactics articles online of the various fighters, but examples of using them together and different situations you can find yourself in would be great info. The squadron articles you have so far are great, and give new information!

1 hour ago, awesomejlee said:

The fighter articles are really great. There are many tactics articles online of the various fighters, but examples of using them together and different situations you can find yourself in would be great info. The squadron articles you have so far are great, and give new information!

If i have my numbering system right, that's articles 5 through 8 in the series. Oof, so much to write....