Has anyone used the non-CC version? Any tips for using it or placing the objectives in it? What turn do I stop attacking and run for their zone, like 4? Any further thoughts?
Blockade Run
Depends on your matchup. I've mostly seen the obstacles laid out to build three lanes at the point where P2 expects engagement to start, and their most flexible ship(s) in the center lane. I haven't seen it be super successful yet, but that's generally what I've seen.
I played this against a MM MC30 swarm and activated squads with my Sato dual AF, dual CR90 dual GR-75 with A-wings and VCXs. I lost but not by much.
Here are my take aways from it.
- You need fast ships for this to work. If you deploy to far back in your deployment zone, you may not make it to the other side. Don't bother trying with speed 2 ships.
- You won't have much room to maneuver if you run against large ships. An ISD sitting in the middle slow rolling with GT has a massive threat range, and you can bet the supporting ships will be running on the flanks to push you into the ISD.
- I think you are best off running this with 6 activations so you can get as many points as possible. 120 max, but if you lose 3 you get nothing.
- Place obstacles near your opponents half of the mat so you have cover when you try to fly past, and to help mitigate bombing via obstruction.
- Don't both trying to fight. Run for the objective and kill things on the way. MC30s and Glads are good at this.
- Since you will be moving fast, Mothma and Cracken are good commanders. Ozzel and JJ are as well.
- The match ups are crucial, even more so than normal games. If you run into a Vic turtle list with Rhymer, you may as well concede since you will have to run through the Rhymerball. I guess you could deploy at speed 1 in your corner and take a 6-5 against that.
- Deploying is really hard. Effectively range 10 from your side makes it difficult to know how far and fast your ships can move, where as normally, speed 4 can reach and shoot on turn 3 at long.
Practice if you want to play competitive. You can throw your opponent off just with deployment if you know what you're doing.
46 minutes ago, geek19 said:Has anyone used the non-CC version? Any tips for using it or placing the objectives in it? What turn do I stop attacking and run for their zone, like 4? Any further thoughts?
What turn do you stop attacking? Nah you got it wrong, you dont go near them till turn 4.
And then you run your 6 Cr90's and 2 Flotillas at max speed popping engine techs and quantum storm all over the place.
Yeah I'm trying my own version of Ard's MM swarm and I've realized that while I can dance around big ships as necessary, MSU fighting is awful (in that I don't want to do it). Given 2 gr75s with slicer tools and the rest of my combat ships, I'm betting I can kill a ship or two before I run away as quick as possible. Combine that with solar corona and ion cannon and I'm alright. Medium bid lets me go first against some things, and high bid MSU gets to taste that terrible trio.