Scurvy Dogs! Boarding Actions in Armada

By Marinealver, in Star Wars: Armada

18 hours ago, Marinealver said:

You never played X-wing? There was the munitions failure damage card, and lets not forget Boba Fet <crew>. But seriously what is the best mechanic to simulate Lord Vader choking and lightsabering fools on board a rebel ship? Discard the upgrade cards.

Forgot to mention the Renegate Imperial ship as a would be target.

Vader choke everybody, Imps and Rebel alike ;)

3 hours ago, jorgen_cab said:

I almost exclusively use my gunship VSD as support carriers in the early stages of combat and even later if that is better that what ever else they could do.

There really are no reason not to do it, but I take lots if basic squadrons and lots of Tie-bombers.

It certainly is better to shuffle the bombers with them than most anything else if that is an option. After a few turns the squadron count go down and they can concentrate on their gunship role.

For me, any ship that cost 100p or more and have a decent squadron value IS a multi purpose ships why not use it?

I'm not overly concerned about activation advantage either, I have learned to get around it with support of powerful squadron activations.

Because the command system means that your command dials are either-or, everything-or-nothing gambles. If you aren't choosing the correct dial, especially on a ship with as many limitations and as deep a stack as the VSD, recovering into a functional position or role can be nearly impossible. Unless your opponent has the kindness of promptly destroying your dedicated carrier while the VSD is in range or position to effectively activate your remaining squads you have essentially lost the ship for the remainder of the game. That's a major problem that you don't seem to be considering.

Imagine that a gladiator star destroyer is stripped of navigate commands while moving at high speed and replaced with concentrate fire commands. It can no longer effectively turn or reposition or slow down to stay in range of its targets, and might even be moving at high speed towards the board edge. The concentrate fire commands might be an effective command in theory, but without being performed at the correct time they are wasted and useless and the ship they are on is now effectively wasted and useless by extension.

I don't see how this change using the VSD in a multi-role capacity. Choosing the dial is a skill either way.

I always mitigate this in some forme with officers or in case with squadrons Relay.

In any way this is not a good reason to not using the squadron vale of ships in some form.

13 minutes ago, jorgen_cab said:

I don't see how this change using the VSD in a multi-role capacity. Choosing the dial is a skill either way.

I always mitigate this in some forme with officers or in case with squadrons Relay.

In any way this is not a good reason to not using the squadron vale of ships in some form.

The argument that you've been willfully ignoring is that on a VSD, Cham hitting it stops all dial selection for half the game - 3 rounds. Similarly slicer tools have a disproportionate impact. So if your VSD isn't in position to use a command effectively, then congratulations your VSD can now be safely ignored for up to 3 turns.

This isn't rocket science. If he had squads, then you'd give it some equally useless command like C.F. when it's flying off into a corner at speed 2. If he did have squads and a dedicated carrier, then he just lost one of his two ships as superfluous to the plan. This is basic strategy. A ship has been removed from game in either instance for at least a few turns.

30 minutes ago, thecactusman17 said:

The argument that you've been willfully ignoring is that on a VSD, Cham hitting it stops all dial selection for half the game - 3 rounds. Similarly slicer tools have a disproportionate impact. So if your VSD isn't in position to use a command effectively, then congratulations your VSD can now be safely ignored for up to 3 turns.

This isn't rocket science. If he had squads, then you'd give it some equally useless command like C.F. when it's flying off into a corner at speed 2. If he did have squads and a dedicated carrier, then he just lost one of his two ships as superfluous to the plan. This is basic strategy. A ship has been removed from game in either instance for at least a few turns.

You should try Konstantine, stack a few of these things and you really can ignore half their fleet

1 hour ago, thecactusman17 said:

The argument that you've been willfully ignoring is that on a VSD, Cham hitting it stops all dial selection for half the game - 3 rounds. Similarly slicer tools have a disproportionate impact. So if your VSD isn't in position to use a command effectively, then congratulations your VSD can now be safely ignored for up to 3 turns.

This isn't rocket science. If he had squads, then you'd give it some equally useless command like C.F. when it's flying off into a corner at speed 2. If he did have squads and a dedicated carrier, then he just lost one of his two ships as superfluous to the plan. This is basic strategy. A ship has been removed from game in either instance for at least a few turns.

Still a bad argument since it is not rocket science that it will hit and when it will happen.

There are many ways to mitigate these things.

You have to plan for it to happen. A gunship VSD will likely not be that disturbed by this if you plan for it.

Don't see the fuss, really.