Cannot Get Your Ship Out! 4/3 through 4/9

By geek19, in Star Wars: Armada

What's a situation where you'd use Mon Mothma, but wouldn't use Cracken? Especially with how good TRCs with, and how double edged they are with Mothma.

8 minutes ago, squash said:

What's a situation where you'd use Mon Mothma, but wouldn't use Cracken? Especially with how good TRCs with, and how double edged they are with Mothma.

I'm sure John has his own response as well, but Mon Mothma is a lot more flexible than Cracken due to his speed 3 requirement. In my experience, Cracken is better against long-ranged attacks (by removing a die where Mon Mothma does nothing) and Mon Mothma is superior at medium and short range. Mon Mothma can also more comfortably fit ships into her fleet that don't like going speed 3 that frequently, like GR75s and Assault Frigates. Mothma's also meaner with the MC30 titles too.

Edit: Oh, and she's much better against bomber squadrons (in that she does something while Cracken does nothing). Mothma makes Rhymer balls cry, and even distance 1 bombers being forced to reroll after getting what they wanted with Bomber Command Center can really take the wind out of their sails. @Ardaedhel can tell you more, I'm sure.

Edited by Snipafist
Anti-squadron

Well hold the phone, you don't know if you're going against rhymerballs or bomber heavy lists when you put the fleet together, that doesn't seem fair.

1 minute ago, squash said:

Well hold the phone, you don't know if you're going against rhymerballs or bomber heavy lists when you put the fleet together, that doesn't seem fair.

You don't, but it affects your fleet building knowing that Mon Mothma can come through for your should you be up against a bomber-heavy fleet. You can get by with less fighter coverage with Mon Mothma than with Cracken for that reason.

Yup, Cracken doesn't help his ships out against Bomber Swarms. Cracken also really doesn't want a Pelta and probably shouldn't be fielding an Assault Frigate. With all the Navigating Cracken's ships usually need to be doing (and the ships he likes) he usually needs to field Rogues, which are more expensive than other squadrons, and you usually don't have a lot activating before the Squadrons phase. If you can stay at long range, you'll get more benefit out of Cracken. Which means Navigating to STAY at long range more often than not, and thus needing Rogues.

Don't get me wrong, they're both good. Just a different focus for what they want to be doing, usually.

1 hour ago, squash said:

What's a situation where you'd use Mon Mothma, but wouldn't use Cracken? Especially with how good TRCs with, and how double edged they are with Mothma.

Simple: you (generally) don't take her if you're running a TRC build; you do take her for everything else that you would be taking Cracken for. Advantages of Mon Mothma over Cracken:

You're not constrained to speed 3+.
Bomber defense.
Selective rerolls (you can choose after modifiers which die is most advantageous for you to remove, like an APT hit/crit for example)
Bomber defense.
Can be amplified by Foresight .
Bomber defense.
Hard-counters Rhymer.
Bomber defense.

So... Primarily, you'll want to use her with ships with heavy reliance on their evades for defense, that want to--or are likely to--close to closer than long range, like the MC30T, CR90B, and GR75. Which is not to say that you can't use her with other stuff--she's a really nice defense boost for the Neb's fragile side arcs, and TRC platforms still get to dynamically make the choice of using the evades for offense or defense.

1 hour ago, Ardaedhel said:

So... Primarily, you'll want to use her with ships with heavy reliance on their evades for defense, that want to--or are likely to--close to closer than long range, like the MC30T, CR90B, and GR75. Which is not to say that you can't use her with other stuff--she's a really nice defense boost for the Neb's fragile side arcs, and TRC platforms still get to dynamically make the choice of using the evades for offense or defense.

I will say that if I could afford the cards, trying CR90As with several Dual Turbolaser Turrets sound like a fun idea with her.... but man, money.

The inventor of the Ackbar ISD could be our own grumpy @Ginkapo

1 hour ago, Green Knight said:

The inventor of the Ackbar ISD could be our own grumpy @Ginkapo

Of course not. I am an ignorant fool who knows nothing about list building... :)

Geek - sensor teams was there before flotillas. A brace blocking acc adds more damage to a ship bthan rerolling blacks. (Ecm excluded). Ard has run the numbers and it actually slightly outperformed a single broadside from the standard non ackbar apt oe mc30. Killing cr90s, raiders and glads early is essential.

5 hours ago, Ginkapo said:

Of course not. I am an ignorant fool who knows nothing about list building... :)

Geek - sensor teams was there before flotillas. A brace blocking acc adds more damage to a ship bthan rerolling blacks. (Ecm excluded). Ard has run the numbers and it actually slightly outperformed a single broadside from the standard non ackbar apt oe mc30. Killing cr90s, raiders and glads early is essential.

Interesting. I usually run them with EA, so sensor teams will have to get tried there. @Ardaedhel or @Ginkapo if you have the numbers I'll link them in the post.

The attack sequence and you : an explanation of the attack sequence in Armada

Particularly geared towards newer players, who are frequently confused as to when you can do specific things during an attack.

always well writen Thanks

1 hour ago, Snipafist said:

The attack sequence and you : an explanation of the attack sequence in Armada

Particularly geared towards newer players, who are frequently confused as to when you can do specific things during an attack.

After reading this I thought: ok, so it's not as simple as I imagined :P

6 minutes ago, Green Knight said:

After reading this I thought: ok, so it's not as simple as I imagined :P

Haha, it's a common problem. When we're new we just think "hey, I throw dice at stuff and defense tokens happen and that's it!" In most cases, that's true. In some cases, it gets complicated... :D

I am quietly thankful.

Just now, Drasnighta said:

I am quietly thankful.

You know I've got your back, Dras ;) .

4 minutes ago, Drasnighta said:

I am quietly thankful.

I definitely have that page bookmarked now and it's going on a full 50% of the rules forum questions.

Edited by Ardaedhel

Just want to make sure I understand lets say I roll 4 accuracy icons then use them to lock down all defense tokens, then use Vet gunners to re-roll and the 4 accuracy icons that were spent would still apply even after re-rolling them?

wait I think I got it you spent the dice so you would not get to re roll them is that right?

Edited by xero989
8 minutes ago, xero989 said:

Just want to make sure I understand lets say I roll 4 accuracy icons then use them to lock down all defense tokens, then use Vet gunners to re-roll and the 4 accuracy icons that were spent would still apply even after re-rolling them?

wait I think I got it you spent the dice so you would not get to re roll them is that right?

Correct. Once spent they're out of the pool. If you rolled 4 accuracies against a ship with only 3 defense tokens, however, you could lock down all 3 and reroll that last die to get a damage. Or you could lock down 1 token and reroll the other 3, or 2 and 2, or reroll all 4 right away.

Edited by geek19
42 minutes ago, xero989 said:

wait I think I got it you spent the dice so you would not get to re roll them is that right?

Correct. Spent dice are out of the pool and gone for the rest of the attack, but the accuracy effect remains. If it helps you to conceptualize how it works, you can always (with your opponent's permission) put the accuracy icon dice over the defense tokens you've locked down to remind you that they're out of the pool and to remind your opponent that those defense tokens cannot be used against the current attack.

1 hour ago, Snipafist said:

Correct. Spent dice are out of the pool and gone for the rest of the attack, but the accuracy effect remains. If it helps you to conceptualize how it works, you can always (with your opponent's permission) put the accuracy icon dice over the defense tokens you've locked down to remind you that they're out of the pool and to remind your opponent that those defense tokens cannot be used against the current attack.

I personaly like to "tap" (turn sideways) any defense token that is accuracied down, and make sure to remove any accuracies from the dice-rolling space after they have been spent, but this is also a good way to do it.