FFG has released a nerf to flotillas!

By Tirion, in Star Wars: Armada

4 hours ago, Tirion said:

FFG has released a nerf to flotillas!

Some Armada players have found that the high percentage of fleets that contain flotillas to be a problem. Data proves that flotillas appear extremely often, and not only are they in a large percentage of fleets but those fleets often contain more than one. This has lead to a public outcry about the seemingly non playtested and game breaking aspects of these ships.

There are many aspects of the flotilla that have lead to many opinions on how to fix them. Some focus on it's ability to act as a cheap activation, or carrier.

2 minutes ago, Forgottenlore said:

If that's the case then, as someone earlier in the thread mentioned, that is a problem with alternating activations and core game concepts in general, not flotillas. But the OP was not about how to discourage people taking flotillas in their list, but how to kill them when they are in lists.

The OP is reacting to discussions elsewhere on the forums, and discussions I have been involved in and misunderstood. Above the OP states some focus on the flotilla problem as a cheap activation, which is what I and others have been responding to and been reacted to in a way that makes it seem like some folks aren't picking up what we're putting down. I've said my piece on this, and I guess none of this really matters anyway until we see an FAQ. Armada will always have a place in my heart.

I think the confusion in this thread is a reason in itself not to create multiple troll threads about a topic started in another thread.

Clearly this type of behavior is meant to antagonize a certain group of people, which serves no purpose, and people who have not read the initial thread have no idea whats going on.

I also think people are not willing to accept that their opinion is wrong in any fashion and will fight to the death to defend it. And it's not fun to have a discussion with those type of people regardless of which side you are on.

Problem comes when you fit Minister Tua and ECM into a Gozanti. Now that IS broken.

Is the only thing in the game that can actually, literally and completely guarantee that you are not going to take a single damage from an attack.

Edited by xerpo
24 minutes ago, xerpo said:

Problem comes when you fit Minister Tua and ECM into a Gozanti. Now that IS broken.

Is the only thing in the game that can actually, literally and completely guarantee that you are not going to take a single damage from an attack.

Yes but, you know, ECM must be exhausted and you cannot scatter ramming.

1 hour ago, Undeadguy said:

I think the confusion in this thread is a reason in itself not to create multiple troll threads about a topic started in another thread.

Clearly this type of behavior is meant to antagonize a certain group of people, which serves no purpose, and people who have not read the initial thread have no idea whats going on.

I also think people are not willing to accept that their opinion is wrong in any fashion and will fight to the death to defend it. And it's not fun to have a discussion with those type of people regardless of which side you are on.

Amen.

If you disagree with the above statement you are flat out wrong and I just don't think you have a brain.

Tongue resting firmly in cheek...except on the Amen part. I really like the statement.

Nerf You!

38 minutes ago, Marinealver said:

Nerf You!

Only until I get FAQ'd. Then we'll have to come back to the table.

2 hours ago, Drasnighta said:

Only until I get FAQ'd. Then we'll have to come back to the table.

You wan't to nerf with me? I'll Nerf your list up!:lol:

10 hours ago, ovinomanc3r said:

Yes but, you know, ECM must be exhausted and you cannot scatter ramming.

Nobody is saying otherwise. You cant also "oneshot-ram" a gozanti, but you can actually oneshot a GR-75.

Just saying is the only ship in game atm that can 100% avoid any attack. And thats like A LOT to say for a 6 turns based game like this.

IMO this combo should not be avaliable for the same reason Jan Ors does not have an scatter token, wich I think was a wise move by ffg.

Edited by xerpo
Just now, xerpo said:

Nobody is saying otherwise. You cant also "oneshot-ram" a gozanti, but you can actually oneshot a GR-75.

Just saying is the only ship in game atm that can 100% avoid one attack. And thats like A LOT to say for a 6 turns based game like this.

Fixed

5 minutes ago, xerpo said:

Nobody is saying otherwise. You cant also "oneshot-ram" a gozanti, but you can actually oneshot a GR-75.

Just saying is the only ship in game atm that can 100% avoid one attack each turn. And thats like A LOT to say for a 6 turns based game like this.

IMO this combo should not be avaliable for the same reason Jan Ors does not have an scatter token, wich I think was a wise move by ffg.

Revised.

Today we have hundreds of threads talking about how flotillas broke the activation game. We find now between 4-7 ships per player those days. All of them can shoot/ram your OP-Gozanti. I think prevent 1 shoot won't make this Gozanti OP.

I faced it in the most lifeboat way... I just ignored it and won 9-2. The Gozanti survived but it wasn't due to Tua and ECM, it was cause he run away with it. Something you can do even without ECM.

Edited by ovinomanc3r

Oped would be an ISD2 sized ship with scatter and ecms

H9s aren't an answer to flotillas. Unless you are an Ackbar whale. Anything less than that he is still going to be evading your best dice. Getting 4 damage post evade is beyond basically any ship crazy dice rolls aside. And the way activations in this game work, a canny opponent is only going to be allowing the odd long range shot.

The best solution Ive found is an Arquitens with intel officer and dual turbos, the turbos helping to ensure you get enough damage that they have to burn the scatter. But even then, you need consistent good dice to get a long range kill in less than 3 turns. Just to kill one crappy floater.

16 hours ago, SkyCake said:

Just wondering if people perhaps are making a mountain out of a hill... I don't think it's necessary to kill flotillae to win the game with a decent score... In fact it may be far more productive to ignore them all together...

i wish player would do this. Honestly, i really wish :D.

14 hours ago, xerpo said:

Problem comes when you fit Minister Tua and ECM into a Gozanti. Now that IS broken.

Is the only thing in the game that can actually, literally and completely guarantee that you are not going to take a single damage from an attack.

IO+h9 and a double arc... Tua goes down with the ship

34 minutes ago, Darth Sanguis said:

IO+h9 and a double arc... Tua goes down with the ship

But double arc are two attacks. :P

22 minutes ago, Tokra said:

But double arc are two attacks. :P

And the Tua super Gozanti is pushing 40 points, so how is that a waste of time when done by anything but a large ship?

xerpo said: Gozanti + Tua + ECM and it cannot go down in one attack.
Darth Sanguis said: Double arc and it goes down.
All i said is: Double arc is not one attack. it is two.

I never said it is bad to do. Punish the Flotilla player when he allows you a double arc attack and kill it. Everyone who is smart enough, and flying a 40+ point flotilla, should avoid a double arc at all cost. ;)

3 hours ago, Ophion said:

H9s aren't an answer to flotillas. Unless you are an Ackbar whale. Anything less than that he is still going to be evading your best dice. Getting 4 damage post evade is beyond basically any ship crazy dice rolls aside. And the way activations in this game work, a canny opponent is only going to be allowing the odd long range shot.

The best solution Ive found is an Arquitens with intel officer and dual turbos, the turbos helping to ensure you get enough damage that they have to burn the scatter. But even then, you need consistent good dice to get a long range kill in less than 3 turns. Just to kill one crappy floater.

Mc30

3 hours ago, Ophion said:

H9s aren't an answer to flotillas. Unless you are an Ackbar whale. Anything less than that he is still going to be evading your best dice. Getting 4 damage post evade is beyond basically any ship crazy dice rolls aside. And the way activations in this game work, a canny opponent is only going to be allowing the odd long range shot.

The best solution Ive found is an Arquitens with intel officer and dual turbos, the turbos helping to ensure you get enough damage that they have to burn the scatter. But even then, you need consistent good dice to get a long range kill in less than 3 turns. Just to kill one crappy floater.

H9s aren't an answer at long range unless you're an Ackbar HMC80 or a concentrate fire dial Battle Cruiser LMC80 with Spinal Armaments as well (for 6 red dice). Sometimes a Vader ISD-II with concentrate fire can get it done too (due to the reroll). It won't always (or even usually) work as a one-shot kill but it can get some damage to stick to the flotilla, making it reliably killed off next turn unless that flotilla can book it.

H9s are an answer at medium range for blue+red ships that want the guarantee that one of their dice will come up accuracy. VSD-IIs and ISD-IIs, for example.

H9s are an answer at short range for Torpedo MC30s, the most reliable flotilla-killer in the game right now. You get one of these things stuck in your flotilla line and it's like a fox in the hen house.

3 hours ago, Ophion said:

H9s aren't an answer to flotillas. Unless you are an Ackbar whale. Anything less than that he is still going to be evading your best dice. Getting 4 damage post evade is beyond basically any ship crazy dice rolls aside. And the way activations in this game work, a canny opponent is only going to be allowing the odd long range shot.

The best solution Ive found is an Arquitens with intel officer and dual turbos, the turbos helping to ensure you get enough damage that they have to burn the scatter. But even then, you need consistent good dice to get a long range kill in less than 3 turns. Just to kill one crappy floater.

Am I the only one that thinks IO is a waste if you're targeting a flotilla? Seems better used on a ship that can actually kill me. Just ram the flotilla instead, since attacking at long range, chances are the attack isn't going to kill it. You need to generate 2 Accs and 4 damage, which is a minimum of 4 dice, which has a chance of 0.024% of happening.

1 hour ago, Undeadguy said:

Am I the only one that thinks IO is a waste if you're targeting a flotilla? Seems better used on a ship that can actually kill me. Just ram the flotilla instead, since attacking at long range, chances are the attack isn't going to kill it. You need to generate 2 Accs and 4 damage, which is a minimum of 4 dice, which has a chance of 0.024% of happening.

Intel Officer is usually better-spent on other targets, but if you're only getting one attack at a flotilla that turn and there's no better use, it's still quite handy. It usually causes a "spend the scatter forever or get seriously damaged" decision at long range, even with the evade token spent.

22 minutes ago, Snipafist said:

Intel Officer is usually better-spent on other targets, but if you're only getting one attack at a flotilla that turn and there's no better use, it's still quite handy. It usually causes a "spend the scatter forever or get seriously damaged" decision at long range, even with the evade token spent.

Right, but I've never actually seen someone add an IO for the purpose of hunting flotillas. It's not effective since it takes multiple attacks. If it's the only target I have, I'll certainly use it.

Both the OP and Ophion seem to be behind it, which I find odd.

The best option to kill flotillas is H9 and GT IMO. You can use your main arc to smack something and hit the Brace, and then pop a flotilla.

A close second is ET on Glads, followed by Raiders/CR90s.

2 minutes ago, Undeadguy said:

Right, but I've never actually seen someone add an IO for the purpose of hunting flotillas. It's not effective since it takes multiple attacks. If it's the only target I have, I'll certainly use it.

I wouldn't ever add an Intel Officer specifically with the intent of hunting flotillas. It's more of a soft counter than the more direct hard counters we've already mentioned. I might add an Intel Officer if it was a choice between IO and something else and I felt my list needed a bit more anti-flotilla oomph.