Hot-Dropping with RLB, A June Writing Contest entry

By Norsehound, in Star Wars: Armada

Just now, Teloch said:

When you've got time I would very much like to see if I can use it the way I see in my head.

Toddler Tornado? Oh god! That's why I'm an Uncle and not a Dad. I get to go home ;)

Well, the Toddler was being a Toddler.

The problem is when you add actual Tornado warnings into it, it becomes more imperitive to corral the Toddler appropriately, and he doesn't enjoy that.

6 minutes ago, Drasnighta said:

Well, the Toddler was being a Toddler.

The problem is when you add actual Tornado warnings into it, it becomes more imperitive to corral the Toddler appropriately, and he doesn't enjoy that.

Oh I see, haha I thought you were just being metaphorical! well stay safe.

2 minutes ago, Teloch said:

Oh I see, haha I thought you were just being metaphorical! well stay safe.

(Picture not mine)

DBWu-GUUwAA6xj3.jpg

Was outside of Calgary, North of Drumheller... But the Storm that it formed from flew over Calgary after first forming on the foothills, so lots of warnings and all.


Also, Hot-Dropping anything From RLBs is awesome, but I do think the Rebels have better things to drop, but the Empire has the better ability to drop them... A Fantastic conundrum to have.

21 minutes ago, Drasnighta said:

(Picture not mine)

DBWu-GUUwAA6xj3.jpg

Was outside of Calgary, North of Drumheller... But the Storm that it formed from flew over Calgary after first forming on the foothills, so lots of warnings and all.


Also, Hot-Dropping anything From RLBs is awesome, but I do think the Rebels have better things to drop, but the Empire has the better ability to drop them... A Fantastic conundrum to have.

Looks like your not in Kansas anymore....(I'm sorry, I couldnt resist)

8 hours ago, Norsehound said:

It depends on how the ships are deployed and where they move. Aggressive rlb works with flight commanders the same way demo does: an attack at the end of a move. The difference is you now have five small attacks going into one ship instead of a scary single battery with apts. Admo can probably tank away most of the fighter fury at the expense of all of its tokens, but generic mc30s wont. You also can get some early shots out of the ISD before the drop, maybe exhausting some tokens there too.

Either firesprays for bomber or vts for dice volume is what I would recommend dumping on the mc30 at the end of a hot-drop. A pity the empire doesn't have bwings... If you have a gozanti nearby with bccs, it would make this run much more lethal.

Dont forget with Sloan those 5 small attacks can line up a devastating defence token-less attack from Avenger

2 hours ago, Teloch said:

Dont forget with Sloan those 5 small attacks can line up a devastating defence token-less attack from Avenger

That's another reason to go with an ISD over a Quasar- the ISD-I has a bigger battery and ability to increase firepower with upgrades. The Quasar can function if you want Stronghold for something, value the fighters more than the carrier, and want to save on points.

Devestator is another option, if you know you're going to be shot at on the approach. Why not make it worse for the enemy? If you gain a boon by blowing your defense tokens, the opponent could end up with too large of an alpha strike to survive once your fighters are committed.

so, for an ISD-1 build with RLB, is flight commander a must? I wanted to pick damage control officer, but you guys make me doubt...

1 hour ago, Norsehound said:

That's another reason to go with an ISD over a Quasar- the ISD-I has a bigger battery and ability to increase firepower with upgrades. The Quasar can function if you want Stronghold for something, value the fighters more than the carrier, and want to save on points.

Devestator is another option, if you know you're going to be shot at on the approach. Why not make it worse for the enemy? If you gain a boon by blowing your defense tokens, the opponent could end up with too large of an alpha strike to survive once your fighters are committed.

What if you went a Quaser AND an ISD! I just like the symmetry in my head of a: using Disposable Capactiors to take a blue dice shot at long range using up some defence tokens, move to almost ontop of them at speed 3, use Flight Commander to drop the blue dice fighters or bombers from RLB into a position where with Sloan they can wittle away more defence tokens. Follow up with a shot from an ISD Avenger. In my head it works all so perfectly, and I cant wait to get it onto the table to see how wrong I probally am.

Once of the nice things about these attacks after moves is it short-circuts the problem in the activation wars: Someone delays long enough for you to forefeit an awesome attack and draw you into range. Demo and hot-dropping ships don't have to worry about that, racing into range and performing their attacks and (maybe?) wiping out ships at the end of their run before said ships counter attack.

This is precisely why so many rebel players employ Rieekan, but rush-attacks like this are the only way around the inherent disadvantage of losing your attack if you activate out of range of a target. Until there are impressive defenses to allow ships to survive the approach, hot-dropping and Demo are the best options besides playing the activation game to get around being out-activated.

7 minutes ago, Norsehound said:

Once of the nice things about these attacks after moves is it short-circuts the problem in the activation wars: Someone delays long enough for you to forefeit an awesome attack and draw you into range. Demo and hot-dropping ships don't have to worry about that, racing into range and performing their attacks and (maybe?) wiping out ships at the end of their run before said ships counter attack.

This is precisely why so many rebel players employ Rieekan, but rush-attacks like this are the only way around the inherent disadvantage of losing your attack if you activate out of range of a target. Until there are impressive defenses to allow ships to survive the approach, hot-dropping and Demo are the best options besides playing the activation game to get around being out-activated.

I find if your losing the activation game, you need to compensate your fleet setup and maneuver tactics, but thats not always so easy depending on the objective.

4 hours ago, Sybreed said:

so, for an ISD-1 build with RLB, is flight commander a must? I wanted to pick damage control officer, but you guys make me doubt...

Not necessarily I think. If you have an ISD-I Avenger, then you'd want to drop your fighters first, so as to exhaust the defense tokens before you attack. Since with an ISD-I you have to start at close range to make full use of your attack, I'd imagine that you'd want to drop your fighters/bombers before you attack rather than after you move (and are likely out of range) unless you want to drop them the turn before, then activate them again on your next activation.

6 hours ago, GhostofNobodyInParticular said:

Not necessarily I think. If you have an ISD-I Avenger, then you'd want to drop your fighters first, so as to exhaust the defense tokens before you attack. Since with an ISD-I you have to start at close range to make full use of your attack, I'd imagine that you'd want to drop your fighters/bombers before you attack rather than after you move (and are likely out of range) unless you want to drop them the turn before, then activate them again on your next activation.

right. So, I'll try to make it work by being 2nd player... I'll test the list on monday.

here's the list I'll try:

ISD-1/Rhymer alpha
Author: Vhailor

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Motti

Assault Objective: Station Assault
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Ordnance Experts ( 4 points)
= 52 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Comms Net ( 2 points)
= 29 total ship cost

Gozanti-class Cruisers (23 points)
- Repair Crews ( 4 points)
= 27 total ship cost

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Motti ( 24 points)
- Avenger ( 5 points)
- Damage Control Officer ( 5 points)
- Gunnery Team ( 7 points)
- Rapid Launch Bays ( 6 points)
- X17 Turbolasers ( 6 points)
= 163 total ship cost

1 Major Rhymer ( 16 points)
1 Dengar ( 20 points)
1 Maarek Steele ( 21 points)
1 Morna Kee ( 27 points)
1 Firespray-31 ( 18 points)
1 Colonel Jendon ( 20 points)