FAQ explanation article

By Blail Blerg, in Star Wars: Armada

3 hours ago, jorgen_cab said:

I don't buy that is the only way they balance the game. I think that tournament games are a large part of it and they usually "fix" things that are taken too frequently but that's it. I doubt they will ever make the Victory viable in tournament, it would need a speed increase for that which I don't think will ever happen.

The Interdictor can't really be made worthwhile either due to its support role being weak in a 400p game.

If their points drop they are just going to be too effective outside tournament games which I think are as important. Not every piece need to be meant for top tournament games.

Victory fleets only won Toronto regionals 2016. Never anything big...

1 hour ago, Darthain said:

Victory fleets only won Toronto regionals 2016. Never anything big...

That is great then... shows they can be decently competetive in tournaments.

17 minutes ago, jorgen_cab said:

That is great then... shows they can be decently competetive in tournaments.

During wave 3/4 yes. Not in wave 5. Maybe in wave 6.

Just now, Undeadguy said:

During wave 3/4 yes. Not in wave 5. Maybe in wave 6.

Actually with a gunnery team, it might be a pretty decent anti-Hammerhead ship considering the almost bull headed way you have to play with the Hammerhead.

3 minutes ago, ImpStarDeuces said:

Actually with a gunnery team, it might be a pretty decent anti-Hammerhead ship considering the almost bull headed way you have to play with the Hammerhead.

That's why I said maybe.

I have a fleet built with Vics for wave 6. 2 Vic II + Spinal +GT+LS+Dis Caps+Weapons Liaison. 2 Goz with Comms Net. 6 Tie/D. JJ commands.

That's 7 dice at long range at 2 targets, and you do it twice. 6 Tie/D which keep squads off you or bomb ships. Always throw Navs or Repair on the Vics and throw tokens at them with the Goz. This allows you to make a 90 degree turn with a Nav and JJ every turn, or use liaison to switch to a squad command.

It's a slow fleet, but extremely flexible in terms of maneuvering and commands. It punches extremely hard, and can deal with squads.

This is a modification of a dual Vic II Fireball fleet I ran in Wave 3/4. I always felt like I was lacking power at long range, and with DC and LS, I am much more confident in the Vic. And Tie/D are the best multi role squads for Imps.

5 hours ago, Undeadguy said:

During wave 3/4 yes. Not in wave 5. Maybe in wave 6.

As it was a bomber fleet it would fare no different, it is more rebel squad dominance locally that would be the issue, and imps struggling overall.

21 hours ago, Frimmel said:

I think this is the one you mean:

Yea, both of those are exactly what I was talking about.

And yea, there may be more "hybrid" types in Armada, but the general idea still fits. Some cards, squads, or ships may be under-powered, but they may appeal to the "thematic" guy, or to the "clever" guy.