Terrible Things That You Think Are Good

By Ardaedhel, in Star Wars: Armada

2 minutes ago, Eggzavier said:

And I wish the rebs had a better flight controllers platform, but I don't mind the AFG. Some variety would be nice though.

It’s been mentioned before but (with Leia), the Hammerhead with EHB and FC makes a mean little pocket carrier that has some punch with ER for when you get up close (bound to happen following your squads).

3 minutes ago, Drasnighta said:

Only once you rectify this problem immediately.

This really has been a great thread, it’s worth reading through, very upbeat and fun!

Just now, MandalorianMoose said:

This really has been a great thread, it’s worth reading through, very upbeat and fun!

Indeed!

I do admit, the ability to spruik my one successful list is somewhat gratifying... Even though @Ardaedhel conveniently left me off his initial posting ;) (What's the point of infamy if no-one remembers?!)

Nose Punch has gone through a bunch of evolutions so far, playing back and forth with the amount of hits and the bombers flung and the means to fling them since the nerf and all...

But at its Core, its 2 Interdictors. G7 on each. One with Scrambler. One with Grav Shift. Both with Ion Cannon Batteries to up their damage output while double-arcing.

To avoid the worst of a nose punch as first player, you've got to be a variety of small ships able to accomplish objectives... Or be Garm or Tarkin. Thrawn will help as well, but you'll be burning 1/3rd of his ability to just counter the basis of my list, so I call that a win.

But we'll see how it evolves...

14 minutes ago, Drasnighta said:

Only once you rectify this problem immediately.

Done. Though I skimmed the posts of those whose views I read before (I'm pressed for time at the moment).

10 minutes ago, MandalorianMoose said:

This really has been a great thread, it’s worth reading through, very upbeat and fun!

Yep, but now I'm out of likes. Again. And there are still posts I wanna like in other threads, let alone this one. Like this post I am quoting.

4 minutes ago, Drasnighta said:

Indeed!

I do admit, the ability to spruik my one successful list is somewhat gratifying... Even though @Ardaedhel conveniently left me off his initial posting ;) (What's the point of infamy if no-one remembers?!)

Nose Punch has gone through a bunch of evolutions so far, playing back and forth with the amount of hits and the bombers flung and the means to fling them since the nerf and all...

But at its Core, its 2 Interdictors. G7 on each. One with Scrambler. One with Grav Shift. Both with Ion Cannon Batteries to up their damage output while double-arcing.

To avoid the worst of a nose punch as first player, you've got to be a variety of small ships able to accomplish objectives... Or be Garm or Tarkin. Thrawn will help as well, but you'll be burning 1/3rd of his ability to just counter the basis of my list, so I call that a win.

But we'll see how it evolves...

The one thing I’ve always wondered about the nose punch is the bomber damage... You must be out of BCC range right? Do you just hope rhymer and friends roll 3 hit/crits? That’s what you would need to kill a tokenless cr90 (or less if attacking rear arc or a flotilla I suppose)

3 minutes ago, GhostofNobodyInParticular said:

Done. Though I skimmed the posts of those whose views I read before (I'm pressed for time at the moment).

Yep, but now I'm out of likes. Again. And there are still posts I wanna like in other threads, let alone this one. Like this post I am quoting.

I feel you, I just went to like this post and got the limit notification...

I wonder how it must feel being @Drasnighta, going to bed with all 50 likes under his pillow every night... I have yet to see a Dras like in the wild :P

Edited by MandalorianMoose
Just now, MandalorianMoose said:

I feel you, I just went to like this post and got the limit notification...

I wonder how it must feel being @Drasnighta, going to bed with all 50 likes under his pillow every night... I have yet to see a Dras like in the wild

Pay closer attention. I give out a handful a day. But I have to really like something to acknowledge it.

7 minutes ago, Drasnighta said:

... or Tarkin.

:D Me using Tarkin has another use!!!

10 minutes ago, Drasnighta said:

(What's the point of infamy if no-one remembers?!)

Don't worry, everyone knows "Nose Punch".

It's as famous as "Dodonna the Oppressor" and "Vader Duet".

;)

Edited by Eggzavier
Just now, ianediger said:

:D Me using Tarkin has another use!!!

Yep, Slapping a Nav token on everything immediately stops at least the follow-on issues of Nose punch. Especially when it doesn't come from a Comms Net (which leaves the commsnetter at 0)

Just now, Drasnighta said:

Pay closer attention. I give out a handful a day. But I have to really like something to acknowledge it.

Lol, I’ll keep a sharper lookout :) I’d like this post too but I’m out!

Just now, Eggzavier said:

Don't worry, everyone knows "Nose Punch".

It's as famous as "Dodonna the Oppressor" and "Vader Duet".

;)

50/50 shot... I still recall Dodonna the Oppressor and what it represents... But I missed Vader Duet ;)

4 minutes ago, Drasnighta said:

50/50 shot... I still recall Dodonna the Oppressor and what it represents... But I missed Vader Duet ;)

I think Ly used them interchangeably for a bit there.

Vader duet was 2x ISDIIs with Vader and some squad cover.

4 minutes ago, Drasnighta said:

50/50 shot... I still recall Dodonna the Oppressor and what it represents... But I missed Vader Duet ;)

DtO wasn't a bad list, though I think the extremely excessive flogging of it is what may have turned people off. I ran it one game and it was alright. Not enough squads for my playstyle though

Interesting.

I wonder what was its concept, though?

I mean, Dodonna the Oppressor was, overall, an attempt to force criticals through quickly by utilising copious amounts of Intel officer.

Nose punch is leveraging a first-turn (first activation!) strike to either do damage without response, or at least leverage the threat of that to get its own way on objectives...

5 minutes ago, geek19 said:

DtO wasn't a bad list, though I think the extremely excessive flogging of it is what may have turned people off. I ran it one game and it was alright. Not enough squads for my playstyle though

Maybe that's the difference. I raise Nose-Punch where I feel its appropriate... And of course, its hardly short of places when people discount Interdictors :D

Perhaps I need to up the marketing... We'll see after Wave 7...

I also understand that, essentially... people are reluctant to actually give it a shot. Because, I mean, let's face it. Its "Out there"...

Two Interdictors? You must be mad, son!

Perhaps you don't want to go around mad people. Well, "You can't help that. We're all mad here. I'm mad. You're mad."

I've also found it works "best" in a tournament setting. The ability to psychologically destabilise your opponent has a greater effect when there is... for lack of a better term... something to be lost in losing. For casual games, the core of the list has less of an overall effect... So it definitely has an advantage when something is on the line... Anecdotally, I've seen people have absolutely no trouble with it on game night, but with identical lists, freeze up and lose when it came to the tournament... even having seen it in action already.

It puts your opponent on the back foot... The strength of the player, though, is to keep them there, and not let them regain the initiative... I think I'm middling at that, and I'm really looking forward to someone playing with the concept in the future and taking it a good long ways - I think Its got potential...

But, y'know, trusting what is, in reality, a patchwork of only partly related concepts anchored on Two Interdictors is indeed... a tough sell.

Edited by Drasnighta
24 minutes ago, MandalorianMoose said:

The one thing I’ve always wondered about the nose punch is the bomber damage... You must be out of BCC range right? Do you just hope rhymer and friends roll 3 hit/crits? That’s what you would need to kill a tokenless cr90 (or less if attacking rear arc or a flotilla I suppose)

I think this question might have been missed in my multiple responses, and it’s easier to just quote it than try to reference it. @Drasnighta?

2 minutes ago, MandalorianMoose said:

I think this question might have been missed in my multiple responses, and it’s easier to just quote it than try to reference it. @Drasnighta?

My aplogies for missing it :D

Yes. You are going absolutely raw on those die rolls.

But the trade off is, for that strike - there are no defense tokens. At all. You try to take comfort in the fact that with Blacks, you're still looking at 3 damage average.

Which is why Maarek becomes a legitimate option, for example.

Honestly, I don't use it that often to strike and kill a Flotilla (although its glorious when it happens).

Stripping most, if not all of the front shields off an ISD however, that's beautiful... When you know, at least, that its not getting them back until 2nd turn, at the very earliest (assuming they've got a Nav dial on their first release of the stack, and engineering second... If they have Nav-Nav to get up to speed, then its minimum 3rd turn).

Anyone who plays funny-buggers with CommsNet finds that their CommsNetter remains at 0, and unless they're able to lock the Bombers down (despite my 2nd-3rd activation Intel followup) finds their CommsNet bombed on Turn 2 when its still at 0 because it decided to bank its Dial as a Token and then pass that token on...

11 minutes ago, Drasnighta said:

My aplogies for missing it :D

Yes. You are going absolutely raw on those die rolls.

But the trade off is, for that strike - there are no defense tokens. At all. You try to take comfort in the fact that with Blacks, you're still looking at 3 damage average.

Which is why Maarek becomes a legitimate option, for example.

Honestly, I don't use it that often to strike and kill a Flotilla (although its glorious when it happens).

Stripping most, if not all of the front shields off an ISD however, that's beautiful... When you know, at least, that its not getting them back until 2nd turn, at the very earliest (assuming they've got a Nav dial on their first release of the stack, and engineering second... If they have Nav-Nav to get up to speed, then its minimum 3rd turn).

Anyone who plays funny-buggers with CommsNet finds that their CommsNetter remains at 0, and unless they're able to lock the Bombers down (despite my 2nd-3rd activation Intel followup) finds their CommsNet bombed on Turn 2 when its still at 0 because it decided to bank its Dial as a Token and then pass that token on...

That makes total sense. Especially being able to follow up the next turn on a still stuck comms netter. Obviously the black dice worked out for Mr. Statistically abysmal huh? Maybe that color suits you better than red?

I’m the opposite, my bombers/fighters love to crap out on me, but my Ackbar red dice tend to swing in my favor (though luck is even less necessary now with QBT, I may as well superglue that card directly onto my MC80 model)

Edited by MandalorianMoose
Just now, MandalorianMoose said:

That makes total sense. Especially being able to follow up the next turn on a still stuck comms netter. Obviously the black dice worked out for Mr. Statistically abysmal huh? Maybe that color suits you better than red?

I’m the opposite, my bombers/fighters love to crap out on me, but my Ackbar red dice love to swing in my favor (though luck is even less necessary now with QBT, I may as well superglue that card directly onto my MC80 model)

Oh **** no.

I've certainly thown more triple-blanks instead of even 3x single hits as average... Which is why I amend the Nose punch suggestions to take account for even the threat of it... It may not go off, but if you have successfully threatened your opponent with it, and they've deployed accordingly - you've won half of the battle.

52 minutes ago, Drasnighta said:

Even though @Ardaedhel conveniently left me off his initial posting

Does it help if I say that the draft had Nose Punch, @Snipafist 's Raiders, and @PT106 's squadronless ISDs on the list too, but then they all got cut to improve readability and keep it short?

So, you were this close to getting a mention, but missed out. ;)

The time between releases.

1 minute ago, Ardaedhel said:

Does it help if I say that the draft had Nose Punch, @Snipafist 's Raiders, and @PT106 's squadronless ISDs on the list too, but then they all got cut to improve readability and keep it short?

So, you were this close to getting a mention, but missed out. ;)

Dang, cut for brevity's sake ;)

Must indeed market more ;)

5 hours ago, RyonOlson said:

Garm is my go-to Admiral. The amount of tokens he can hand out to your fleet, combined with other upgrades that can change tokens or shuffle them around, can make him an extremely versatile commander. 75% of the the time, when I am fleet building, Garm is chosen.

Relevant to your interests:

community.fantasyflightgames.com/topic/263732-garm-regionals

Edited by ManInTheBox
3 hours ago, thecactusman17 said:

Here we go again.

I took an ISD1 from full hull (no defending shields) to destroyed in one shot. Even after targeting scramblers.

It's just so satisfying to see your opponent's face as you ablate tokens on the attack run.

Edit: In fact, in two consecutive games I rolled 11 hits plus a red accuracy (no blues) on the fully powered Devastator money shot (the pre-scramblers shot included two double reds!

Edited by ManInTheBox
26 minutes ago, Ardaedhel said:

Does it help if I say that the draft had Nose Punch, @Snipafist 's Raiders, and @PT106 's squadronless ISDs on the list too, but then they all got cut to improve readability and keep it short?

So, you were this close to getting a mention, but missed out. ;)

What I take from this is that I need to make Hammerheads/Leia a thing so HARD that it becomes MY thing.