Ship Weaknesses

By shmitty, in Star Wars: Armada

1 minute ago, Democratus said:

Bell of Lost Souls has a twitch video where one of the players (Abe) runs a 4x Vic list with Konstantine. IIRC it's 2 Vic I and 2 Vic II.

It's a fun watch!

I'll have to check that out. I think 2-V1s and 2-V2s would be the way to go.

2 minutes ago, Megatronrex said:

I haven't tried running 4 at once yet but I have been wanting to try it out. Probably will after regionals but until then I'm only running one list. I've got a pretty good feel for my current list and don't want to mess up my mojo. I already have 4 so my wallets already felt that particular pain.

Is there any way to run 5....if my memory serves it's impossible I don't think Jerry's cheap enough to allow that. But man would that be nuts.

1 minute ago, Noosh said:

Is there any way to run 5....if my memory serves it's impossible I don't think Jerry's cheap enough to allow that. But man would that be nuts.

Corellian Campaign!

Just now, Democratus said:

Corellian Campaign!

There we go! I feel like this Turing into a MOAR! Type situation, and I love it.

It's kind of like how I would like to run 7or 8 HH one of the task forces, and maybe a cr 90 with Leia that would be a hoot to run. Real hard to fly but I think fun.

2 minutes ago, Noosh said:

It's kind of like how I would like to run 7or 8 HH one of the task forces, and maybe a cr 90 with Leia that would be a hoot to run. Real hard to fly but I think fun.

I want to try so many off the wall lists but I'll never have the time to try most of them:(

My favorite 'for fun' fleet is 3 Interdictors with Grand Moff Tarkin.

It dies terribly to massed bombers - but I enjoy seeing my opponent when I initially put those 3 models on the table. :D

4 minutes ago, Democratus said:

My favorite 'for fun' fleet is 3 Interdictors with Grand Moff Tarkin.

It dies terribly to massed bombers - but I enjoy seeing my opponent when I initially put those 3 models on the table. :D

I've got a triple Dic list but mine has Motti. That oh s*** moment when you're opponent first sees them is priceless. So is their look when they realize that you're moving almost every obstacle around and then deploying at speed zero. I would love to get a few more Exp Retros to add even more shenanigans.

4 hours ago, GiledPallaeon said:

3. Ok, this is the meta thing I was referring to. Maybe it's because the Libs I'm used to are flown by @jamie nasmyth, @Vergilius, and @Aresius, but I was only peripherally aware the ship HAD a Speed 1 setting, let alone that people used it. Mine have their accelerators welded to the floor. H1MC80s, I totally buy Speed 1. Same for some ISDs sometimes. But a Liberty? Those things are like MiGs, they live and die by their speed and maneuverability. Next you'll tell me they don't use Engine Techs (that's believable but still). If they're using QBT against you, well, I'm not sure then. Fake them out by bringing XI7s a time or two. (Yo, FFG! Where's the Imp XI7, eh?) If they are going that slow, hopefully you can get more than one VSD on target so even if you trade one to one, one of yours is still standing and you're up thirty to fifty points.

Soo I have to admit I stopped using engine Techs mainly because I found myself flying into trouble too quickly. But otherwise deploy speed two then move up to three to doge those pesky ISDs. Speed one is normally death to a Lib

12 minutes ago, Megatronrex said:

I've got a triple Dic list but mine has Motti. That oh s*** moment when you're opponent first sees them is priceless. So is their look when they realize that you're moving almost every obstacle around and then deploying at speed zero. I would love to get a few more Exp Retros to add even more shenanigans.

xxxx (unique): before deploying obstacles place 1 yyy token in the setup area, beyond distance 3 of each player side. During deployment enemy ships must deploy ships with the yyy token within the firing arc of its frontal hull zone.

xxxx: before deployment place 1 yyy token in the play area. After a ship perform a maneuver if it ends at distance 3 of an yyy token its speed is reduced by 1.

xxxx: before deployment place 1 yyy token in the play area. Before the execute maneuver step, if a ship is at distance 2 of an yyy token, it must discard a navigate dial or token. If it doesn't, it performs a speed-0 maneuver. It cannot perform any other maneuver this round.

:D

1 hour ago, Noosh said:

So what you're telling me is that save my money and buy all the victories? Done. Sold. Running 4 victories no fighters. That will be my first imp list, Budget angry triangles. For when you need to put on the pain, but not on your wallet.:)

Four?

Mate, I ran 5 and Motti at a store champs once to much hilarity... (The last time Ryan Kingston took Fleet Ambush in his objective list)

You just go into it with a different view of upgrades...

What upgrades do your 4 Victories have?

A Fifth Victory.

Thats an upgrade.

Edited by Drasnighta
6 minutes ago, ovinomanc3r said:

xxxx (unique): before deploying obstacles place 1 yyy token in the setup area, beyond distance 3 of each player side. During deployment enemy ships must deploy ships with the yyy token within the firing arc of its frontal hull zone.

xxxx: before deployment place 1 yyy token in the play area. After a ship perform a maneuver if it ends at distance 3 of an yyy token its speed is reduced by 1.

xxxx: before deployment place 1 yyy token in the play area. Before the execute maneuver step, if a ship is at distance 2 of an yyy token, it must discard a navigate dial or token. If it doesn't, it performs a speed-0 maneuver. It cannot perform any other maneuver this round.

:D

xxxx (unique): After placing obstacles place 3 yyy tokens anywhere in the setup area. Enemy squadrons at distance 1-3 of a yyy token have their speed reduced by 2 to a minimum of 1.

xxxx: After you reveal a command dial you may choose one obstacle at close range. You may move that obstacle up to distance 1 of its current location. Obstacles may not be placed so that they overlap ships or squadrons.

4 minutes ago, Drasnighta said:

Four?

Mate, I ran 5 and Motti at a store champs once to much hilarity... (The last time Ryan Kingston took Fleet Ambush in his objective list)

You just go into it with a different view of upgrades...

What upgrades do your 4 Victories have?

A Fifth Victory.

Thats an upgrade.

So what you're saying is I need a fifth Vic.

3 minutes ago, Megatronrex said:

So what you're saying is I need a fifth Vic.

I strongly believe everyone should try the list at least once. Nothing, not even quad MC30s, will teach you about Maneuvering, Engsgement and Threat Zones, and tempo of combat, like PentaVics...

The mix of speed, poor turning, and sheer physical space they occupy is unique in the game... People often state how hard it is to run Triple ISDs are to maneuver without slamming into each other, and if you have experience with PentaVics, you will find it much easier.

I actually credit it with my skill at maneuver - it’s been a solid part of my game for a while, and often the first positive my opponents point out, before mentioning how statistically abysmal my dice rolls were... ?

PentaVics.

I have a favorite word of the day!

I'm gonna have to borrow a Vic and try this.

PentaVic Alignment
Author: Megatronrex

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory I-Class Star Destroyer (73 points)
= 73 total ship cost

Victory I-Class Star Destroyer (73 points)
= 73 total ship cost

Victory I-Class Star Destroyer (73 points)
= 73 total ship cost

Victory I-Class Star Destroyer (73 points)
= 73 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
= 108 total ship cost

Hmm. If you use all Vic I, JJ's ship can have TUA and Reinforced Blast Doors.

Motti lets you tell your opponent “I have 50 Hull points.”

That, and using JJ is easy mode. It violates the reason to use the list in the first place - as a training aid for your gameplay in general.

Edited by Drasnighta
38 minutes ago, Drasnighta said:

Four?

Mate, I ran 5 and Motti at a store champs once to much hilarity... (The last time Ryan Kingston took Fleet Ambush in his objective list)

You just go into it with a different view of upgrades...

What upgrades do your 4 Victories have?

A Fifth Victory.

Thats an upgrade.

I see, I already mused upon this point. Now 5 triangles, it must be done.

4 minutes ago, Democratus said:

Hmm. If you use all Vic I, JJ's ship can have TUA and Reinforced Blast Doors.

That would be a definite improvement.

7 minutes ago, Drasnighta said:

Motti lets you tell your opponent “I have 50 Hull points.”

That, and using JJ is easy mode. It violates the reason to use the list in the first place - as a training aid for your gameplay in general.

How about this then

PentaVic Alignment
Author: Megatronrex

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory I-Class Star Destroyer (73 points)
- Skilled First Officer ( 1 points)
= 74 total ship cost

Victory I-Class Star Destroyer (73 points)
- Skilled First Officer ( 1 points)
= 74 total ship cost

Victory I-Class Star Destroyer (73 points)
- Skilled First Officer ( 1 points)
= 74 total ship cost

Victory I-Class Star Destroyer (73 points)
- Skilled First Officer ( 1 points)
= 74 total ship cost

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Motti ( 24 points)
- Minister Tua ( 2 points)
- Reinforced Blast Doors ( 5 points)
= 104 total ship cost

Now I need to borrow 1 Vic and 2 Yelling Hat Mans

It’s a vast improvement.

But then, none of those upgrades existed when I ran it ?

or a third of the objectives...

20 hours ago, The Jabbawookie said:

Does cost count as a weakness? If not, ISD-II doesn’t have an obvious weakness.

If so... ISD-II anyway.

The weakness of the ISD is cost related, but not cost-effectiveness.

Its all your eggs in one basket- if you dodge the front arc, that’s a whole third of the enemy fleet that’s been mitigated.

While we're talking about maximizing triangles what about 3 ISDs. Seems reasonable, 1 is good 2 is better 3 must be best!

Just now, Noosh said:

While we're talking about maximizing triangles what about 3 ISDs. Seems reasonable, 1 is good 2 is better 3 must be best!

I've tried it a few times. It seems like one of them is always out of the fight because the other 2 are in the way. It is intimidating as h*** to anyone who doesn't have any experience with or against it. I imagine I'll have the same problem with 5 Vics but it might be somewhat lessened by being medium bases instead of large.

2 hours ago, Megatronrex said:

I'm gonna have to borrow a Vic and try this.

PentaVic Alignment
Author: Megatronrex

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory I-Class Star Destroyer (73 points)
= 73 total ship cost

Victory I-Class Star Destroyer (73 points)
= 73 total ship cost

Victory I-Class Star Destroyer (73 points)
= 73 total ship cost

Victory I-Class Star Destroyer (73 points)
= 73 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
= 108 total ship cost

Taking it to regionals next week would be a great test!