I feel the need....the need for stupendous velocity!!!!

By Darth Lupine, in Star Wars: Armada

As the title implies, I'm curious about speed.

We all know Nav is life....but how about speed? I've seen everything from creep the whole game at speed one, to speed three from the get go and stay there (that's me usually!).

So what are the thoughts of these esteemed boards? Do you start slow and cautious, or is it full speed ahead and **** the proton torpedoes?

I prefer downers myself, but to each his own.

Ship speed? Depends on the situation, and ship.

For me, Speed 2 is king for early deployments. It lets me dial up a nav and react to my later deploying opponents on Turn 1. And what else am I doing Turn 1?

Exception: Ozzel loves Speed 1 ISDs on Turn 1.

Speed is an amazing way to apply pressure in this game.

Deploy 2 ISDs at speed 3, take navs for the top 2 dials. Round 2, they expect you to trample forward into blue range [BUZZER] Wrong! Drop to speed 1 and let your first engagement be at medium range.


MMMmmmmmmmm good times.

I ran my fleets like this for like 3 weeks until everyone in our group knew it then changed to a speed 2 deploy with a nav to slow down turn 1. Turtle'd the heck out of 'em.

Weird speed tactics can throw off unprepared opponents.

My safe bet deployment speed is one under that ship’s maximum. Turn one I can dial in Navigate and have - potentially - three speeds and a lot of placement to choose from.

In general, my default ship is a Home One, so I set speed two and just go with it. The rest of the fleet adapts as needed.

I deployed 4 CR90s with ET unter the command of Leia Organa with speed 2. First round they all accelerated to "5". That was agreat surprise for the incoming ISD. He really never knew where my ships would be next round.

Well it depends on the fleet and your objectives. Traditionally I run slow(ish) to start, usually speed 2 with Nav dialed in. Recently I have been trying a Demo, ISDI AvengerBT list, while it depends on my opponents deployment these guys want to close fast and deliver some hurt.

For example my list includes Advanced Gunnery, Fire Lanes, and Sensor Net. If I am player 2, Advanced Gunnery my ships are running hot from the start, Fire Lanes it is slow and plodding and let my opponent show their hand before pouncing, Sensor Net is somewhere in between or a mix of the two.

Against me st the moment?

You get a choice.

Speed 0, and have a shot at objectives... Or gamble giving objectives to me, but starting out of range and handing initiative completely to me.

Think it over.

You’ve got like, a few minutes during deployment to decide...

Indeed. Why give the enemy the choice of going a particular speed.

Konstantine, Pylon Q7s and maybe a G8.

4 minutes ago, Mad Cat said:

Indeed. Why give the enemy the choice of going a particular speed.

Konstantine, Pylon Q7s and maybe a G8.

Because then you're playing Konstantine instead of a real commander?

4 minutes ago, geek19 said:

Because then you're playing Konstantine instead of a real commander?

Nose Punch has flirted with Konstantine... But really, the limit to speed 1 is the issue. If I could keep punting you to 0 turn after turn, I don’t think I’d use anyone else.

Deploy at speed 2. See what my opponent does and adjust speed or grab a token. I've dropped a Vic to 0 a few times to stay out of range and to keep ships in range. Then pop it up to speed 2 with a 90 degree move next round.

I prefer speed 3 though. Speed 4 feels way too fast.

I'm running a formation fleet with a hard flanker. The main fleet (2Arqs, VSD, Gozanti) all start at 2, the flanker (Raider1) starts at 4, and usually never slows down.

I suppose to discuss the main question though, speed management is probably the next most important thing after actual turning ability, and in some cases, changing speed is even more powerful. Most of my meta starts the game with a nav token on each ship.

Edited by Alzer
Autocorrect!

God float?

9 minutes ago, Democratus said:

God float?

There is a special place on Kessel for autocorrect programs

19 minutes ago, Alzer said:

Most of my meta starts the game with a nav token on each ship.

This is exactly the Meta Nose Punch was designed to disrupt and counter. It’s a common feature, people using the first round to maneuver and bank a nav going forward. People get comfortable in it - comfortably lax.

1 minute ago, Drasnighta said:

This is exactly the Meta Nose Punch was designed to disrupt and counter. It’s a common feature, people using the first round to maneuver and bank a nav going forward. People get comfortable in it - comfortably lax.

Bah! I engineer if I'm not up to something.

...At least I think I did. It's been months since I've done anything beyond a training game. I need to get ready for Regional(s), or come up with a hilariously bad list to make people laugh. :ph34r:

5 minutes ago, Stasy said:

Bah! I engineer if I'm not up to something.

Even better ?

the whole point of Nose Punch is disruption of established status quo.

it forces you into a game plan defined by the Nose Punch player, basically... if you cannot do something outside of the norm (Ozzel, for example, helps... Garm/Tarkin, too) then you are playing catch-up.

Which, admittedly, is where two ICB Interdictors needs you to be.

34 minutes ago, Drasnighta said:

If you cannot do something outside of the norm (Ozzel, for example, helps... Garm/Tarkin, too) then you are playing catch-up.

Don't forget my girl Leia Organa!

33 minutes ago, Drasnighta said:

Even better ?

the whole point of Nose Punch is disruption of established status quo.

it forces you into a game plan defined by the Nose Punch player, basically... if you cannot do something outside of the norm (Ozzel, for example, helps... Garm/Tarkin, too) then you are playing catch-up.

Which, admittedly, is where two ICB Interdictors needs you to be.

I would love to play against you and test this nose punch of yours.

Very good responses so far, very interesting.

1 minute ago, geek19 said:

Don't forget my girl Leia Organa!

Not forgotten, not faced with it yet...

But she would be indeed - the counterpoint being that almost anything she usually fields, meta-wise, ban be outright destroyed by a Nose Punch, which certainly puts a crimp on things...

47 minutes ago, Drasnighta said:

This is exactly the Meta Nose Punch was designed to disrupt and counter. It’s a common feature, people using the first round to maneuver and bank a nav going forward. People get comfortable in it - comfortably lax.

But having a Nav first round is the most effective counter to dual Grav Wells. And it's the most common command used in the first round. So I don't understand, unless you're trying to counter the Nav token first round, not the command itself.

8 minutes ago, Undeadguy said:

But having a Nav first round is the most effective counter to dual Grav Wells. And it's the most common command used in the first round. So I don't understand, unless you're trying to counter the Nav token first round, not the command itself.

Basically. You don’t get the free nav token / or really, a free anything token. Your first command is nav. Locked in. That settles that.

if you nav second round to get up to “combat” speed, you haven’t repaired the damage you took without defence tokens turn one.

if you eng second turn, then you are only at speed 1 and not making gains on objective play...

In both cases, you haven’t Squad commanded...

So the play becomes predictable on my end, and MOST (admittedly, not all) of the time, the plan you have to use isn’t one you intended.

Edited by Drasnighta
5 minutes ago, Drasnighta said:

Basically. You don’t get the free nav token / or really, a free anything token. Your first command is nav. Locked in. That settles that.

if you nav second round to get up to “combat” speed, you haven’t repaired the damage you took without defence tokens turn one.

if you eng second turn, then you are only at speed 1 and not making gains on objective play...

In both cases, you haven’t Squad commanded...

So the play becomes predictable on my end, and MOST (admittedly, not all) of the time, the plan you have to use isn’t one you intended.

That makes more sense. Pretty strong against carrier fleets.

12 minutes ago, Undeadguy said:

But having a Nav first round is the most effective counter to dual Grav Wells. And it's the most common command used in the first round. So I don't understand, unless you're trying to counter the Nav token first round, not the command itself.

True, but that is changing your opponent's options later in the game, not having that nav token later forces them into situations where they are missing options (a banked nav command) that they otherwise would have. Removing options, even one as simple as a nav token, can be devastating to many lists. Ever had a game where you REALLY needed a nav, or squad command, bit you had only stacked engineering? It's pushing them into that position.