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

By Darth Lupine, in Star Wars: Armada

Depends very heavily on the matchup and what I brought. 2 is kind of default, except fast ship swarms lite shrimp and CR90's which default to speed 3 deployed deep in my own backfield.

53 minutes ago, Alzer said:

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.

I actually find my Nav tokens go unused most games because 90% of the time I already have a Nav dial. Extra yaw is more important than changing speed.

1 hour 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.

If I were to deploy at the back of my deployment zone, and you at the front, can your squads still reach me on the first activation?

I assume you can reach a large ship, but medium and small?

49 minutes ago, Undeadguy said:

If I were to deploy at the back of my deployment zone, and you at the front, can your squads still reach me on the first activation?

I assume you can reach a large ship, but medium and small?

No, even a large ship is pushing it to the edge since the Rhymer Nerf at that point - BUT, if you're anywhere near the centerline or the objectives, and facing "forward", you're probably still starting at Speed 0, which is part of the "handing the objectives to me" idea of the initiative. You can deploy to avoid the punch, but in doing so, you're out of position to make a meaningful difference.

Same as you could wide-flank deploy to avoid the double-G7s... But effectively, some 70-odd-percent of your Deployment zone is having you start at Speed 0.

Before my current Motti focus, Ozzel was a great option for controlling engagements thanks to the radical speed changes (especially with Demolisher). The ability to go to speed 0 and spam nav commands to jump all the way up to speed 3 from a standing position made pinning the fleet down nearly impossible.

Speed 4 mc30s. One in each corner.

Deal with it.

5 minutes ago, Ginkapo said:

Speed 4 mc30s. One in each corner.

Deal with it.

Have. ICB Interdictors tend to be walls they smash upon...

But thankfully, not every list I Face ID multi30s or MSUs with speed control.

30s like that have the upper hand if their maneuver is perfect.

If it’s not, the ‘Dictor has the advantage, simply through stripping their defences through available mid range fire.

Because its 1:1 Interdictors vs MC30s.

You have Lando, they have Targeting Scramblers. It comes down to who rolls best after rerolls.

Edited by Drasnighta

Dras, do you stack the targeting scramblers? It's seems as though that would be tough to punch through with MC30s.

6 minutes ago, mhd said:

Dras, do you stack the targeting scramblers? It's seems as though that would be tough to punch through with MC30s.

No, Twin Interdictors:

Ship 1:
Interdictor Title
G7x Gravity Wells
Targeting Scrambler

Ship 2:
G7x Gravity Wells
Grav Shift Reroute

Ship 1 is often also the flagship, and Ship 2 is the most aggressive of the two, angling slightly ahead or at least between Ship 1 and primary targets, so it can be covered by the Scrambler. Interdictor generally helps with multiple activations, with the refresh of Scrambler in between - but thusfar, I've enjoyed having Grav Shift too much (in both 1st and 2nd player modes) to remove it.

On 11/30/2017 at 8:58 AM, 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.

The Titus Principle rears its ugly head...

12 hours ago, mhd said:

Dras, do you stack the targeting scramblers? It's seems as though that would be tough to punch through with MC30s.

Yes and no. The scenario really boils down to just doubling down on having to concentrate your attacks to overwhelm them.

I've faced a double Dictor with the goal of castling up in the corner against my 4 MC30's, and I tabled it. They were cross-supporting with the TS's and Proj Experts, and of course stacked up to the gills with repair and defensive upgrades.

Your goal with the shrimp is to fire off as many side arcs as possible in the same turn to just burn straight through the scramblers. Two Interdictors close enough to cross-scramble are also close enough to Ackbar slash, so do that. With two or three shrimp.

And then park them there and do it again the next turn, because Interdictors castling in the corner are traveling slowly enough to stay in the corner, and are spending engineering, not nav. Generally speaking. Heck, sometimes you can literally take the shrimp to speed 0 and park them there: if the shrimp are untouched, the Interdictor can't break through a 3-shield hull zone in one turn anyway without a double arc or CF. Otherwise, ram to hold position.

A little more common MC30 fleet backed up by CR90A's will actually have a little harder time with this matchup generally speaking, because it'll largely come down to the CR90's vs the Interdictors. A pair of TS is very effective at shutting down just one or two MC30's (or GSD's)... But then, you've also paid 200 points for a very niche defense, so it really ought to be effective in that niche.

What really makes it interesting is then dropping DCO's onto both Interdictors. Uuuugghghhhhh....

@Ardaedhel

How do you feel about Two close line Interdictors running at you rather than castling?

purely curios, as you’re my go-to for MC30 advice, and I don’t see them here very much.

Edited by Drasnighta