Spill the beans: How do we defeat the Rieekan Aces 2+3 meta?

By thecactusman17, in Star Wars: Armada

42 minutes ago, Ardaedhel said:

And that's a big part of why I don't buy GK's build. With so few ships and so little direct threat from the squadrons, you need that second shot from the ISD against many builds.

So, yep, @Green Knight is a chump.

I have indeed missed that GT many times, and have consider dropping FC to take it. In the average game I very little mileage out of it.

Never got around to trying it out tho.

It’s okay as long as everyone else acknowledges the fact that I am the PrimeChump here ?

46 minutes ago, The Jabbawookie said:

I fleet build with the principle that each and every “established” upgrade suite should be challenged as the meta/tools available change.

It's a good philosophy for fleet building, IMO. Just consider what you're giving up, and have a plan for how you'll leverage the advantages you're gaining to make that sacrifice worthwhile.

just an idea, haven't tried it, but maybe more experienced players have:

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Flight Commander ( 3 points)
- Ordnance Experts ( 4 points)
- Rapid Launch Bays ( 6 points)
- Flechette Torpedoes ( 3 points)

1 VT-49 Decimator ( 22 points)

Jump in at speed 4, drop Decimator.

The Rebel scum squadrons now have to attack Decimator with counter 1 and are pinned down by Instigator, so GH has to move away when it activates.

Next turn the Raider gets away at speed 4 after AA, fishing with ordenance for black crits to toggle Squadrons, hopefully disrupting the Squadron Ball even further.

Thoughts?

In the Michigan regionals, I went 2nd all 4 games (I think) with Sloane Btavenger and aces. AG was picked every time and it only backfired horribly once!

Maybe most wanted is better but I have 1 real combat ship so who knows.

3 minutes ago, KaLeu said:

just an idea, haven't tried it, but maybe more experienced players have:

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Flight Commander ( 3 points)
- Ordnance Experts ( 4 points)
- Rapid Launch Bays ( 6 points)
- Flechette Torpedoes ( 3 points)

1 VT-49 Decimator ( 22 points)

Jump in at speed 4, drop Decimator.

The Rebel scum squadrons now have to attack Decimator with counter 1 and are pinned down by Instigator, so GH has to move away when it activates.

Next turn the Raider gets away at speed 4 after AA, fishing with ordenance for black crits to toggle Squadrons, hopefully disrupting the Squadron Ball even further.

Thoughts?

They don't have to attack the Decimator.

FAQ pg 13:

"Instigator: Squadrons can attack this ship if they are not engaged by an actual enemy squadron without heavy in the play area."

Edited by Ardaedhel
4 minutes ago, KaLeu said:

just an idea, haven't tried it, but maybe more experienced players have:

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Flight Commander ( 3 points)
- Ordnance Experts ( 4 points)
- Rapid Launch Bays ( 6 points)
- Flechette Torpedoes ( 3 points)

1 VT-49 Decimator ( 22 points)

Jump in at speed 4, drop Decimator.

The Rebel scum squadrons now have to attack Decimator with counter 1 and are pinned down by Instigator, so GH has to move away when it activates.

Next turn the Raider gets away at speed 4 after AA, fishing with ordenance for black crits to toggle Squadrons, hopefully disrupting the Squadron Ball even further.

Thoughts?

Drop morna kee and you're correct.

2 minutes ago, Ardaedhel said:

They don't have to attack the Decimator.

FAQ pg 13:

"Squadrons can attack this ship if they are not engaged by an actual enemy squadron without heavy in the play area."

So it would work with Bossk or Mornae Kee?

3 minutes ago, KaLeu said:

just an idea, haven't tried it, but maybe more experienced players have:

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Flight Commander ( 3 points)
- Ordnance Experts ( 4 points)
- Rapid Launch Bays ( 6 points)
- Flechette Torpedoes ( 3 points)

1 VT-49 Decimator ( 22 points)

Jump in at speed 4, drop Decimator.

The Rebel scum squadrons now have to attack Decimator with counter 1 and are pinned down by Instigator, so GH has to move away when it activates.

Next turn the Raider gets away at speed 4 after AA, fishing with ordenance for black crits to toggle Squadrons, hopefully disrupting the Squadron Ball even further.

Thoughts?

@Ardaedhel covered that the Decimator won't actually prevent squads from attacking the Raider, but assuming that you use something like Morna Kee, she still won't last long against a whole blob of squadrons. Counter is also of dubious use because Gallant Haven will reduce the damage by 1. You need something that produces at least 2 damage and preferably 3+ (so the brace brings it to 2 damage and then Gallant Haven reduces it to 1, rather than 2 braced to 1 minus 1 = 0 damage).

I also don't like the Raider+RLB squad build because it's trying to be a counter to a specific type of build but otherwise is fairly poor against most other fleet builds.

Just now, KaLeu said:

So it would work with Bossk or Mornae Kee?

Yup, any non-heavy squadron.

Intel will still unlock it though, so, while it's a solid idea, it's not foolproof.

The real catch with Instigator is trying to keep it alive for a round with a bunch of squadrons up in your grill so you can get your shots off. I've generally seen it be more useful as a sacrificial piece to buy time, keeping squadrons off of something more critical for a few activations.

@Ardaedhel How are you planning on spending your time once the forum ban comes in for insulting GK?

:D

3 minutes ago, Ginkapo said:

@Ardaedhel How are you planning on spending your time once the forum ban comes in for insulting GK?

:D

You're the best man. I really appreciate your fleet builds. Keep up the good work.

I know you’re not supposed to play the squadron game against this build, but I feel like you could work something with Soontir Fel, TIE interceptors, Dengar, some TIE advanced squadrons, and IG-88

The idea being the TIE advanced have to be attacked because of escort, then take one damage because of Soontir, the advanced squads get a counter 1 from Dengar, the other TIE interceptors get a counter 3, and IG-88 can clean up or snipe aces as needed.

Of course it all would be helped by leading the aces away from GH, but all of this theorycrafting depends on a lot of things, I just think something is there with the “free” 1 damage from Fel and escorts and the counter 3s (provided Dengar can be kept alive).

Thoughts? What am I missing here (besides ships)?

Edited by Flavorabledeez
8 minutes ago, Flavorabledeez said:

Thoughts? What am I missing here (besides ships)?

Dont mix interceptors and escorts. Use Saber instead of IG88. Include Mauler.

But what you are really forgetting is Toryn flak. Though even that is a minor point.

I genuinely dont get why Tie Advanced balls never became a thing.

10 minutes ago, Ginkapo said:

I genuinely dont get why Tie Advanced balls never became a thing.

A lady in our playgroup plays a ball of soontir, Mauler, Dengar, and as many tie Advanced that she can fit.

It’s brutal.

I keep telling her she needs to get Vader in there...

Edited by MandalorianMoose
8 minutes ago, Ginkapo said:

Dont mix interceptors and escorts. Use Saber instead of IG88. Include Mauler.

But what you are really forgetting is Toryn flak. Though even that is a minor point.

I genuinely dont get why Tie Advanced balls never became a thing.

I guess Snipe was the wrong word. IG-88 is there to punch through escort so you can pick your target (probably Jan if possible).

And yeah, TIE advanced balls around Fel is kind of a no brainer

4 minutes ago, Flavorabledeez said:

I guess Snipe was the wrong word. IG-88 is there to punch through escort so you can pick your target (probably Jan if possible).

And yeah, TIE advanced balls around Fel is kind of a no brainer

Snipe is 100% the right word....

7 minutes ago, MandalorianMoose said:

I keep telling her she needs to get Vader in there...

Vader with Flight Controllers as part of a Jendon ace ball is a sight to behold. 4 average damage but it's not uncommon to see up to 5 in one swing.

Main issue with sticking him in with all those other Advanced is the obvious target is him. Given the choice between shooting mooks and Satan himself, it's Satan every time.

13 minutes ago, Ginkapo said:

Dont mix interceptors and escorts. Use Saber instead of IG88. Include Mauler.

But what you are really forgetting is Toryn flak. Though even that is a minor point.

I genuinely dont get why Tie Advanced balls never became a thing.

Maybe they should become a thing with Instigator. Soontir+Advanced ball with Instigator denies opposing Intel the ability to free up squadrons. So the squadrons need to keep shooting escorts while Soontir dishes automatic damage and Instigator flaks ruthlessly.

2 minutes ago, Snipafist said:

Vader with Flight Controllers as part of a Jendon ace ball is a sight to behold. 4 average damage but it's not uncommon to see up to 5 in one swing.

Main issue with sticking him in with all those other Advanced is the obvious target is him. Given the choice between shooting mooks and Satan himself, it's Satan every time.

When I go Imp squads nowadays Vader, Jendon, and Maarak Form the core of my squadron flight. And at that point why NOT have a quasar with flight controllers? Lol

12 minutes ago, MandalorianMoose said:

When I go Imp squads nowadays Vader, Jendon, and Maarak Form the core of my squadron flight. And at that point why NOT have a quasar with flight controllers? Lol

Because you have Relay which makes squad 4 somewhat redundant. And Jendon does not benefit from flight controllers.

Overall this is highly inefficient.

Take out Jendon and I would agree. But take out Jendon and those squads are expensive.

1 hour ago, Ginkapo said:

Because you have Relay which makes squad 4 somewhat redundant. And Jendon does not benefit from flight controllers.

Overall this is highly inefficient.

Take out Jendon and I would agree. But take out Jendon and those squads are expensive.

Jendon May not, but Vader sure loves it with a double tap! and ya squad 4 May seem inefficient with Relay, but I’ve often found I have some squads in range and some just out (especially w/o boosted comms). I like to run my quasar lean with just flight controllers and maybe pursuant so it works out

6 hours ago, KaLeu said:

just an idea, haven't tried it, but maybe more experienced players have:

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Flight Commander ( 3 points)
- Ordnance Experts ( 4 points)
- Rapid Launch Bays ( 6 points)
- Flechette Torpedoes ( 3 points)

1 VT-49 Decimator ( 22 points)

Jump in at speed 4, drop Decimator.

The Rebel scum squadrons now have to attack Decimator with counter 1 and are pinned down by Instigator, so GH has to move away when it activates.

Next turn the Raider gets away at speed 4 after AA, fishing with ordenance for black crits to toggle Squadrons, hopefully disrupting the Squadron Ball even further.

Thoughts?

Replace the regular decimator with Morna Kee. She's substantially more durable and threatening.

Ive really enjoyed this thread. I admit to not having fought against this much.

But why is having a small bid and going second not an option?

Also, this list has pathetic ship firepower. Why cant you use corvettes or light cruisers to blow big holes in yavaris's side arcs from red range?

13 hours ago, RobertK said:

Maybe they should become a thing with Instigator. Soontir+Advanced ball with Instigator denies opposing Intel the ability to free up squadrons. So the squadrons need to keep shooting escorts while Soontir dishes automatic damage and Instigator flaks ruthlessly.

I think i will actually try that. It sounds rather fun even against non GH lists.