The Trials of Konstantine

By Ginkapo, in Star Wars: Armada

https://archiveofossus.wordpress.com/2018/01/06/the-trials-of-konstantine/

796d692adc53f904ac75bde95025f5ab.jpg

So in 306 AD Constantine the Great took charge of the Roman Ar..... Nevermind, thats not relevant.

As some of you may know I have been testing out a particular Admiral for quite some time, an Admiral who many say is not tournament worthy, or indeed worthy. Though I myself am intrigued as he is an Admiral who plays differently to the other, as he brings a promising ability to disrupt the best laid plans of mice and your opponent.

admiral-konstantine.png

Of course I am referring to Admiral Konstantine, and his on demand warp hole. Wave six brought us a new cheap medium ship which many felt was the key to unlocking Konstantine's potential, and in some ways it has. Here is a run through of some myths and ideas about the man himself:

Constantine named the city of Constantinople after his second cousin. Oh right, not relevant again, its also false, he named it after himself obviously.

Konstantine forces your opponent to overuse navigation commands. This is generally true, however, that unfortunately is not particularly helpful as navigation is an extremelly powerful command. Preventing the use of command fire rarely makes that much difference, although the benefit can be increased with the use of targeting scramblers. Preventing the use of squadron is quite helpful, but comes up against a flaw with Konstantine, it is very difficult to have a substantial squad force of your own.

Konstantine is best combined with slicers and tractors. This is also generally true, a single speed change on its own does very little as it can in most cases be immediately be undone. Where this power becomes more useful is when combined slicers to remove nav commands, and tractor beams to remove nav tokens or change speed (though you dont necessarily want to slow the enemy down). A single slicer tractor gozanti driving around a fustrated speed 1 Demolisher all game is an amusing sight.

Konstatine requires three medium ships to add redundancy. This isnt really true. Like many people I started with this assumption as it seemed dangerous to rely on only two ships and be at risk of losing one early. The thing with this is that you are then forced into having three medium or large ships, seems obvious, but thats really restricting your list building. What I have found is that Konstantine's power is about controlling the enemies approach above everything else. You can make the enemy approach slower than they would like, or faster than they would like, or half and half as they ram fest themselves and you get to deal with the enemy in two pieces. Think about fleet ambush, in theory its great as it splits your opponent into two groups which is great, except that your opponent got to choose which ships are in which group and they chose to play this mission. Konstantine IS a fleet ambush mission everytime, without the caveats.

Konstantine is great for turtling objectives, Station Assault, Contested Outpost and Salvage Run. Again, this is not exactly true. Grav Shift Reroute and Grav Wells are absolutely unbelievable for turtling objectives. Konstantine is seen as ubiquitous with the Interdictor ship, however its difficult to justify his worth here. Konstantine allows you to stiffarm your opponent and keep them at long range by reducing the speed of their approach. However, this is only mildly effective (note: I used to play this pre Demo nerf) and one thing imperials are not noted for is effective long range firepower, at least not without Vader or Rhymer. So instead ideally want we want is a way to bring the imperials excellent black dice into action.

Konstantine is great for max bombers. Again, not strictly true. There is an idea that because your opponent is overdoing navigation commands that it gives you an opportunity to control the squadron game. This is a little debatable as in these circumstances your opponents will just squadron as your bombers will catch them whether they navigate or not. By going max bombers you are limiting your ship power which devalues the power of Konstantine. This does raise a good point that Konstantine needs a decent trap of ships to benefit from his antics.

Konstantine can kill enemy ships by speeding them of the board. Yup absolutely true. This is his party trick which works best against MC30s. At speed 4 MC30's struggle to navigate, especially if you took suprised them by taking away their nav command, nav token and increased their speed. That said, it is a party trick and should be not be relied upon outside the parlour room as most MC30s pack skilled first officers and are only in occasional fleets anyway.

So where does this leave us?

With a list that utilises the pagan faith which Constantine forsaked on his deathbed for chri... not relevant, apologies.
With a list that doesnt rely on squadrons for anti squadron power
With a list that brings the true undervalued close range power of the imperials to bear
With a list that combines slicers and tractors for maximum effect
With a list that pulls the enemy into an unholy trap, as it silently waits
With a list that can kill your cheap activations on the approach taking away your hope
With a list for which no other imperial commander would be better

Konstantine Raiders with slicers
Author: Ginkapo

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Konstantine

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Victory II-Class Star Destroyer (85 points) "Indiana"
- Admiral Konstantine ( 23 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 127 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points) "Junior Jones"
- Phylon Q7 Tractor Beams ( 6 points)
= 60 total ship cost

Raider-I Class Corvette (44 points) "Raider of the Last Crusade"
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 51 total ship cost

Raider-I Class Corvette (44 points) "Raider of the Temple of Doom"
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 51 total ship cost

Raider-I Class Corvette (44 points) "Raider of the Lost Arc"
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 51 total ship cost

Gozanti-class Cruisers (23 points) "Raider of the Crystal Skull"
- Slicer Tools ( 7 points)
= 30 total ship cost

Gozanti-class Cruisers (23 points) "Dr Jones"
- Slicer Tools ( 7 points)
= 30 total ship cost

Card view link

The key to this list, as with many is in outdeploying your opponent. Now how can I say this with a list that has ONLY 7 deployments? Well because of the power of the deployment curve. Most MSU lists are bringing less than 7 deployments so you can place the last medium ship in the perfect place to set your Konstantine trap. And lists with higher than 7 deployments have a tendency to be squadron balls which all deploy within distance 1-2 of each other anyway so can be entirely predicted from the first ship placement. (Git gud squadron players)

Even on paper I can tell that many of you wont believe me that this list is decent, and I can understand the trepidation. All I can suggest is that you try it out, instead of accelerating the raiders to the enemy, accelerate the enemy into your raiders whilst you slow roll an obscene amount of dice from overlapping arcs forward.

And a final point:

Konstantine is a great place to start with all imperial listbuildling. Absolutely true. If you handicap yourself by taking Konstantine, at least two medium ships, investment in tractor beams and slicer tools, then once you have playtested you will have a great idea which admiral offers the most to the list and how to really get bang for your buck by switching those navigation restricting upgrades. My max bomber list started of with Konstantine at the helm, but now has Motti leading and its a really really strong list.

Fleet Stories (The lists tried along the way)

This part isnt essential reading to understand Konstantine, so dont feel indebted to read it.

First up, the Dual Vics (Pre Campaign):

Au Revoir
Author: Ginkapo
Faction: Galactic Empire
Points: 394/400
Commander: Admiral Konstantine

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Fighter Coordination Team ( 3 points)
- Grav Shift Reroute ( 2 points)
- Targeting Scrambler ( 5 points)
= 126 total ship cost

Victory I-Class Star Destroyer (73 points)
- Veteran Gunners ( 5 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 84 total ship cost

Victory I-Class Star Destroyer (73 points)
- Veteran Gunners ( 5 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 84 total ship cost

Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

2 TIE Advanced Squadrons ( 24 points)
2 TIE Fighter Squadrons ( 16 points)
2 YV-666s ( 30 points)
Card view link

This list was based on the idea that Konstantine requires a redundant number of medium ships, in this case three. Both Vics are lightly kitted out and expendable, with vet gunners to make them threatening, just. The Interdictor has targetting scamblers and runs in the middle to keep everyone alive. And finally a Slicer Gozanti to mess with everyones dials.

I took it to a Stevenage Store Champs, which is a really good test for any fleet. There are a few really good players there and often a wide variety of fleets on show to give something a real test. I came second by a single point after three games!

It was absolutely fantastic against joust fleets as it dragged them exceedingly quickly into the Vic guns and blasted them to bits, (8 red, 6 blue, 6 black across 4 attacks and 3 rams), and more than mitigated the Vics limited top speed bringing the enemy to them. Unfortunately, rebel small ships just flirt with the edges and there is nothing that can be done about it.

YV666's with Fighter Coordination teams are amazing and so is this squad wing. The tie fighters engage first, followed by the tie advanced ones the tie fighters have been hit (preferably only once as they cant take much more), followed by the YV666s to absolutely wreck the face of the earth, or their squad wing, whichever is easier.

Second, Interdictor of objective pain

ISD Konstantine
Author: Ginkapo
Faction: Galactic Empire
Points: 397/400
Commander: Admiral Konstantine

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Salvage Run

Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

Interdictor-class Suppression Refit (90 points)
- Minister Tua ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Reinforced Blast Doors ( 5 points)
- Grav Shift Reroute ( 2 points)
- G7-X Grav Well Projector ( 2 points)
= 107 total ship cost

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Konstantine ( 23 points)
- Relentless ( 3 points)
- Skilled First Officer ( 1 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 143 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Slicer Tools ( 7 points)
= 34 total ship cost

1 "Mauler" Mithel ( 15 points)
1 Colonel Jendon ( 20 points)
1 Zertik Strom ( 15 points)
1 Maarek Steele ( 21 points)
1 Saber Squadron ( 12 points)
Card view link

The aim here was clearly to maximise the slicers and tractor beams whilst stubbornly sitting on 80pts of objectives from the start. Its a glorious list that is exceedingly difficult to break down. As said the objectives are truly extremelly favourable and hard to defeat. Konstantine and the shenanighans make it really difficult for the enemy to get close, and even against Ackbar you can either pull a ship of the rear of the conga or slow down the front.

Mauler, Saber and Jendon can kill enemy intel outright which lets Maarek, Saber and Zertik get the upper hand on any enemy squadrons to keep the skys clear of those gnats. The ISD can take out any ship that gets too close.

As a list it was lovely, but had one major flaw. It consistently scored 6-5 every single time with maybe the occassional 7-4 if I got lucky. Its good that it was almost impossible to beat, but it also couldnt capitalise on that very easily to score highly which ultimately is why I packed it in. Gave me real Konstantine hope though.

Third the bombers

babomb
Author: Ginkapo

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Motti

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Navigational Hazards

[ flagship ] Imperial Star Destroyer Kuat Refit (112 points)
- Admiral Motti ( 24 points)
- Gunnery Team ( 7 points)
- Reinforced Blast Doors ( 5 points)
= 148 total ship cost

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 35 total ship cost

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
= 27 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Pursuant ( 2 points)
- Admiral Chiraneau ( 10 points)
- Boosted Comms ( 4 points)
- Expanded Hangar Bay ( 5 points)
= 75 total ship cost

8 TIE Bomber Squadrons ( 72 points)
1 Dengar ( 20 points)
1 "Mauler" Mithel ( 15 points)

Card view link

Very simple concept, screw fighting a squadron war, simply bomb the carriers. And it worked marvellously and still works marvellously. However, the keen eyed amonst you will notice that Motti sits upon the ISD and their are no slicer tools or tractor beams. Gunnery teams and Chiraneau are so much more valuable to the list and Motti gives the ships what they really need.

The Bombers are unstoppable, kill Dengar and Chiraneau will destroy you anyway. Kill Mauler and I will simply laugh that you thought he was a threat, although ignore him at your peril as he will nip at your heels do. Think you can rush the carrier, and you will find an ISD in your face.

Your choice, what dies first from your list?

Edited by Ginkapo
I need a proofreader, there was a space character missing and an "s" in the wrong place!

Special mention to @Ardaedhel who didnt dismiss me as entirely crazy with the my latest Konstantine creation and took away its small squad defence force to go full tilt.

And @CaribbeanNinja, @PT106 and @Green Knight who I think have suffered more Konstantine games than others.

1 hour ago, Ginkapo said:

Special mention to @Ardaedhel who didnt dismiss me as entirely crazy with the my latest Konstantine creation and took away its small squad defence force to go full tilt.

And @CaribbeanNinja, @PT106 and @Green Knight who I think have suffered more Konstantine games than others.

I fondly remember the old one, with the Dictor + 2 Vics AND YVs.

I mean, you took arguable THE worst admiral, 2 ships I loath in the extreme AND YVs!

And made it work.

What's not to like?

If the Imperials get an acceptable delivery system for raiding (the tokens can be seen in the Chimaera preview picture) Konstantine may become interesting when you can block nav commands on a target ship completly (even when it's only for one round).

Question for @Ginkapo None of your lists includes Ion Cannon Batteries. Are they not worth it? Discarding a command token (read: Nav token) should be useful for Konstantine, is it not?

5 minutes ago, KaLeu said:

If the Imperials get an acceptable delivery system for raiding (the tokens can be seen in the Chimaera preview picture) Konstantine may become interesting when you can block nav commands on a target ship completly (even when it's only for one round).

Question for @Ginkapo None of your lists includes Ion Cannon Batteries. Are they not worth it? Discarding a command token (read: Nav token) should be useful for Konstantine, is it not?

I just never tried them, thats all.

With DCaps and QBT's they may be useful now on the Vics, and always could be good on Interdictors.

Edited by Ginkapo

Clearly you just need to move his ship out of formation with the rest of the fleet into a strategically disadvantageous position so no-one shall deny you the glory of this kill!

2 hours ago, Forresto said:

Clearly you just need to move his ship out of formation with the rest of the fleet into a strategically disadvantageous position so no-one shall deny you the glory of this kill!

let us all remember that the rebellion would have been nearly completely crushed if Konstantine was not such a bad commander.

7 hours ago, xero989 said:

let us all remember that the rebellion would have been nearly completely crushed if Konstantine was not such a bad commander.

Who would win?

amazing plan made by master tactician

or

some glory hunting moustache boi

Edited by Jabby

I'm torn when it comes to Konstantine, and in general anti-movement fleets. He's obviously not used much, and while that bothers me, if he was one of the more often used Admirals, we'd be playing a lot of games where your movement is limited. Most of us have experienced this and know how frustrating this it is to have a couple of your ships moving 1 the entire game, and Armada already has so little movement over the course of 6 turns that I'm very happy that Konstantine, and anti-movement builds, are not popular.

I played one for many months and it drove my main playing bud crazy.

@Ginkapocheers on a great write up. I applaud your consistent effort in trying to make the screamer work.

I do think Konstantine will be good eventually, and as you have proven, he can be quite effective with loads of practice.

I think Tagge is currently the worst commander OVERALL.

2 minutes ago, CaribbeanNinja said:

@Ginkapocheers on a great write up. I applaud your consistent effort in trying to make the screamer work.

I do think Konstantine will be good eventually, and as you have proven, he can be quite effective with loads of practice.

I think Tagge is currently the worst commander OVERALL.

I'm not going to bite, I wholeheartedly agree, I see nothing worthwhile in Tagge. I did once, and tried it, it was meh.

3 hours ago, Ginkapo said:

I'm not going to bite, I wholeheartedly agree, I see nothing worthwhile in Tagge. I did once, and tried it, it was meh.

He seems like he'd be great with Vader.

... Oh.

37 minutes ago, Ginkapo said:

Have you had much success with this? Those vics are strong and decimators too.

I have played 8 games total with half of them wins. All of the losses were relatively close too. It likes going second primarily, not that my opponents mind, and the Decimators can punch things good.

So was Konstantine able to reconquer Dacia by slowing the advances of the Goths, allowing them to be picked off by his Sarmatian archers?

For me, the notion of bringing more than two large or medium ships was in order to extend the area in which his ability was relevant, rather than just creating redundancy.

Do you also fly this fleet in a close phalanx-like formation to create less place for your opponents ships to stay out of the Konstantine bubble and able to pick off your picket ships?

Edited by Mikael Hasselstein

Konstantine, like me, was brought up in the city of York (Eboracum back then). There's a statue of him near our FLGS but this isn't relevant either.

I tried Konstantine in an interdictor, VSD1, VSD2, Goz list with 3 Q7 tractors and a G8 for speed control. Won a small event with it but wasn't too confident.

I'm now considering him in a tripple ISD list.

398/400. Blockade Run, Contested Outpost, Navigational Hazzards.

ISD-Cymoon, Konstantine, Gunnery Team. 142

ISD-1, Avenger, Leading Shots, Boarding Troopers, Q7 Tractor. 128

ISD-Cymoon, Gunnery Team, Intensify Firepower, Veteran Captain. 128

Edited by Mad Cat
4 minutes ago, Mad Cat said:

Konstantine, like me, was brought up in the city of York (Eboracum back then). There's a statue of him near our FLGS but this isn't relevant either.

I tried Konstantine in an interdictor, VSD1, VSD2, Goz list with 3 Q7 tractors and a G8 for speed control. Won a small event with it but wasn't too confident.

I'm now considering him in a tripple ISD list.

397/400. Blockade Run, Contested Outpost, Navigational Hazzards.

ISD-Cymoon, Konstantine, Gunnery Team, Leading Sots. 146

ISD-1, Avenger, Leading Shots, Boarding Troopers, Q7 Tractor. 128

ISD-Cymoon, Gunnery Team, Leading Shots. 123

Not sure how you’re getting leading shots on those Cymoons...

The beauty of Konstantine is that no one sees his ability as much of a threat. Then suddenly all the enemy's flotillas are going speed 3 and the main line 1.

18 minutes ago, MandalorianMoose said:

Not sure how you’re getting leading shots on those Cymoons...

Well spotted. Edited the list.

The first one was an ISD-2 until I needed to save points by dropping to an ISD-C then I just copied, pasted and compounded the error.

Added Intensify firepower and a Vet Captain instead.

4 hours ago, Mad Cat said:

Konstantine, like me, was brought up in the city of York (Eboracum back then). There's a statue of him near our FLGS but this isn't relevant either.

I tried Konstantine in an interdictor, VSD1, VSD2, Goz list with 3 Q7 tractors and a G8 for speed control. Won a small event with it but wasn't too confident.

I'm now considering him in a tripple ISD list.

398/400. Blockade Run, Contested Outpost, Navigational Hazzards.

ISD-Cymoon, Konstantine, Gunnery Team. 142

ISD-1, Avenger, Leading Shots, Boarding Troopers, Q7 Tractor. 128

ISD-Cymoon, Gunnery Team, Intensify Firepower, Veteran Captain. 128

Or just Motti?

I have just one correction to this, otherwise, excellent and interesting article on Konstantine (the admiral). It regards the image at the beginning of the thread. The Late Roman Army did not look like the army of the Principate, but was already well on the way to resembling a medieval army with chain and scale armor and the longsword. Also, the classic lorica segmentata armor featured on the pillars of Traian in Dacia and immortalized by Hollywood and Asterix (who are to blame for the popular misconception) were also a symbol of status, of being a full Roman citizen which was rendered moot by the edict of Caracala in 212... errrgh... not relevant.

Excellent read!

asA.jpg

Add Gauntlet Fighters to the list along with Tractor Beams and Slicers. I think they will buff Konstantine.

3 hours ago, CaribbeanNinja said:

Add Gauntlet Fighters to the list along with Tractor Beams and Slicers. I think they will buff Konstantine.

I am not so sure. But I am sure the Seventh Fleet will boost my list!

3 hours ago, CaribbeanNinja said:

Add Gauntlet Fighters to the list along with Tractor Beams and Slicers. I think they will buff Konstantine.

Yes and no.

Yes Gauntlet fighters will be very useful to Konstantine and others. But no you wont see them with slicers and tractors very often.

Gauntlets imo are for juggernauts lists like Giraffes and combine very synergystacilly with ion cannon batteries as they are both flexible upgrades that arent restricted to nav....