Which Star Destroyer refit are you hyping the most?

By Shadow345, in Star Wars: Armada

25 minutes ago, Green Knight said:

I find your lack of faith disturbing...

With Vader/IF! your average dmg is VERY unlikely to fall below 1 per die.

That's the real beaut here: you can, with unusual certainty, know your expected damage output.

If you know the game well, and can do numbers in your head, you will more or less (with emphasis on MORE) KNOW what will die and what will not.

That's the power of the dark side for you!

I'm not sure I'd run this fleet at Worlds, but it's definitely a fun thing...

...and btw it's more fun to kill 2 SHIPS with the ISD in 1 round than just 1....

last time I ran Vader he spent that much time 'killing the crew' that they missed all their re-rolls!!!

with 3 ships they used re-rolls at least once each per turn... I had one success! Vaders joined the 'lets not use that card again' pile :P

In answer to the thread .... Cymoon ...

, yularen, gunnery team, IF, quad turbo lasers, h9 turbo lasers,

Edited by slasher956

Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Admiral Motti ( 24 points)

- Intensify Firepower! ( 6 points)
- Gunnery Team ( 7 points)
= 149 total ship cost

Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Shields to Maximum! ( 6 points)
- Gunnery Team ( 7 points)
= 125 total ship cost

Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Entrapment Formation! ( 5 points)
- Gunnery Team ( 7 points)
= 124 total ship cost

Points: 398/400

:ph34r:

I was originally far more excited for the Kuat as a bruiser extraordinaire, but the Cymoon is growing on me as the flagship of a Vader fleet.

Lacking a natural defensive slot does hurt since Tua has serious competition there with the likes of Yularan, but the ability to happily drill through targets at red range with fairly consistant damage does rather amuse me.

I plan to try a loaded Cymoon in a Vader fleet alongside a couple of light cruisers, and show those rebel traitors how long-range artillery is MEANT to be done!

42 minutes ago, Drasnighta said:

Standoff, really, and a defensive retrofit.

There is that...but too often I see Xi7, and then AP feels wasted, and wo Motti you risk them dying before RBD can meaningfully (at least 2 cards I'd say) trigger.

Also, a naked Arq is 54, compared to 51 for a TRC90. Apples and oranges, I know, but the TRC90 feels immensely superior.

At 59 the Arq has AP or RBD, the TRC90 gains Engine Techs.

7 minutes ago, Green Knight said:

There is that...but too often I see Xi7, and then AP feels wasted, and wo Motti you risk them dying before RBD can meaningfully (at least 2 cards I'd say) trigger.

Also, a naked Arq is 54, compared to 51 for a TRC90. Apples and oranges, I know, but the TRC90 feels immensely superior.

At 59 the Arq has AP or RBD, the TRC90 gains Engine Techs.

ECM seems to give them almost Flotilla survivability at stand-off range... And I think if the EWS rumours are true, they’ll gain a lot there in the coming wave ... Again, it’s all about having those dice at range... versus going all in on the black die triple tap,

Vader Cymoon +2-3 little flankers seems a viable option. You lose 1 its only 54 pts.

2 hours ago, Green Knight said:

In general I fund that Arq suck. Vader+CF+IF! mean they suck much less, but compared to a Gladiator, what do they really offer?

Long range firepower on a platform built for standoff range, and an easy ability to upgrade firepower to ridiculous levels. I fly ARQs with slaved turrets, intel officers, and concentrate fire when they're in position. With three of them, their objective is to pour hate on a target trying to close and knock it out of the sky at long range with multiple attacks. ISDs, VSDs, GSDs... almost every other ship in the inventory is designed to close with the target and, as a result, get themselves killed quicker when they run into fighters/black dice.

The Reason the Cymoon is appealing is because it can do almost the same thing: Project a lot of damage at long range, and stay out of fighter command range or the other colors.

1 hour ago, Green Knight said:

There is that...but too often I see Xi7, and then AP feels wasted, and wo Motti you risk them dying before RBD can meaningfully (at least 2 cards I'd say) trigger.

Also, a naked Arq is 54, compared to 51 for a TRC90. Apples and oranges, I know, but the TRC90 feels immensely superior.

At 59 the Arq has AP or RBD, the TRC90 gains Engine Techs.

I don't think you want control turbos on an ARQ- you want damage. ARQs are not star-and-center burst damage ships- they're the annoying pests on the flanks that keep reminding you they are there with turbolaser vollies while your main ships are closing in for the kill. The Turbos you want are Slaved/DTTs/Enhanced Armament.

I run mine without defensive retrofits to keep them cheap, but if so inclined I'd put on Reinforced blast doors or AP.

I never run them with Engine Techs. I don't need the speed boost, a nav token has always been enough for me.

Compared to the CR-90 my ARQ puts out more firepower out the ideal arc (5 vs 3 on the CR-90), and are much more likely to maim the CR-90 in one volley.

Also:

7 hours ago, Green Knight said:

In general I fund that Arq suck.

You've been funding FFG in exchange for them not making the Arquitens too good?! **** you rich Norwegians...

:D

13 hours ago, Norsehound said:

Superlaser build idea:

Cymoon // Vader / Devestator / Intel Officer / Veteran Gunner / Spinal Armament / XI7 / Intensify Firepower (155pts)

Get a CF token to the Cymoon to setup Intensify Firepower

On attack, +1 Red for Spinal, +1 Red for Concentrate Fire (total 7 dice at long range). Fire.

Re-roll crap rolls with Veteran gunners. Hone maximum firepower with Vader. Icing on top by catching any blanks after both re-rolls with Intensify Firepower.

Intel officer guarantees they won't use Brace, or they will for one time only. XI7s makes redirects useless.

Possible ceiling of damage is 14! at long range. If Devastator is without tokens, it becomes 18 . You have two layers of re-rolling, one dice setter, defense token threatening and control with XI7s. The only way this will fail is your dice are blanks through two re-rolls.

Options vary. Sacrifice one re-roll level for forking attacks with Gunnery team. Ignite all reactors by going from spinal to slaved turrets to save points for elsewhere. Get some more control at the expense of firepower by dropping Spinals for H9s or Quad Turbolasers.

Datz some shexy shupalazah shenanigans

Did 12 damage and 2 accs on one shot today. Took out a healthy Liberty from the front.

Same game shot down 2 flotillas in 1 activation. At long range.

Good times.

Cymoon, it gives something to use with Vader

50 minutes ago, Darth evil said:

Cymoon, it gives something to use with Vader

Vader's purpose was clear when arqs came to the scene and now you have a lot of cheaper ships with one-color batteries you want to control.

Importantly, Vader is there to control large amounts of red dice, which no other upgrade (until the calamari duo) could do. And since empire has bigger batteries, it matters a whole lot more.

16 hours ago, Norsehound said:

Superlaser build idea:

Cymoon // Vader / Devestator / Intel Officer / Veteran Gunner / Spinal Armament / XI7 / Intensify Firepower (155pts)

Get a CF token to the Cymoon to setup Intensify Firepower

On attack, +1 Red for Spinal, +1 Red for Concentrate Fire (total 7 dice at long range). Fire.

Re-roll crap rolls with Veteran gunners. Hone maximum firepower with Vader. Icing on top by catching any blanks after both re-rolls with Intensify Firepower.

Intel officer guarantees they won't use Brace, or they will for one time only. XI7s makes redirects useless.

Possible ceiling of damage is 14! at long range. If Devastator is without tokens, it becomes 18 . You have two layers of re-rolling, one dice setter, defense token threatening and control with XI7s. The only way this will fail is your dice are blanks through two re-rolls.

Options vary. Sacrifice one re-roll level for forking attacks with Gunnery team. Ignite all reactors by going from spinal to slaved turrets to save points for elsewhere. Get some more control at the expense of firepower by dropping Spinals for H9s or Quad Turbolasers.

Man this...

tumblr_inline_omgbxyLBhy1urufhs_540.gif

@Norsehound you are EVIL!!! :D :D :D

Anyway we could work an Interdictor into Vader's Superlaser Cymoon's list?

SO awesome! :D

1 hour ago, Norsehound said:

Vader's purpose was clear when arqs came to the scene and now you have a lot of cheaper ships with one-color batteries you want to control.

Importantly, Vader is there to control large amounts of red dice, which no other upgrade (until the calamari duo) could do. And since empire has bigger batteries, it matters a whole lot more.

I can't make Arquitens work for me, i want a Pair of ISD's

VSD2 GT, D-caps 95

Cymoon, GT, XI7, Spinal, Vader 170

Cymoon, GT, XI7, Spinal 134

399/400

low ship activation but you should be popping targets on turn 2 to even things up.

Edited by Mad Cat
12 hours ago, svelok said:

Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Admiral Motti ( 24 points)

- Intensify Firepower! ( 6 points)
- Gunnery Team ( 7 points)
= 149 total ship cost

Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Shields to Maximum! ( 6 points)
- Gunnery Team ( 7 points)
= 125 total ship cost

Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Entrapment Formation! ( 5 points)
- Gunnery Team ( 7 points)
= 124 total ship cost

Points: 398/400

:ph34r:

Cute.

I'm hyping the fact that I can now do a lore-friendly Jason-style Vader raid on a lore-friendly equipped profundity!

Out of the two ISDs on offer, I'd say the Kuat Refit tickles my fancy just a tad more. Though I've always envisioned the Chimaera to be an ISD II, what with the 9ABY timeline and all. I suppose in Canon that would mean she's a I? (Feel free to enlighten me. No seriously, I am genuinely surprised to see just how well all the new stuff fits its theme, and I want to tinker with precisely that theme.)

Just now, DampfGecko said:

I'm hyping the fact that I can now do a lore-friendly Jason-style Vader raid on a lore-friendly equipped profundity!

Out of the two ISDs on offer, I'd say the Kuat Refit tickles my fancy just a tad more. Though I've always envisioned the Chimaera to be an ISD II, what with the 9ABY timeline and all. I suppose in Canon that would mean she's a I? (Feel free to enlighten me. No seriously, I am genuinely surprised to see just how well all the new stuff fits its theme, and I want to tinker with precisely that theme.)

In the Original (Legends) Thrawn Trilogy, the Chimaera was an ISD-II.

However, since its re-conception into Current canon with Star Wars Rebels, it is officially an ISD-I

Just now, Drasnighta said:

In the Original (Legends) Thrawn Trilogy, the Chimaera was an ISD-II.

However, since its re-conception into Current canon with Star Wars Rebels, it is officially an ISD-I

That was... seriously quick. Thanks!

In that case, there you have it, I suppose I can now officially hype both old ISDs again AND find the new ones interesting. That red-dice monster above is just too nasty not to try. I get evil giggles just by reading the number 14.

4 hours ago, DampfGecko said:

That was... seriously quick. Thanks!

In that case, there you have it, I suppose I can now officially hype both old ISDs again AND find the new ones interesting. That red-dice monster above is just too nasty not to try. I get evil giggles just by reading the number 14.

Hahaha...evil giggles.

Yeah! And to think that if all defence tokens have been depleted that potentially goes up to 18!!!!! :blink:

Kuat, I wan't to see how tri-color batteries work when they are all around. The only other tricolor (without dice added from upgrade or missions) is the ISD 1, and that looks like a jouster trying to go straight at speed 3 pass by for a quick broadside and departs at blue range with a parting salvo.

Since I just completed an ISD1 (as well as a Comms Net Gozanti flotilla) from Mel's Miniatures, I feel I kind of have to stick with the ISD1 for bit.

It still feels dirty to put the Avenger title on it, though I guess I'm going to call it the Retaliator .

(Edit: Hm, my typo had the WalMart version: the Retailiator .)
26169605_10156407199822573_4203516623431

^ Ohh...now that is a battlegroup befitting of an Ex-Moff! :D :D :D

19 minutes ago, Alpha Xg1 said:

^ Ohh...now that is a battlegroup befitting of an Ex-Moff! :D :D :D

What's this Ex- Moff nonsense?!

The Corellian Sector may be going through a little bit of a rough period right now, but the Rebellion is still scheduled to be crushed once they decide to show up for the battle.