Nose Punch 4.0

By Drasnighta, in Star Wars: Armada Fleet Builds

6 minutes ago, jbrandmeyer said:

How much mileage do you get out of the projection experts? It seems like a common theme of the failures was dice control. Subbing in SW-7's for the ICB's and projection experts would fix that. Or maybe even consider dropping Grint and your "bid" for SFO + SW-7? That would leave you with some impact from projection experts, albeit at a lower investment.

How do you feel about subbing out Station Assault for Fleet Ambush? FA seems like it would be less risky for P2 with the dual grav well projectors, even in a Raddus-populated world. Although, it looks like your opponents already thought of Navigational Hazards as the lessor evil.

Last tournament I took a non raid variant to this, I played 3/3 station assaults - but I only lost 1 station all day, so I’m quite happy with the Assault and Defense.

Nav Hazard was my last minute inclusion instead of Salvage run... I should have kept that.

@Visovics - as I have a lead combat and a trail flag, the setup works well... the only change I would consider is shifting the title over so Brunson can be doubled up on instead of Scrambler... but I’m also biased by the fact that the scrambler rerolls were even-to-better most of the day...

What's the deal with Nav Hazards?

IMO it will only be picked by ppl with a fleet well suited to dodging obstacles.

Salvage run. DT even.

6 minutes ago, Drasnighta said:

Last tournament I took a non raid variant to this, I played 3/3 station assaults - but I only lost 1 station all day, so I’m quite happy with the Assault and Defense.

Nav Hazard was my last minute inclusion instead of Salvage run... I should have kept that.

@Visovics

Oh yeah, with Salvage Run in the mix, Station Assault definitely looks like the lessor evil.

I don't have any experience with SA. I'm playing a little bit of Vizzini with this logic, but my guess is that P1 sees it like this: Station Assault looks considerably less bad than Contested Outpost and Navigational Hazards (or Salvage Run), since P1 "only" needs to kill one of them to neutralize the objective scoring, and P1 gets some measure of deployment control with SA.

The textbook strategy is for P1 to place their two obstacles in P2's corners, forcing the stations as close to the middle as practical. On the flip side, you can use the grav wells and shift to effectively make the corner bigger, make it harder to be outflanked, and get full grav shift control of both stations and 2-4 more obstacles. If I have particularly fast ships, I might just deploy opposite to your defended corner, and use the approach turns to effectively redeploy, delaying the onset of combat to T3 or even T4.

How do your SA games go in practice?

Just now, jbrandmeyer said:

Oh yeah, with Salvage Run in the mix, Station Assault definitely looks like the lessor evil.

I don't have any experience with SA. I'm playing a little bit of Vizzini with this logic, but my guess is that P1 sees it like this: Station Assault looks considerably less bad than Contested Outpost and Navigational Hazards (or Salvage Run), since P1 "only" needs to kill one of them to neutralize the objective scoring, and P1 gets some measure of deployment control with SA.

The textbook strategy is for P1 to place their two obstacles in P2's corners, forcing the stations as close to the middle as practical. On the flip side, you can use the grav wells and shift to effectively make the corner bigger, make it harder to be outflanked, and get full grav shift control of both stations and 2-4 more obstacles. If I have particularly fast ships, I might just deploy opposite to your defended corner, and use the approach turns to effectively redeploy, delaying the onset of combat to T3 or even T4.

How do your SA games go in practice?

Doubly G7s mean if you want to start on the same board half as my stations, you are starting at speed 0 and getting nose punched.

your alternative is to have to go through a bunch of obstacles AND my fleet to get there.

2 minutes ago, Drasnighta said:

Your alternative is to have to go through a bunch of obstacles AND my fleet to get there.

I'm just thinking that if I was opposite your fleet in this situation, that I'd take this side of the bargain, since my fleet is composed exclusively of speed 3 and faster ships. What do your opponents do in practice?

3 hours ago, jbrandmeyer said:

I'm just thinking that if I was opposite your fleet in this situation, that I'd take this side of the bargain, since my fleet is composed exclusively of speed 3 and faster ships. What do your opponents do in practice?

Slam headfirst into Interdictors, not able to jump them, or crippling themselves on obstacles as they go...

Which has squadrons cleaning up...

Its generally a bloodbath at that point, but I tend to kill on par with what I lose (or better) and delay enough that the Ships that do make it to the stations don’t have enough time to do 10 damage to them.

The speedy ships with the firepower to do so don’t generally find they can outmaneuver or jump my impromptu blockade.

Just reading through lists and this one looks very similar to my post Wave 7 idea. Trying something similar with the double Interdictor.

Is there any reason to consider giving the Interdictor with the ion cannon batteries disposable capacitors to help keep stripping tokens off of slowed ships?

Edited by Wes Janson
Wrong ship class mentioned

It was originally there and removed along with ICB on the other Interdictor to pau for the second gauntlet.

Hmmmmmmm......

Drasnighta

If the opponent is first player won't they just activite their most important ship first and increase its speed, thereby preventing you from lowering its speed to 0.