Nose Punch 4.0

By Drasnighta, in Star Wars: Armada Fleet Builds

Now that everything is done and dusted and in place... Here we go on Nose Punch 4.0.

I've been testing this ever since the leaks with a lot of success... Even against the Ackbar DoomPickle and the Rieekan Aces builds... Not always to Victory, but to minor losses at times, and more importantly, learning experiences ...

So here it is... Ready to hit the Hothgary Regional at Myth Games on Saturday.

[ EMPIRE FLEET (399 points)
1 • Interdictor Suppression Refit - Admiral Motti - Taskmaster Grint - Projection Experts - Targeting Scrambler - G7-X Grav Well Projector - Interdictor (135)
2 • Interdictor Suppression Refit - Captain Brunson - Grav Shift Reroute - G7-X Grav Well Projector - Ion Cannon Batteries (104)
3 • Quasar Fire I-class Cruiser-Carrier - Flight Commander - Squall (60)
4 • Gar Saxon Mandalorian Gauntlet Fighter (23)
5 • Mandalorian Gauntlet Fighter (20)
6 • Major Rhymer TIE Bomber Squadron (16)
7 • JumpMaster 5000 (12)
8 • Black Squadron TIE Fighter Squadron (9)
9 • Colonel Jendon Lambda-class Shuttle (20)
10 • Objectives - Station Assault - Contested Outpost - Navigational Hazards (0)

Nose Punch is all about Naked aggression .

Right from the start, my objective is to rip objectives away from you...

With my first activation, I'm aggressively hitting forward and laying Raid tokens on you...

Then as you try to gather speed and nav up,I'm across the board and into you...

Because the Gauntlets are Spends to activate, even the vaunted defenses of Lando and Admonition don't stop them laying the tokens on... Because I have 2 Gauntlets and Jendon, I'm planning to overwhelm even the most prolific comsnetter, and be forcing them to discard dials to delete the raids - or at least start spreading them over a fleet if its a mixed combat fleet....

It doesn't really care about 1st or 2nd... It does equally well in both cases.

I am excited.

Everything is being painted right now to be ready to go.

But where's the relay flotilla spam? No way this will work. ?

1 minute ago, emsgoof said:

But where's the relay flotilla spam? No way this will work. ?

I like seeing them across the table.

You can't Relay when you can't Squad Command.

... and you can't Scatter a Spent Hit to avoid that Token, either... :D :D :D

Edited by Drasnighta

I was just toying with something like that.


Faction: Imperial
Commander: Admiral Konstantine

Assault: Station Assault
Defense: Contested Outpost
Navigation: Minefields

Interdictor Suppression Refit (90)
• Admiral Konstantine (23)
• Damage Control Officer (5)
• Engineering Team (5)
• Disposable Capacitors (3)
• G7-X Grav Well Projector (2)
• G-8 Experimental Projector (8)
• Heavy Ion Emplacements (9)
• Interdictor (3)
= 148 Points

Interdictor Suppression Refit (90)
• Damage Control Officer (5)
• Engineering Team (5)
• Disposable Capacitors (3)
• Grav Shift Reroute (2)
• G-8 Experimental Projector (8)
• Heavy Ion Emplacements (9)
= 122 Points

Squadrons:
• 2 x Lambda Shuttle (30)
• 4 x Mandalorian Gauntlet Fighter (80)
• Whisper (20)
= 130 Points

Total Points: 400

This is....interesting.

Hahaha looks fun

Even better if you plan it right not only can you block commands but you can potentially hit something with Rhymer at speed 0 negating the standard use of defense tokens

Im very interested in hearing how it goes @Drasnighta Take some pics!

Brunson + Interdictor is gud

14 hours ago, Drasnighta said:

1 • Interdictor Suppression Refit - Admiral Motti - Taskmaster Grint - Projection Experts - Targeting Scrambler - G7-X Grav Well Projector - Interdictor (135)
2 • Interdictor Suppression Refit - Captain Brunson - Grav Shift Reroute - G7-X Grav Well Projector - Ion Cannon Batteries (104)

I'd take TallGiraffe's suggestion and switch your kit around like this:

1 • Interdictor Suppression Refit - Admiral Motti - Captain Brunson - Targeting Scrambler - G7-X Grav Well Projector - Interdictor (???)
2 • Interdictor Suppression Refit - Taskmaster Grint - Projection Experts - Grav Shift Reroute - G7-X Grav Well Projector - Ion Cannon Batteries (???)

I think that gives your flag a bit more survivability and also lets you choose either Brunson or Scramblers to toggle with interdictor. I guess you could make the argument that you want to move Motti to the one with Projection experts as it might be further back. That IS a lot of points in one ship though and you don't have the same defensive tech.

It does inherently lag behind in all games thus far.

Which is why it’s likevthat? but hey, big test is Saturday against unknowing opponents

Agree with Brunson being on interdictor lead, with scramblers... Makes it much harder to crack.

I made/copied a Nose Punch.

Nose Punch G (398/400)
Empire

Commander: Admiral Motti

Objectives: Station Assault, Contested Outpost, Navigational Hazards

[flagship] Interdictor Suppression Refit (90)
- Admiral Motti (24)
- Interdictor (3)
- Targeting Scrambler (5)
- G7-X Grav Well Projector (2)
- Ion Cannon Batteries (5)
- Disposable Capacitors (3)
- Captain Brunson (5)
= 137 total points

Interdictor Suppression Refit (90)
- Grav Shift Reroute (2)
- G7-X Grav Well Projector (2)
- Heavy Ion Emplacements (9)
= 103 total points

Quasar Fire I-class Cruiser-Carrier (54)
= 54 total points

Squadrons (104/134):
1x Gar Saxon Mandalorian Gauntlet Squadron (23)
1x Mandalorian Gauntlet Squadron (20)
1x Major Rhymer Tie Bomber Squadron (16)
1x Colonel Jendon Lambda-class Shuttle (20)
1x JumpMaster 5000 (12)
1x Tempest Squadron TIE Advanced Squadron (13)

opps forgot Squall.

Edited by TallGiraffe

So the aim of the nose punch fleet is to hit them so hard in the first round? If im wrong please explain it

1 hour ago, Jabby said:

So the aim of the nose punch fleet is to hit them so hard in the first round? If im wrong please explain it

Hit them hard in the first round while going speed 0- meaning no defense tokens. Previous iterations could kill a small ship or strip the front shields off an ISD (with some luck). It seems this new version is more about raid shenanigans though

1 hour ago, TallGiraffe said:

I made/copied a Nose Punch.

Did you?

1 hour ago, TallGiraffe said:

opps forgot Squall.

Nope. :)

Dras. Do ICBs offer the same value with raid? Or is this so you can clean a ship up before raiding?

I wonder how effective Director Isard would be for this list, just to maximize raid shenanigans.

1 hour ago, MandalorianMoose said:

Hit them hard in the first round while going speed 0- meaning no defense tokens. Previous iterations could kill a small ship or strip the front shields off an ISD (with some luck). It seems this new version is more about raid shenanigans though

The raid shenanigans are to keep them at speed zero for as long as possible.

The thing is, the average damage of Gar Saxon is basically the same as a TIE bomber, just no Crit effect, if I elect not to raid.

Which means the kill-power is almost the same as it ever was... its mostly the Rhymer Nerf that reduced that, not the intro to Raid.

Ive just found that AFTER the Punch, if theyvtoken up or get up to speed, then being able to raid squads and engineering’s for constant pressure fits the theme of the list.

1 hour ago, Ginkapo said:

Did you?

Nope. :)

Dras. Do ICBs offer the same value with raid? Or is this so you can clean a ship up before raiding?

ICBs are still gold, cleaning tokens or Shields as needed... There really isn’t a better option in the price range...

This has a lot of potential for someone who can roll better than I can.

Game one was against a Cracken Swarm of Corvettes with Dash, Shara, Tycho, Han, Hera and Ketsu - which, honestly, given the sit, was probably the worst possible matchup for me.

The Raid tokens were gold. I slapped a raid on Bright hope and then proceeded to have it kill itself by running over a debris 3 times.

But the failure here was me having about 8 shots on Cracken's CR90 over the course of the game, and having more than half of my dice come up ACC results... It limped away, and cost me all the other shots.... Like, a 9-2 loss.

Losing, but Looking Good:

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27657779_573619932980411_543876096012487

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Second game was against Jerjerrod Double Tooled out ISDs with Raider and Gozanti. I slapped a Nav Raid on the Raider with the punch and proceeded to send it torpedoing into the middle of my fleet at speed 4 where it died. The Gozanti was killed next turn, but again, die rolls failed me when squadrons then started not doing anything of measure to the ISD... Failed to kill it, so it dropped Motti and that proceeded to a tabling...

At this point, I'm taking solace in the fact that although I'm flying Interdictors against both a Cracken Swarm of Vettes and a Jerry ISD pair... both games have been Nav Hazards, and I've hit 1 obstacle, whereas my opponents combined have hit 6 at this point.

Game 3 was a much better game. game 3 almost didn't end up being a game.

This was against a Raddus Bomb. Tooled Ordnance Profundity, with RBD Flotilla instide it, with Nym and Keyan inside it... On the board was Combat Transports, A Pelta and the Raddus Corvette.

27540036_573620082980396_339125374870062

I'll post a picture here later ((edit, Done))... But basically... At the end of turn 2... Before Raddus had the Bomb out (ie, it was still out of play)... I had the Raddus Corvette with no Shields and 1 Hull Left.

Unfortunately, the only thing I had left to shoot at it was Black Squadron, and despite teh 50/50 chance of rolling a hit... The **** thing Choked...

Although, I could also blame Rhymer. He had 2 chances to kill it with Hit/Crits and rolled Miss then Hit before that... Oh well.

Because of this Failure:
27459446_573620159647055_605446664205760



THIS happened:


27459169_573620249647046_803154883567524

Regardless of who to blame, that meant we proceeded to a game. He popped Profundity with arcs on Motti and the Quasar. That popped the Transports... But he proceeded to try to get the CR90 out of dodge (since it was pretty Engine-Tech, TRC-Raddus tooled) and worth some points - but because of that, Gar quickly repositioned and slapepd a Squadron Raid on the RBD transport... Just in case... (I ended up killing it with Motti the next turn).

That game ended with me losing Rhymer and the Quasar (and Rhymer only becuase he had ordnance pods on the Profundity), but me killing everything but the MC75 (leaving it on like, 4 hull, regrettably) and picking up even more Nav Hazard tokens, without hitting anything myself.....

So in the end, 16/22 in what was a really heavily competitive field.

SO MANY Twin-ISD lists, and I happened to face the one which was prepared for me. Oh Well :D

With promise, and a little better rolling, both of my earlier games could have been Victories for a much better showing - but Statistically Abysmal struck again.

The list build is good. Its a shame I have to rely on the Quasar and not be able to FC/FCT with Interdictors like the old days... Because that Quasar being a Demolisher instead, and I'd be running roughshod over people.

Edited by Drasnighta

Updated with Images :)

Thanks for posting and sharing this list, I love your idea I used it once on a regional ended 9/18 but was hilarious. this new version seems better and I want to use it too.

To keep the flagship more protected, wouldn't it be better to switch around Grint+PE with Brunson?

Other than that, boy oh boy Nose Punch 4.0 looks solidly like a list I'd try to build, thank you for having such wonderful interaction ideas Dras :D

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.