Bail, Pryce, Han and Raddus.

By Ginkapo, in Star Wars: Armada

Wave 7 has been out a little while and inside where some lovely new tools which break the mould quite a bit.

Pryce gives you last without needing 27 ships.

Bail gives you first without a bid.

Raddus gives you perfect deployment without any Z95s.

How have you found these? How are you leveraging them to your advantage.

For my part I have been running a dual vader ISD list including a Pryce Avenger. I choose turn 2 or 3 and use it to set up a kill shot on the biggest enemy ship. It becomes almost undodgable without needing to spend a lot of points on activations for set up letting me have a more rounded fleet.

Sure there may come a time when it gets beat, but picking earlier rather than later turns brings the risk down. You have to plan to run at speed 3 to avoid your opponent getting a chance to jump you a turn earlier, rather than banking on a slow roll.

I do like the idea of combining Han and Bail into something, it seems like something very workable there, and you could name the list something like "Meet the Parent." What the rest of the list is, of course....

in yesterday's tourney there was a lot of Dual ISDs lists and a lot of 3-4 activations lists. I think there was only 3 lists that had 6 or more activations, and the winner of the tournament had only 3 or 4. I myself performed okay by ending 5th or 6th out of 15 by using a 4 activations, no flotilla, untested fleet xD

Han + Bail + Sato :)

21 minutes ago, Green Knight said:

Han + Bail + Sato :)

But I had Pryce the turn before! Oh nos!

Sato + MC75 + ER + APT + Bail + CF + Hondo + Tycho = 13 black dice

I've had this whiff in 2 different games on Demo already -.-

14 minutes ago, Undeadguy said:

Sato + MC75 + ER + APT + Bail + CF + Hondo + Tycho = 13 black dice

I've had this whiff in 2 different games on Demo already -.-

Take Expanded Launchers instead of APTs for even MOAR black dice!

2 minutes ago, Matt Antilles said:

Take Expanded Launchers instead of APTs for even MOAR black dice!

MOAR BLANK DICE!

2 hours ago, Undeadguy said:

Sato + MC75 + ER + APT + Bail + CF + Hondo + Tycho = 13 black dice

I've had this whiff in 2 different games on Demo already -.-

Your lack of ordnance experts disturbs me...

4 hours ago, Ginkapo said:

Wave 7 has been out a little while and inside where some lovely new tools which break the mould quite a bit.

Pryce gives you last without needing 27 ships.

SoCal Regionals saw Pryce + flotillas. Made the activation war somewhat worse.

That said, there seemed to be a lot of fleets with far fewer activations. Part of that was the popularity of Raddus and Profundity--not necessarily together, but there was some "I don't need no steenking activation advantage!"

Saw a lot of burning MC75s. They are the hotness, but people haven't come to grips with their vulnerability. You must be very careful with defensive upgrades and officers.

"Bail, Pryce, Han and Raddus."

... first line of thread did not say "Walk into a Bar."

Would not read again.

Raddus is just.... Mmmmmm! That deployment.

1 hour ago, Rcracken7 said:

Your lack of ordnance experts disturbs me...

Well I heard Sensor Teams was good...

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yea totally forgot that though

19 hours ago, Undeadguy said:

Sato + MC75 + ER + APT + Bail + CF + Hondo + Tycho = 13 black dice

I've had this whiff in 2 different games on Demo already -.-

Apart from the whiffs how are you finding him? Not dissuading Demolishers from jumping in?

9 minutes ago, Ginkapo said:

Apart from the whiffs how are you finding him? Not dissuading Demolishers from jumping in?

I've been told it is extremely intimidating to face. I have yet to ace something with Bail because I can't prevent Brace from being used. All the black dice is nice, but my 10 damage is getting dropped to 5. Demo definitely thinks twice before moving in. Twice I've forced it to slow roll in which means one less round of damage.

The best use I've made from Bail is blocking other large ships. I set Nav, Nav, CF from my dials, Bail on round 3, and deploy at speed 2 at the front of the zone. 2 Navs let me get in position to attempt a block and the speed to get in close, but forcing my opponent to sit on my double arc is what's winning games. There is no other ship that can drop 9 black dice every round, or 12 with CF ER. And since I dictate when engagement begins, Aspiration puts my front to 6 shields, and 6 on the double arc. Not even BTA is getting through that.

I'm starting to think Bail is the single most powerful upgrade.

He requires no bid.

He gives you tokens like Hondo.

He lets you play your objectives and have first activation.

He beats Demo at last/first.

The thing that I love and will hate is the choice between first or second with Bail. I already make my lists to be able to play first or second, and Bail lets me do that even better. What do you do when you see 130 points of squads, Yavaris, and a Bail Sato 75? Take first and play my objectives which will score points from my squads AND I get to go first when I want? Or give me first and now I can have Yavaris triple tap followed by the 75?

I wish Bail was never made, but I am excited to go on a destructive rampage and prove to everyone Sato is great.

For reference, here is what I'm playing and won a kit tournament with already:

Faction: Rebel
Commander: Commander Sato

Assault: Precision Strike
Defense: Contested Outpost
Navigation: Superior Positions

MC75 Ordnance Cruiser (100)
• Commander Sato (32)
• Bail Organa (7)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
• Aspiration (3)
= 161 Points

Nebulon-B Escort Frigate (57)
• Yavaris (5)
= 62 Points

GR-75 Medium Transports (18)
• General Draven (3)
• Bright Hope (2)
= 23 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bomber Command Center (8)
= 33 Points

Squadrons:
• Biggs Darklighter (19)
• Jan Ors (19)
• Norra Wexley (17)
• Tycho Celchu (16)
• Gold Squadron (12)
• Green Squadron (12)
• 2 x X-wing Squadron (26)
= 121 Points

Total Points: 400

Edited by Undeadguy
54 minutes ago, Undeadguy said:

I'm starting to think Bail is the single most powerful upgrade.

He requires no bid.

He gives you tokens like Hondo.

He lets you play your objectives and have first activation.

He beats Demo at last/first.

The thing that I love and will hate is the choice between first or second with Bail. I already make my lists to be able to play first or second, and Bail lets me do that even better. What do you do when you see 130 points of squads, Yavaris, and a Bail Sato 75? Take first and play my objectives which will score points from my squads AND I get to go first when I want? Or give me first and now I can have Yavaris triple tap followed by the 75?

I wish Bail was never made, but I am excited to go on a destructive rampage and prove to everyone Sato is great.

For reference, here is what I'm playing and won a kit tournament with already:

Faction: Rebel
Commander: Commander Sato

Assault: Precision Strike
Defense: Contested Outpost
Navigation: Superior Positions

MC75 Ordnance Cruiser (100)
• Commander Sato (32)
• Bail Organa (7)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
• Aspiration (3)
= 161 Points

Nebulon-B Escort Frigate (57)
• Yavaris (5)
= 62 Points

GR-75 Medium Transports (18)
• General Draven (3)
• Bright Hope (2)
= 23 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bomber Command Center (8)
= 33 Points

Squadrons:
• Biggs Darklighter (19)
• Jan Ors (19)
• Norra Wexley (17)
• Tycho Celchu (16)
• Gold Squadron (12)
• Green Squadron (12)
• 2 x X-wing Squadron (26)
= 121 Points

Total Points: 400

You're my hero. I'm going to try this.

22 hours ago, Ginkapo said:

For my part I have been running a dual vader ISD list including a Pryce Avenger. I choose turn 2 or 3 and use it to set up a kill shot on the biggest enemy ship. It becomes almost undodgable without needing to spend a lot of points on activations for set up letting me have a more rounded fleet.

Sure there may come a time when it gets beat, but picking earlier rather than later turns brings the risk down. You have to plan to run at speed 3 to avoid your opponent getting a chance to jump you a turn earlier, rather than banking on a slow roll.

You summarized what I dislike most about this wave. Pryce nearly automatically (RNJesus, piss poor deloyments, and Motti ISDs not withstanding) grants you a large ship kill with AvengerBT. She removes the need for all of the activation padding and absurd bids people had to pa for before.

Bail seems less problematic because Rebels have no Demolisher or AvengerBT equivalent.

Raddus is almost too good. I’ve run him a lot and he has some serious opportunity cost. He also has problems with intelligent counterplay. Nonetheless, I will likely never run another commander in a tournament until AvengerBT gets a nerf as it is the only truly viable counterplay that isn’t an MSU.

You have no idea how happy you make me @Church14 declaring Pryce Avenger as OP. :)

Nevertheless it is countered by bombers, trc's, swarms, Bail, Lando, goddamn Admo fecking nition, decent play, stalling, or plain old outdeploying a 4 deployment list...

2 minutes ago, Ginkapo said:

You have no idea how happy you make me @Church14 declaring Pryce Avenger as OP. :)

Nevertheless it is countered by bombers, trc's, swarms, Bail, Lando, goddamn Admo fecking nition, decent play, stalling, or plain old outdeploying a 4 deployment list...

Also, what happens if YOUR Pryce ABT outbids THEIR Pryce ABT? Doesn't that NOT guarantee big ship murder?

How is Pryce BTA good? If I know you have last activation for the round, I can take shots and fly away. Do you expect people to waddle into the front arc at close? Or use Pryce for last the round before you set up for a first activation? That seems quite hard to do.

I honestly don't see the benefit of Pryce over SAd. SAd can net you the same effect every round so long as you have an equal amount of ships.

2 minutes ago, Undeadguy said:

How is Pryce BTA good? If I know you have last activation for the round, I can take shots and fly away. Do you expect people to waddle into the front arc at close? Or use Pryce for last the round before you set up for a first activation? That seems quite hard to do.

Pryce the round before, yeah. The key is making sure you aren't destroyed the round you Pryce it out, of course. And/or that it's worth killing whatever you're planning on BTAing.

8 minutes ago, Undeadguy said:

How is Pryce BTA good? If I know you have last activation for the round, I can take shots and fly away. Do you expect people to waddle into the front arc at close? Or use Pryce for last the round before you set up for a first activation? That seems quite hard to do.

Pryce turn before. And its easier than you think.

8 minutes ago, Undeadguy said:

I honestly don't see the benefit of Pryce over SAd. SAd can net you the same effect every round so long as you have an equal amount of ships.

Except I get to take multiple threats rather than padding! :)

For what it's worth, to my knowledge every Pryce at the socal regional was in a max squad list on the main carrier. I do not believe there were any Pryce BTvengers. Again, the upgrade probably helps BTvenger too, but it does far far more for max squads to have two full uninterrupted activation sequences. In wave 6 the issue was how do you alpha hard enough that the response doesn't do as much or more damage to you. In wave 7 it's how do you prevent your entire squadron force from being wiped out unused by a Pryce expanded hanger avenger ISD-2 or Ruthless Strategist Quasar-2 turn 3, and then letting them have 2 whole turns to run uncontested through your fleet.

I wasn't all about Raddus till the wave came out. (havent been vassaling)

Now that he is up....ugghh....SOOO good!