I think a lot of intent with the FAQ was to get rid of non-fighting fleets, and make it harder to kill ships with unavoidable damage spikes the way things have been trending. Now, those things arent gone, but they are harder to do now.
Faq is up
4 hours ago, Thraug said:Yavaris is still awesome. Most people didn't use FCT/FCO
That's entirely contrary to my own experience. FCT/FCO was the standard
Yavaris
build basically everywhere I saw, and those of the people at my store too. So that covers the Michigan and Indy Regionals as well as Adepticon.
Yavaris
is still quite good, but you gotta work harder to get it to fire like back in the pre-FCO/FCT days. You can always give it some help from nearby Peltas and the like to set it up prior to the
Yavaris
activation, but it makes the machine take longer to set up.
typo correction
9 minutes ago, DOMSWAT911 said:Green Knight, I read your post for Strategic Advisor, the way I read the FAQ, there is no mention for the status (activated or not activate yet) of the ship equiped with that upgrade card. It's only to clarify that you can't use this upgrade if your ship equip with this card is set aside.
''This card’s effect can only resolve if the ship it is equipped to could activate this turn.''
Is it only me or... ''Could'' means only the possibility to be activated?
Good point. Needs contemplating.
11 minutes ago, homedrone said:I'm very surprised by the Flotilla limit.. I'm surprised the end of match rule wasn't enough.
And I'm not a fan of the relay nerf. To make good use of it now, the relay ships have to be between the action and the relaying ship. The relay of 1 on the VCX is just not enough to make it worth the points if the VCX isn't in the combat as well. It's not a keyword you make a fleet with now. It's just something you might get to use once in a while out of luck, but the VCX is still priced with it.
Relay 1 was always a side bonus of the VCX. That thing gets included for strategic.
Notables missing from FAQ; objective tweaks:
- Most Wanted (still very dumb with flotillas; auto-include objective for any fleet with flotillas)
- Targeting Beacons (Player 1 being able to jam 2 into a corner is stupid)
- Fleet Ambush (needs overhauling)
Ah ha ha. Long may the Yavaris/Haven list archetype languish and be relegated to the ashbin of Armada’s history!
Long live my Yavaris/Defiance archetype! Which outside of Yavaris, didn’t take a single nerf!
Edited by Church14I think the Flotilla Hard Cap is there because we will be getting some combat/anti starfighter flotillas, and for numerous reasons you could potentially take 3 transports and 5 “gunboats” and still have a naked mc80 with ackbar.
i think theyre actually trying to enlarge their design area by allowing them to make excellent flotillas that can still be combat ships, but which you cant spam for Ackbar or Motti. Sill good with them but not amazing.
otherwise only 2 transports doesnt make sense. It only makes sense once flotillas are capable of fighting
QuoteAt the end of a game round, all of one player’s ships that are not flotillas are destroyed. The player with at least one ship remaining earns a win and the opposing player receives a loss.
QuoteIf a player destroys all of his or her opponent’s ships, the opponent’s fleet is worth 400 fleet points for the purposes of calculating score, even if the total ship, squadron, and upgrade cards are worth fewer fleet points.
Did they... forget to put "that are not flotillas" in the section on scoring? Because as written, when an opponent is reduced to nothing but squads and flotillas, the game ends at the end of the round and that player loses. But, those things don't count as dead for scoring purposes.
Edited by svelokJust now, svelok said:Did they... forget to put "that are not flotillas" in the section on scoring? Because as written, when an opponent is reduced to nothing but squads and flotillas, the game ends at the end of the round and that player loses. But, those things don't count as dead for scoring purposes.
They didn't forget. When you are tabled, your opponent receives a score of 400 for your fleet. You don't subtract squads from that; the new rule is you don't subtract flotillas from that either.
To be really pedantic, killing all ships but flotillas isn't quite tabling, and doesn't work the same way as killing all ships does.
Quote
At the end of a game round, all of one player’s ships that are not flotillas are destroyed. The player with at least one ship remaining earns a win and the opposing player receives a loss.
Each player calculates their score by adding together the total fleet point value of their opponent’s destroyed ships —including upgrade cards equipped to those ships—their opponent’s destroyed squadrons, and any additional points earned through objectives.
If a player destroys all of his or her opponent’s ships , the opponent’s fleet is worth 400 fleet points for the purposes of calculating score, even if the total ship, squadron, and upgrade cards are worth fewer fleet points.
[Emphasis added]
If I'm reading this correctly, if you destroy all your opponent's non-flotilla ships, the game ends and you win. But you only get points for things you killed.
Whereas if you destroy all your opponent's ships (including any flotillas) you get the full 400 points.
Which creates some slightly weird potential scenarios where a player might want not to finish off an enemy non-flotilla ship to get more time to kill off flotillas for all those extra points (two flotillas are a maximum of 107? points for Imperials, 96 for Rebels, plus any surviving squadrons, plus any bid points - that could be quite a lot). I don't imagine it will be an issue all that often, and I understand why they did it (this way flotillas are still worth some points for killing), but it is still a little odd.
Although I guess there are already some weird situations where you don't want to kill something - situations where you've built up more than 400 points through killing stuff and objectives - in that case tabling gets you 400 points, but not doing so gets you more (and potentially a bigger MOV).
4 minutes ago, Grumbleduke said:To be really pedantic, killing all ships but flotillas isn't quite tabling, and doesn't work the same way as killing all ships does.
[Emphasis added]
If I'm reading this correctly, if you destroy all your opponent's non-flotilla ships, the game ends and you win. But you only get points for things you killed.
Whereas if you destroy all your opponent's ships (including any flotillas) you get the full 400 points.
Which creates some slightly weird potential scenarios where a player might want not to finish off an enemy non-flotilla ship to get more time to kill off flotillas for all those extra points (two flotillas are a maximum of 107? points for Imperials, 96 for Rebels, plus any surviving squadrons, plus any bid points - that could be quite a lot). I don't imagine it will be an issue all that often, and I understand why they did it (this way flotillas are still worth some points for killing), but it is still a little odd.
Although I guess there are already some weird situations where you don't want to kill something - situations where you've built up more than 400 points through killing stuff and objectives - in that case tabling gets you 400 points, but not doing so gets you more (and potentially a bigger MOV).
This strikes me as an error, one that will (should?) be rectified.
Edited by SoonerTedI never saw a problem with relay. If relay was a problem, it was because it was padded by a huge number of flotillas. Lambdas are still hard-capped at relay 2 and if you wanted to abuse that, you either took two shuttles (cutting into your squadrons) withmassive expensive carriers, or you padded your side of the table with flotillas to make optimal use of the one Lambda squadron you have with multiple activations. The latter is no longer a problem if you've capped your flotillas. The most egregious use of Relay I could think of are in the days before the Rhymer nerf when you'd have a blob of TIE bombers flanking at medium range, commanded by one shuttle with an escort.
Kind of wish a more elegant solution was put forward for the flotillas, but if this is what needs to be done... anything to put an end to the flotilla-spam-with-single-heavy lists.
37 minutes ago, Snipafist said:That's entirely contrary to my own experience. FCT/FCO was the standard Yavaris build basically everywhere I saw, and those of the people at mys tore too. So that covers the Michigan and Indy Regionals as well as Adepticon.
Yavaris is still quite good, but you gotta work harder to get it to fire like back in the pre-FCO/FCT days. You can always give it some help from nearby Peltas and the like to set it up prior to the Yavaris activation, but it makes the machine take longer to set up.
Double Pelta returns!
1 minute ago, comatose said:Double Pelta returns!
But @comatose , don't you know that Peltas are bad? The internet said so! Your good placing in events with them is all just a fluke!
8 minutes ago, Grumbleduke said:To be really pedantic, killing all ships but flotillas isn't quite tabling, and doesn't work the same way as killing all ships does.
[Emphasis added]
If I'm reading this correctly, if you destroy all your opponent's non-flotilla ships, the game ends and you win. But you only get points for things you killed.
Whereas if you destroy all your opponent's ships (including any flotillas) you get the full 400 points.
Which creates some slightly weird potential scenarios where a player might want not to finish off an enemy non-flotilla ship to get more time to kill off flotillas for all those extra points (two flotillas are a maximum of 107? points for Imperials, 96 for Rebels, plus any surviving squadrons, plus any bid points - that could be quite a lot). I don't imagine it will be an issue all that often, and I understand why they did it (this way flotillas are still worth some points for killing), but it is still a little odd.
Although I guess there are already some weird situations where you don't want to kill something - situations where you've built up more than 400 points through killing stuff and objectives - in that case tabling gets you 400 points, but not doing so gets you more (and potentially a bigger MOV).
Can someone get a confirmation that this isn't just an oversight?
1 minute ago, Snipafist said:But @comatose , don't you know that Peltas are bad? The internet said so! Your good placing in events with them is all just a fluke!
It doesnt mean a good player cant win with them. But they feel pretty subpar every time I see one on the table for or against me. That may just mean they are being used the wrong way, but honestly I think they are in the same camp as all the other speed 2 ships and squads - never should have happened.
I'm fully in favour of the Relay change.
Even if the previous Relay rules were not too good, they were dull .
Now you have to get your carriers at least close to the fight, which is tactically much more interesting, creating restrictions and choices for both players.
4 minutes ago, comatose said:Double Pelta returns!
You will probably start saying "Hera and Lancers are good!"
SORCERER!
Just now, Snipafist said:But @comatose , don't you know that Peltas are bad? The internet said so! Your good placing in events with them is all just a fluke!
Not having to worry about a 1+4, BTA, or a Sloane player engaging through Relays? Those things make me very happy since some of the GH+Y+3 players are also going to throw up their hands and stupidly not try to make a variant of that fleet still work.
Peltas are bad though. There are only two worthwhile variants: IF! platforms and FCT pushers. Oh wait, nevermind, those are AWESOME!
1 minute ago, moodswing5537 said:You will probably start saying "Hera and Lancers are good!"
SORCERER!
![]()
No, they're still bad. I was just on drugs or something at the time. Although Sato+MC75/Bail enjoys them.
1 minute ago, comatose said:No, they're still bad. I was just on drugs or something at the time. Although Sato+MC75/Bail enjoys them.
I only said it because you kicked my **** with them...lol
3 minutes ago, comatose said:No, they're still bad. I was just on drugs or something at the time. Although Sato+MC75/Bail enjoys them.
I have Hera plans. Not NOW, mind you, I have to rebuild my World's list
Just now, moodswing5537 said:I only said it because you kicked my **** with them...lol
Ok, fine, they're not "bad". They're just hard to use effectively against reasonably good opponents.
Hera is awesome.
Lancers are not, but mostly just because they're so totally outclassed by the broken-tier YT-2400 for one point more.
2 minutes ago, geek19 said:I have Hera plans. Not NOW, mind you, I have to rebuild my World's list
Me too. I'm naming it "Hera gets a Dutch Wedgey!"
Coming soon!