It was a fun game, i think the list could do better with, adjustments, but I still don't prefer phantoms. I can understand why some folks would like them though, heal jank with a station is a great way to increase survivability.
May the Force Be With Biggs - Steel Command Containment Thread
Its June btw
4 hours ago, Ginkapo said:Its June btw
I had no idea! Stop the presses! It's June everybody!
(Also, I don't really care about the title of the containment thread)
On 5/17/2018 at 3:21 AM, ripper998 said:I find this statement by Truthfulness on Raddus interesting. " Some would argue he's broken, but clearly some of the best players in the World figures out how to beat him"
They beat Raddus with the other broken admiral which is Reeikan. One could argue that it takes a broken admiral to defeat another.
Also, I agree with Biggs on most of this.
How is Rieekan broken in any way? The only way to nerf the bl**dy man again would be to just have him sit on your ship for 30 points and do nothing.... You get 1 pick per round, which can work against you if you pick wrongly.
The problem with Rieekan is he is used by specific players who have a very clear tactical way of how to play, and what their plan is, it's only when used by the right player Rieeks is a pain (which shows that he's still a force post-nerf), if used by someone who doesn't know him or their own gameplan post nerf he's nothing special....
IMO all generals have their annoyances like Vader turning every attack from an Imps fleet from blanks to rerolled double hits, or sato unleashing ACM or APTs at long range
On 5/16/2018 at 10:21 PM, ripper998 said:I find this statement by Truthfulness on Raddus interesting. " Some would argue he's broken, but clearly some of the best players in the World figures out how to beat him"
They beat Raddus with the other broken admiral which is Reeikan. One could argue that it takes a broken admiral to defeat another.
Also, I agree with Biggs on most of this.
Some of the best players in the World also beat him with Motti and Sloane too at the very least. I'm fairly certain JJ got beat 6-5 by a Sloane player. He just barely made the cut with a 10-1 final round. Ninja I believe went 7-4 against a Raddus list. I know for certain he beat one. I dare you to play Raddus against @CaribbeanNinja . That guy has his anti-Raddus tactics down pat with Motti.
Edited by Truthiness1 hour ago, Truthiness said:Some of the best players in the World also beat him with Motti and Sloane too at the very least. I'm fairly certain JJ got beat 6-5 by a Sloane player. He just barely made the cut with a 10-1 final round. Ninja I believe went 7-4 against a Raddus list. I know for certain he beat one. I dare you to play Raddus against @CaribbeanNinja . That guy has his anti-Raddus tactics down pat with Motti.
Raddus isn't so much broken as he, just like Sloane, exploits the mistakes you make. If you overextend something, Raddus WILL come in in your side and crack your ship like a pitbull eating a Chihuahua. If you overextend your ships or squads against Sloane, she'll eat those one at a time. They're not broken, but they let good players exploit openings when they're given them.
Also I wish to hear more of @CaribbeanNinja 's tactics.
2 hours ago, EbonHawk said:The problem with Rieekan is he is used by specific players who have a very clear tactical way of how to play, and what their plan is, it's only when used by the right player Rieeks is a pain (which shows that he's still a force post-nerf), if used by someone who doesn't know him or their own gameplan post nerf he's nothing special....
Isn't that true of every admiral, though? Like, I can beat the new kid who just showed up with Rieekan to the store, that really doesn't say anything about me and my abilities (well, other than that I like beating up on new people). But it's the fact that Rieekan is SO good with experience that he's frustrating to play against. Every other admiral I can short circuit your responses/ability to respond by killing your ships. Rieekan says "no, you can't do that."
Just now, geek19 said:Isn't that true of every admiral, though? Like, I can beat the new kid who just showed up with Rieekan to the store, that really doesn't say anything about me and my abilities (well, other than that I like beating up on new people). But it's the fact that Rieekan is SO good with experience that he's frustrating to play against. Every other admiral I can short circuit your responses/ability to respond by killing your ships. Rieekan says "no, you can't do that."
Yes just as an experienced admiral can take out Rieekan, there are ways to beat him.
3 minutes ago, geek19 said:Every other admiral I can short circuit your responses/ability to respond by killing your ships. Rieekan says "no, you can't do that."
how do you stop mothma doing her ability? or ozzel doing his? (granted they're different generals but the point is the same) the only way to do it is to kill them, so target Rieekan first then he stops affecting everything, also IMO after his nerf it is purely down to skill level on both sides.... he only lets 1 thing live each turn and they could pick to rieekan the GR-75 or a squad first and then you take out the flagship and he can't do anything! (granted very lucky) but having 1 win live each round isn't broken, like having everything live was.
It is no different to Thrawn pumping out Eng commands and healing his ISDs and the like while still being able to use all their Sqauds... just as devastating in the right hands. Motti is also just the same with adding hull, use him with the right build and you have a general that can do pretty much the same especially with ISDs.
Obviously Rieeks is good with people who're experienced with him but he's not unbeatable and defo not broken. I have my quarrels with Raddus as well but he's not broken.
That's my argument that any general can take any general regardless, the game purely relies on 3 things. 1st Luck of Dice (biggest cause of winning/losing hands down), 2nd player level, 3rd your actual fleet. If you're skilled with your fleet their general shouldn't be *the* deciding factor, it comes down to how you pilot your fleet, what you choose to target first, and how good your dice are. That's how I see it anyway, the game is luck and piloting tactics which I think decide the games over generals.
4 hours ago, EbonHawk said:how do you stop mothma doing her ability? or ozzel doing his? (granted they're different generals but the point is the same) the only way to do it is to kill them, so target Rieekan first then he stops affecting everything, also IMO after his nerf it is purely down to skill level on both sides.... he only lets 1 thing live each turn and they could pick to rieekan the GR-75 or a squad first and then you take out the flagship and he can't do anything! (granted very lucky) but having 1 win live each round isn't broken, like having everything live was.
I think you missed the point here. The idea is that in most cases, a combo can be broken but Rieeken says no to that. For example, say you have an overload pulse raider II and Avenger as second player. Normally, I can stop the combo by activating first, and killing the Raider II. With Rieeken, I can't. that Raider II is still there, and there is nothing I can do to stop that. As another example, Say you have a Ten Numb within range one of torn far, with Adar and Yavaris nearby. Normally, I can take out on of those pieces (Adar, Yavaris, Ten) and be fine. Rieeken Says I cant. He prevents me from responding to you in the one interaction I have: Destroying the combo piece. In your other examples, the commanders are the combo piece, and I can kill them. Riekeens ability is that I can't stop the combo, something that is frustrating to play against.
(As a Side note, I have managed to kill Rieeken First turn of combat before, he still stuck around and enabled his own combo though, denying me my interaction.
1 minute ago, Do I need a Username said:I think you missed the point here. The idea is that in most cases, a combo can be broken but Rieeken says no to that. For example, say you have an overload pulse raider II and Avenger as second player. Normally, I can stop the combo by activating first, and killing the Raider II. With Rieeken, I can't. that Raider II is still there, and there is nothing I can do to stop that. As another example, Say you have a Ten Numb within range one of torn far, with Adar and Yavaris nearby. Normally, I can take out on of those pieces (Adar, Yavaris, Ten) and be fine. Rieeken Says I cant. He prevents me from responding to you in the one interaction I have: Destroying the combo piece. In your other examples, the commanders are the combo piece, and I can kill them. Riekeens ability is that I can't stop the combo, something that is frustrating to play against.
(As a Side note, I have managed to kill Rieeken First turn of combat before, he still stuck around and enabled his own combo though, denying me my interaction.
I hear you, I just don't think it's as big a game changer as it was before the nerf when it affected everything.. he's a lot more level now compared to the other top 5 generals. I've played for over two years now against @PodRacer and can say we have a 50/50 split all games are contested, point being, he's got experience playing against Rieekan and knows ways to get to him and the list to take (and he's taken Rieekan with pretty much about everything now), and we always contest each game evenly for the most part. If we had this conversation pre-FAQ i'd agree with you all the way, but only proccing once per turn now he's good but not as good as he's made out(still got mad skills though), you take out Ten Numb chances are he dies because the Op Player is saving his Rieekan for the GR-75 taking the next shot. He's situational now and timing when to use him is important.
"Riekeens ability is that I can't stop the combo, something that is frustrating to play against."
I mean this is his whole thing, yes.
but
No more frustrating than 2 Motti ISDs with 28 hull between them... and eng commands galore. My point being he's not broken, he is frustrating but so are a lot of the things in this game, FFG included
Just fed up of people still moaning about the old chap haha
Earning my BA in Art History.
http://www.steelstrategy.com/2018/06/ba-in-art-history-making-thrawn-work.html
8 minutes ago, BiggsIRL said:Earning my BA in Art History.
http://www.steelstrategy.com/2018/06/ba-in-art-history-making-thrawn-work.html
errata: swaped Tarkin for Thrawn in the efficiency piece.
1 hour ago, ovinomanc3r said:errata: swaped Tarkin for Thrawn in the efficiency piece.
... with Sovereign Tarkin is... very good? At least better than he was.
2 minutes ago, BiggsIRL said:... with Sovereign Tarkin is... very good? At least better than he was.
"Simply put, pretty much every other commander is just straight up better at something. Except for Thrawn , who is more expensive and not better (but more flexible with Sovereign and gives you bonuses every turn)."
Shouldn't be that Thrawn Tarkin instead?
2 hours ago, BiggsIRL said:Earning my BA in Art History.
http://www.steelstrategy.com/2018/06/ba-in-art-history-making-thrawn-work.html
I think you need to try Thrawn with VSDs. It's the one ship that really wants/needs to do multiple things per turn. Squads and navs? Squads and CF? Nav and Engineering? Nav + CF?
VSDs are only the dual threat when they can do multiple things.
4 hours ago, BiggsIRL said:Defense (Tanking):Thrawn = +Engineering, different command dial (or +1/2)Motti = +hull, no wasted commandsTagge = +defense tokens (Maybe? Bad example)Tarkin = +1/2 Engineering, different command dial (or + Engineering)
And which of those offers the most to small ships?
51 minutes ago, Ginkapo said:And which of those offers the most to small ships?
None, which is why mine tend to do ConFire, or do ConFire natively and Nav as Thrawn when I remember to notice that [redacted] Cham sitting on that [redacted] Profundity Garel's Honor .
12 hours ago, Ginkapo said:And which of those offers the most to small ships?
NONE OF THEM!
http://www.steelstrategy.com/2018/06/lets-talk-tournaments.html
54 hours a week is not a good number of hours to work, and really cuts into my writing time.
On 6/29/2018 at 5:18 PM, BiggsIRL said:http://www.steelstrategy.com/2018/06/lets-talk-tournaments.html
54 hours a week is not a good number of hours to work, and really cuts into my writing time.
Thanks for writing this! I am a newbie to tournaments, and I really appreciate your advice on taking or not taking the bye.