Need some help

By Lyraeus, in Star Wars: Armada

4 minutes ago, Lyraeus said:

I was looking at all of that. Precision Strike is only because I am very familiar with it and the free toke helps, Fire Lanes is interesting when you have what 12 red dice starting on them but you are right I am not used to the Intel use and such

intel, lol my fault. I meant Strategic but I think you understood me.

Just now, PT106 said:

It feels like it would be eaten alive by any serious bomber fleet.

I actually think it would happen like you predict. With DtO I have speed, with this the goal is to drop the carriers asap and table. The Kitten is there to help survival and the Flotilla is there to funnel tokens.

Like I said this is attempt one and I feel it's not quite right either but research first and then I have to remember how the game structure runs (ok that parts done) so I can run mental simulation games like I use to but it will be against old data so I need some videos or game experience

2 minutes ago, ovinomanc3r said:

intel, lol my fault. I meant Strategic but I think you understood me.

Yea I remember messing with tokens when that came out so I know what you meant

Pryce gives you the delay and range to drop carriers that DtO used to give you with speed.

Edited by Ginkapo

Ok, this is just an exageration but the Avenger refit is really lethal. I did it just for fun and I will try it the next time but Supressor (no necessarily that one) and a Vader Avenger Cymoon with xi7 can do a lot of damage with your very first shot.

4 minutes ago, Ginkapo said:

Pryce gives you the delay and range to drop carriers that DtO used to give you with speed.

Hmmm care to elaborate? I see she forces a ship to go last which is good assuming your turn guess is right (enough experience almost makes this moot, almost)

1 minute ago, ovinomanc3r said:

Ok, this is just an exageration but the Avenger refit is really lethal. I did it just for fun and I will try it the next time but Supressor (no necessarily that one) and a Vader Avenger Cymoon with xi7 can do a lot of damage with your very first shot.

Well yea. Anything with a way to hit like a ton of bricks and force feed that damage home is going to be insane. That's how DtO basically works... With a lot more mental manipulation and hard choices.

That just takes the hard choices away and says "Here you go, would you care for another?"

27 minutes ago, Lyraeus said:

I actually think it would happen like you predict. With DtO I have speed, with this the goal is to drop the carriers asap and table. The Kitten is there to help survival and the Flotilla is there to funnel tokens.

Yeah, however good carrier fleet would have some countermeasures against tabling (Admiral lifeboat far away for example). I would prefer a fleet that has "kill\outlive\outrun squadrons" as viable strategy ;)

28 minutes ago, PT106 said:

Yeah, however good carrier fleet would have some countermeasures against tabling (Admiral lifeboat far away for example). I would prefer a fleet that has "kill\outlive\outrun squadrons" as viable strategy ;)

I thought they took that away but even so you have time to set up and take the kill. There is only so much a player can do in any situation and smart play vs smart play means it's up to the plan

Edited by Lyraeus

@MandalorianMoose You rang? Also, what’s the point of an encyclopedia if it’s abridged? Defeats the point a bit.

17 minutes ago, Lyraeus said:

I thought they took that away but even so you have time to set up and take the kill. There is only so much a player can do in any situation and smart play vs smart play means it's up to the plan

What I noticed is that several high-level Rieekan builds do include admiral on a hammerhead\CR90 that can be flown away, and it makes sense to me. I even do something similar in several of my bomber-heavy Imperial builds. So my point is that relying on tabling as the only way to deal with squadrons without any kind of lifeboat hunter may easily backfire.

3 minutes ago, PT106 said:

What I noticed is that several high-level Rieekan builds do include admiral on a hammerhead\CR90 that can be flown away, and it makes sense to me. I even do something similar in several of my bomber-heavy Imperial builds. So my point is that relying on tabling as the only way to deal with squadrons without any kind of lifeboat hunter may easily backfire.

Dodonna is on a CR90 in my builds for a reason.

Still with a list like this you can corner that fast and once the carriers are gone that might be a loss of one ISD vs them being tabled

1 minute ago, Lyraeus said:

Dodonna is on a CR90 in my builds for a reason.

Still with a list like this you can corner that fast and once the carriers are gone that might be a loss of one ISD vs them being tabled

I don't see that. Lets say carriers and squads are in one corner and CR90 is in a different corner. Are you going to send one of the ISDs after it (and remove it from the main fight)? Otherwise I don't think you'll get to that cr90 in time.

1 minute ago, PT106 said:

I don't see that. Lets say carriers and squads are in one corner and CR90 is in a different corner. Are you going to send one of the ISDs after it (and remove it from the main fight)? Otherwise I don't think you'll get to that cr90 in time.

In that case the kitten is there and I would deeply center. Once I see a corner deployment I plan center so I can control the pace and movement

1 minute ago, Lyraeus said:

In that case the kitten is there and I would deeply center. Once I see a corner deployment I plan center so I can control the pace and movement

An Arq can’t do it. The 90 is too agile, it will literally run circles around the CL before zooming away.

Imperial snipers

4 minutes ago, GiledPallaeon said:

An Arq can’t do it. The 90 is too agile, it will literally run circles around the CL before zooming away.

That's the risk but at the same time not the rule. Generalizations like that are interesting.

So the best counter I remember and mind you it's been a while so you all have fancy tricks now but center of the table for the ISD's with the kitten on the side the flag ship may end up, since I am losing deployment they have to decide where it's going and if it's going to play that game

25 minutes ago, Lyraeus said:

That's the risk but at the same time not the rule. Generalizations like that are interesting.

So the best counter I remember and mind you it's been a while so you all have fancy tricks now but center of the table for the ISD's with the kitten on the side the flag ship may end up, since I am losing deployment they have to decide where it's going and if it's going to play that game

Better deploy on a corner, IMHO.

36 minutes ago, ovinomanc3r said:

Better deploy on a corner, IMHO.

Maybe. Center means I can force issues and make the opponent mix things up. Corner vs corner is best for a straight counter and directing a fleet. If they are already directing themselves I can choose engagement

5 hours ago, ovinomanc3r said:

Salvage   Run i  s  o   k    .

Is it, though? You’re giving your opponent access to 2 dust clouds to block long range shots, then sending long range forces into the middle for a close range engagement. It’s also where all the obstacles are and this fleet has two large bases.

As for the Arq vs CR90, nothing will likely die unless you both fly towards each other at a reasonable speed. Attrition attacks don’t work well against two evades on either side, and you won’t likely get more than one close range shot against a speed four corvette.

Edited by The Jabbawookie

Here's the imperial list I'm currently running. Hasn't gotten to a tournament yet, but I've had fun with it in casual play.

Intensify Firepower is a great supplement for a TRC Arq, the Cymoon, and the assault Gozantis. It can even be useful on the raider, especially for blank fixing after the OE reroll.

I worry about taking it against Rieekan aces, but that's more discomfort with my lack of experience running the raider rather than any doubts about the list. In theory, the raider can shut down squadrons for a turn or two with good flying, while the TIEs fly in to either pick off a vulnerable squadron on the edge. Plus flak from the raider and Gozantis. Still, hasn't been seriously stress tested in that way yet, so I'm not going to make unsubstantiated claims.

Final thought is that I'm still undecided between the quad battery turret and xi7s on the Cymoon. Quad battery turrets will generally give me an extra dice, but force me into a slow roll - which isn't an awful thing for a sniper fleet. Xi7s would give me drilling power, but without support from other drilling - type upgrades elsewhere, I worry that the redirects will just be spent against other attacks, resulting in much less efficacy.

++ Standard (Imperial Navy) [399pts]

Arquitens-class Light Cruiser [63pts]: Turbolaser Reroute Circuits, •Captain Needa

Gozanti-class Assault Carriers [28pts]

Gozanti-class Assault Carriers [28pts]

Imperial Star Destroyer Cymoon 1 Refit [176pts]: Gunnery Team, Quad Battery Turrets, •Grand Moff Tarkin, •Intensify Firepower!, •Sovereign, •Strategic Advisor

Raider I-class Corvette [64pts]: Early Warning System, External Racks, Ordnance Experts, •Instigator, •Minister Tua

+ Squadrons +

TIE Bomber [16pts]: •Captain Jonus

TIE Fighter [24pts]: 3x TIE Fighter Squadron

+ Objectives +

Assault Objective: Station Assault

Defense Objective: Contested Outpost

Navigation Objective: Solar Corona

++ Total: [399pts] ++

Created with BattleScribe

7 hours ago, The Jabbawookie said:

Is it, though? You’re giving your opponent access to 2 dust clouds to block long range shots, then sending long range forces into the middle for a close range engagement. It’s also where all the obstacles are and this fleet has two large bases.

As for the Arq vs CR90, nothing will likely die unless you both fly towards each other at a reasonable speed. Attrition attacks don’t work well against two evades on either side, and you won’t likely get more than one close range shot against a speed four corvette.

I didn't have in mind the dust clouds. My fault. You place one though.