RitR setup strategy

By KaLeu, in Star Wars: Armada

25 minutes ago, KaLeu said:

Nothing there says I can't pick the number zero. My emphasis is on the may then remove ...

Why do you assume I have to actually scrap a card?

Because when choosing the upgrade, before you get to the act of choosing which specific ones to drop, it says you have to pick upgrades to remove. How does the upgrade card get on the list from which "the player may then remove...", if that upgrade card doesn't exist in your fleet? The only flexibility imparted to this process via the "may" is that you don't have to remove ALL upgrades of that type (you might want to keep your Ordinance Experts, but drop the Gunnery Teams, for instance).

Edited by RobertK
32 minutes ago, KaLeu said:

Nothing there says I can't pick the number zero. My emphasis is on the may then remove ...

Why do you assume I have to actually scrap a card?

Because that defeats the whole premise of having a battle at a specific location in order to purchase the desired upgrade.

18 minutes ago, SirToastsalot said:

I didn't think you could build a base round 1 since you don't gain the resource tokens until after the opportunity to build a base.

U are correct u cant build a base until the end of round 2 due to the timing of gaining strategic effects and building bases

17 minutes ago, SirToastsalot said:

I didn't think you could build a base round 1 since you don't gain the resource tokens until after the opportunity to build a base.

Yes, you are right. The timing doesn't allow that, it happens in the Determine Battle Effects step. My mistake.

16 minutes ago, RobertK said:

Because when choosing the upgrade, before you get to the act of choosing which specific ones to drop, it says you have to pick upgrades to remove. How does the upgrade card get on the list from which "the player may then remove...", if that upgrade card doesn't exist in your fleet? The only flexibility imparted to this process via the "may" is that you don't have to remove ALL upgrades of that type (you might want to keep your Ordinance Experts, but drop the Gunnery Teams, for instance).

I see your point, but in that case you can work around that by just having a skilled first officer or a med team (1 pt each) put aside so you could then refit AND buy the same back?? Example: I have a skilled first officer and earned a Lambda. I scrap both for 8 points and then get an Intel Officer AND a skilled first officer, so i can refit again another day. Would that make more sense?

This doesn't circumvent going to specific systems: You can't get uniques this way. You can only choose one of your base rewards in exchange for the battle location rewards once per team per turn . It just gives you a fail safe when your oppenent goes for a system with rewards that you don't find usefull for your fleet.

2 minutes ago, KaLeu said:

I see your point, but in that case you can work around that by just having a skilled first officer or a med team (1 pt each) put aside so you could then refit AND buy the same back?? Example: I have a skilled first officer and earned a Lambda. I scrap both for 8 points and then get an Intel Officer AND a skilled first officer, so i can refit again another day. Would that make more sense?

This doesn't circumvent going to specific systems: You can't get uniques this way. You can only choose one of your base rewards in exchange for the battle location rewards once per team per turn . It just gives you a fail safe when your oppenent goes for a system with rewards that you don't find usefull for your fleet.

Yes, that works from my point of view. A little bit of flexibility, but not complete flexibility. Cheers!

As I’ve stated before, I don’t even understand why players would do this scrap thing. It’s highly inefficient. Plan your end fleet and build towards it. Anything else is wasteful, imo.

9 minutes ago, Darth Lupine said:

As I’ve stated before, I don’t even understand why players would do this scrap thing. It’s highly inefficient. Plan your end fleet and build towards it. Anything else is wasteful, imo.

I agree for the most part, @Darth Lupine , but when you are defending, you don't get to choose what world you'll be receiving rewards from. And while it's true that you may be able to use the rewards from one of your bases instead, it might be that one of your teammates wants to use that mechanic (only one player per team gets to do that). So there's the possibility that your fleet will get rewards that are sub-optimal. In that case, this mechanic lets you make slight adjustments.

I agree, though, that this is not the best way to optimize your fleet.

12 minutes ago, RobertK said:

I agree for the most part, @Darth Lupine , but when you are defending, you don't get to choose what world you'll be receiving rewards from. And while it's true that you may be able to use the rewards from one of your bases instead, it might be that one of your teammates wants to use that mechanic (only one player per team gets to do that). So there's the possibility that your fleet will get rewards that are sub-optimal. In that case, this mechanic lets you make slight adjustments.

I agree, though, that this is not the best way to optimize your fleet.

In that case I almost rather not get a reward that round. It’s not like the points difference is upsettingly large. But yeah, I suppose I can see some degree of utility on the rule.

2 hours ago, Darth Lupine said:

I don’t even understand why players would do this scrap thing. It’s highly inefficient. Plan your end fleet and build towards it. Anything else is wasteful, imo.

You can use it to be sneaky in upgrades at the start (which I may be doing by accident). I want Comms Nets on 2 flotillas. But that's a waste of the "free" upgrade card to start with, or means having to go after the Fleet Support location (Mustafar) and not get the more useful Turbolaser upgrades. So instead I put Boosted Comms on one flotilla, and Bomber Command Centre on the other. End of the round I can scrap the BCC for 2 Comms Nets. I'm down 4 points, but am up a card. There's probably a more efficient way of doing that, but it seems to have worked out.

12 hours ago, Grumbleduke said:

You can use it to be sneaky in upgrades at the start (which I may be doing by accident). I want Comms Nets on 2 flotillas. But that's a waste of the "free" upgrade card to start with, or means having to go after the Fleet Support location (Mustafar) and not get the more useful Turbolaser upgrades. So instead I put Boosted Comms on one flotilla, and Bomber Command Centre on the other. End of the round I can scrap the BCC for 2 Comms Nets. I'm down 4 points, but am up a card. There's probably a more efficient way of doing that, but it seems to have worked out.

If it works for you, go for it! I’ll stick to my method, however. 😁

On 11/5/2019 at 8:20 PM, Darth Lupine said:

As I’ve stated before, I don’t even understand why players would do this scrap thing. It’s highly inefficient. Plan your end fleet and build towards it. Anything else is wasteful, imo.

Half the time it's the other team that picks the fight, meaning you don't always have access to the upgrades you need as a rewards. Say you're defending against an attack at Smuggler's Run and win, and get to add 24 points worth of squadrons to your task force. If more squadrons aren't included in your upgrade roadmap, take them anyway, and later scrap them for 12 points of upgrades you do want.

Another reason for scrapping is reacting to the opposition. You didn't know what you're going to be up against when designing your fleet, but a round or two into the campaign you have a lot more information, and can reactively tweak your task force to more effectively counter your opposition. You brought a swarm of TIE Interceptors to protect your ships, but no one else bothered to take squadrons? Change them to TIE Bombers! Do the sneaky bastards always nullify your ACMs with Damage Control Officer? Switch to External Racks and have the last laugh!

Having a plan for the full 250 point fleet from the start is still a pretty good idea, though.

On 11/13/2019 at 3:18 PM, Nysvy said:

Half the time it's the other team that picks the fight, meaning you don't always have access to the upgrades you need as a rewards. Say you're defending against an attack at Smuggler's Run and win, and get to add 24 points worth of squadrons to your task force. If more squadrons aren't included in your upgrade roadmap, take them anyway, and later scrap them for 12 points of upgrades you do want.

Another reason for scrapping is reacting to the opposition. You didn't know what you're going to be up against when designing your fleet, but a round or two into the campaign you have a lot more information, and can reactively tweak your task force to more effectively counter your opposition. You brought a swarm of TIE Interceptors to protect your ships, but no one else bothered to take squadrons? Change them to TIE Bombers! Do the sneaky bastards always nullify your ACMs with Damage Control Officer? Switch to External Racks and have the last laugh!

Having a plan for the full 250 point fleet from the start is still a pretty good idea, though.

I always plan fleets to take on all comers....I’m primarily a tourney player, so that’s what I’m used to.

And I’m still pretty sure if you scrap, say, squadrons, that you can only take squadrons with the points, not just anything you want. I’ll have to re check the rules.

28 minutes ago, Darth Lupine said:

I always plan fleets to take on all comers....I’m primarily a tourney player, so that’s what I’m used to.

And I’m still pretty sure if you scrap, say, squadrons, that you can only take squadrons with the points, not just anything you want. I’ll have to re check the rules.

Well, you buy the "extra point" squadrons, and a cheap upgrade in the category that you want to fill, then scrap the squadrons and the cheap "filler" upgrade and use the points to get the good one you want.

Its on Page 18, with the example of "Melissa" removing Ties and Wulff to get points that can be spent on squadrons or an officer.

Edited by Cap116
More to add
On 11/15/2019 at 11:54 AM, Cap116 said:

Well, you buy the "extra point" squadrons, and a cheap upgrade in the category that you want to fill, then scrap the squadrons and the cheap "filler" upgrade and use the points to get the good one you want.

Its on Page 18, with the example of "Melissa" removing Ties and Wulff to get points that can be spent on squadrons or an officer.

Like I said.....inefficient, lol. But yeah, guess you could do it that way.

A couple of weeks into an RitR campaign I've finally noticed that they changed the Base Defense objectives (while keeping the same names)... Fighter Wing and Armed Station haven't changed much (just switching from first/second player wording to assaulting/defending team), but the Ion Cannon one has been hit with a hefty nerf.

With that in mind, what are the best options for base objectives?

With a 3x3 play area Armed Station sounds like it might be more useful than it was for CC. And 40 points of squadrons is a lot more when out of 200-250. Ion Cannon is better on 3x3, but limited to 3 shots, and placing the targets before deployment make it a lot harder to use well.