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Tranenturm

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  1. Like
    Tranenturm got a reaction from Snipafist in Discussion Time: The psychological game   
    I think some people conflate phsycological tricks with attempts to get the opponent to tilt. Which is unfortunate, because most people who tilt do it to themselves. So being annoying or a jerk really just accomplishes being annoying or a jerk, and not actually lead to an advantage.
    In a two player mostly open state game (the only hidden info being dials which isn't much) the primary ability to wage psychological warfare is controlling the perception of the game state. This is far easier to do in a multiplayer game where you oftentimes only need one person out of five to follow your line of bs.
    In a two player game, the line of bs needs to be a very fine line. Most players are rightfully dubious of what comes out of the mouth of the opponent. So the most effective psych line is selling a gambit as a mistake. The quiet little "oh crap" a little after you moved the ship and the opponent 'pounces'.
    These sorts of ploys (if not overdone) I view as just fine. It's like playing poker and selling your bluff. It's possible to do without being a jerk or attempting to ruin your opponents enjoyment. Getting the opponent to tilt however, is being a jerk.
    I generally don't have a big plan to psych my opponent, but I will jump on the chance to reinforce a poor logical perception of the game state (in a 'competitive' environment). After the game I will certainly talk on the up and up. During a friendly game, which is mostly what I play anyway, the only time I attempt to psych an opponent is if they are a friend and very experienced. Otherwise, what's the point? Inexperienced players who want and appreciate coaching I'll offer my honest help to beat me.
  2. Like
    Tranenturm got a reaction from Flengin in bad at math   
    Ignoring crits of course.  Crit effects are obviously highly variable from 0 to devastating, but a crit card seems to average out to roughly an additional damage.  Very rough so not good to include in some calculations.  But its important to remember in rerolling scenarios.  e.g. you have targeting scramblers its often not a good idea to reroll the single black hits.
  3. Like
    Tranenturm reacted to Green Knight in Maneuver tools are a crutch   
    The Force...it's really just crutches for Jedi...
  4. Like
    Tranenturm reacted to Amanal in Maneuver tools are a crutch   
    Ah but can you stack them up during the setup?
  5. Like
    Tranenturm reacted to Darth Lupine in Stop it already!   
    *wrings hands in glee* this topic has turned all manner of interesting!
    My main point was not that nothing is OP. My point was quit complaining and work instead to find counters.
    Never tought the thread would go this far and turn this interesting!
  6. Like
    Tranenturm reacted to ianediger in Stop it already!   
    If I had time for a Vassal game I'd play you using Rhymer and Demo.
  7. Like
    Tranenturm reacted to Crabbok in Stop it already!   
    posting on the forums is a crutch
  8. Like
    Tranenturm got a reaction from mazz0 in Stop it already!   
    I'm in the camp that Han is a blowhard. "Fastest ship in the fleet" my but. I still like him. He's just not 100% truthful. He is a rogue.
  9. Like
    Tranenturm reacted to Cubanboy in Happy Vomit Free Friday.   
    My oh most 2 year old has spent the last couple of days Vomiting, (pro dad tip if your kid throws up on you get a blanket from the wife and wrap your little one close to you as to keep it on you and not the floor as you walk to the bathroom, 2nd pro tip never let your wife feed your child Ramon when they might vomit) with 99-104 Temps thanks to Hand Foot Mouth. (google it for fun times) So its the weekend and time to play some Armada be excellent kids.
     
  10. Like
    Tranenturm reacted to BiggsIRL in Happy Vomit Free Friday.   
    If only my Friday will be vomit free as well.
  11. Like
    Tranenturm reacted to Cubanboy in Happy Vomit Free Friday.   
    YA drunk ER people are the best.
  12. Like
    Tranenturm reacted to Cubanboy in Happy Vomit Free Friday.   
    Story time, as a cop my dad had to do CPR on people as a First Responder. There was this old guy who my dad was saving his life with CPR, and did not have time to get his mask out, the man vomited Spaghettios into my dads mouth when he came to. I always thought it was strange growing up we never had Pasta (with Red sauce) or Spaghettios, when I found out why I completely understood.
  13. Like
    Tranenturm reacted to Amanal in Happy Vomit Free Friday.   
    Well I was wondering what I would make my kids for dunner that shortened the list a little.
  14. Like
    Tranenturm reacted to SirDave in Lose Rhymer, he's a crutch   
    Tranenturm succeeds in the main point of his post!!!   Well done.   
  15. Like
    Tranenturm got a reaction from Green Knight in Stop it already!   
    so the forum just jumped the shark...
  16. Like
    Tranenturm got a reaction from Flengin in Lose Rhymer, he's a crutch   
    I felt like the forums needed a controversial topic, so I stepped up to fill the need.  
     
    People overuse Rhymer.  He's a crutch impeding your growth as a commander and your tactics on the board.  The argument for Rhymer is that he allows your squadrons to have a greater threat range while needing less tending.  Okay, sure.  Less tending.  To me that reads as sloppier positioning.  I can place my Rhymer ball poorly and it won't hurt (as much) because I used Rhymer.  However, your bombers can be effective without Rhymer.  Used properly, they can be MORE effective.
     
    First the basics.  Shown in another thread about A-wings, it's fairly trivial to get a fast enough squadron into position turn 1, have 2 turns of firing on most ships speed 3 or less, a reposition turn on 4, then two more turns of firing.  Placing the bomber out in front of the target vessel, most ships can not clear the squadron threat range in one move, and many even overlap the squadron (space barnacles).  So in many ways, Rhymer only gets you 1 additional turn of shooting.  Or does he?
     
    The problem with Rhymer is the ball.  It creates a nice fat target to get pinned down or ship Flak.  To avoid getting pinned down, people bring intel.  To protect the otherwise weak intel ship they then bring escorts.  Suddenly you have a big expensive ball that is losing raw efficiency, and careful enemy squadron play can start to pin specific ships breaking up the ball and synergies.
     
    Playing without Rhymer means no ball.  Means no need for intel.  They can pin a single bomber even when using intel, so why bring it if you don't need the bomber to be close to Rhymer.  No need for intel means posing multiple threats and your own anti-squadron can focus on what you want it to focus on instead of covering your lynchpins.  Playing without Rhymer means multiple ships can have squadron coverage vs just one ball.  Those squadrons are harder to disrupt all at once being spread out, but can still come together on a critical turn.  
     
    The Gozanti can be invested in to help tend the straggler squadrons that Rhymer used to keep relevant.  The Gozanti cruiser IS 7 points more than Rhymer, but also provides ship activations, commands, better anti-squadron and an upgrade platform (including bomber command).  While some of these effects also have a radius its still allows more diffuse positioning than Rhymer does.
     
    Rhymer isn't useless.  In the AcesBall with Mithel it makes sense as you're already balling so why not?  But in many more applications Rhymer is just covering up positioning mistakes while confining your deployment to a smallish area.
     
    I suggest packets of 2 TIE fighters and 1 TIE bomber.  A nice round 25 points with good all-around stats that doesn't leave you out to dry vs no-ship lists OR squadron heavy lists.
  17. Like
    Tranenturm got a reaction from Flengin in Maneuver tools are a crutch   
    Anyone not using the force to move their ships around is using their hands as crutch. Weak minded fools.
  18. Like
    Tranenturm reacted to Snipafist in Maneuver tools are a crutch   
    So are dice and range rulers. Join my pledge to play without them for 10 games, I know we can do it!
  19. Like
    Tranenturm reacted to ThatRobHuman in Stop it already!   
    [insert blame on lack of faq or articles]
  20. Like
    Tranenturm got a reaction from Tirion in Stop it already!   
    so the forum just jumped the shark...
  21. Like
    Tranenturm reacted to CaribbeanNinja in Lose Rhymer, he's a crutch   
    I like Major "Not a Crutch" Rhymer.  You should too.
     
    First, and probably most importantly, he has the coolest card art in my opinion.  I mean, he's got like a darkroom light in there or something! (Bossk's expression on his card art is actually "Darn you Major "Not a Crutch" Rhymer!  I wish my card art was as cool as yours!")
     
    I could (and should) stop right there but going on...
     
    Second, he only costs 7 points more than a regular TIE bomber.  If you are building out a bomber list, those seven points for him are very well spent.  I've played TIE bomber lists without Major "Not a Crutch" Rhymer.  They were fine.  That is because of the inherent superiority of Imperial lists. 
     
    Finally, stop telling me what to do with my glorious Imperial machine that I paid good money for.
  22. Like
    Tranenturm got a reaction from Brikhause in Lose Rhymer, he's a crutch   
    I felt like the forums needed a controversial topic, so I stepped up to fill the need.  
     
    People overuse Rhymer.  He's a crutch impeding your growth as a commander and your tactics on the board.  The argument for Rhymer is that he allows your squadrons to have a greater threat range while needing less tending.  Okay, sure.  Less tending.  To me that reads as sloppier positioning.  I can place my Rhymer ball poorly and it won't hurt (as much) because I used Rhymer.  However, your bombers can be effective without Rhymer.  Used properly, they can be MORE effective.
     
    First the basics.  Shown in another thread about A-wings, it's fairly trivial to get a fast enough squadron into position turn 1, have 2 turns of firing on most ships speed 3 or less, a reposition turn on 4, then two more turns of firing.  Placing the bomber out in front of the target vessel, most ships can not clear the squadron threat range in one move, and many even overlap the squadron (space barnacles).  So in many ways, Rhymer only gets you 1 additional turn of shooting.  Or does he?
     
    The problem with Rhymer is the ball.  It creates a nice fat target to get pinned down or ship Flak.  To avoid getting pinned down, people bring intel.  To protect the otherwise weak intel ship they then bring escorts.  Suddenly you have a big expensive ball that is losing raw efficiency, and careful enemy squadron play can start to pin specific ships breaking up the ball and synergies.
     
    Playing without Rhymer means no ball.  Means no need for intel.  They can pin a single bomber even when using intel, so why bring it if you don't need the bomber to be close to Rhymer.  No need for intel means posing multiple threats and your own anti-squadron can focus on what you want it to focus on instead of covering your lynchpins.  Playing without Rhymer means multiple ships can have squadron coverage vs just one ball.  Those squadrons are harder to disrupt all at once being spread out, but can still come together on a critical turn.  
     
    The Gozanti can be invested in to help tend the straggler squadrons that Rhymer used to keep relevant.  The Gozanti cruiser IS 7 points more than Rhymer, but also provides ship activations, commands, better anti-squadron and an upgrade platform (including bomber command).  While some of these effects also have a radius its still allows more diffuse positioning than Rhymer does.
     
    Rhymer isn't useless.  In the AcesBall with Mithel it makes sense as you're already balling so why not?  But in many more applications Rhymer is just covering up positioning mistakes while confining your deployment to a smallish area.
     
    I suggest packets of 2 TIE fighters and 1 TIE bomber.  A nice round 25 points with good all-around stats that doesn't leave you out to dry vs no-ship lists OR squadron heavy lists.
  23. Like
    Tranenturm reacted to BergerFett in Lose Rhymer, he's a crutch   
    so you are playing squadrons like spec ops hit squads... which is how I feel you play the rebels squadrons... swarm howlrunner dengar rhymer all make me want to ball up.... balling up has its disadvantages but i feel its exactly what imperial squadrons are designed around.  just as rebel squadrons are designed to be self sufficient elite forces.  its why for a while you say tons of rebel aces and lots of imperial swarms... it was "historically accurate"
     
    I think what you are saying works... I am positive it does.  I am not positive it is the most efficient way to run imperial squadrons.
     
    there are a lot of things in this game that work and are fun... i played screed 4 raiders isd OLP spam with relentless... when it worked it was glorious... when it didn't work i got tabled... it was consistent.  this game based on how tournament scoring works is about consistently.  if my squadrons can consistently do what ive designed them to do (dominate air space, or is it space space, and still harry ships) then why change.
     
    i had long talks with my buddy whether or not to drop rhymer... the consensus was "hes cheap enough its not a lose if you dont use his ability, you will be happy to have it when you do, it dictates a lot of your opponents actions with their squadrons"  also let them kill rhymer with their squadrons... if im dog fighting i want dengar and howlrunner alive WAY more.  once again, designed to force my opponents to make choices... I need to be able to capitalize on their choices.. its why I love armada.
  24. Like
    Tranenturm got a reaction from Maturin in Lose Rhymer, he's a crutch   
    You don't make a 10 TIE, 5 Bomber list better going to a 10 TIE, 4 Bomber, 1 Rhymer list.  The point of going 10/5 is separate your ships.  Once you put Rhymer in you either ball up or spent 8 points to increase the threat range of just a few squadrons.  The ball is the primary problem here.  
     
    Also, you're not diluting your force badly going with TIE fighters.  They have respectable anti-ship stats and very good anti-squadron stats.  If you don't live in a squadron focused meta then going in units of 1 TIE : 1 Bomber ups your anti-ship ratio at the expense of the anti-squadron.  Mix n match to taste.
  25. Like
    Tranenturm got a reaction from WGNF911 in Lose Rhymer, he's a crutch   
    I felt like the forums needed a controversial topic, so I stepped up to fill the need.  
     
    People overuse Rhymer.  He's a crutch impeding your growth as a commander and your tactics on the board.  The argument for Rhymer is that he allows your squadrons to have a greater threat range while needing less tending.  Okay, sure.  Less tending.  To me that reads as sloppier positioning.  I can place my Rhymer ball poorly and it won't hurt (as much) because I used Rhymer.  However, your bombers can be effective without Rhymer.  Used properly, they can be MORE effective.
     
    First the basics.  Shown in another thread about A-wings, it's fairly trivial to get a fast enough squadron into position turn 1, have 2 turns of firing on most ships speed 3 or less, a reposition turn on 4, then two more turns of firing.  Placing the bomber out in front of the target vessel, most ships can not clear the squadron threat range in one move, and many even overlap the squadron (space barnacles).  So in many ways, Rhymer only gets you 1 additional turn of shooting.  Or does he?
     
    The problem with Rhymer is the ball.  It creates a nice fat target to get pinned down or ship Flak.  To avoid getting pinned down, people bring intel.  To protect the otherwise weak intel ship they then bring escorts.  Suddenly you have a big expensive ball that is losing raw efficiency, and careful enemy squadron play can start to pin specific ships breaking up the ball and synergies.
     
    Playing without Rhymer means no ball.  Means no need for intel.  They can pin a single bomber even when using intel, so why bring it if you don't need the bomber to be close to Rhymer.  No need for intel means posing multiple threats and your own anti-squadron can focus on what you want it to focus on instead of covering your lynchpins.  Playing without Rhymer means multiple ships can have squadron coverage vs just one ball.  Those squadrons are harder to disrupt all at once being spread out, but can still come together on a critical turn.  
     
    The Gozanti can be invested in to help tend the straggler squadrons that Rhymer used to keep relevant.  The Gozanti cruiser IS 7 points more than Rhymer, but also provides ship activations, commands, better anti-squadron and an upgrade platform (including bomber command).  While some of these effects also have a radius its still allows more diffuse positioning than Rhymer does.
     
    Rhymer isn't useless.  In the AcesBall with Mithel it makes sense as you're already balling so why not?  But in many more applications Rhymer is just covering up positioning mistakes while confining your deployment to a smallish area.
     
    I suggest packets of 2 TIE fighters and 1 TIE bomber.  A nice round 25 points with good all-around stats that doesn't leave you out to dry vs no-ship lists OR squadron heavy lists.
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