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Bitharne

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Posts posted by Bitharne


  1. Sounds good...I do keep forgetting about accuracies in squadron combat. One of the few things I have trouble wrapping my head around. Range 1 is pretty tiny...I actually don't care for haven because of it; and don't really fear it.

    As for the ships...at my tourney there were 6 imps and 4 Rebs. I was the only one with a diverse squadron list, a few were chalk full basic ties and some had half ties, half bombers/advances. 1-2 lists had zero fighters...my last game was against one such list.

    Basically, I feel squadrons are too important not to use 90-100 points on them at all times unless you bid a ton of points, and tailor your list VERY hard towards your 3 objectives...objectives that have no squad synergies. If you end up with suppositions and no squads, you are gunna have a horrible game.

    I could see his list benefitting majorly from outpost, gunnery, and at least one or two navs.

    So yes, those types of lists are common, I ecpect them to be less so soon as squads rip people apart though.


  2. Perhaps...though my take on objectives, thus far, is to play a balanced list that is OK with almost all of them and if I end up as Player One I'll pick the one that gives my opponent the least advantage and me the most. I'm not really interested in tailoring my list to one category per-se, as it could be that the opponent's list is HEAVILY favored over yours in that one objective.

     

    Of course, all said and done, there's so many variables that I feel most suggestions are viable at this point till we learn more and, maybe, find some glaring points that objectively support a certain tactic more than others.


  3. @FGD: I find your points interesting...as I play 300pt empire and prefer going second, for my objectives. So I kind of like the idea of people dropping 10 points to go for initiative, which I want them to have anyway.

     

    For me, it seems that a lot of the strategies people focus on with imps are just cruches that good play can help avoid. Such as going second with heavy hitting ships and even some objectives people cite at times, as well as spamming homogenous fighters instead of diversifying for options :)


  4. Look up in the RRG when it tells you you can resolve a Concentrate Fire Command.

     

    It took me a third section to see it clearly, actually.

     

    As the Command says to add the dice to the pool. The Attack section says to roll the pool BEFORE you are able to add to it via the dial command.

     

    However, I neglected to read the Attack Pool entry, which states it can consist of dice gathered after rolling.


  5. @felforlife perhaps I will see people get better and start to exploit my Vic-1 in the future...but it seems assumed I won't get better too. The vicstar is dangerous, plain and simple, so no matter how good an openent might be, it can devistate people if it gets in position.

    Furthermore, I play at max points to help force my objectives...since it seems people are running hard under the assumption of "imp first is bad". I'll embracd that and willingly go second so I get to play objectives I like: as people have said, objectives aren't being played well.

    Yet, I must point out: my wins were heavily enforced via objective play. So I find it interesting that you assert my vic-1 is dead weight in objective play since the opponent can ignore me and go after objectives, yet it's meen the otherway around every game I've played so far.

    Also, it's assumed I run my demolished into everything and it can be focused and killed...I can very easily hang back depending on the lists and they HAVE to get near the Vic to tango. I think people severely underestimate the front arcs and plodding speed on victories...they actually synergize well.

    Lastly, I think I pointed this out: but I don't care if my vic-1 ever shoots. Your entire point is irrelevant to actual facts...by that I mean no matter what your intentions are, the Vic-1 objectively covers a swath of the board you have to avoid or risk. This helps me play objectives.


  6. I would disagree with ConcFire being de facto better on small ship...it's anextra dice, always. Armada is simply one of the most balanced mini games there is, and the dice/token system seems to be the core of that concept. So if you look at how amazingly powerful even a single dice can be on certain attacks, the fact that my VSD shot is only going up by 15%, my demolisher broadside by 25% my corvette front arc by 33% and my future raider side by double...it's still one more die to power through the tokens.

    I've often opted to, on 2 seperate shots, to empower my heavy hit or my weak hit, and it works both ways. Loading up your 6 dice victory shot with yet one more black can pressure more damage through a single token, but adding it to your obscured side arc shot might be better depending on the situation.

    Also, one of the few rules I'm not fully clear on is where you add the die. Some say after you roll, some with the roll. The rules say to add it to the pool, and you roll the whole pool from what I understand...yet you add it to the pool after you roll.

    Now, if it is in fact after the roll it's even stronger as you can react to your roll when you're shooting twice.

    Engineering is especially nice on 3eng ships due to tokens rounding up, and the dial can fix hull.

    Manuever, to me, is very situational as you give up a lot use it if you're in a firefight...but it's a no brainer when out of one to speed up or slow down...and you don't need hard turns often when getting into a fight.

    Squadron commands, to me, are easy to predict early. So far I've rab it as my second command on my Vic-1 "carrier" and it gets me bombing and set up to engage. Often follow up on turn 3 and if the opponent is fighter heavy I might just spam it 2-5 anyway as I love my fighter wing.

    Though the one fighter token is pretty poor, though for the reasons you cite for ConcFire dials the tokens are great on squadron 1 ships, as you can bank them and dive into a fight, pushing the furrball in your favor as you unless heavy shots on dudes.


  7. OP, that is essentially my list that I swept my tourney today with today.

     

    My differences are a Vic-1, and different squadron set-ups.

     

    I agree with advances...drop some. I run a single TIE/a with a bomber and rhymer. This gives me 3 black bomber dice as needed, at medium range.

     

    I use the points saved from Vic-1 to flesh out my squadrons to 99 points: 3 TIEs, Howl, 2 TIE/Ints, and the above.

     

    This set up, to me at least, gives more options. While the Interceptors are more costly for their bodies against non-squadron lists (which Sup Positions is perfect for ;) ) and if you're up against squadrons they are extremely beefy with flight controllers, and if you decide on howl (6 dice with a re-roll and 2 counter, 3 with howl and a re-roll). Plus interceptors are FAST. So you can pop them along with squadron commands with rhymer to rear-shoot things at a 50/50 hit chance. I netted 10 tokens in my last game this way, and 13 in another game.

     

    That said, you're squadron set-up is very scary. It can wreck enemy ships while delaying enemy fighters.

     

    Of course, I would suggest Precision Strike Red objective to benefit from those bombers some more.


  8. Actually mirrors my Imperial list a lot...just with the small jouster and medium strafer.

     

    Actually looks amazing. I can't think of any changes except on Hyperspace Assault. I use the two other objectives, but I like Ambush for my yellow...though after my tourney today I might consider Contested Outpost.

     

    Though...if you're slow-rolling the neb and just unloading at long range, and have the guppy pop out with a ton of fighters to flank/circle-strafe that would be interesting...

     

    I think it warrents extensive playtesting, and might be my rebel list to try next time I get a chance.


  9. As FGD said: "fast, cheap, or good...pick two"

     

    You're picking all 3 and you might suffer for it. I go with 2 equipped ships with a full 100 (well, 99) point fighter wing. I played against your ships with no fighters today (Vic2, 2x Glad2s) and it was servicable, but woulda been much weaker if they had had naked Glads with that meager smattering of squadrons.

     

    1vic 2glads can work, but you can get shredded by fighters/bombers..you'll have to avoid Precision Strike and Superior Positions (the latter is what severely cost my opponent with this list) which could force a bad Defensive objective for you (I tend to run Ambush, which is very dangerous with a 3-ship list)

     

    So I'd focus on what you want, 3 ships and then tool out them out to the extreme. Or go for squads and dump a glad for the points.


  10. How'd he kill your fighters? Did he use squadron commands? Mithel should only do one damage to a few ships since he has no escorts...and he's only got a handful of 3-dice attacks with 50/50 odds with a single re-roll on most....and you have defense tokens on your fighters. So I fail to see how you lost that fight unless he dumped a lot of shots into your fighters from his ships...also you have Haven? I'm at a loss actually. It would take a squint with good rolls, flight controllers, and howl to do 1 or 2 damage per named X-Wing...

     

    Good you won, but you'd have to give us details how you lost a fighter war with the odds so in your favor.


  11. I just played my first tournament today...I rocked a Victory 1 with screed, hangars, controllers and weapon liason. My glad-1 had decimator, engine techs, wulff, and ACM. I had 3 ties, howl, 2 squints, an advanced, bomber, and ryhmer.

    To the uselessness of Vic-1s...zone of control. That's all there is to it. Mine is more squadron enabling, but even without I play with two ships where my bigger "scarier" ship doesn't even care about shooting. He just makes sure I threaten an area. My opponent HAS to deal with it, and often allows me to hammer them with demolisher.

    I also Rock a 300pt list as i prefer second player for my own objectives: P.Strike, fleet ambush, sup positions. I use my many options to set up situations in order to decimate my opponent on what he thinks are his terms.

    2/3 games were sup positions: one game netted me 150bonus points the other about 60-80.

    This is because, as people have said, squadrons are shunned or played poorly. My last game was against Vic and 2 glads with zero fighters, and netted me those 10 tokens because my fighters could do whatever they want.

    In short, options are good. Vic-1s are amazing at zone of control, and squadrons win games.

    Oh ya, I tabled all three opponents by round 4 ^_^


  12. Best Argument I have for your concerns of ACM vs EL is that your glads will be plenty happy saddling up next to another ship and unloading with that sexy all-black-broadside. This enhances flexibility vs shoe-horning you into front-arc shots. The best argument, to me, for EL is taking insidius title and maybe gunnery team to flank and hit hard.

     

    The list looks solid though.


  13. Beefy. I find it hard to play without squadrons, as they seem important, but my 2 ship list with 9 squads might have trouble eating through that much health and surviving that many ship dice.

     

    My only consideration would be similar to swarmy lists in X-Wing: bumping your own stuff and blocking shots. My brother had this issue with his 4-ship rebel list...even worse with a ton of close-range brawlers (potentially).


  14. Kind of agree with jason...Advance's are pretty pricey to spam. However, I don't see a way past that if you want to use the Admiral Chiraneau + Mauler Mithel combo.

     

    The issue is, for me, I feel the cost of Admiral C to enable Mithel's ability every turn is pretty steep for the opportunity cost: Either forcing steady squadron commands (not exactly bad, just takes away flexibility which I hate), or taking Tarkin (who is pricey as hell, but good).

     

    If you're up against Gallant Haven a lot, it's probably worth the cost...otherwise I'd be happier with diversifying my points into multiple squadrons. My current tournament list, and likely most of my imperial lists, run 8-10 fighters. 3-6 Fighters, 2 interceptors, 2 bombers, and 1-2 Advances. Hard for me to want to dip lower with such, individually, weak fighters.


  15. My first victory was like yours, though a Vic-1. After a few games I found I never touched admiral C, and with speed 4 warlord wasn't all that stellar...so I cut fat there to a simple Vic-1 with hangers and flight controllers.

    The reason people often run vic-1s is due to the rather small medium range on the ruler, and slow speed of victories themselves. I use mine for zone of control, and don't even expect to land more than one or two long-range shots.

    However, if you drop admiral C and move your Intel officer over there he could do a lot of work for you if you can land those medium range shots. Might consider dominator too for some scary dice rolls with 9 dice using concfire.

    The other issue with your Vic-2 is you have dedicated it as a carrier, yet are paying more points for a shooter...can be useful, but I prefer the cheap option myself.

    Also, Glad-2s I feel are useless unless you're going with no squadrons...it weakens your raw broadside when you could save some points...though without screed and using motti this might not be as big an issue?

    I'd invest in at least one advanced, especially with Mithel. I also forgot you had him and he DOES go well with admiral C, however I prefer howl to buff my interceptors since rebel squads are so tough.


  16. I like the ship direction of the list. OLP with a Vic-2 is interesting...though as people say it's harder to use and limits your choices in a game: IE you have to use the VicStar first to shoot, then you have to land a crit through their defense tokens...the first is an issue for me (I love flexibility, i'll expand on that in a minute), and your opponent can exploit it in order to limit the effectiveness of your spent points. The latter isn't as big an issue as 3/4 red with 3/4 blue and screed is going to be very hard to stop a crit coming through in the end.

     

    As for the fighters and ship flexibility: I don't particularly like too much homogeneity. I feel that squadrons are important, so I deem ~100 points for them in 300 point games as almost a requirement unless i'm doing something fancy or silly. With that many points, I like to diversify: this is actually where I think FFG got the squadron packs down pretty well in that I prefer to take 2 of each special TIE, and 3-6 Fighters. This, as i've said a few times already, gives me flexibility. Large(ish) amounts of throw-away-able TIEs lets me block stuff I don't want to invest in fighting. A few interceptors allows me to surgical strike enemy fighters/bombers, an Advanced or two allows me to drop Escort where needed, and a pair of bombers gives me more threat range...especially with Superior Positions objective.

     

    The other issue, I see, is the very heavy focus on anti-fighter in your squadrons AND a Glad-2...to me that is a waste, and the extra TIE you could get for the price difference would give you more options. Not to mention Glad-2's are weaker on the flank arcs if you're going for those heavy broadsides.

    For me, I use a Vic-1 and Glad-1 with 4TIEs, 2 Interceptors, 2 Bombers (1 is Rhymer, that range is invaluable), and 1 Advanced. I see the Victory as a zone-of-control ship that manages my squadrons. I've played 3 games with it where it never fired it's black dice, rarely fired its red, and it was still invaluable on the board. I also find the medium range zone to be small and spotty...so i'd rather save the points and play the Vic-1 to deny board space, and force the opponent into certain potion that my Glad-1 can punish him for as a wave of fighters bomb him and shred his fighters :)

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