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MoffZen

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  1. Building a ship around which orders you will give before the game begins is a great way to telegraph what you want to do and have the enemy build around that. When building a carrier, most people are excluding useful commands like Engineering from their cycle, and the carriers usually tend to go down very fast. It then leaves the squadrons in the open without anyong to boss them around. It doesn't make much sense to plan for a ship being a carrier pregame, and it makes the lists very unflexible if you don't plan to issue squadron commands with any other ship
  2. Thanks for the kind words Regarding the different ISD 2 builds, I currently am working on a new fleet design framework where upgrades have a lower role. I've seen people build fleets and strategies around upgrade cards and thinking about the ships as just a way to carry the cards. My analysis is that cards don't change a ship's role, except for title cards. The ship is instead flown based on his ununpgraded value (or role given by the title), and upgrade cards just add performance. The ISD2 build you've quoted for example doesn't really change the role of the ship, and the upgrade cards on it will only provide marginal increase. For instance, ECM might save the Brace from large dice pools, but the ISD2 will be as vulnerable as unupgraded against multiple shots from smaller vessels Gunnery Team will not bring much if the enemy doesn't put 2 ships in your optimal zone, which is easy to do. Engineering Commands when put in a dual will likely mitigate the efficiency of XI7 (example : at a tourney, I used an ISD2 to duel a MC80 with XI7, and just cycling shields towards the front hull zone meant that at each activation, he was basically losing the benefit of XI7 because he would have to start drilling through the shields all over again Result : neither died while I killed the rest of his fleet, hehe). This fleet building doctrine is based on the idea that it's more important to fly the ship to diminish the enemy's effectiveness while increasing yours rather than than planning pregame for something and trying to make it happen. Not saying the christmas tree ISD2 is a bad build, just saying that I don't think these upgrades are super mandatory to make it work or change its role ^^ Hence why I wrote my post talking about the uses of the base hull.
  3. Comparative uses : - ISD 2 : Generalist gunboat for superiority on smaller class vessels, using blue range to counteract their maneuvrability. Good for attrition. - ISD 1 : Brawler for superiority against ships of an equivalent class, because it has more optimal damage and you can only reliably (as in easily) place double arc shots with black dice on the larger ships. In general, I find that II class Imperial ships are very more generalists while I class Imperial ships are more specialized in one duty, the duty being determined by their dice pooll, base size and speed
  4. To be fair, the general scaling and mechanics really seem to be more representative of a WW1/WW2 naval combat versus a space game. As we know, the scale between the ships is off, and it's even worse with the squadrons. When you compare the size of a Yamato Class battleship (263 meters) to a Japanese Zero fighter (11 meters wingspan), it would only require 24 of the latter side by side to have the length of the battleship. I'm pretty sure 24 Armada X-Wing wingspan are going to be close to the length of the MC80 Much like X-Wing was derivated from a WW1 plane combat game, I wouldn't be surprised if Armada was using prototype WW2 naval combat rules !
  5. I like the XI7 on Salvation ! Pushind 4-5 damage on a good roll is pleasant when they can only redirct one
  6. Not quite, Red dice are notoriously fickle, so it lets you turn zero damage in 2 damage, every time you shoot (caveat : obviously it needs a Def token, but CR90's get 2 of them.) Add in Home one, and you have on average 2 damage + 2 damage(manipulated via TRC) and an Accuracy (Manipulated via Home One.) reliable every time you activate a CR90. Dice Manipulation > adding a dice to your attack pool, in virtually any and all circumstances, and that is what makes TRC's amazing. Average expected damage on 2 reds : 1.5. Remove a die with 0.75 damage and add 2 for a total of 2.75, or 1.25 extra damage over the expected result. In the case of 2 blanks, it adds 0.5 damage over the expected. I do agree though that they mitigate the large variance of Armada shots, but they still cost Their points value + an evade isn't insignificant cost. Perhaps they don't affect me as much because I tend to assume the enemy will always wreck my face when rolling Like I said, they just force you to plan more Repair commands when dueling smaller ships, but that's about it.
  7. TRC are not that OP let's be honest. You push an extra damage on a average at the cost of a defense token. They're only annoying when people refuse to change their strategy when there are some on the table !
  8. Besides, don't forget that this value isn't représentative of the carried squadrons, just the number each ship can effectively coordinate any time I think the ruling is find the way it is, one could always limit oneself to the squadron values on the ship though !
  9. Yes, but when you consider 4 dice (2 shots due to demo), it's 50%^4, 6.25% chance of dealing 0 damage.
  10. Did I mention a Wave 1 DeMSU ? I just said I'd feel comfortable taking the current iterations of the list with Wave 1 Rebels (and maybe Han Solo, because Han Solo is awesome).
  11. Both factions are very easy to learn and to play! There's a few quick tips for quick wins to keep in mind : 1) Play the ships for what they are rather than for what you want them to be. 2) Understand the key weaknesses of your fleet, and don't put it in a situation where it's going to lose. 3) Don't plan pre-game when list building. Build your list to give you options, then pay extra care during the deployment and the turns. 4) Take your time, don't rush. 5) Remember to take advantage of all of a ship's capabilities. Ships and squadrons are usually more than their attack pools. 6) Aside from titles, don't build your ship around upgrades. Use upgrades to make your ship more efficient at what it's good at. 7) Don't link your squadrons to a single carrier. That's the biggest mistake I see people do. Think of your squadrons as a pool of stuff that your ships can take advantage of when needed through their commands, or though positioning during the squadron phase. When you build a ship to be a carrier, you're basically broadcasting what it's gonna do and that is spamming squadron commands. When it does that, it doesn't use Engineering Commands, and it's pretty easy to kill off a carrier played like this. 8) Fly your ship to aim for the double arc, but make sure that your main battery will shoot at the best efficiency for the range in case you can't get it. 9) Don't try to maximize your upgrade cards' efficiency on the table. Victory is more important than points efficiency, and points efficiency is not as important to victory as timing. Timing is crucial in Armada, regardless of which faction you use. 10) The most important, play with the worst case scenario in mind. Dice have a tendency to troll hard when it counts! That said, don't let it prevent you from taking calculated risks. I play both Rebels and Imperials, mainly Rebels in Wave 1 and Imperials in Wave 2. Both factions are enjoyable, in a different manner, and there are key differences in the design philosophy : 1) Rebels are overall faster and with a larger shield pool than Imperials, while Imperials are better armed and more sturdy. Currently, 2 of the Rebel ships in Wave 1 and 2 do not have Brace (40% !) while all the Imperials have access to the Brace. 2) Rebel squadrons are better on the offensive due to a larger health pool and efficient anti-ship capabilities accross the board. Imperial squadrons excel at a support role and use their speed to select engagements that reduce the effectiveness of Rebel squadrons and delay their attacks. In both factions, I prefer a combined arms approach to a spamming approach because I found that it had a higher efficiency both in offense and in defense. You're able to present different threats and the enemy might not be able to efficiently deal with all of them, while also having different ways to react to different threats. For example, my last Imperial list at 400 points gave me a 10-1 victory was 2 Victory 2, one Glad 2 (without even Demolisher ! ) and 10 squadrons (2 Bombers, Soontir Fel, 1 TIE I, 5 TIE F and Howlrunner) facing off against a TRC90, Yavaris and a MC80 Command, 3 B-Wings, Jan Ors, Dutch, Wedge, a YT1300 and a Scurrg. Fleets were led by Motti and Riekaan respectively and incidentally, I only had Wave 1 upgrade cards on the ships. In this case, both fleets were combined arms in their design, but his was relying a lot more on the squadron damage output which I had plenty of defense against with my cheapish squadrons, while presenting 3 types of threat of my own : medium range fire arcs, short range torpedoes with the Gladiator, the odd Bomber. Make sure to take time for the deployment and setting up your first command dials. Deployment and the first 3 turns really determine how the game is gonna go.
  12. I actually would love to fight against one of those Imperial lists. I'm pretty sure I can beat it with Wave 1 Rebels Anyone up for a Vassal game soonish ? EDIT : Okay, I won't exclude Wave 2 cards and squadrons too!
  13. I didn't read the 4 pages, but can't it be used after the attack has been rolled rather than before like a CF command basically? If so, it's pretty awesome. That's a free CF token on the attack, meaning you can remove a miss for a chance of another roll.
  14. @Benjan : Don't listen to anyone saying that X or Y is the "best" squadron. Use critical thinking! Is Major Rhymer good? Definitely! Is he the best? How do you define best? What criteria do you use to measure what is good with squadrons or not? Are these criteria absolutely better when it comes to determining which is the best? Major Rhymer is definitely a big bonus on your Bombers/Advanced/Firesprays, but he's also a big trap. Like people mentionned, usually opponent clump up around the Rhymer, in "balls". In terms of counters, this is pretty easy to deal with to pin the enemy fighters down, even with Intel squadrons. There are squadron strategies that make the enemy need 3 Intel squadrons to free every squadrons engaged in the Rhymer ball. You basically play with the short distance 1 of the Intel. Overall good choice, he provides some great options for your squadrons, but he's not the be all end all of squadron warfare.
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