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Posts posted by Admiral Schiear Kaan
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We could, but...
(Imagine if we didn't)
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Humble question, why Jerry? I'd rather take Motti in this fleet. You have a lot of stuff that can pop easily.
Also, is your local meta flotilla intensive? You seem to have a lot of stuff dedicated to popping them.
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Listen guys. There's only one solution. We play Armada to determine if Common Core is a net benefit or not. We line up the two sides, everyone who doesn't line up has all their Armada collection smashed. Then we play games, smashing ships and squadrons as they fall, until only one side remains intact and playable.
Boom, debate over! 10/10 would recommend.
Daemon d6 and Megatronrex reacted to this -
So why does everyone on this show hate Tagge? Certainly the addition of an Arquitens helps, but he always worked for dual ISD2 and he was fine for flotillas. Granted, I brought up the rear of the IL regional at Past Times with Tagge, but I blame the interdictor.
Wave 5 is going to make Tagge great again, believe me. These will allow him to punish people with the double arc on turn 2.
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I'm not sure what you mean.

Solar Corona only effects one (1) Accuracy Result, and only if that Accuracy result is rolled at the very start of the attack.
And Secondary, rerolled to, and modified dice that result in Accuracy results... are legitimate...
SW7's ensure that each unused accuracy is added to the damage total. If one of these accuracies is lost before the total is found, we have found a way to mostly negate SW7's.
I took a peek at the rules thread and I'm 90% certain it referred to "modifying dice" rather than attack effects. This is one for the FAQ, tbh. The smart money was on X17 Adv Prj interacting such that you could put a damage on each hull zones' shield(if it had 1+). We all know how that turned out.
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If you want to punish people who auto-pick blue, try solar corona. Your braces suddenly become usable again, which is great for VSD's. Unless it is FAQ'd, it will even work on SW7's.
Wonderbread reacted to this -
I would support Ozzel for your list. Darth Vader works great on VSD 1's and ISD1's and Gladiators. Maybe bump up your VSD 1 to a VSD 2 and toss leading shots on it?
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First of all, I'm happy that players everywhere (Except Boston!) have come around to the support officer camp. But I violently disagree with the idea that the Devastator is bad or it shouldn't be placed on ISD 1's. Once you've lost most of your tokens, you hit like a ton of bricks. Yes you're going to die soon, but you can easily one-shot a whale and maul an MC-80.
That being said, I could only see it working with Vader or Motti and perhaps Screed. All of your other ships are Raiders or Gladiators or another ISD, no VSD's allowed.
You build the sucker cheap. With Vader, I could justify just having the title for 120 points. With Motti, it's 124 for title plus leading shots. Add in Montferrat for flavor. I have so say that never has a combo suggested in the source material worked quite so well.
Granted, the ship isn't lasting long, but it doesn't need to last long to get the job done. So long as you can attract all the fire and get your other brawlers in close in one piece, I feel like you're in good shape. Never put your admiral on the Devastator, it's going to die first. Also, the anti Squadron on it stings to say the least. -
Eh, you may be right. But I stand by my statement that it is a terrible idea to put into practice, if perhaps legal. Your reading would also imply that there is no restriction to whoever has the defense tokens when using intel officer. Jan Ors giving her braces, or whatever new toys they have thought up for wave 3.
I'd still be willing to bet playing Ozzel that it is FAQ'd to remove this option. I don't understand the hype...
Until next time, Drasnighta. -
It might be legal, but it's also terrible because Devastator adds to the attack pool. Once you've thrown the dice, you're already past that stage in the attack. There's also a solid argument that it doesn't work because Intel officer pertains exclusively to the spend defense token stage of an attack, and when you spend a defense token outside of that time period, it's not really spending it. The Devastator is already going to get a heaping of hate and burn its tokens. I don't see a need for this combo. I wouldn't allow it.
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If you're having trouble with Ackbar, don't despair. I recently led Admiral Motti to a glorious and victorious martyrdom aboard the Devastator.
Important notes about playing against Ackbar:First of all, while his Assault Frigates are the scariest to play against, they have the worst time against being cut off. Unlike Mon Mothma's whales, they can't make you reroll your black crits and they lack the probable maneuver token from Garm Bel Iblis that would help them hop over you. Also, you're out in* his front arc.
Secondly, he probably doesn't have enough points left over for anything but a fighter screen.
List Building:
Step 1: Forget about VSD's unless they are carriers. You will have bad time bears with it. I say this as a man with 3 VSD's.Step 2: 4+ ships and at least half of your list can functionally go at speed 4. Preferably, the only thing stuck at speed 3 is your ISD.
Step 3: Bring all the black dice crits you can find and a method to reliably get them critting.Play Style
Step 4: Move the ISD to cut them off (Consider it martyred as of now) and send all of your speed 4 goodies to the front of the line, staying in the front arc.
Step 5: Fire all the missiles and ram like it's going out of style.
Honestly, sometime soon people are going to recognize that Garm Bel Iblis still works great and have horrific fleets of 2 whales and Liberty or 3 whales and Redemption with Projection experts. All swarming with the choicest of B-Wings, A-Wings and HWK-90's.
My crazy prediction is that the best admirals of Wave 2 were always with us, Garm Bel Iblis and Motti. Screed and Riekan are second for their respective factions. You heard it from me first. Shame me if you disagree, remember it if you agree. -
I got murdered with 4 neb b supports and dodonnas pride. So I think we can determine that you are indeed the better man Lyraeus.
At least until you face my devastator list!
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-Victory I 73
Admiral Screed 26
Assault Concussion Missiles 7
-Gladiator I 56
Assault Proton Torpedoes 5
Demolisher 10
-Gladiator I 56
Assault Proton Torpedoes 5
Insidious 3
-Gladiator I 56
Veteran Captain 3
Projection Experts 6
Assault Concussion Missiles 7
-Imperial Raider I 44
Assault Concussion Missiles 7
Instigator 4
Tie Fighter 8
Tie Fighter 8
Tie Fighter 8
Tie Fighter 8
Total: 400
Objectives-
Opening Salvo
Hyperspace Assault
Minefields or Superior Positions or Intel Sweep?
The whole point of this list is to bait out an Opening Salvo. I don't know what blue objective to pick to convince people to pick Opening Salvo. I know what you're all thinking, 200% terrible idea. But, the plan is to get those extra 2 black dice and resolve my black crits at long range and cripple something big and keep at least a damage on it so I get half points. Deep in my heart, I'd prefer 5 APT's, but such is life.
I have a dream. I have a dream that involves black crits and ordnance. A dream of competing with rebels in the Opening Salvo Objective. A dream of a sinister outer rim fleet in orbit over the planet Roon. All under the wise and watchful gaze of a bitter, corrupted, cyborg cyclops with a clenched metallic fist. -
Interesting, I'd feel cheated without Demolisher though. I see that you're using rapid reload. IDK if I'd take it, but if you've mathed it out, dice be with ye. What objectives?
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Well that makes slaved turrets one heck of a lot worse.
Edit 1: Hate to double post: So I was going to pick a fight with Dano regarding the critical hits section he was discussing around say minutes 28 to 33, specifically the effect of Ion Cannon Batteries. I just double checked the rules and he has the right of it.
Page 15 of the Learn to Play booklet, paragraph 3, "Before the defender determines the total damage amount from an attack, the attacker can resolve a critical effect..."
Page 15 of the Learn to Play booklet, paragraph 1, "When a ship suffers damage, it suffers each point of damage separately..."Page 22 of the Learn to Play booklet, paragraph 6?, "Critical effects are devastating effects that the attacker can resolve during an attack before totaling the damage amount..."
Yeah, so that Ion Cannon battery effect would strip a shield off the defender before he ever got to redirect or take the damage from the attack. So long as you target a hull zone with shields, you're getting an extra damage through no matter what. + 10 to Dano.
I'll finish any later thoughts once someone else has posted. Fight on IFF crew!DrunkTarkin and Rythbryt reacted to this -
I have yet to witness the enlightenment that is IFF: XIV Objective Overload. but to a point about upgrade cards which was made on the first page.
My understanding of upgrade cards is that you can always choose to play your ship as if it did not have the aforesaid upgrade card unless that upgrade card is like Captain Needa and you did swap out your redirect for an evade. So if you have slaved turrets you can either attack with two sides or from just one with an extra red dice. I'm not 100% certain so I'm not directly responding to someone.That's tactics, you may take notes if you so desire
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This might just be me, but playing around with fab's fleet generator wave 2, I don't like Screed with imperial star destroyers. I think he works best with Vic 1s, glads and raiders. He seems, much like his fluffy adventures harassing R2, C3PO, Mungo Baobab and the planet Roon, best as the commander of some janky, souped up outer rim fleet screwing with sentients' money.
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Lyraeus, I'm normally not imprudent enough to contradict you so blatantly, but I believe you rely too much on your Tractor beams to guard that rear. There is no device nor ship which can stand before the might of that Devastator build. I would, perhaps impudently, submit that your list would be crushed before the power of my theorycraft.The 3 ship a lists trade activation economy for staying power and damage potential.
Of course, this is not the question.
If you test the devastator build I put together, it has a great deal of defense against multiple attacks, which is what you'd expect from the rebel scum. Motti has the extra hull to keep it going. Once you've lost 2 tokens, you can start to one shot anything but an MC80 or maul it beyond functionality.
I get crushed all the time and it is likely you could indeed hurt me. I am not worried about the ISD as much as I am worried about the GSD's. Those are handled though by the tractor beams.
I wouldn't describe it as hurting you so much as being enough of a crackpot to ramble on about the power of my (currently) imaginary fleet of wave 2 miniatures.
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The 3 ship a lists trade activation economy for staying power and damage potential.
Lyraeus, I'm normally not imprudent enough to contradict you so blatantly, but I believe you rely too much on your Tractor beams to guard that rear. There is no device nor ship which can stand before the might of that Devastator build. I would, perhaps impudently, submit that your list would be crushed before the power of my theorycraft.
Of course, this is not the question.
If you test the devastator build I put together, it has a great deal of defense against multiple attacks, which is what you'd expect from the rebel scum. Motti has the extra hull to keep it going. Once you've lost 2 tokens, you can start to one shot anything but an MC80 or maul it beyond functionality.
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Well let me offer my suggestions, if availability is no issue.
-ISD1 110-Admiral Motti 24
-Admiral Montferrat 5
Leading Shots 4
-XX-9 Turbolasers 5
-Devastator 10
-GSD1 56
-Ordnance Experts 4
-Engine Techs 8
-Assault Proton Torpedoes 5
-Demolisher 10
-GSD1 56
-Wulff Yularen 7
-Projection Experts 6
-?Assault Proton Torpedoes or Ordnance Experts? 5?
-Raider I 44
-Instigator 4
-Tie Advanced 12
-Tie Fighter 8
-Tie Fighter 8
-Tie FIghter 8
Most Wanted, Contested Outpost, Minefields
What's with the 3 ship lists? I feel as if they just don't have the activation economy to win it.
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So I'm just wondering...seeing as how you have the means to test this.
Try ISD1 with devastator with Motti, Montferrat, leading shots and xx-9s.
Good survivability and damage.
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Counter points.
To the above if you're playing with wave 2 stuff:
Don't give the MC80 a free gunnery team. It will burn.
That being said, if your victories make it close, it will die quickly.
Dangerous territory is amazing for letting victories ignore terrain if they are second.
Other than that, I like it!
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Now, this is where I have to disagree. Motti is an excellent commander that can keep your victories and your glads that much more resilient. I find that this is exceptionally critical when the Gladiator blocks an AF from escaping the VSD's.
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Intensify Forward Firepower XXVII: The Chitty Flute
in Star Wars: Armada
Posted
I was most displeased to see IFF stalwarts have such a rough time in the Boston Regionals. You guys had an interesting pair of no squadrons list, but in my local meta, you need 60 points of squadrons or your fleet is space garbage. Wave one meta is dead and gone.