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Hastatior

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Everything posted by Hastatior

  1. Yeah, I watched a game where a guy with a bomber list and 2 liberties let a demolisher into his flank. Those libs got flattened so fast it wasn't pretty. I like expanded launchers, while they are expensive they increase your potential damage by 4 and they are great in combination with another ship attacking at long range like a salvation neb or a few trc90s, if you can encourage an opponent to either spend tokens or spend shields a subsequent double arc with ELs can be fatal. I've seen them used to good effect on a demolisher as the speed 4 pounce can be painful and 4 more black dice with OEs across a triple tap can often do more to kill a ship than those potential 3 extra cards (8 potential damage added....)
  2. my buddy has been using these with sensor teams on ISDIIs Lets just say you don't want your flotillas anywhere near them.
  3. Hell after playing with flotillas a bit and really finding out how ultimately fragile they are to anything that can roll an accuracy or 2 you can basically count this list out. You have 13 small bases that have to be facing forward to shoot their useful arc, they will either run into/obstruct each other and/or have nowhere to go but into the withering fire of the enemy. As soon as something is in your flank or rear you are done and its like a fox in a henhouse. Also obstacles (land on an asteroid, 1/3 to 2/3s dead, land on debris, 1/3 dead). also about half the objectives. It's a laugh of a list and if you can beg/borrow enough flotillas to try it I would love to see pictures! you can also try proxying it by getting a bunch of small bases and xeroxing one flots card for the arcs. I would also rename the list "bite size points giveway" lol
  4. You might want to bring bibs for your opponents in case someone brings a bomber list with flotillas cause they will be drooling all over themselves. This is what I've been running, hoping specifically to catch a fleet like yours. TB Isn't just for Tuberculosis Author: Hastatior Faction: Galactic Empire Points: 397/400 Commander: Admiral Ozzel Assault Objective: Precision Strike Defense Objective: Hyperspace Assault Navigation Objective: Minefields Gozanti-class Cruisers (23 points) - Admiral Titus ( 2 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 37 total ship cost [ flagship ] Interdictor-class Suppression Refit (90 points) - Admiral Ozzel ( 20 points) - Interdictor ( 3 points) - Wulff Yularen ( 7 points) - Engine Techs ( 8 points) - Phylon Q7 Tractor Beams ( 6 points) - Ion Cannon Batteries ( 5 points) - Targeting Scrambler ( 5 points) - G-8 Experiemental Projector ( 8 points) = 152 total ship cost Gozanti-class Cruisers (23 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 35 total ship cost Gozanti-class Cruisers (23 points) - Vector ( 2 points) - Commandant Aresko ( 7 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 44 total ship cost 1 Dengar ( 20 points) 1 Darth Vader ( 21 points) 8 TIE Bomber Squadrons ( 72 points) 1 Major Rhymer ( 16 points) Card view link Fleet created with Armada Warlords
  5. Yeah I just had this happen last night. Was playing against a 2 ISD 1 Interdictor list with a crazy bomber list. I chose FA and basically got to unload 9 tie bombers in range of 2 bomber commands on the first ISD he moved. It was limping right from round 1 and he never recovered. He never managed to catch half my fleet all the while slogging through a deadly cloud of tie bombers. Sure I lost 2 flots and a bomber but whoppteedo
  6. I am all for the Nav command as king when running imps. But come on guys, is there anything sweeter than flipping over a dial on turn 3 you set on turn 1 and it's the concentrate fire dial your opponent DID NOT WANT TO SEE at that exact moment and they look at you like "how the hell did you know?" Anyhow. Welcome to Armada sir! I for one am well chuffed to see so many threads lately RE people picking up the game!
  7. i imagine a campaign expansion would be a suitable vehicle for adding new grav wells, but I doubt a different platform would add anything to the game unless they made the CC-7700 so the rebs can have a grav well generator too, but that thing is uuggggggglllyyyy.
  8. Yeah I don't know how many "First Cards" people think they are drawing from the deck. First is first. No argument.
  9. Jeez, I didn't play in my first tournament for a long time. I never played with full rules until that time but always had a fun time! Always buy what you want to push around a table going pew-pew! Read my sig, this is what happens when you have no self control. Don't be like me. (at least not right away)
  10. This one is a bastard. And I must say after TOing a tourney (my first time TOing, also first wave 3/4 tourney) there was a decent turnout (10) and there were a LOT of question on the new upgrades. I decided to announce right from the beginning that JF was always on, and that G8s DID hit Engine Techs (and about exactly half of the people agreed and half hated me) I do feel that sometimes the rules lawyering gets out of hand here. I can just imagine the poor bastard at FFG who wrote the thing reading this and wondering why people dismantle every word and put it through a wringer when what he intended is pretty **** clear. Personally I think it is in the worst spirit of the hobby to take a "technically correct" interpretation that allows what is essentially abuse of a rule and run with it with a smug page long breakdown that justifies it. It leaves novice players feeling like they were cheated when you "clarify" for them why the perfectly obvious interpretation of the card is "wrong" because the English language has a new and temporary dictionary when it suits you (namely the RRG) I know I'll probably catch heat for saying it but if you play this as optional on just because you technically can while you know (lets face it we all know, cue vehement and self righteous protestations of ambulance chasing rules lawyers) that it was NEVER intended to be optional on (even saying it out loud you have to realize how ridiculous it sounds "Ok im going to shoot your a-wing, JF OFF!, ok now your counter JF ON! ok my next squad JF OFF!" ... give me a break). Could FFG have written it clearer? Probably, but i bet the guy who wrote it thought he was being clear enough with his definitive "is" and the fact that even a drunk chimpanzee can see that if the INTENT was to ONLY affect enemy squads IT WOULD SAY SO ON THE GOD D CARD. Have fun rules lawyering and protesting how much "Internet RIght" you are until it is FAQd, and shame on you if you use it as optional on. Just, shame.
  11. Not getting tabled isnt good enough. And scatter carriers are easy to blow up if you put a little effort in. Allbuilds are viable in my opinion, as long as the build is cohesive, thats all that matters. Are they easy to blow up tho? Funny, guy that won the tourney went up against 3 different types of fleets including an ISD/Dictor Rhymerball fleet and he only ever seemed to lose 1 flot and maybe a few squads. He 10-1d the guy with a no squad fleet and lost almost nothing. In other games I watched desperate demolisher front arcs praying for a lucky accuracy to land anything on a flotilla. If you aren't twice lucky (once to catch the thing and twice to get that accuracy) you need to build for accuracy now and that digs into the holy grail of building for "lords big guns" or naked ships with lots of activations. My concern is now that the meta has shifted a little too much towards squads, perhaps its an overcorrection from squads being a footnote in the very early waves? Wave 5 might fix that a bit by giving a wider range of options on how and what squads to field and lowering the minimum investment required to "survive" and overcome heavy squad builds. Who knows? All I know is that as someone who enjoys playing squadless fleets every so often I would now not even consider taking a squadronless fleet to Nationals. It just won't fly. Edit: Interesting add would be something like a lancer frigate as dedicated anti-squad for people that just refuse to do squads. Would be a fragile ship with limited ship to ship ability of moderrate to low point cost with a red AS die. Yes! that would be so cool!
  12. I must say I overwhelmingly prefer Firesprays to tie bombers for AS for a couple of important reasons: Accuracy plus 2 hits > 2 seperate hits Firespray NOT HEAVY = Can be pressed into bomber lockdown duty in a pinch (saved my ass when facing a 6 scurrg build once)
  13. Why can only one resolve? Until you cease attacking you are still attacking. If your interpertation held true you would never be able to do more than one modify dice effect. The fact that the effect reads the same is irrelevant as it has 2 different sources so it is effectively a different effect much like vader and ordnance experts are 2 different effects (that both resolve "while attacking", both allow rerolls they just happen to have different text).
  14. Sure, the beauty of this game is that nothing is truly "dead" but naturally some things become less viable or at least lest consistently competitive. Tournaments are in Swiss rounds and you are much more likely to place high and win if you are consistent and the advantage of the scatter carrier philosophy is that no matter what you face you are highly unlikely to get tabled, even a counter-squadron build will likely grind to a stalemate. All this being said I have a couple of squadronless builds i'm still going to try out
  15. Yeah, that's how it used to work. And don't get me wrong I've run zero squad lists plenty, but the difference now is that you will NOT table the opponent unless they are a bad player or make a bad mistake. I used to basically bank on losing a certain number of ships to a well run Rhymer or Y/B-Ball, it was the "tabling tax" you paid to squash the carriers. The result of the match would always be determined by how long the carriers took to catch and then kill. Thing is now the "Catch" might not ever happen and the pinpricks you had to endure just long enough to kill the carriers (or enough of them to render the squads moot) can easily overwhelm. Don't underestimate bomber command (and even worse, overlapping bomber command), I can't even count how many tie bomber blanks saved my ass when running squadronless, now you can't get as much help from that and believe me I made a point of watching the effect BC had on the 15 games I watched on Saturday and good lord the number of times that black die rolled blank on TBs or scurgs and then became a hit/crit or hell even a hit was eye-opening. So much so that the next day I went out and bought a 5th imp fighter pack to see what 9 tie bombers with rhymer could do!
  16. What I learned at a recent tournament is that flotillas are a bastard. The thought process goes like this (at least in the Golden Horseshoe meta) If you have a squadron less fleet facing a carrier fleet, conventional wisdom was that you are aiming to bum-rush the carriers, table your opponent and then all those pesky squadron points are in your pocket. Since carriers used to be difficult to miss targets that needed to be in medium or long range of all dem squadrons this was very viable (especially going second and packing a bunch of tempo-forcing objectives) But now with flotillas a player can split 1 big easy to pin carrier in to 3 annoying flotillas with scatters and evades and have points left over for a couple of combat ships and max points of squads it has become very difficult to table an opponent who knows how to run and gun and to get value from squads. End result is if you have no squads you are facing an opponent that can do significant damage to you with a force of invested points you can do very little to efficiently kill. The guy that won the tourney included a demo and an insidious (one with agent Kallus to help against Reikaan Aces lists) and a balanced squad force heavy with bombers. His first 2 matches he lost less than 100 points worth and his last match he lost only 160 or so. (incidentally this guy regularly plays the guy that won Gencon and is probably one of the best Armada players out there, and a great guy too). The general consensus was that no-squadron lists in a competitive meta are basically dead.
  17. Hmm, yesterday I TO'd a tourney where the winner was a guy that ran 2 glads and I think 3 flots with a ton of squads. He 10-1'd 2 opponents and 7-4 the last guy. I think squads do just fine
  18. In Canada there is no Target and Walmart hasn't gotten the memo. Bookstores, especially small and medium independent operations, are probably perfectly placed especially since many of them are already around university campuses.
  19. Keep in mind that MC80 with AP is likely to survive Demo triple tap, so Demo is very likely to die next turn. Unless you just keep him in the nose and finish the job next round or with the bump damage. Plus in the list he's facing, I doubt he has AP on the pickle if he's only got 12 points for upgrades I think what pt106 is referring to, and what I would do if I was the rebel player vs. a Demo list, is that you have to expect to face a staggered deployment. If they come at you in a straight line with everything at the same vertical level, you should obliterate them by ramming all the ships simultaneously and locking them in place to double arc them. But a savvy player will deploy in a staggered line with the MC80 either ahead (so when you ram it, the AFs break to the side and shell you) or behind (so you have to put yourself between AFs to ram it), and the front arc of each ship is covered by the side arc of another ship. Edit: basically, you need a plan that survives the other player being a pro at maneuvering Ackbar ships in tight spaces, and I think those still exist. Demo might be a smart sacrifice if you can crack the MC80 the next turn, but it also might be smart to instead pick off an AF instead. It depends on deployment. I see what you mean, but the stated strategy is to use the bombers to do the heavy lifting. If the Demolisher gets involved it would be a coup-de-grace.
  20. Interesting! I wonder if Bookstores will attempt to move into the gaming space, seeing as book sales have steadily declined? I bet there is a significant overlap between a person that likes to buy/browse books and a person that would be interested in gaming.
  21. Keep in mind that MC80 with AP is likely to survive Demo triple tap, so Demo is very likely to die next turn. My experience with MC80s is they bring ECM for preference and also demo survives 2 rounds at least. Frankly, 3 dice are a joke when you are dishing out devastating double arcs in return.
  22. See bellow for a trolly Mctroll list. Doesn't matter if you go first or second and swap out firesprays for tie bombers if you don't have them. Keep your ships away but in threat range, if he messes up shove insidious up his rear or Demo in his front arc, otherwise just lurk outside of his red range to make him skeert. Park bombers in front of something slow. Laugh. Titus is also a potentially nasty little surprise if he deploys a classic conga. Sunny Ravencourt's Revenge Faction: Galactic Empire Points: 364/400 Commander: Admiral Ozzel Assault Objective: Precision Strike Defense Objective: Hyperspace Assault Navigation Objective: Minefields Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Admiral Montferrat ( 5 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 88 total ship cost Gladiator I-Class Star Destroyer (56 points) - Insidious ( 3 points) - Intel Officer ( 7 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Expanded Launchers ( 13 points) = 91 total ship cost [ flagship ] Gozanti-class Cruisers (23 points) - Admiral Ozzel ( 20 points) - Admiral Titus ( 2 points) - Bomber Command Center ( 8 points) = 53 total ship cost 1 Major Rhymer ( 16 points) 1 Boba Fett ( 26 points) 5 Firespray-31s ( 90 points) EDIT: Just realized I left enough points for a second Gozanti while still having a healthy bid, so yeah, put that in too.
  23. I agree with most of this except the demolisher bit. My nickname for demolisher is "MC80 hood Ornament" H1 MC80 is just so slow and so predictable that if it leads a standard conga line it isn't even hard to front-bump it. A well deployed demo with engine techs and Ozzel spamming nav commands can often outflank the broadsides and park in front of the MC80. If you run Montferrat on it like I usually do you can eat a broadside if you have to as well.
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