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Seriaph

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Posts posted by Seriaph


  1. Consider adding Dengar and Howlrunner.

    • Dengar + Howlrunner turns a TIE Fighter into an Interceptor (4 dice + 2 counter), except they only cost 8.
    • Dengar + Howlrunner turn interceptors into the best dogfighters in town (5 dice + 4 counter).
    • If you're going for numbers, I suggest fighters. You'll fit more in, which means you'll get getting the most juice out of Dengar + howlrunner abilities, plus more fighters means more potential at bombing if they lack squadrons.

    On the flip side, if you don't want any named squadrons backing you up, and you aren't looking to overwhelm by numbers, I suggest interceptors. They're able to handle their own and you don't have to have lots. As Dras says, they're great at tying up enemy squadrons due to their 4 anti-squad dice and 2 counter base.


  2. I agree with the previous comments about Tarkin. With one command value on the raiders, you're not going to be stockpiling anything. I'd suggest Screed for the guaranteed crits, and then changing Rapid Reload on your raiders to either Assault Proton Torpedos (APT, 5pts) or Assault Concussion Missiles (ACM, 7pts). APT is a guaranteed faceup damage regardless of shields, and ACM is a guaranteed 2 un-bracable damage which is better than a potential 1 - 2 damage from an extra black die.

     

    The titles for the raiders are unfortunately (in my opinion) pretty useless. You're not going to be tying up any squadrons with a ship that has fixed movement. You might be in range for one turn, but the next turn you'll be zooming off speed 3 - 4. you could take Admiral Ozzel for the speed flexibility, but I still think going speed 1 you might buy an extra turn in range of squadrons at best. I don't think quad laser turrets will really help much either unfortunately.


  3. Evade defense tokens at medium range force the attacker to re-roll a dice chosen by the defender. My question is simple: Is Admiral Screed's ability able to take effect AFTER defense tokens have been spent, to turn a potentially bad re-roll into a crit?

     

    Any citation of official rules would be really helpful.


  4. At long range, a corvette has one red dice in its battery out of its sides, and its rear firing arcs.

     

    Normally, when attacking an enemy ship at long range, if this attack is obstructed then you can't attack as that red dice is removed from the pool.

     

    My question is: Assuming that Admiral Ackbar is affecting the corevette, does the red dice for Ackbar affect the corvette first, and THEN remove one red die, resulting in rolling two red dice? Or does the red dice get removed first, and then no shot is able to be taken?

     

    And finally, when considering your answer: does that work the same way with Slaved Turrets, Concentrate Fire command dial, Enhanced Armaments, etc.

     

    If you're able to cite any official rules to back up your statement i'd be much obliged  :wub:


  5. I like this theoretically, but I would take two less TIE fighters. I don't like having more fighters than you can activate with squadron commands, and since Dengar can handle himself that would let you move everyone else with your squad commands. Also frees up 16 pts.

     

    I definitely understand where you're coming from. However there is a reason for the overload of fighters:

    • With this list I expect I'll lose a few TIE's against lists with squadrons.
    • Once squads are engaged they wont need to move/shoot.
    • An overload of fighters is serious mojo against less squadrons ( 6 - 8 ) which seems to be the current trend. 11 - 13 fighters with howlrunner, you're looking at throwing between 44 - 52 blue anti-squadron dice a turn. With a probability of 50% hitting damage on a blue dice, you're looking at dealing between 22 - 26 damage consistently. That's the same as killing 4-5 X-wings, or 2 - 3 X-wings + Jan, or 5 - 6 A-wings.. in a single turn. I've thrown in Mithil since as well, so expect that he'll do a damage point to every enemy squadron and you're looking at a good 28 - 30 damage a turn.

    The reason I find doing so much damage important in squadrons, is the faster you can clean up your opponents, the faster you can focus on the ships. So many games I've spent plenty of points on squadrons only to have them tied up until turn 4 - 5 with the opponents squadrons, not being able to help out in the ship game.

     

    Also just imagine 13 squadrons in Superior Positions  :wub:


  6. I really like this idea! Lots of small bits of damage can be better that one big chunk (especially where defense tokens are concerned). The range of the ISD I's front arc just hurts my soul a little bit... But at least they're more maneuverable than a victory.

    I would be concerned about a rebel list also maxed out with squadrons, since X-Wings can bring down ties pretty fast, but maybe having 'howl' with help out with that as long as she doesn't get hit. That first Alpha strike will be really important if you face a fighter heavy matchup so as to take out as many fighters with those ties as possible before they get an attack in.

    I think it's a cool list!

     

    Yeah I think you're right, it's definitely about keeping those named squadrons in for as long as possible. surround them with enough TIE's to make positioning hard for the opponent. Good thing with SO many TIE's is that Jan's braces only go so far (4 braces at most). With 13 squadrons, could easily clean up 2/3 escort X-Wings and Jan herself in a single turn.

     

     

    I did this at 300 points and it worked amazingly well.  People laugh at tie fighters used as bombers until they realize it's almost like shooting 10-12 blue dice at them.  What also sucks is:

     

    Brace is useless against them

    Redirect is horribly inefficient against them

    Evade doesn't work as well unless they have MonMotha, and they'd rather use it on the double hits and crits from your ships.  Or you can get to close range and now all they can do is redirect a couple of the hits.  It's pretty amazing.  And with boosted comms, your tie fighters can be there softening them up before your ships even activate.  Pairing this with some ship with XI-7 or Heavy turbolasers is deadly!

     
    Completely agree! People underestimate squadrons.

  7. I've been playing around with squadrons a lot recently and thought it'd be fun to do something very typical of Imperials (in lore) that doesn't seem to have translated much into any Armada fleet lists i've seen: Swarm.

     

    The idea was simple; how many TIE's could I fit in one fleet? Answer is 16. That's 16 potential blue dice of bombing a turn if the opponent had no squadrons, not too bad. Added in a Howlrunner and Dengar to make them essentially dog-fight the same as Interceptors, as well as have that possibility of going straight for ships with Dengars intel. Just to round it off I added Rhymer because it just makes the logistics of hitting ships a lot easier.

     

    Two non-ECM imperials with Motti to act as the carriers. Decked them out so that my squadrons can be as flexible as possible.

     

    It's just a bit of a fun fleet, haven't tested it yet, but it looks surprisingly viable.

     

    Any thoughts?

     

     

    Swarrm!   
    Author: Seriaph

    Faction: Galactic Empire 
    Points: 400/400 

    Commander: Admiral Motti

    Assault Objective: Advanced Gunnery 
    Defense Objective: Contested Outpost 
    Navigation Objective: Minefields 

    Imperial I-Class Star Destroyer (110 points)
    -  Boosted Comms  ( 4  points) 
    -  Expanded Hanger Bay (5 points) 

    [ flagship ] Imperial I-Class Star Destroyer (110 points)
    -  Admiral Motti  ( 24  points) 
    -  Boosted Comms  ( 4  points)
    -  Expanded Hanger Bay (5 points) 
    -  XI7 Turbolasers  ( 6  points) 

    10 TIE Fighter Squadrons ( 80 points) 
    Dengar ( 20 points) 
    Major Rhymer ( 16 points) 
    "Howlrunner" ( 16 points) 

     


  8. If you're taking an MC80, they tend to work very well as your flagship. I'd also never take an MC80 anywhere without ECM. 7 points to live a lot longer? yes please. Other than that, I don't think there's any other "mandatory" upgrades, although X17 Turbolasers tend to be a pretty popular pick. And gunnery teams too.

     

    So, no. I'd never run a naked MC80, you just wouldn't be getting its full potential.


  9. As mentioned by Madagmire, the best players wouldn't netlist. It's a great tool however to learn the meta and understand the intricacies of the popular lists.

     

    Playing competitively, if someone wins with a netlist it is more of a testament to their ability to play it rather than the list itself. Honestly I'd think it more of a handicap, since people will have known of the list, and how to counter it.

     

    If you're just playing casually against friends, you have to make sure you're all on the same page. Fun for some people isn't fun for others. Some people just want to do shenanigans. If you pull in a competitive list on them and smash them, they might feel a bit miffed. The point i'm trying to make here is that in a casual setting you should strive to have a common understanding.


  10.  

    If you hate Intel, then wait until you see Dengar.

    As for Jan and her brace ability with X-Wing Escorts, yes, that is the new hotness.  The immediate Imperial response that comes in my mind is IG-88.  He can come in, throw dice at Jan and there's not a god **** thing she can do about it but Brace herself, since he ignores her Counter, any Escorts around, and is gunning for her head.

    I would probably just do Dengar, Howl, Interceptors + IG-88.  That should be all kinds of fun, and its very well-rounded too.

     

     

    Good Point!

     

     

    My only worry with IG-88 would be having him go down to fire from Jan's escort. X-Wings fire a lot of dice and IG-88 only has that one scatter... Although I can see where, even if he went down, his attacks could take one of Jan's tokens with him. I'll have to try this one out!

     

     

    Get your own escorts. Tie Advanced's are pretty great. Throw in a Soontir Fel and they're taking 1 damage for each attempt at the advanceds. Throw in a Dengar and you'll be throwing back counters and they wont even wanna go for your squadrons. Your IG-88 will be free to annihilate Jan or any other priority target squadrons.


  11.  

    Along the same lines, I'm playing around with the idea of deception (https://en.wikipedia.org/wiki/Military_deception). Sun Tzu felt that deception was a key tactic in achieving victory over your opponent, however I'm finding it hard to transfer some of the philosophies to Armada. Any thoughts or comments?

     

    Deception starts at deployment, particularly as player 2.

     

    Deploy a ship near the centre of your long edge, pointing slightly towards a side of the board edge, rather than 90 degrees. It doesn't need to be a large angle, just enough to be noticable.

     

    This frequently encourages the opponent to heavily weight towards deploying near your 'obvious' flight path.

     

    Then deploy fighters for as many drops as you can ideally between your ship and the edge it is pointing towards (to signal intent), then finally the rest of your ships pointing in the actual destination.

     

    Set Nav orders (or 2) for the first ship you deployed. Until it moves, the opponent is likely to activate some ships towards its obvious path so move this ship last if possible, using the nav orders to drastically change direction towards the other edge.

    This works best with rebels, and often ends up with a couple of enemy capital ships left out of the fight or arriving late for the party.

     

     

    Awesome point there! I'll definitely be trying out these in my next game.

     

     

    Hi guys,

     

    I don't really get much experience playing Armada since the scene around me is pretty small. I'm not expert tactician either. I can plan a fleet using numbers, and it will seem sound and solid, however I rarely have the opportunity to understand their tactical benefits.

     

    I know you might not have fancy names like "pincer" or "blitzkrieg", but does anybody have some battlefield tactics they'd like to share? Please feel free to create your own scenarios you might use them in or ships preferred for the tactic.

     

    Along the same lines, I'm playing around with the idea of deception (https://en.wikipedia.org/wiki/Military_deception). Sun Tzu felt that deception was a key tactic in achieving victory over your opponent, however I'm finding it hard to transfer some of the philosophies to Armada. Any thoughts or comments?

    It is hard to apply pincers theory to Armada sadly. While it would be nice you have to remember that your action be followed by your opponents action from there you have your action and it will continue.

    Now, forcing decisions will work great in this game.

     

     

    Hmm, forcing decisions. That sounds like a promising idea. Any tips or examples you could give me?


  12. Hi guys,

     

    I don't really get much experience playing Armada since the scene around me is pretty small. I'm not expert tactician either. I can plan a fleet using numbers, and it will seem sound and solid, however I rarely have the opportunity to understand their tactical benefits.

     

    I know you might not have fancy names like "pincer" or "blitzkrieg", but does anybody have some battlefield tactics they'd like to share? Please feel free to create your own scenarios you might use them in or ships preferred for the tactic.

     

    Along the same lines, I'm playing around with the idea of deception (https://en.wikipedia.org/wiki/Military_deception). Sun Tzu felt that deception was a key tactic in achieving victory over your opponent, however I'm finding it hard to transfer some of the philosophies to Armada. Any thoughts or comments?


  13. Thanks for the insight on Hyperspace assault. I agree that Fleet Ambush is a more solid choice with less variables to consider. I've done some significant changes, and attached my new list below in a quote.

     

    Squadron composition

     

    I've also made some changes to my squadrons, adding in a Rhymer and a Firespray to threaten ships, with Dengar, Soontir and some advanceds to run protection/squadron disruption. My only issue with running advanceds and Soontir is that unless I'm the one initiating squadron combat, they can engage one ship at a time, leaving the advanceds useless and ignoring Soontir's ability, until I can get everything into the fray. That said, I do think this will prevent any named ships from being alphaed.

     

    Ship composition

     

    I've also swapped out a Demolisher for a raider. I'm not really 100% about this choice. Weighing the two options, Raiders cost 8 less initially, and without needing Ordnance experts, can be 12 less. Their front arc is just as lethal as the Demolishers. At speed 4, it also has the opportunity to be an objective runner in objectives such as Intel Sweep. It isn't as durable as a gladiator though, exchanging a redirect for an evade. At close range, those evades are going to be unfortunately absolutely useless.

     

    With a stronger squadron list, hopefully that will make up for my lack of ships.

     

    On a side note, does anybody know good battle tactics, such as manoeuvres to get in my opponents rear arc without being annihilated by the rebel side-arcs? I understand it's pretty fleet-specific, but anything you guys can recommend would be great.

     

    Screed, Brawling & Dogfighting   


    Author: Seriaph

    Faction: Galactic Empire 
    Points: 400/400 

     

    Commander: Admiral Screed

     

    Assault Objective: Advanced Gunnery 
    Defense Objective: Fleet Ambush 
    Navigation Objective: Minefields 

     

    [ flagship ] Imperial II-Class Star Destroyer (120 points)

    -  Relentless ( 3 points)

    -  Admiral Screed  ( 26  points) 

    -  Intel Officer  ( 7  points) 
    -  Electronic Countermeasures  ( 7  points) 
    -  XI7 Turbolasers  ( 6  points) 

     

    Gladiator I-Class Star Destroyer (56 points)
    -  Demolisher  ( 10  points) 
    -  Intel Officer  ( 7  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Assault Concussion Missiles  ( 7  points) 

     

    Raider-I Class Corvette (44 points)
    -  Assault Concussion Missiles  ( 7  points) 

     

    Soontir Fel ( 18 points) 
    Dengar ( 20 points) 
    Major Rhymer ( 16 points) 
    Firespray-31 ( 18 points) 
    TIE Advanced Squadrons ( 24 points) 

     

    Fleet created with Armada Warlord

     


  14. Love your work buddy. As a Front-end developer I can appreciate the amount of work that goes in! Thanks for this. Definitely have had some good use out of it so far.

     

    A few things (Sorry if they've been said before!)

     

    Some issues that I have noticed:

     

    • Sometimes when I save a list upgrades disappear, yet it still says my fleet cost is still that if it was included. Can provide more info if you need it.
    • The order of ships can sometimes be randomly shuffled when saved. When viewing the public version, instead of my flagship ISD being up the top, it's now down the bottom.
    • Once saving a list, it doesn't seem like you can edit the list and save it again, without refreshing the page. Not sure if this is intended.

    Whenever you get the chance some stuff that would be cool would be:

    • Some filtering/searching/sorting on the "Latest builds"
    • a "total remaining points" more visible as you scroll down. Perhaps staying persistently on the screen.
    • Without an account, you can't seem to edit lists previously made. I can understand the logistics of making that happen being difficult, but still it'd be cool. Perhaps even temporary editing with cache/cookies.

  15. Some cool lists. I've been playing around with some very similar lineups. Between the two lists, I'd say I prefer the first list.

     

    That VSD doubles up a bit with the ISD. You won't get much bang for your buck with a VSD I with no engine techs or extra manoeuvrability, and in terms of squadron control your ISD will fit that role better.

     

    I would have to agree with other posters -- Screed is definitely a great commander for these lists. There are some absolutely brutal critical effects you can get in. An example would be Assault Concussion Missiles (ACM). A guaranteed extra two damage for only 7 points of upgrade that can't be braced. Ordnance experts isn't vital, but it will make your rolls more consistent. Close range brawlers tend to have short life spans so you'll want to get the most out of them as you can.

     

    Give some thought to raiders as well. Slightly less durable than a gladiator, but they are faster and their front dice can do plenty damage, especially combined with Screed and ACM.

     

    With your squadrons, Soontir would be a fantastic addition. It's a great combo with advanceds. Rhymer, for me, is almost an auto-addition. If facing a squadron-free or low count squadron fleet, he becomes an absolute nightmare.


  16. Very cool concept. Awesome to see such creativity coming out in regards to fleets.

     

    Initially looking at your list I think you might have some issues with squadron swarms. Two A-Wings and an X-Wing isn't going to hold up very long vs 8 - 10 squadrons. A turn, two if you're lucky. If you take a look at the world championship battle you can see just how devastating squadrons can be against ships. You do have 6 Anti-Squad batteries, but I get the feeling that if your opponent is decent at manoeuvring they'll work with obstructions and try and make you prioritise ships. Considering you're working with two big ships, shouldn't be hard to out-manoeuvre you. Once your shields are down on one hull point, it only takes a gladiator equipped with intel officer to zoom in, discard your defense tokens and blast a few holes in your hull. You might not die, but if you don't have initiative it could definitely be over the next turn. Would definitely be a downhill/losing battle if this is all happening in your rear arc and you can't do much but heal and run.


  17. Thanks for the feedback guys. I definitely agree on the overload pulse. In that area, I decided to do a more solid switcharoo:

     

    -Overload Pulse

    -Avenger

    -Insidious

    +Relentless
    +Intel Officer

    +XI7 Turbolasers

     

     

     

    Also this list really seems to want initiative due to the glads and the fact that you have no way to protect Howl Runner. Your opponent is incentivised to shoot at her anyway, now you are giving him more of a reason to not shoot at any other squads. I think she could easily die to an alpha before doing anything.

     

     

    In terms of squadrons, the aim was to have a solid arrangement to tackle other squadrons, whilst also posing a threat to ships if they lacked squadrons. What would you suggest to bolster the squadrons? Perhaps some advanced and Soontir?

     

    Also is needing initiative a bad thing? Should I/is there a way to make it more balanced towards being second player?


  18. Hi everybody,

     

    I've been doing a bit of research for an upcoming local tournament and I've put together this bad boy. Any criticisms / ideas / thoughts? Would love to hear any opinions.

     

    Any fleet lists that might hard counter this one? Scenarios I should consider?

     

    I myself am not 100% sure about the Insidious title on the gladiator. It seems alright, but I've never actually used it.

     

    link to list:

     

    http://armadawarlords.hivelabs.solutions/view_list.php?token=6293

     

    Cheers!

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