Jump to content

Trizzo2

Members
  • Content Count

    421
  • Joined

  • Last visited

Posts posted by Trizzo2


  1. 15 minutes ago, Ginkapo said:

    I love Thrawns ability. Its thematic. Its strong and most of all, its easy to errata in the word "different" to his wording. 

    Lol

    Yeah...he is surely one of the strongest Admirals off the bat. Remains to be seen just how good this is. It does so much for so many different fleet types.


  2. noun: flotilla; plural noun: flotillas
     
    a small fleet of ships or boats."a flotilla of cargo boats"
     
    Why do they travel in pairs? Cause they hauling space nazis or freedom fighters. So carrying more is better! And it looks more like a floatilla and bigger is better despite what they say.
     
     
     
     

  3. As somebody who rus a lot of Victory lists, especially carrier ones, I too have begun to question what its role might be in a post Quasar world. There a ton of carrier options for Imps but i generally think of it as "Pure Carrier" and "Fighter Carrier"

    Goz: Expanded or Boosted/Token

    Vic: Expanded or Boosted/Token/Flight Controllers

    These are pretty cheap for what they do. They don't get much dice into the fray so surely if you can shave 15-25 points off a pure carrier surely that's bargin? Especially since the Qusar could conceviablly take a Squadron Officer/Offensive Retro Fit/Flight Controllers and hiy Squadron 6!

    But enter the the Fighter Carrier:

    VSD/Tua/ECM/Titles

    ISD I or II/Avenger/Flight Commander/Gunnery Team/Flight Controllers

    The Fighter Carrier is what makes a lof of Imp Squadron lists tick. For Wave 5 tournies H9+Tua+Warlord has been straight up winning me games given its new resilience with ECM. Flight Commander is a solid addition the already proven ISD/Avenger/Rhymer mixes.

    You've got an ISD with up to 4 small ships or you have a VSD with various mixses of Demo/Arquitens/Raider/Goz. You still need the ability to throw around dice! For example x2 VSD and x2-3 other ships/bombers is pretty solid. I hardy think replacing the  x2 VSD with x2 Quasar would be as good.

    But there are a few things going in the favour of the Quasar. If we go back the the previous exmaple of simply replacing our x2 VSD we could be saving the the regional of 20-30 points. There is a lot you can upgrade to or buy for this!

    As for the Quasar what's really good about it is that it sits a 4 Squadron natural. This gives you the perfect Jendon/Shuttle Command you you can throw in Flight Controllers/Admiral Chiraneau. Four is great Squadron Number and the ability to get up to 6 with Flight Controllers/Fighter Officer for not ISD I price is bonkers!

    Last, in a vaccum people say "rush it". If that is a serious suggestion I'd question your expierence in "just rushing" bomber swarms.

    tl:dr Imp Squadron list rely on Fighter Carriers to do a lot of the combat. The need to throw these extra dice around will still exist with or without the Quasar. The Quasar itself is awesome because it has Flight Controllers and squadron 4-6 for less than a VSD/ISD I. This is nutty.

    Oh yeah, Victories still rock! A Quasar doing the squadron lifting along side Victories? Why not both?


  4. 42 minutes ago, ceejlekabeejle said:

    I presume you won't be joining us for season 4 then? ;)

    In all seriousness, I'll give your comments a full analysis, but it feels like you might just not like the show. If so, feel free to ignore the following.

    I think you're wrong. Firstly, a key section of the Rebel fleet lost its largest ships, and escaped with a handful of corvettes and carriers. Bearing in mind that at this stage their largest ship is that MC-80, and that they've lost a large carrier and multiple Nebulons. That's a fairly major loss, even if most of the main characters survived (and, let's face it, they had to for the show to work).  I also think you're unfair to Sato - he's not the most exciting character in the series, but he's important to the Rebel structure, and his loss will be seen as a major one within the story at least.

    Secondly, I think Season 3 has set us up for a lot of interesting character, expanding beyond the core we've been used to since the beginning. You have Agent Kallus joining the Rebels - they will need to work through how he comes to be accepted, how he moves beyond his past, what new intelligence he can bring. You have Mon Mothma and Saw Gerrera, who we know have become hostile to one another by the time of Rogue One - what will cause that rift, and how does Gerrer become the extremist? We have the potential to bring in Ackbar and Raddus, and to see how the Mon Cals will help the cause.

    Thirdly, in terms of stakes, we're moving closer and closer to the Original Trilogy - if anything the stakes are getting higher. When Hera and gang were merely a cell on Lothal, they could have been lost with little implications, except for the viewer; now they're instrumental to the Rebel structure overall. The show's getting bigger, and I'm excited.

    I want to like the show, this is the problem :P The issue is the writers make it very difficult to do so. I don't go soft on a show because I like the lore.

    1) I was not talking about value in terms of material. Of course they lost material value. But it doesn't have any emotional pay off. All these ships were hyperspaced in from essentially nowhere. They were not especially earned, they just appeared, strangely enough in time for a grand finale big battle! And now they are all gone. Well that was an interesting albeit pointless exercise. But hey cool explosions.

    2) Again, Sato is material value to the Rebels only. He has been a mainstay of the series yet his death has less emotional impact than a no name Hammerhead Corvette crew we see for 10 seconds! (Rogue One)

    3) The plot armour is ridiculous. I don't think any examples need to be pointed out, surely not? This is a problem. There is no sense of threat to any of the characters. At every turn the writers undermine themselves. They wanted this to be a serious season. If you match this "new threat" with an increase to plot armour it isn't interesting viewing.

    4) All the things to look foward to a just filler bits of lore. Why do we care about Gerrer based on anything he did in the show? Kallus plays the part of a turn coat rebel feeling isolated and abandoned by a cold indifferent Empire? Yawn, its been done before and  better. Why do we care about the Mon Cals? Almost nothing outside of being a fan of a the lore makes this show good viewing. The characters don't sell it. The writing doesn't. The lazy episodic structure doesn't. Give me a reason to care beyond 'hey these idiots will consume anything if we put Starwars in the label'. Plot or character development? Nah...let's make a jumble of random episode you could watch in any order and be none the wiser.

    5) Ezera. I gave him a chance this season. He is consistently the worst aspect of the show. He is tonally deaf ("I hope they are having better luck", he says as he watches his fleet blown to pieces), his writing is lazy and simplistic, he has no emotional range or depth, he is terrible at the comic relief role. He ruined Twin Suns, the best Episode of Rebels peroid.

    So why bother at all? Take Twin Suns. They defy Star Wars convention and fanboy expectation. They give us flashes of strong writing (Obiwan/Maul, Ezera not included), great character representation through "showing", seeing Obwiwan change expression, the lightsaber reflected in the face, the change of stances, seeing the realisation of a life wasted on Mauls face and "he will avenge us". Most of the time we have every piece of information spoon fed to us through lazy, poorly written dialoge. I was close to gobsmacked with Twin Suns. They took risks and an original approach and delievered something with narrative and emotional heft. That is the Rebels I want to see. Not turds masked by green and red laser fire with barely a reason in the universe to care.

    The OT is grim (up to RotJ, which is not suprisingly the weakest link), emotional and exciting. When Rebels hits these similar notes it shines. When it plays to the "young adult" crowd and kids it's nothing more than Star Wars flavoured filler.

     

    -edit- done editing, except for typos :P


  5. 7 minutes ago, Undeadguy said:

    So why were pistols effective at getting past capital ship armor? But the orbital bombardment from ISDs cause little puffs of smoke when they hit the ground, instead of explosions. And the AT-ATs, or whatever designation they have, has enough firepower to take out a GR-75, but someone can stand literally right next to a shot that misses them and walk away. Inconsistencies bother me, even more so than the poor writing in some scenes, like Bendu and that dumb musical scene with the inventory droid from an earlier show.

    +1

    Not only that but somehow destroying a Gravity Well with light anti personal weapons (fail) destroys the ENTIRE ship...

    Nothing of value was acutally lost. A Redshirt Fleet being destroyed along with the do nothing Sato amounts to almost no emotional investment to mourn the loss of. Structurally you get reset to Season 2. Great! So now we can wallow through an episodic structure that is bound to have little character development and lower stakes. Yawn...

    Tuned into the promise of a stronger season, left when it was clear nothing was happening, came back for the "big finale", left dissapointed (overall) but not suprised. There is very little talent being put into the show.

    -edit- and between all the Destroyers there appeared to be 4 Tie Fighters and 2 Bombers in combat at any one time....


  6. 7 hours ago, Blail Blerg said:

    snip

    Well i don't have a pic of that game but here is my CC game...using Attacking to full effect on x2 the Raider/Flachette/OE/Title setup. Shut down 7-8 squadrons in range. Had to HS retreat after this. Raider didn't clear the guppy and was popped by the MC30, the other died after a miraclous survival against a H9 Side Arc wiff...or lived but got a structural damage. Either way both died due to a structural damage on 3 damage with a crit to hull :P Never got a game with Montefert/Kallus, lost the CC after this Round.

     

     

     

     


  7. Loving relay. Took a 1st and 4th a regional event with

    * Squadrons: Lambda, Jendon, 3 Defender, Marek Stele, Mauler, Zertik Storm

    * Tarkin/Goz & Goz/Chireneau/Expanded Hanger

    * VSD/Tua/ECM/H9+Warlord/Flight Controllers

    * Arquitens/Neda/TRC

    No Float is ever at hazard really and Jedon+Stele punishes small pursuers. In the winning game i deployed my VSD on the opposite side of the board due to clutter and ion cannon triangle just doing 4 flight controller from range 30 or so. 

    With the speed and jendon/stele i chase down the weakest arc (think gup/vsd rear) and punish their tokens. Great at caching cr90 and floats with jendon/Stele and following up with 3 blue bomber/storm and maybe 3 blue battery.

    A well timed/positioned mauler can survive with 1 escort hero, aiming to proc him twice and H9/Warlord is an investment I'm happy to make with Tua and it is devastating especially along side Mauler. Shepherd your squadrons in auto damage zone if facing superior numbers/anti fighter.

    Lack of pure bombing so you need the warlord arquitens dice to help vs large ship and also struggled against a flacehte raider mus :) 


  8. Some thoughts & experience.

    Hand of Justice + ECM/Interdictor/Targeting Scrambler is so ******* awesome but also...really expensive for the damage output. I'm usally the last person to whinge about efficeny and what not but it's hard to dole out damage to multiple threats

    Combat Retro really helps if tons of Squadron players

    Always be able to Eng for 8 or 9 (Eng Team) first activation as first or second player so tokens are very important

    Have not tried as a carrier but with FCT maybe you have something there? Also you squadron 2, expanded hang, token you can get it up to 4 which at least lets it work in a squadron/relay list.

    Was running a pretty good build wave 3/4. Pairs very well with Demolisher if you have Targeting Scrambler.


  9. https://pawarmada.podbean.com/e/episode-6-floatilla-are-love-floatilla-are-life/?token=a40c16d6076cfeb8038065efba56989f

    or

    download

    Tua + ECM + Gozanti = a Regional Winner?

    We talk about the final Regionals and Dan's success at Parramatta and why there won't be Nats for some time. Then more CC experiences. As one campaign comes to a sad end for the one Empire, Alex -Rebel Strategic Advisor- begins a new campaign at a new community and is up to all his filthy rebels tricks to ensure the win! Confession session within.

    I channel my inner Leonard Cohen to help throw down the gauntlet....I'll say it clear, i'll say it cold, we love floatillas, and it aint going any further?

    Also join us on facebook

    Now that the forum sigs are gone join as on facebook for links to all the good content, keep up to date with posts, writings and events. Cheers


  10. I have long experience in GSD II running after somebody in Wave 2 killed 2 of 3 firepsrays with a squadron command, ruthless strat (rs) and a tsunami of flank. What we both found in the long run was while a RS/GSD II Demo is the most brutal anti squadron combo in the game it is far to limiting/fagile/compliated compared to running Ordnance Experts and doling pretty consistent flak anyway. I ran it against squadron lists in practice games and sure it worked well but in random tournment games and a wider field i never went well until I swtiched back to OE.

    Since Wave 2 there are more options for a Demo+RS, Skilled First Officer, Flight Commander, Relay, which will help proc the essential squadon command and get the best possible timing but none of this addresses the issue that without OE you are hampered in the anti ship game.

    Kallus is the simplest addition because you get a black dice at medium and can reroll it. Rhymer/Biggs/Jan/Rieekan they all have uniques for Kallus nomnoms and up to 4 blue flak on squadrons is enough in it's own right.

     


  11.  Win what? A deathmatch? Armada isn't this. Vacuum comparisons and declarative statements are useless. 

    I can play this game too!

    I use my 'inefficient' squadron token on my ISD I to send 5 squadrons as an alpha strike vs your dripped 2 squadrons via 3 CR90s. My alpha strike on average cripples your squadron element so badly I always win the squadron fight because you can't activate them because they are dead because you thought you were being efficient.

    The firepower comparisons are fraught with issues. My ISD can actually destroy your CR90 outright in a single shot and all of your dice that count to bring you up to the ISDs power will never actually be brought to bear as the most your B throws is 3 front, 2 side + potential CF. If I bring my two best to bare on you, as you did, thats 12 dice. Don't play this game. It is not constructive.

    As for the issue of tokens causing imbalance no I don't think so. How do you qualify that a cmd 3 ship can issue 4 command effects in a turn vs two on a small ship?

     


  12. Reeiken and HSE with a dead ship. Is it scarred or not. Based on the wording we are playing no scar (HSE start status, Reeiken end of) no but I hope this is wrong. It's ******* stupid that someone has God mode for the purpose of fleet repair. Reeiken is good enough let alone warping/ignoring an entire campaign mechanic.


  13. Jendon is a semi clone of any hero and when it's above 20 points it's pretty great value. How about that IG88/Stele/Bossk/Bobba/Morna...yeahhh it's good. Just look at Jendon/Stele at 41 points. That's 4 bomber damage most of the time. That's worth it. Jendon trumps Hera imho, better defense and way more utility.

    Zertik Storm was the no1 squadron I was waiting to see spoiled. The reason is that Vader, contrary to what most people say, was and is fantastic precisely due to escort and brace/brace. You just had to position/time Vader correctly. Now Zertrik Storm arrives. Zertik Storm could have 1 red dice for AS/battery and with the brace/brace that would still be good enough. Now Imps have crazy good escorts in the form Vader, Storm, Tempest. Vader is a bomber without the crit, Tempest is a bomber, Storm is a black dice...these lists make themsevles.

    Saber is cool, currently using it more and more. Put it on an debris/obstruction, adding in flight controllers, roll 4,  get swarm, it's great. It's really pesky as supporting fighter or bait to draw them in.

    Lambdas are crud...k! If you say so.


  14. All this talk of dice and numbers is insignificant when compared to the power of timing and escorts...

    You can talk about "my luck" or "the numbers" all you want but trying to talk about how to play squadrons is extraordinary difficult.

    You have to consider a much deeper layer of planning and tactics that is rarely talked about because its really hard to do it...

    Initative >The amount of their squadrons > the carriers > how many squadrons will be activated this turn by commands/rogue/squadron phase combat > where do i position my squadrons in relation to all of these timings > how much damage will my escorts/squadron/scatter hero be expected to take and how this effects my plans to attack/defend against their ships/squadrons > what is my activation & timing/commands to counter their squadron commands > Now the turn is done did i properlly account for initative for next turn

    Sombody might have more squadrons but an inability to activate them all over the turn, somebody might have less squadrons on the board but they yours beaten, sometimes killing Howlrunner first is the right thing to do (when she chilling w/ generic Ties ), sometimes killing Howlrunner first is the wrong thing to do (when she chilling with all the Swarm heros)....how you work this is no set thing. Sure look at the numbers and only the numbers. And in doing so overlook 50 as equally important or more important aspects to squadron play, which are again extraordinary difficult to talk about, and are more important to winning.

    I can share my thoughts for killing Biggs balls. Kill Biggs, in the right way.

    - In the Generic Xwing Ball shoot him down, he spreads the damage and once he falls the others are ready to fall as well

    - In a Reeiken Ball shoot him down to 3 health so he doesn't die and absorb everyone elses damage. When he has moved 2-3 health around put those clowns down to 2 hp each one at a time, this reduces viable redirection. Then assist their demise with point defense, Mauler (who you will always run) and they all fall together negating the zombie mitigation because you Alpha struck Wedge and he Yavarisd you for 12-18 dice and absorbed 3-4 damage when he was dead, denying you most of another Xwings hull

    I am of course bias towards 134 point squadron lists so if you are a squadron screen i have nothing useful to say besides good luck!

     


  15. OP said he doesn't want to call a judge. I'm afraid it's your only option. It saves stress. Rather than an inner monologue about your opponent or post game woulda/coulda/shoulda rant you are working on a soulution in the acutal moment that is to your direct benifit.

    If there is even the start of a disput I call for TO or Judge, they then take over the thinking and the stress falls right off.

    It's too late to beg and plead with 5 mins left but if they have seen the slow playing you have better ground to stand on for a complaint or ruling.


  16. Great research, though i don't share as strong anti demo views and never found it problematic (mainly because i always play about 134 points of squadrons in tournies), I think the graph showing the decline of demo in lists overall will keep everyone happy.

    Demo has really dropped off and can no longer really be used in it's most powerful way. The tripple tap. It blows my mind that people complain about floatillas without thinking about the effect MSU has on counting demo. The sheer diversity of matchups compared to Wave 2 means that DeMSU is nowhere near as consistent as it used to be. To use Demos they are slowrolled because poking one out is a sure way to get it killed.

    As for titles strongly dissagree:

    Goz: Vector/Suppressor are both good

    Raider: Instigator/Impetuous " " "

    Arquitens: Hand of Justice is good, Centicore obviously not as useful but ok

    Demo: Demolisher is staple, Insidious is not really played anymore

    VSD: Corruptor is fine use it in tourney winning lists, Warlord as well, Dominator is pretty bad...

    Interdictor: Interdictor is good, x2 ECM, x2 Targeting Scrambler etc...etc..

    ISD: Avenger is good/Relentless is good, Devestator is much the same as Dominator though better

    I've had most of these in winning lists, Corruptor, Warlord, both Raider titles, both Goz titles. I think the issue is the ships and people flying them/not flying them to be blunt.

    Of course the titles are under-represented if nobody likes and always complains about playing Raiders/Interdictors/VSDs. With the exception of Dominator/Devestator every other title is well costed and or perfectly playable. Tua/DF makes things like Supressor/Slicer, Warlord, Instigator way more resiliant. Besides the two +dice titles I'd be suprised if you could muster any decent argument against any other title.


  17. 1 hour ago, Blail Blerg said:

    But/.... are Lambdas good?

    Yes

     

    I don't think it was mentioned but if you put Centicore on the the Light Cruiser you can Squadron Command 2 via the Title where the Squadron Command value for  the Light Cruiser is Squadron 1. Centicore/Light Cruiser is cheaper than the Command Cruiser so Centicore on a Light C gives it a squadron command bump and lets it maximise its own dial.

×
×
  • Create New...