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Everything posted by Trizzo2
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Exmaple 1) Yavaris Turn X) Yavaris Turn Y) Yavaris X/X/X squadron H9/H9/H9 H9 H9 Fireball Demo (medium of Yav) Demo (long of Yav) H9 Carrier RhymerB Carrier Fireball Carrier Example 1) Split your forces and attack one side or the other with something else. Exmaple 2) Bait it out. I approached Yarvis with Demo and he positioned his Scruggs waiting for me to double tap. I simply turned around with Engine techs and got out of range. He then chased it (and did major damage) because you're not going to not do Squadron 3 Scurgg. Demo ultimately limped away and this pulled all of his fighters away letting the Fireball move EOT into Rhymer and act first next turn to get it. The threat of Demo is enough to provoke a response.
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Ohh boy my jimmy rustled, in the postive sense! Many hours spent on Warlord agonising over 1 squadron. Heros cost you deployments. A good example is Dengar could be a Jumpmaster + Tie Fighter or Bobba could become Jumpmaster + Tie Fighter. When selecting heroes it's a push and pull between a) what you want the list to do, who is the most important piece for the list to function b) what the extra costs takes way from c) what the meta is doing Two builds I got stuck with: Is Dengar, Vader, Mauler, 2 Firesprays, 1 Bobba Rhymer, better than Jumpmaster, Tie Fighter, Vader, Mauler, 2 Firepsrays, Rhymer. With the former I get a fairly low impact ability but way more defense for with Bobba ship. With the later I get an extra deployment, extra anti squadron overall but at the loss of defense. But Jumpaster + Tie more Hull than but Bobba could potentially absorb the same amount of attacks. Ultimately his +1 damage wasn't strong enough to hold him and the extra deployment in a high deployment meta was the better call to go with. I always build my list so i can activate each squadron, each turn, by rouge or command. It's not ideal to have do nothing squadrons.
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Because when you fly wide and into long Range arc of a TRC90 they can't shoot at you. You can also go second and survive better and it makes the 1 rear shield/evade after the zoom and boom fly way more potent. Survivability in a two activation list is better than not. I still find this to be the case in my VSD/GSD/R Fireball.
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Rebels need it. I've played a Ryhmer then Fireball since the day Wave 2 was released and find Imp fighters are stronger overall, two reasons i) ease of carrier ii) better squadrons. They have phenmonal abilities (Mauler, Dengar, Vader, Howlrunner, Rhymer) or spike damage the hell out of any other squadron composition (Interceptors, Vader, IG88, Bossk). By comparison you have kind of Janky Dutch/Wedge (so you are committing two expensieve squadrons to over kill one) and Jan who does nothing vs Dengar, Mauler, IG88, Rhymer. Dash and Han are great but don't outclass equivalent costed Imp heroes and get chewed up by anti squadron for probablly cheaper than what they could return. Another big issue for the Rebels is catching a Rhymer ball. The medium range paried with Speed 3-4 Bombers means you can easily kite Jan/Xwing Balls. The Ewings have the right speed and abilities to hopefully put some pressure on. They might help put a check on Mauler. He can easily deal double the amount of damage that an opponent brings in squadrons by move last/act first or just Escort him as second player. Ghost is pretty amazing and is essentially a mini carrier and lowers your required Squadron Command Value overall. Rouge, Bomber, Speed 4 is really good too. They also threw Rouge on a lot of Rebel Squadrons which is really good for getting EOT attacks before the next turn Alpha. Hopefully CConflict brings some better squadrons too. The Wave 5 Rebel ship looks good for Rebel squadron play as well. All of this is to say i'm hopeful!
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I winced on your behalf every time Demo should not be nerfed with 3 incoming Waves.
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I think it interacts with enemy squadrons, allowing you to move theirs 1. So if you have two VXC you could maybe chain move a squadron, pull away an escort, pull into range of another shooter. I like the ability but limiting factor will be VCX cost and heavy (so it can't hold moved squadron)
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I would consider my wishes fulfilled on that ship. Though, I'm not sure I'd still be able to be top competitive with it. Haha. "You gain icon...in your" I'll go out on limb (projecting my desires like a boss) and say it is. I dug up the Learn to Play/Rules manual. On page 21 of the L2P and throughout the manual the only time the language refers to "Icon" was "Ship Icon" and "Upgrade Icons". So gain a Upgrade Icon (preferablly Defensive Retrofit) seems reasonable given the defensive nature of the Expansion with the new DRetro (Reinforced Hull), Contain Ship Title, Jerjerrod buffing VSD etc.. I hope...i hope...i hope...
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**** me, i need that VSD card in my life. I never gave up running it...is it Top place GenCon kit or another prize kit?
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I hope this doesn't cost more than a Glad...Imps are expensive so I wouldnt be suprised if it costs less than expected or cheaper than people are suggesting. It has two command (which is limiting for a small), weak front arc, 3 side which is fair, narrow side arc though, only 1 evade (TRC not ideal), 1 squadron (so it's clearly locked into a role), good shields, 5 hull is high side...I might be bold and put it at 52-55 cost. I'm thinking it has to be low cost because if it is not less than Demo why not just run Demo? What's everyone else thinking?
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It looks like the unique officer adds something, MAYBE just MAYBE it's a Defensive Retrofit or a Defense token? That is ultimately what Vics need. Defensvie Retrofit, Redundant Brace, Discard ECM Effect The Imp ship comes with a new Defensive Retro upgrade so i'm hoping that's what we are getting, Defensive Retro Officer. Otherwise we are still stuck with ISD being the only one capable of taking it. Seriously the VIC has two friggin DeRetro on the model...
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Underwhelmed by the mc80 liberty, am I the only one?
Trizzo2 replied to Garro's topic in Star Wars: Armada
After proxy games of Wave 4 I disagree with a few assements. The Interdictor is not a new way to play. Far from it. The Interdictor doesn't really do anything different to any other Imp ship. It's a slow moving space triangle with a few unique abilities. It's adds more slows, but Imp's were already the most viable Tractor Beam faction anyway. Grav Well gives you a bit of board control but its not high impact. The most meaningful ability is Grav Shift Reroute but only if you have Dangerous Territory/Contested Outpost and these objectives play out exactly the same anyway, the only difference is you can collect 45 points in DT on your first move and you can collect CP tokens by staying at Speed 0 instead of moving foward speed 1. Than you have Lando on a stick Scrambler. I am more hyped for Imp Wave 5 than 4 after more than a couple of proxy games of Wave 4. For the Rebels the MC80 Lib is a new beast. It flys entirely differently to how most Rebel ships fly, can be the 'fastest' Large Base ship in the game and is far more flexible than the Neb with choice of upgrades, playstyle. But it is nowhere near as strong as people think, defensively it's hemmed in and wants to act first or with Reeiken. -
Good! And I don't, since there has been a couple of FAQs since and the "tool rule" has been definitely settled. There was only confusion from 3-5 months ago or so with the mistyped FAQ (that said we can measure with two tools to save time or something). I have never used two tools in an tourney setting ever, so now concerned citizens can stop bumping this thread along! As for the list...it was biding it's time until Wave 4. Wave 3 proxy games didn't treat this list well with 5-7 ships running about whilst waiting for Wave 4 news. After some Wave 4 proxy games and seeing the ISD II cream the Liberty in jousts and some new additions such as Veteran Gunner (which will allow more consistent taps and taking Advanced Gunnery) this list is back on the cards! Yes...people treat it is some joke list (and i suppose it is a bit, as in never taken it to a tourney) but it's very dangerous for Large/Medium base rebel ships and does well in practice games. Now with new Upgrade cards, Floatillas, and 2 maybe 3 new Waves by years end it could actually become a more serious list. What was holding it back was the activations. Wave 2 was 3 near naked Raiders for the minimum 4 activation. Wave 3 brings floatillas. Wave 4 might have pontential with a decent OP ship in the Interdictor (but i feel that the best way to fly is just using ISD II itself). Wave 5? Well more information on costs is required. -edit- Added my list for testing this week.
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Damage ceiling for Salvation + spinal? THIS ONE GOES TO 12! The average damage at long range of TRC'd Salvy-Sato is mind boggling. That's one way to slap a giant NOPE on advanced gunnery! Not to mention Defiance potentially chucking 4 blacks at long range (or 3 and a blue for leading shots) + 1 or 2 more reds. Yeah nuts. I can actually consider Independnce now, given I can leading shots, the no.1 reason for taking Defiance.
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Sato is combolicious. Salvation those Red dice to Black, always proc a long range leading shots with those fickle red dice, black crits at long, add a blue/black to a long range Mon Karen. I must excuse myself to the facilities to futher 'study' the imperial fighters....Rebs got some amazing stuff too
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Too many fighter considerations? (Wave5)
Trizzo2 replied to Blail Blerg's topic in Star Wars: Armada
For tournments I have been playing 8-10 (settled on 8 for this year) squadrons since Wave 2. I have never gone to time and most games take between 1 to 1.5 hours. I paint my squadrons so that helps identify things. There really isn't to many abilities. Most people take multiples or lots of 3-4, your Bombers, your anti squadron, a couple of heroes. Reeiken or Imp A Team make it a little dense but it's hardly cerebral. I want more abilities! Surely Boosted Comms has entirely removed the need for wondering where your squadrons will end their move in relation to their carrier? -edit- holllllyyyy fuckkkkkk wave 5! Well...you didn't want abilities but you got them anyway ;p seriously though they are pretty awesome -
It's good but on black dice ships you'll struggle to justify picking it over Ordnance Expert doubly so if OE is your only manipulation efffect. So to all the rebel MC30 builds please take it, i insist. It's worth testing with Screed/Vader, Leading Shots, or consistent/large batteries that push significant damage through anyway and Dodonna. I giggle at the thought of trying a fat MC80 with Xi7/XX9, FCT, Leading Shots.
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Because it isn't and this forum is a classic hive mind and hiveminds every wave.I suggest looking at Worlds 2015 and Nationals (US) 2016 battle reps. Same player, playing rebels (against the collective wisdom of all) wins twice against Demo lists. Heck he choose to go second player in 2016 and the only reason people are now saying 'oh yeah use Mon Mothma' is because he is the one who brought her back (again despite advice to the contrary). Both lists had 8 squadrons (3 then 4 ships) so high deployment, mostly efficiently costed ships (upgrade light, TRC, Lando/Admon/Mon Mothma evades for survivability), could activate all squadrons due to Garm, Rouge, both games are a classic lesson in how to outright kill or fork Demo.
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So.... Can we turn it off and on as we choose or are we waiting for an FAQ?
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One rule - and I consider this the most important for good squadron play - You need to be able to fully activate each Squadron every turn. To be clear I have run builds with 4 Ties and no ship that wants to use a squadron command but I don't expect those Ties to do anything but pin a few bombing runs. To be an effective squadron commander you need to build a fleet with X Squadron Command Value (SCV) where X= Total amount of Squadrons. Rouge is a massive warp to this rule because it allows you fully activate a squadron so it lowers the required SCV. However having the potential to activate every squadron prior to the squadron phase provides you with much better timing and control. Example 1: If I have 3 Firesprays, 1 Agressor, 1 Rhymer and 3 other Non-Rouge Squadrons. I need at minimum 4 SCV to activate all my Squadrons per turn. So at minimum I could run a VSD + a squadron token and get 8 full activations. Example 2: I have 1 Dengar 3 Tie/I, 1 Rhymer, 3 Tie Bombers so I need at minimum 8 SCV. So I need x2 VSD w/tokens, Tarkin ISD 2 + Floatila/token etc... You can see how much a difference SCV makes to build a list and selection of ships and squadrons. But this is the rule I live by after an entire wave of squadron play. That and Flight Controllers. Best upgrade ever.
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Agree she is way better, cheaper and more defensive. I take that every time. And since we have the straight up comparison to see I both rate her higher and would prefer her. I love Black Squadron too, I have always wanted an escort/count and the madmen gave it to us. At 9 points it's awsome. My Vader could become Black Squadron & T/A for the same cost and now i have two escorts (because x2 T/A was not cheaper than 1 Vader) Or Jumpmaster & Black Squadron as my Intel package that can defend the Intel ship, a cheap sacrifical lamb that can block for anything that is greater value than it. It's great that Rebs get a good Rouge as well.
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I never find I need Chiraneau on my GSD II (which i have been running for a while now). You already have a 10 point upgrade which doubles your AA firepower, it's Demolisher. A simple way to start out your Demo II career if you face heavy squadron is slow roll it at speed 1, hit their Jan/Rhymer with 2 arcs + squadron 2-3 command (depending on tokens). I also run Montferrat to i) allow a passive glad at longer range ii) counter TRC90 side arc. You can still run Intel Officer so Demo is not over invested in AA combos and still wrecks ships. Don't cut OE for Ruthless Strat even in squadron heavy meta. I've done it and it doesn't work out especially in unkown tourny matchups, it's an over investment considering Demo can realiably put out 4 dice per enemy squadron. I've been rocking a 400 point list with a GSD for a couple of months now and it's doing pretty well. My plan is to play objectives and since i have 400 points and "loose" every bid with the exception of a draw everyone makes me go second player because they don't want a Glad to go first player. This is what I want every game. The glue that holds it together after lots of testing is....Admiral Montferrat and well timed pacifism. Mont is great at threatening TRC90 because they can't shoot you out of their side arc at long range. Take a nav token on turn 1 always so you can activate Mont via 1 nav command. Using it with Mont as second player lets it sit in long range with an Obstruction & Evade vs Red Dice. It's great for hanging out for the inevitable zoom and boom, it also makes trading less frequent and surviving a much improved prospect. How to play it? Two general ways, as a linebacker or a flanker. Wait for the enemy to come to you, you're glad is the anti flanker/squadron punisher. Go at speed 1 and set up for them to move into you as the defender. As the aggressor you are the flanker to set up second player trades.
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GT is only required on large battery ships. VSD II, ISD II and maybe Ackbar Guppy. The new MC80s fit this style, especially considering Madine, ETech, double black point defence. You want your large expensive gun boat to hit squadrons in the same arc at minimum. You want to be able to shoot mutilple ships. Considering the sheer amount of targets in Wave 4, floatilla/float carriers, GT is going to be a pretty hot choice on the right ship. With all the talk of low bids for objectives bidding for a large ship first player GT attack to pop a floatilla and shoot X other target is looking good. The aforementioned Madine/MC80 comes to mind.
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So no laser pointer tools?
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Tarkin x2 Suppression Repair Doom
Trizzo2 replied to Trizzo2's topic in Star Wars: Armada Fleet Builds
Yes...I was one of the few people to play it around my area...why have I foresaken you! Thank you for the reminder And updated: http://armadawarlords.hivelabs.solutions/view_list.php?token=33729&key=0223cbb9758b3776ba8f326e90ae91b7 More firepower, more AS, more board control! Konstantine Control Faction: Galactic Empire Points: 400/400 Commander: Admiral Konstantine Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory [ flagship ] Interdictor-class Combat Refit (93 points) - Admiral Konstantine ( 23 points) - Projection Experts ( 6 points) - Grav Shift Reroute ( 2 points) = 124 total ship cost Interdictor-class Combat Refit (93 points) - Interdictor ( 3 points) - Wulff Yularen ( 7 points) - Projection Experts ( 6 points) - Targeting Scrambler ( 5 points) = 114 total ship cost Victory II-Class Star Destroyer (85 points) - Dominator ( 12 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 107 total ship cost Gozanti-class Cruisers (23 points) = 23 total ship cost 4 TIE Fighter Squadrons ( 32 points) Things: - Grav Shift is for Dangerous Territory. Deploy 3 debris with 1 of each other at distance 5. Move them within 2 so they are touching but not overlapping. Land on the 3 Debris and collect them all on turn 1, contest the rest. - Drop one of the Medium ships behind the lines in Hpyerspace Assault - Most Wanted on the Floatilla - Decided for Leading Shots over cutting for Gunnery Teams, this way i can fish for acc vs floatillas - A couple more red dice ships thrown in -
Updated Second Build http://armadawarlords.hivelabs.solutions/view_list.php?token=33729&key=0223cbb9758b3776ba8f326e90ae91b7 Faction: Galactic Empire Points: 400/400 Commander: Admiral Konstantine Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory [ flagship ] Interdictor-class Combat Refit (93 points) - Admiral Konstantine ( 23 points) - Projection Experts ( 6 points) - Grav Shift Reroute ( 2 points) = 124 total ship cost Interdictor-class Combat Refit (93 points) - Interdictor ( 3 points) - Wulff Yularen ( 7 points) - Projection Experts ( 6 points) - Targeting Scrambler ( 5 points) = 114 total ship cost Victory II-Class Star Destroyer (85 points) - Dominator ( 12 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 107 total ship cost Gozanti-class Cruisers (23 points) = 23 total ship cost 4 TIE Fighter Squadrons ( 32 points) First Build http://armadawarlords.hivelabs.solutions/view_list.php?token=33727&key=0682c3b1be0f5468c8eecc34b0209be8 Get tokens and repair stuff! First or second player it doesn't matter. First player sets up closer range battles, second plays stong objectives. Repair Fleet of Doom Faction: Galactic Empire Points: 400/400 Commander: Grand Moff Tarkin Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory [ flagship ] Interdictor-class Suppression Refit (90 points) - Grand Moff Tarkin ( 38 points) - Interdictor ( 3 points) - Projection Experts ( 6 points) - Targeting Scrambler ( 5 points) - Grav Shift Reroute ( 2 points) = 144 total ship cost Interdictor-class Suppression Refit (90 points) - Projection Experts ( 6 points) - G7-X Grav Well Projector ( 2 points) - Targeting Scrambler ( 5 points) = 103 total ship cost Victory I-Class Star Destroyer (73 points) - Warlord ( 8 points) - H9 Turbolasers ( 8 points) = 89 total ship cost Gozanti-class Cruisers (23 points) - Expanded Hangar Bay ( 5 points) - Repair Crews ( 4 points) = 32 total ship cost 4 TIE Fighter Squadrons ( 32 points) Alternative Build - Grand Moff + Konstantine + Wulf + Akresko on both Suppression Refit This will allow the 3 Medium ships to close the gap and control flankers.
