Jump to content

Trizzo2

Members
  • Content Count

    421
  • Joined

  • Last visited

Everything posted by Trizzo2

  1. What I like about QT is that it adds a dice to the pool but it is not a modification. It doesn't start as damage potential but with cf token, Vader, Leading Shots, Veteran Gunners, it could end up with damage. Unlike Spinal you can get it from both arcs. Doesn't make it stellar but that's the only use I'm marginally interested in.
  2. Submitting now! "Give me liberty, or give me death!" Faction: Rebel Alliance Points: 400/400 Commander: General Dodonna Assault Objective: Precision Strike Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] MC80 Battle Cruiser (103 points) - General Dodonna ( 20 points) - Liberty ( 3 points) - Raymus Antilles ( 7 points) - Flight Controllers ( 6 points) - Spinal Armament ( 9 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 158 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Flight Commander ( 3 points) - Expanded Hangar Bay ( 5 points) - Bomber Command Center ( 8 points) = 36 total ship cost GR-75 Medium Transports (18 points) - Leia Organa ( 3 points) - Comms Net ( 2 points) = 23 total ship cost 1 Han Solo ( 26 points) 1 Jan Ors ( 19 points) 3 X-Wing Squadrons ( 39 points) 3 Scurrg H-6 Bombers ( 48 points) Card view link Fleet created with Armada Warlords 2015-16 © Armada Warlords List description: This list is designed to play as first or second player. It has the tactics and stratergy for both styles. Playing as First Player: With 4 ships i will have a reasonable activation order. This will allow me to set up the Liberty for a massive First Activation alpha strike. The 8 deployments will also give me a good deployment as first player. Playing as Second: If I am second this list is about heavy objective punishment. Precison Strike: With 6 Bombers, 3 Scruggs especially (two dice) this will rack up Objective Points. With Dondona the Red Batteries from the Cr90 and MC80 Xi7/Spinal Laser combo will be able to gain points at long range. Hyperspace Assault: Depending on the matchup, squadron heavy or light opponent, the Expanded Hanger Bay Rebel Transport will take either 3 Scruggs or 3 Xwings to drop behind the enemy and then move into postion with Flight Coordinator. With Bright Hope it will be difficult to dislodge. Superior Positions: With mobile Squadrons via Bright Hope carrier and 8 squadrons in total i will rack up lots of points and get a favourable deployment to put the Liberty in a prime position. Individual Ship Tactics/Synergy: * Squadrons: 8 squadrons is an even deployment. The 3 command Transport and 4 Liberty and 1 Rouge ensures each squadron can fully activate each turn. * MC80 Battle Cruiser: Raymus gives the Liberty token each turn. Xi7/Spinal Turbolasers combine with Dodonna to bore through one hull zone. Flight Controllers. The biggest hinderence to Squadrons is other Squadrons. Enemy squadrons need to be destroyed quickly or you will not get full value out of the bombers. Leading Shot. At Medium Range this battery will compliment the bombers very well as they pressure a single hull zone. * Rebel Transport/Comms Net/Leia: She feeds spare tokens to required ships, she combines with Raymus to counter Slicer Tools or change to a required command * CR90 is highly efficent. * Rebel Trans/Expanded, is a very efficent mobile carrier
  3. Liberty Carrier: http://armadawarlords.hivelabs.solutions/view_list.php?token=32700 I quite like this on paper! I definately see it being a thing. One of the better aspects of Imp carriers is i) strong front battery ii) strong front shields iii) flight controllers. The liberty has all of these. The only thing the Liberty lacks is Boosted Comms/Offensive Retro (which is a big hit) but Flight Coordinator makes up for this with foward placing squadrons. You can't corner up but not every Imp carrier list does this anyway.
  4. I claim the new FC meta! ISD I Squanisher for 5-6 Firesprays (not a full list, just an idea ) http://armadawarlords.hivelabs.solutions/view_list.php?token=32538
  5. My current Jam is: Goz, Expanded Hanger Bay, Flight Coordinator, Jamming Field. Squadron Demolisher Squadolisher Command 4 Squadrons, postion them arond the Goz post move, get ready to rip Black point Defense with a Squadron Command for 3 or 4 next turn. Or Squadolisher a Speed 3 Goz (yes i am trying to coin a phrase) with 3-4 Bombers and Slicer Tools into another ship? Love this card a lot. FC itself opens up a ton of refinement, different timings, target selection, the ability to drop Boosted Comms and achive board depth and it takes the guessing out of Squadron Placement for a Medium Range squadron in the next turn. It's a great card, top 3 of the Wave imho, because it gives you more options and it's cheap as chips.
  6. http://armadawarlords.hivelabs.solutions/view_list.php?token=32062 Press the enemy, cut down flankers, use some combos. Things I like: 4 ships Things I don't like: lack of squadrons, objectives ISDII: Liason counter slicer tools, Large Base + Tractor beam ship Indic: Want to try Projection, Grav effects and Wulf Tanking. Between Konstantine, Large Tactor, Grav Effect & Medium Tractor there is plenty to disrupt movement and have protracted fights. Goz Tie Demo: I like this ship. 4 Tie Demolisher, Jamming Field survivability and Point Defence Goz Supressor: Combo form Avenger.
  7. Bed thought! Don't know if mentioned but the new Turb Laser can cheat an extra red dice in via re roll and not being a modification. You have 4Red base, 1 Turbo, 1 Spinal. Add a CF fire die, you hit the accuracy, Add another Red set to accuracy , reroll 8 Red with VG. Biggest red battery in the game I think.
  8. IMHO floatillas open this up. So many attack groups for 2-3 at a time, retreating, repositioning. You can get a mini attack off with flotilla carrier, try to get a pick, fly it in to threaten point defense. Then you still have super carriers with Flight Controllers for alpha strikes. It's more diverse than ever I feel!Flight Coordinator is huge. Being able to squadron command post move and shoot (point defense) will give you extra refinement with target selection, it's amazing on Goz Carrier with Expanded Hanger bay. You have the value and reach.
  9. It is an interesting effect. I know I am working on VSD It's atm and seeing where that leads me. I love that new Admiral two-medium ships can effect a large, really awesome effect to pull into or out of range, especially as G-8 Experimental gets around the size restriction as well.
  10. No love for Scrambler? Welcome back to frontline combat VSD. Between Projection Expert, Grav Effects, Admiral you've got a two ship combo that can tank a lot! Tank the red dice and flip those accucecy down that shred VSD up close. Motti for 11 hull Indic or 10-14 VSD/ISD or Tarkin for an efficient Shield Repair approach. Suppressor and VIC II + Admirial looking at you.
  11. The power slide is real. Take a nav on a Speed 3 ISD, dropon one Yaw into speed one and you can Mario kart slide a long bloody way, without going froward to much, you save about 1.5cm of drift towards the enemy, which is the difference between dead. The greatest boon of the inside turns is that the pre measure can give you near 100% information if you see in or out of an arc. If a measurement tool cannot reach inside the ruler along the inside then you can't be hit. Usual one tool rule applies but using sight/finger gives you precicse measurements regarding distance because you don't have to add an invisible base to the outside of manoeuvre tool.
  12. Thank you, thank you for twice demonstrating, in a large event, outside thinking going against popular opinion. This is the best aspect of Armada. If you are playing against popular archtypes with a brew and you are doing well there is no reason this can't translate to Tournment results. Perhaps this time people will listen. Hopefully the circlejerks concerning: Demo High bidding for first Net decking and conventionial picks Will settle down just a bit or least give pause for thought For months people talked about countering Demo via trades and using Objectives to even out any loss but until someone demonstrates the counter play (just like Worlds in another Demo activation meta) in a large event, they insist the advice is an outlier. I can't beleive people put the Worlds win down to a lucky deployment. Bro with 8 squadrons thats the ******* point. Well played again.
  13. What was that? Mon Mothma not playable? MC30s not taken much? And certainlly not the Torpedo. SW: Armada, where you can brew your own list and if you know how to fly it you can perform, i love this game.
  14. Bright Hope is insanely good. At long range you need at least 5 damage and an accuracy, x2 double, 1 hit, 1 accuracy or x2 double x2 double (!) to touch the hull. Evade 1 double, 3 damage left, Bright Hope -1, 1 on shield and finally one to hull. And it blanks squdrons pretty hard as well. Pretty close to being on of the best Titles in the game for the cost, the impact might not be Demo leagues of game warping but for the style and hull on the ship it's great! Haha similar thing happened to us and Xwings. They flew out of BCC range, I said watch the two misses, there were two misses.
  15. If you are running Medium Transports Point Defence Reroute is not required because every Crit face has a single hit as well. I don't see any reason to run Combat Retro fit the extra cost for 1 Blue dice (and blue PD) does not seem worth it at all.
  16. Yes! Something i totally neglected to say, mainly because i was on the receiving end That single black PD dice is fantastic. Especially as Floatillas can be played like Instigator, into the enemy ball, with squadrons in tow.
  17. First AAR (link because it was not very visable), https://community.fantasyflightgames.com/topic/221637-anyone-use-flotillas/?p=2250479 Important points form last game: The amount of activations is higher overall Gunnery Teams/Rerolls/Guaranteed Accuracy, are essential Raiders/Demos weren't good at countering floatilas. Demo could take one over two turns maybe with good ramming or godly rolling (without sensor team) to kill a 3 hull ship, which is not an efficent time investment for a 25ish points Slicer Tools/Fleet Upgrades/Tractor Beams are pretty good List: http://armadawarlords.hivelabs.solutions/view_list.php?token=29542 Things i like about it: 9 deployments as second player, ISD gets ideal placement A strong ISD, fantastic small ship bully Tarkin flexibility Liason is an efficent Slicer Tool counter Things i don't like about it: Weak anti squadron setup Risky to only have ISD as main source of firepower I wanted to try more floatillas, as oppossed to brawling ships, to see how much damage one Fighting Ship can deal out with support ships in tow. Suppressor does not Exhust so I was hoping to combo with Gunnery Teams. The other Ships could sling 6 Squadrons around via Tarkin tokens, with Firesprays jumping in during the Squadron Phase to hit relevant targets. The defense Liason was to counter potential Slicer Tools and on most turns the ISD will have a spare Squadron Token thanks to Tarkin. Comms Net was to back up the Liason to make sure he never had a deficit of tokens. Comms Nets turned out to be way more useful than i thought! As you can see Floatilas open up a wide range of combos! Exciting stuff. How we proxy: Printed cards for upgrades. Raider base = Goz (or close enough) Neb B = Reb Trans (or close enough) Please note: The Raider is not a Raider. I used it with the Model because it was on loan! Nick also just sent this photo and i fully credit him with making these which we will be using in the future! It's the Rebellion Floatillas. He thought of this after the game. So well done sir! Game 1 vs Ackbar: http://armadawarlords.hivelabs.solutions/view_list.php?token=29544. This list in incomplete! My memory has failed me. Round 1: My two Squadron Floatilas went to 0. And Avenger/Suppressor hooked in at Speed 3. They threaten i) to bully the small ships b)block your MC80. This is the way i like to deploy my ISD. If you deploy facing off in a joust you will overshoot. If you come from the lateral you will be able to i) track better b) take more shots Round 2: Due to the small ship blockage he had to activate in a certain way. The CR90 flew closer, and i bombed it with 3 Ties. His next floatila went and landed just in Medium Range. The ISD activated and used a token to send one Firepsray at the CR90 to burn it's Redirect (even with Xi7 this makes a huge difference at Long Range w/ 4 Red dice). The front battery followed up and took it down. 8 dice Gunnery Teams hit the Floatilla and a natural accuracy ensured that it was vaporised. Round 3: Debris are strong against floatillas! I (regretablly) flew to avoid the debris with Suppressor (due to the proximity of the Xwings/Rebel Trans) but i was out of range of the Mc80. The MC80 went for the Defiance shot on the Suppressor. He rolled 6 Red and 1 Blue. No accuracy! He used Leading Shots to fish for it with 4 dice and "missed" again! The Floatila greased the engine with buckets of sweat and Scattered. Round 4: The ISD took a parting shot as did the MC80. Now both large ships were beyond each other. Rounds 5-6: The MC80 killed a Floatila that was sitting on 0. Despite the effort of the bombers ended up living on a couple of Hull. Score: 6-4 or 7-3 my way. After thoughts: Ken got into a bit of a jam, i think this was mainly due to the debris and a bit of an off deployment. This allowed me to take some fights against isolated targets. The Xwings could not get into Rhymer quick enough and that extra tempo he gains with Boosted Comms was enough time to help take down a ship (or 2?). Suppressor would have been better served up the guts of the fleet given than no side approach was viable vs Ackar. It was only useful for presenting two targets for that side Arc. And it worked! And luckily in this instance it lived. Saving a load of pain off the ISD. Myself I found the Tarkin/synergy awesome. It has been so long since i played a fleet where i needed his ability to hold it together. So far the Gunship with Floatillas in tow was playing well! Game 2 vs Tarkin, http://armadawarlords.hivelabs.solutions/view_list.php?token=29547 Round 1: He won the bid, choose to go second, I picked Contested Outpost. Not a pick im happy with but I wanted to practice something other than Intel Sweep! I had set all my ships to Speed 1. Upon the final deployment I thought it best to use Tarkin to crank Aveneger/Suppressor to speed 3 (via Command/Token, got to love that Tarkin flexibility) and the Float Carriers to 2. Against multiple VSD if you flank hard you force them to turn but the outside VSD will never be at the same level of the other VSD due to their slow speed (unless they adjust their speed). This aggressive flanking means you can try to fight one VSD at a time. I did not want to split my forces because this would increase the chance that I would leave two targets in range for him to punish me with. Round 2: Jostling for position with Squadrons. Suppressor is leading the charge trying to get into the weak arc of his VSD I. Round 3: My Carriers kill his Floatila with a squadron Command of 3. Suppressor slips by, the ISD takes some shots at the ISD I and slows down. He is out of Close Range of the VSD. Round 4: I wait for his VSD I to move, Suppressor hits it and Avenger kills it. The Front Arc is just out of the VSD II which was also hit by Suppressor (darn it). Round 5: The ISD repairs, shoots the VSD II with side dice only and flys away. I should of, in hindsight, switched command with Liason to Nav Command, turned in, tanked his battery and shot him up next turn. Round 6: Mistake! The ISD throws more side dice and flys off but this leaves two Floatilla both in Medium Range of Warlord/H9/Leading Shots. Opps. One Floatilla is popped with manipulation. The other barely lives one 1 hull due to a lucky Evade of a red dice turn it from 1 damage to none. I should have moved the Floatila at the furthest range, out of range. I get my first token at the end of turn to soften the blow, but he has collected 4 more than me. Score: 6-4, my way. I said i would not usally pick Outpost. This list needed to setup a lot of unfair fights and combos. It was too slow to push him off quickly, which is the best way to counter Outpost. After thoughts: This was against Nick whom with we have had now several Wave 3 Proxy games. As suspected from last game the VSD II was a brute with all the small ships running around! Warlord/H9 is delicious. This has convinced me that the next Wave 3 list I try will be a Vader list, he only missed out on killing two Floatillas at once due a Evade/Miss. Vader might also allow for a Sensor Team/Expanded Launcher Demo to be a viable small ship hunter again given that Vader can reroll those front dice. The only thing I would do different is use more aggressive Nav if I am not likely to die to from ship. Instead of sliding into the MC80 I flew away and same for the VSD II. The key to flying an ISD well is knowing i) how to not fly past a target ii) how much you can tank, it is not as much as you think. But in my case it is usally more than I think Both lists did well and we had set out with the idea in mind don't build a Wave 3 list with Demolisher. Squadron Floatillas were very nice. Especially with Tarkin. Having 4 ships, each able to throw out squadrons in lots of at least 3 sets up really good squadron command timing. What about the Wave 3 stuff specificlly? For me either flying in Formation or being passive with Carrier floatilas worked well with Tarkin/Boosted Comms. Avoiding arcs was better than trying to survive against them! Suppressor was a a beast, very scary for each opponent to face given Avenger was following behind! Suppressor flew differently, much more aggressive. I like that Bomber Command center is amazing. Not a single miss on those Tie Bombers! I stopped running them after blanks cost me results. Now they are finding a way back in Jamming Field is great for Tie's/Bombers/Howlrunner. It will take a lot of practice to use, it will not be good for everything, but it straight up saved Ties and let them delay and protect the Floatilas for longer Comms Net doesn't work like Tantive but with an extra bit of thought it works pretty well (look for pic 3-4 game 1, the Eng token). Passing off tokens to supplement a Liason change (such as Engeering) was really good. This is becuase you have to invest a token to change a Command, Comms Net gives you one back. It worked well on Suppressor because it never really needed a token besides an occasional Nav Floatillas will be insta gibbed at Medium range by any sort of manipulation effect, reroll or specifc dice setting, count yourself very lucky if they are not At long Range they are pretty resilient. Standing up to ISD II batteries and Warlord+H9 manipulation without much (if any) Hull Damage. Expect that one shield to drop though. Liasons/Support Officer (used in a piror) game, were good to counter Slicer tools. I prefer the Liason for the reaptability however from Wave 1-2 experience you need tokens to make this work so be warned if you do not have Tarkin VSD II! It worked darn well. With the amount of small ships running around we thought it would be worth giving it a go again. It worked. Going Foward? I like this list but i don't know about 3 Floatilla. It worked but in the long run with Interdictor/Liberty im not sure i want 3! I changed the list for more Anti-Squadron-Squadrons (Vader etc) because each squadron battle was long and indecisive because of their low anti squadron battery. I'm just happy I finally have an actual Armada and that Tarkin is playable without having to scimp on anything!
  18. 1 more than the opponent. Achived by going second, add more Ties, 4-5 ships. Not many beat 9.
  19. Sure that's how most people play it out, 1 useful ship set aside. But if people feel as if they can't play the three squadrons (and noone i have seen does) this points to bad design.
  20. Putting 1 ship and 3 squadrons into space can loose up to 3 deployments. That is huge. I believe that Regional Data shows winning list have the highest amount of deployments. Having an objective take away from the important deloyment sub game seems pretty unfair to the second player, especially considering that Hyperspace requires good play to set up punishment due to being the second player. I thought it chould change to "Deploy up to 1 Small-Medium ship and 3 squadrons into Hyperspace" rather than "Set Aside". I think without this change Hyperspace will always be a limited objective. The balance comes from loosing at least 1 ship activation anyway. Thoughts?
  21. We had our first play test session today. Floatilas are amazing. Rebels (floatilas) felt stronger because of the great synergy and ability to take the Squadron Command burden from Medium/Large ships, something that Rebels were lacking. Game 1: Imp I/G/R/R/4 Tie, Screed vs Reb RT/RT/TRC90/TRC90/Guppy/6 Xwing/Dash, Madine. This was a Wave 2 vs Wave 3 to see how different it felt, to see how old lists held up against the new. Small ships traded, he won via 45 points above my Precison Strike score. 7-3 Key points about the game: Demolisher/Raiders are junk vs floatilas but Madine might skewer this (from the perspective of a first player) You need accuracy manipulation or aggressive rerolls for large dice pools, you need a garuntee on an accuracy The Glad was completely shut down by a single Floatila. Madine/Bright Hope shut down the Front Battery. I got a accuracy, Hit/Hit but no hull damage. Failing a perfect roll it scattered eveything making ramming the most viable option. But this takes two turns so he is pretty much taking the Glad out of the game with good positioning. Glad (or something) has to respond to the Tractor Beam/Slicer/Squadron Command 3 Xwing and I needed to shore up activations so it needed to die. This is the issue though. There are so many targets on the board and despite being pissant no dice ships the various commands/squadrons/combos require an answer. Game 2: Imp, I/G/R/Goz/4 Ties, Screed vs Reb RT/RT/RT/TRC90/TRC90/MC80 Assault/Han/Dash, Reeiken Key points were: Fully upgraded MC80 Assault, in a six ship list! Leia on a Floatila counters your Slicer Tools So many gosh darn targets! Demo took a risk and jumped into MC80 side and hit for 4 black dice end of turn 2. He hit back due to 6 activations but Demo, on full health, lived with one hull. This was due to my Floatila darting in with Slicer Tools and putting the MC80 off a Concentrate Fire, this shut down the potential double black dice Defiance. Starting turn 3 Demo completed the tripple tap and flew away. ISD was blocking the MC80 and hit it with Avenger and it was now a zombie on the board. Demo was destroyed by a TRC90. Now the Raider was locked down by Slicer tools and picked off by TRC90, a Floatila followed the ISD Slicer Tooling every turn to put it off Nav Commands, so it flew speed 3 for 3 turns along the edge of the board. He manged to claw his way back into the game with Intel Sweep and Floatila combos. 7-3 his way. Key points about the game: Demo could only perform with the old paradigm. It was worth going straight for the MC80 as it was a better served doing heavy damage to a Large ship than pissing about for 2 turns trying to kill a 25 point ship. Slicer Tools is devestating against large Captial ships. Various players Slicer Tools ensured that I) my Demo lived and ii) my ISD could never turn back into the game 5-6 activations is going to be strong and annoying to face, especially with abilities that rely on timing ie: Supressor, Slicer Tools, Leia, Tractor Beams What i take into the future: Floatillas are a paradigm changer. Killing a ship to even out the activations may no longer be the most important thing. Instead killing the right ship is. Demolisher is in trouble. Clonisher is dead. I didn't pilot a clon but i had initative, Raiders, and a tooled up Demo but they simply could not perform against Wave 3 (especially Raiders) It's not a question of ignoring Floatilas entirely. They can lock you down and mess with critical commands and timing. If Demo is in trouble where does that leave Raiders? Raiders are a worse Demolisher and even Demo struggles against Wave 3. Gunnery Teams. If they were not auto include before they are now. Do not drop this for a chance at Advanced Gunnery. If you have a big battery you want Gunnery Teams. I hope Wave 4 comes soon after Wave 3 because 5-6 even 7+ activations is very wierd/annoying to play. I want the expensive Wave 4 ships to even it back out. Things i need to try: 5 activation ISD list My Fireball with Floatillas Wave 3 Predictions: Clonisher dissapears from the meta and or severely decreases in power, Wave 4 sees it pick up in appeal again Gladiator is not an auto include in generic Imperial lists. You might think this is a big claim but I'm off to the drawing board with this in mind. Imp lists without Demolisher are well worth testing imo. Wave 4 it will probally find a way back in but until then... Rebel Floatilas will be stronger in Wave 3 due to Leia, Bright Hope and other AOE officers/effects. Xwings become staple VSD II sees its way back into the game due to less threatening amounts of dice/ships on the board and the need for strong long/mid range batteries Accurecy manipulation uprades/aggressive reolls are required, i found myself wanting Vader for SW7 fishing/Double Red Of course take all of this with a grain of salt More play testing is coming but these are my initial feelings after a solid couple of games so i think it is well worth recording.
  22. There is nothing to argue about when the understanding of the meta or fundementals isn't there. Squadrons are heavily played and valid choice. They will only increase in popularity with Wave, it will break open Xwing bombers and make previous archtypes (rebel heros, rhymerballs, fireballs) stronger.
  23. What's wrong with ramming the wife?
  24. Yeah. Changing to support officer/change command things on a two command ship is really subpar compared to any good and used Demo officer. If slicer tools is capable of making such a change that's awesome. I'm equally part concerned for carriers vs slicer tools. It would be a blowout to shut a carrier off a squadron command.
×
×
  • Create New...