Jump to content

Trizzo2

Members
  • Content Count

    421
  • Joined

  • Last visited

Everything posted by Trizzo2

  1. Usless, for now. Every time I have been tractor beamed the effect was so marginal it was negligible or I was thinking sweet now I can pull a tighter turn or stay in arc longer. When using it against enemy ships, even multiples, it was pretty much the same. This is doing nothing. Who know what will happen in wave 3-4. Since Indic can most likely carry Tractor and G-8 you have two effects on one ship. But only one of those will effect the Liberty which will be heavily played. Besides what does slowing down a front arc brawler do exactly? Small ships is a different story. X number of Floatillas with their scatter and Offensive Retro might be able to tractor focus Demo and control MSU with Tractor Beams and Fleet Upgrades.
  2. The list isn't overpowered and I doubt they will nerf Demo with two Waves announced and one inbound soon. I'm not trying to take away from your win but from an Imp perspective they look liked the played their games out as bad as the possibly could have. Game 1. I never understand why Imp lists try to fight DeMSU by flying straight into Screed black dice ships! Picture three makes the problem apparant. You will be taking 3v1 fights. You need to leaverage your ISDs speed and guns, split your forces and hunt Raiders. If I was him i would have split the fleet 2G and 1ISD, that way Demo can only chase one group leaving at least an ISD or Demo to be as aggresive as possible. But he will struggle to do that with 3 ships. 3 Ships is a mistake in this meta. I/G/R/R is far superior to I/G/G. If only for the deployments. You get deployments, more activations and therefore more options. The only three ship lists that do well are bomber lists. Game 2. If he put one HS token on the far side of the board he could have deployed out of Hyperspace, leaving one ship alive and out of combat, to let his 2 Glads trade with the Rouges to kill the rest of the ships. Instead he places all the tokens close together, deploys point blank of black dice ship, as second player, in a double arc, of his weak arc and instantly dies? He just needed one ship alive somewhere on the board to make mince meat of small ships with the Rouges. Game 3. Great mine deployment! Hehe he looks like he could have slipped into it along the edge of the board if he felt like running but clearly didn't. That would have been awkward Bloody minefields! Clearly this result is the fault of an 'overpowered list'. Well played, in all honesty. Text book DeMSU and clearly demonstrating a higher understanding by selecting Second Player in a match when it made sense and going against the conventional 'Demo must go first' wisdom. Nice pictures and write up.
  3. Hehe, try it on the table! It's fun. 4 Red 4 Blue, Roll, CF Red, VG if non doubles, Vader the non Doubles, Leading Shots the non doubles, TRC a non double.
  4. Why not both? Vader, VG, Leading Shots. Go for broke for doubles.
  5. Agree! My worry about TIEs with Jamming Field is it seems they'd be getting the worse end of the deal. 5 TIE Fighters (40 points) vs. 3 X-Wings (39 points) means the TIEs get a total of -5 dice (for a total of 10 pre-Swarm) and the X-Wings get -3 (for a total of 9, but with more HP per individual X-Wing). You'd have to find some way to not affect them with it when possible and that may be difficult. At the very least Vector+Chiraneau+Expanded Hangar Bays+Jamming Field could get the job done due to pushing those TIEs outside of your own Jamming Field, but it might be too expensive. I think Howlrunner should be included in a Jamming Field build. Jamming field and Tie Heros declicious! It makes brace so much better the way it brings most vanilla (not flight controllers/howlrunner) hits down to 2-3 dice. You can scatter the 3 hits and brace 2 hits. Considering small Tie forces are mostly for distraction, anything that makes them live longer is probally a good thing. My Instigator play is getting pretty good now but a Jamming Field/Tie Swarm could be a cheap alternative. Especially with the scatter. Such a shutdown vs 2 dice bombers. The one black point defense is pretty decent as well. And it can command up to 4 Ties.
  6. I would not add Ties, adding Ties doesn't do much with a low Squadron value and no boosted Comms. That Squadron mix is fine (i've played almost identical). 8 should be the benchmark for Squadron lists to get a favourable deployment for their less jousty & fighty ships. What this seems to struggle with is i) Squadron Commands/Boosted Comms ii) Flight Controllers iii) No Captial Chip support I) You don't have the potential to alpha strike either Squadrons or Ships due to low Squadron Value, it's just a bit of drip damage. They will be able to get repairs up and sitting around and waiting to Rouge won't be effective against counter-squadrons when having to deal with pairs. Without Boosted Comms you miss out on the best reason to play Rhymer, range 7 barrages, where you ships aren't at hazzard. II) I think every Squadron List wants Flight Controllers. You need soemthing more against the anti squadron balls. The combination of Rouges end of turn > next turn Flight Controllers puts on a lot of pain. You will find yourself winning anti squadron battles due to the combination of extra attacks and extra dice. This is why i don't foresee the VSD dissapearing. It still makes for one of the best Flight Controllers/Squadron command platforms. I also use a Glad II but a Raider II is a good supplimentery ship for the anti squadron fire. III) Without Captial ship support you simply won't kill anything quick enough. That Squadron mix on its own could take down a Large ship but it would also take 4-5 turns by itself (That's my timing for my 1 Aggressor/3 FS/1 Rhymer/Vader Unsupported vs a Large Ship w/ Eng Commands.). Without some type of speed boost/timing via Commands/your own fighting capital ships the speed 3 rouges will have trouble switching between targets in MSU, Rhymer or not. I feel that slow rolling the Indic as support fire would be prefferable to running outright. With Engine Techs /5 Eng/Grav effects you could run if needed not to mention tank. Those Red dice will make a world of difference, especially if you can do long range double arcs. Should not be difficult with Nav combined with ET. -edit Here is my Wave 3 brew, http://armadawarlords.hivelabs.solutions/view_list.php?token=25745, not ready to do Interdictor just yet, still waiting on the pricing i put mine at 110 though. So i just brew with an ISD 1 for price but i havn't put much time into it without fully knowing how the upgrades interact with the list. Currently my favorite fighting ship is the Glad II w/ Monterferrat. It crushes TRC90 when you fly into the side arc and they can't shoot you Against Reeiken it makes Rebels wish they were Ackbar again. And it pounds squadrons. Monte is pretty good for the second player Glad. The survivability has gone up exponentially. The best way to use the rouges is to run a small ship away. This does two things. They send a ship to pursure your runner, generally a small ship, which divides their fleet (with good flying and should get away). Second, if all your ships die you now have Rhymer and X amount of rouges to chase them down in the sqaudron phase. I have won many games off this. A VSD/Small Ships can't stand up to 3, 4 or 5 aggressive ships. But squadrons can.
  7. Never drop ECM if you can avoid it. It makes the ISD playable. Without ECM it dies very quickly to accuracies .
  8. CP will be still be great. You can get in range turn 1 with the right setup gegardless of Grav Well as second player. If you bring you're own that makes CP even better for second player. Measure 3 distance + the base of the smallest ship in from one side of the setup area an have AOE of 6+ to set their deploysment to 0. This will massively slow their advance on the Objective. Same for Firelanes. The issue Firelanes faces isn't much different in Wave 4 compared to Wave 2. There are to many Red Dice swarms to make it safe all of the time. Worst Picks as First Player? 1) Most Wanted, I name my Floatila and X ship of yours. Worst Inclusions as Second Player 1) Opening Salvo, there a a lot of ships on the board now between Wave3 / Wave 4. If your surviving ship costs you half your points a game that is awful. 2) Advanced Gunnery, the only extra fear between now and Wave 4 is the Liberty but a ton of people are going to play it. If the Liberty also gets an Avenger style upgrade (like it appears there is) then this will sink lower. Gunnery Teams slots could be a popular choice for anti Floatilas meaning your ISD/Liberty can't do both AG and GT.
  9. Getting the double arc isnt that difficult when you are first player. Against any list other than 20+ point bids you will go first, which will be most of the time in my area. You simply wait for a ship within the Navigational reach of the ISD to activate. Once a ship is activated for the turn you simply need to fly up to them and land in a double arc. They now have no chance to move away. With the new two-tool-rule allowance, and practice, this is not difficult. Since I am first player I activate and fire away. Being an ISD with ECM it can tank against higher activations and the huge spike damage makes it worth it. The double tap has killed more than one thing. I only post 100% hull/shield victims killed soely by the Double Arc Avenger Combo or the ISD last activation/first activation situation (still using the double arc) -edit-@Moose A couple of months ago there were confusion about the new FAQ. This was part of that. https://images-cdn.fantasyflightgames.com/filer_public/31/e7/31e7e4ff-b681-4801-bcbb-692b31140439/armada_tournament_regulations_v103_high_res.pdf One-Tool Rule: A player can only use one tool at a time when measuring range, distance, or movement. A tool is defined as the range ruler, the maneuver tool, or another component such as a token. This rule is intended to prevent slow play, as defined on page 5. -edit- @ Plagueis, don't want to bump this for another rules debate but according to the rules you can hold a laser. A tool is not defined as a laser. A tool is defined as Armada tools. I believe 'tools' are just Armada tools. I use a war gaming laser to do a rough check using the teeth of m-tool and the laser to estimate the double arc. If that isn't allowed I will stop. But a straight up reading of the rules makes it look perfectly allowable to use a laser + tool. It only takes a couple of seconds as well. So it isn't slow play.
  10. A 4 T/F force is feasible if you i) combine it with Instigator ii) know what to expect from it iii) issue well timed squadron commands I) If you use to use Instigator well what you can do is use a squadron token and or command to fly Ties into enemy fighters, premeasure where Instigator is going to go, and use the combination of Instigator/Ties to pin enemy squadrons. If an enemy activates their squadrons it can be a good chance for Instigator to jump into them. That way you avoid taking damage in the Squadron Phase. If you need to sacrifice Instigator to buy as much time as possible make sure you don't fly speed 4 and next turn shoot straight out of their squadrons. Ideally i jump in with Speed 3 a Nav token. That way i can drop to speed 2 perform a x2 Double Yaw turn, this allows me to still engage their squadrons and choose a Command Dial of my choice (rather than be forced to do a Nav Command) II) Ties are weak and will often get one shot. Ties buy 1-2 shots at best. So you have to time when they go in pretty well. You want Ties to absorb damage instead of your Glad or ISD. You don't want to aggressively push your Ties into the enemy. You want to send them to distract bombers when your ISD/Glad is going to be engaged by them. III) One good squadron command can make all the difference. Killing one fighter is good enough. Without sqaudron commands you will unlikely get any kills with the Ties. So you won't get any points back. One great use of the Engine Techs is collecting a Nav Token so you can safely use a Squadron Command dial (on a turn of your choice) because you can use the Nav Token to proc Engine Techs. Relentless will give you a lot of flexibility in getting the timing right on a Squadron Command. Objectives: Drop Minefields. Use Dangerous Territory or Intel Sweep. DT is easier. You generally want to play first with this list. This allows Instigator/Gladiator to do a lot of work. My list ISD list in the sig has exactlly the same outline. 1ISD,1G,2R, 4 Ties is a pretty common archtype and it works, there are just different upgrades people play with. I would suggest once you have more practice to drop Relentless to give you more points to bid. If you have MC30/s or want to buy them use the Assault Proton Torpedos.
  11. I tried to sign up as Trizzo. It's my nickname. But it would not send verification to my email. So now i'm Trizzo2. But now i want Trizzo134. That is the name on my Armada shirt. I'll never be happy now
  12. Haha I added a bit more to that initial statement. Yes that is pretty much how I felt. I swear it was giving me such a headache I just started scribbling paint on it in revenge for hours of failed stencils. Yes it felt like I was going to ruin it. I probably went over the whole thing 5 times each pass making individual sections smaller each time. That gives it the detail. To further clarify you are not looking at a carefully painted pattern. You are looking at lines, crossing lines, crossing lines until obvious continuous streaks are gone.
  13. I free painted it. It felt terrible doing it initially, as if attacking it with no plan but that is actually fine for camo. Stencils are very hard to make/use given it's shape. I started with pretty much straight lines of different paints, grey, white, black. It didn't look like much. Imagine obvious streaks everywhere. If you look at the front left point you will see two prominent grey lines. It was that just all over. I took those obvious streaks away. To do it I would simply paint a smaller streak of a different colour running across it like an intersection. Repeat in small actions to give the small square dots. Once the streaks were all over the next step was partially filling in lines by painting over small sections with another streak of an alernate colour. I picked a section, used incrementally smaller lines to give the patchy/digital appearance. It wasn't technically hard, it was purely about making the feel right and the pattern acutally effective. If doing Camo I recommend letting it set and stepping back to see how it looks from play distance. If the pattern works you will know straight away. Getting this perspective is important.
  14. Some thoughts: * 2 Black Point Defense is brutal! Love it on the Lib * You have to exhust Veteran Gunners so it's terrible for Point Defense. Leading shots on 2 Blue might give you one if you wiff and Ordnance crushes with Point Defense. It might be ok if you're fishing from some type of effect on an ISD. But it depends on the strength of your upgrades. The new Ions/Turbo might be strong enough that you want to replace Leading Shots. Then VG is potentially a choice. * Quad Turbo looks to be Bossks ability for Red Dice * Love the Liberty, i think it will feel right at home for playing Rebels as an Imp main.
  15. The Demo that everybody loves now with better pictures. The camo suits the theme of the ship (that is to say an evil little bastard waiting for you to get close, pouncing out, torpedos away). -edit- Now with updated photos and good quality action shots!
  16. I don't think they will because i) the time it would take ii) turbolaser laser upgrades that could effect squadrons in a disproportionately powerful way
  17. That store champ had an illegal list then. Launchers and Turrets are both modifications. For my points Ordnance Expert w/ Xi7, try to concentrate fire for 6 black and a reroll. Red is just an after thought when you are rolling 6 black dice with OE/Xi7. Just about to start listening now! It's pretty hard not to get unreasonably hyped after seeing the spoilers "It's a Trap", you knew **** was getting real then!
  18. Side arc first then main battery.
  19. Made a nice layout to the OP and made some changes to the list to (increase bid and diversify threats.) Also had a win! Hopefully the record will improve and this will be a good way to track how a list changes and how it performs over time. So far it's my favorite ship list I've ever made and it's loads of fun to fly so i should have no problem investing some time. Look foward to editing in results and keeping it updated. C'mon one shots!
  20. Makes sense buttt i hope it's not just that . Seems pretty limited. A lot of fleets simply don't have black dice. There was an Engineering Team in the reveal so i hope this implies Support slot. It would be odd to reprint it for the sake of reprinting it. If this is the case the Interdictor is a pseudo speed 3 with Engine Techs and if the revealed speed dial of 2 is the max speed, so many ifs. What a tease! Engine Tech ramming with a medium size, 9 hull, 5 engeering, bumper ship.
  21. "An interdictor is a type of attack aircraft that operates far behind enemy lines, with the express intent of interdicting the enemy's military targets, most notably those involved in logistics. The interdiction prevents or delays enemy forces and supplies from reaching the battlefront." https://www.fantasyflightgames.com/en/news/2016/5/20/swm-its-a-trap/ It's here. And I think I'm in love. It's sleek, it's sexy, it's got bubbles! But most important a host of unique, interesting abilities, upgrades and values. So let's get down and have a chat and brew... Cards Revealed Thus Far: * "Command -", unique card (Commander?, Command Crew?) wait and see * "Adrmiral -", unique card, w&s * "Flight -", w&s * "Fighter Coo -", (Coordinators?), w&s * "Engeering Team/Quad Laser Turrets/Leading Shots", reprints * "MS-1 I - (Ion Cannon)", (And Exhust defenders what? Another Overload Pulse effect? Maybe Exhust cards instead?) Experimental Retrofits: The meat of what makes the Interdictor so darn interesting. Purely speculative to gauge their overall impact and it all depends on how many Experimental Upgrade slots there are. There is currently only one Grav Token per ship (if the photo fully represents the amount of tokens) yet there are two Grav Token effects. Maybe only one Experimental Retrofit on either Interdictor? I certainlly hope that the Suppressor has at least 2 Experimental slots given the low impact/once off nature of many of the Upgrades. * G-8 Experimental Projector, unique card, perhaps makes Tractor Beam focusing viable given you will likely be able have two 'slow' effects on one ship. * G7-X Grav Well Projector, I consider this to be susbtanial effect. 2 points for board control (and activation control if they land in the Well) seems like good value. It might also give non Superior Postion Blue Objectives a much needed boost (discussed bellow) * "Grav Sh-(shift)", unique card. "Before Deployment fleets, place 1 Grav token anywhere in the play area. Move each debris 1-3 of the current...cannot overlap obstacles. People seem certain it's debris The wording makes sense for debris, that obstacles cannot overlap obstacles makes sense (stacked debris is lame) Maybe an off chance that it is Squadrons that are moved? * "Targeting (Scrambler?)", While a a friendly ship at distsance 1-(?) is at close range (of enemy or you?) before Spend Defense step, you may exhust this card to force opponent to reroll dice/die(?) of your choice". If this is how it works, it's pretty awsome. A reasonable chance to turn an accurcey/crit effect down so a non ECM ship can Brace/Scatter etc... * Interdictor, When a Ship Activates you may exhust this card to ready 1 other upgrade card equipped to this ship. Interdictor Combat Refit Cost: High 70's to Low 80's? Values: 9 Hull, 2 Command, 2 Squadron, 5 Engineering, 2 Speed (? dial set at 2 in picture) Defense: x2 Contain, 1 Brace, 1 Redirect Battery: 2 Red/2 Blue Front. 2 Blue 2 Red Side. 2 Blue 1 Red Rear. Point Defense 1 Black/Blue. Upgrade Slots: 1 Offensive, 1 Support, 1 Officer, 1 Ion, 1 Turbo, 1 Experimental Retrofit? Interdictor Supression(?) Refit Cost: 90 "After all, the Interdictor Suppression Refit costs you five fleet points more than the most expensive basic Victory-class Star Destroyer, the Victory II. Values: w&s, I hope it is the same in Engeering but i fear they will dock 1 point to 4 and up the squadron value or something, Defense: w&s Battery: w&s Upgrade Slots: perhaps due to the Suppression Refit title it will increase the Experitmental Refits above what Combat Refit does. But since there was only 1 Gravity Token and there are two gravity token upgrades maybe not. I hope we have two slots because some of the Retrofits do not appear to be high impact. Perhaps a defensive Slot? Things I like: * Projection Experts gets good? With 8 Eng (token+command) and an apparant Support Slot on the Combat Refit you will be able to project 2 full shields, repair them both (4) and have 2 remaining eng value. The Eng Value in itself is really nuts. * Gravity Effects, With Blue Nagivation Objectives. They are in need of help. Superior Positions is the strongest but requires being built around. Most people will pick your Blue Objective as second player if it is not SP. Now we don't really know if that effect is to move debris with the unspoiled Grav Card but lets assume for a second it is. With the expection of Superior Postions every blue Objective gets help. Minefields: Moving debris post mine laying Dangerous Territory: Moving debris closer to your side of the board to clump them up for collection Intel Sweep: You set up your typical triangle and now you can Gravity their board to 0, making stealing them off you harder as they cop a Well or deploy futher away to avoid it. Yellow Objectives also get a boost. You can do much the same with Contested Outpost/Firelanes/Fleet Amush and make areas that deploy at 0 to buy time/shoot speed 0 ships. * Targeting Card, if the accpeted reading of the card is correct, because this is ability happens before Spend Defense you force accuracy rerolls. If this is how it works it will go a long way into helping ships without ECM (ie: VSD) * Needa, it looks like he might have found a proper home over the redundant Contain token * Tarkin Repair, i was not totally sold on Tarkin repair for Wave 3 floatilas. Now I cannot wait. Hitting 8 every turn, Projection Expert, on top of Crew Repairs seems a lot better than just Floatila Repair * A New Way to Play!, Wave 3 is Electronic Warfare, Wave 4 Imperial Experimental Warfare. It's awesome to see non linear ways of play being promoted (ie: don't just throw buckets of dice to win) * Ship Design, my favorite looking ship so far. And abilties that set it apart. Absolute winner. How are you looking foward to the Interdictor? What role do you think it will play in your fleet and how are so far planning on using it so far? As more is spoiled it shall be added.
  22. What also tickles my fancy is Interdictor and Projection Experts. 5 Eng + 3 from Token =8 total. You cast the full amount for 2, you repair those 2 shields for 4, you then have 2 additional points left over. It seems like the only viable Projection ship because it doesn't leave itself worse off. The Interdictor is my favorite ship in the game right now. There are so many combos and fun to be had. I really hope it proves to be competitive as well.
  23. "A man can dream. And I dream of one-shots." Pulse Tap Victims: A ship hit by and only by Overload Pusle and Avenger. Either by Side Arc/Front Arc or Advanced Gunnery. 2 Guppies List Development: newest to oldest descending -current- Wave 4 http://armadawarlords.hivelabs.solutions/view_list.php?token=36840&key=8d3fef6773e53ce241cbd53ef2581c83 -retired- Mk3 http://armadawarlords.hivelabs.solutions/view_list.php?token=27781 Mk2 http://armadawarlords.hivelabs.solutions/view_list.php?token=27540 Mk2 http://armadawarlords.hivelabs.solutions/view_list.php?token=28654 Mk1 http://armadawarlords.hivelabs.solutions/view_list.php?token=27546 Strategy: Designed to beat carriers/low bid/three ship. Against MSU chase down little ships at high speed. Against high bids plays strong Objectives. Carrier bids will not bid high enough for Superior Positions. Demolisher lists are forced to choose between the strongest Blue Objective (which puts them at a massive deployment dissadvantage) or Fire Lanes and Advanced Gunnery. Farm points or punish mistakes. Tactics: As first player use a variety of first player combos to one hit kill/cripple/combo ships. TO AVOID CONFUSION RE: Overload Pulse Avenger + Overload Pulse.This combo will not work if you shoot front battery first (becuase due to timing they spend their defense tokens before Overload Pulse). You must use the Side Arc prior to the Front Arc and you can use Screed to give you a guaranteed Critical Effect. You then follow up with the Front Arc for as much Avenger damage as possible. Thus "The Pulse Tap". It is easier to do it as first player due to being able to fly into position against an already activated ship and simply shoot first next turn.Standard Plays Demolisher Tripple Tap Raider first player APT double tap Any two black dice ship + Avenger over two turns Pin Squadrons with Ties/ Instigator Against Clonisher/High bids use objectives to punish them as well as deploy well per match up with 7 Deployments. Results: W/L/T (win/loss/tie): 2-2-1 First game: Date: 22/5. Loss 8-2 vs Akbar 3 Guppy. I one shot a fully health Guppy in my first practice game! This list is silly amounts of fun. It challenges you to fly the ISD well. Looking foward to Wave 3 for more of a bid via Floatila. The games, so far, were close with clear mistakes costing a Win/draw. It makes flying the ISD a fun subgame, fishing for that dream, but also a genuine threat. The mistake was the ISD could have jumped a Guppy but rammed instead. It killed it via the ram but got shot by the last guppy for 7 with no shields. 4 YT2400 soon followed up. It could have been out of range if it jumped (as i had first player activation), a mistake we both talked about after. 2nd: 22/5. Loss 6-4. Back to back games vs same player. vs Reeiken Heroes/Mc30/80/Cr90. Got blocked/we blocked each other traded with an MC80 over 2 turns. 6-4 by 7 points(?) 3rd: 24/5. Win 9-1. Some nice flying with Demolisher (killing Insidious with a double tap and killing Demolisher with a ram on the one move) and Instigator getting lucky with 4 wiffed bombed rolls to hold back the ball. Demo for the double kill and ISD one shot a Raider. 4th 1/5. Draw 99-99. I/G/R/R mirror. Don't make my ISD objective ship, has to do too much at once. Didn't loose a ship. But lost 3 Ties and the Intel Sweep. 5th 2/5. Won 9-1. Another mirror. Lived the dream! ISD Pulse Tap to the front arc on the last and first activation. Hit for 16 Damage (2 redirected, 4 front shields, 10 hull), it was left on 4 Hull due to Motti so no ram kill! A raider killed it with double APT on the next turn.
×
×
  • Create New...