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Trizzo2

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Everything posted by Trizzo2

  1. If you look at it this way it seems imbalanced. But that's if you look at it this way which is to say in a vaccum and only looking at the damage comparison. And a Decimator cannot kill a VSD on its own. That has already been described perfectly. It's a silly slap fight. Sure 2 Bwings can do more damage than a 51 point Nebulon but: They need fleet support and additional cost to realisticly do so. FCC, Flight Commander, All Fighters Follow Me, Boosted Comms, VCX, Yavaris, any of the above Are they alone? No. So now we add extra squadrons to protect them. Otherwise a couple of Tie Fighters will ruin their day. So now we have more cost and we are pushing our list down Squadon only route and not the ship route They die to a couple of anti squadron fighters unlike a Nebulon They earn their damage after they fly there at Speed 2 getting into range 1, they are not engaged, they are in range of Squadron Command otherwise goodluck with that plan
  2. Intel is strong. I think it can be overwhelmingly strong if you have a minimal counter. But if you are like me and a Squadon player...well I don't care about facing it and in fact in longer run any Intel ship. Im bias because I build 8-12 squadron lists and instead of giving my people Intel I'm looking for a fight. Instead I'm taking combinations of Mauler/Ruder/Saber/Jendon+Spike Damage hero/IG88/Defenders or various mixes of escorts and bombers. I max out my fighting ability so that: One intel squadon is not effective I assassinate key squadrons and they fall to pieces I aim to 'table' my opponents squadrons every game. It's up too 134 points to collect after all I run Admiral Chiraneau...so small caveat perhaps As a squadron player I really don't find enemy Intel to be an issue but I can see that Intel is fairly devestating against a squadron screen. The way I play this out is too ultilise point defense with your screen. Don't let your screen engage early or get picked off. Stay at sub medium range to hit them with flank and squadron dice.
  3. There's a difference between insulting and ribbing. I'm fairly satisfied. Of course, there are sometimes trolls and sourpusses who wander in here, griping about stuff that really isn't worth the energy to read. I also think that Armada is not dead. Agree...about ribbing, misread. The forum should be much better. Most of the content is posted into this main page. No sustained discussion can be had over a long peroid of time on a specific topic. No easy reference to old material. No primers. No sticked things. It's not good. Trolls I don't care for too much, they are an outlier compared to the overwhelming content but the forum doesn't have much depth for a game with this variety, scale, complexity and popularity imo.
  4. Instead of insult ways of play why don't we turn our full attention the the fact this webpage, you know the offical FFG Armada site (for one of the biggest mini games) have decent forum moderation and sub threads for specific topics. This webpage is very frustrating. Nobody is actually satisfied with the Armada Forum. It should be better.
  5. It works. Scar is end of status phase. HS retreat is start. They prob make a faq clarification that it works because the wording is specific. Start vs end.
  6. Hello. Just kicked off our first CC campaign. http://armadawarlords.hivelabs.solutions/view_list.php?token=70924&key=3b8b14b59fd463abd22ee355eb1d65d9 Grand Moff Relay Starter Author: Trizzo134 Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Most Wanted Defense Objective: Fleet Ambush Navigation Objective: Superior Positions Victory I-Class Star Destroyer (73 points) - Flight Controllers ( 6 points) = 79 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) = 48 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) = 48 total ship cost [ flagship ] Gozanti-class Cruisers (23 points) - Grand Moff Tarkin ( 38 points) = 61 total ship cost Gozanti-class Cruisers (23 points) - Admiral Chiraneau ( 10 points) = 33 total ship cost 1 Colonel Jendon ( 20 points) 1 Lamda-class Shuttle ( 15 points) 1 Maarek Steele ( 21 points) 1 Major Rhymer ( 16 points) 2 TIE Bomber Squadrons ( 18 points) 1 Zertik Strom ( 15 points) 1 Valen Rudor ( 13 points) 1 Saber Squadron ( 12 points) Round 1: This day will live in infamy. With rumours of insurection rife Grand Moff Tarkin was due for an inspection of the Corellian Sector forces. During his inspection of outlying patrol groups je recieved long range transmissions bringing word of multiple Rebel assaults across the Corellian Sector. A portion of the Rebel Fleet was moving to capture Crash's Drift and the outlying region, the so called "Raiders Point", had undermined Rebel movements. By way Hyperspace Communication he ordered Motti to regain the initiative by launching a counter attack at Tralus, to ensure loyatly in the Core Systems. Konstatine, and his fledging Experimental fleet, was ordered to intercept the Rebel attack group at Crash's Drift and to hold it at all cost. In the end Motti with his hubris and over eagerness traded his entire fleet, bar one Aquitens, for a single Xwing. The Grand Admiral himself arrived from hyperspace just in time to see the Flagship ISD begin to implode. The Admiral relayed but one word for the surviving Arquitens. Run. And it did, shamefully limping away. It is rumoured that Motti is currently under going 'corrective' mentorship under the stern hand of Vader. Admiral Konstantine was involved in a savage exchange. On the cusp of victory rebel trickery managed to eke out the most marginal of wins by 10 points. Thus the Rebelion lost the battle but took a key strategic piece to winning the conflict. However, knowing that more Rebels died for their gains gave the Moff a good deal of satisfaction. As well as the knowledge that one Rebel battle group would have to expand slower given the extensive damage inflicted upon it. At last it fell to the Moff to restore both dignity and morale to a demoralised fleet as was well as gain as many resources as possible coming Retrofits. During his inspection he found an old Victory Star Destroy, two Gozanti transports and two local patrol Raiders, all in good condition. With Tarkins long experience in Admiralty he was able to make the Gozanti transports effective Command and Control platforms for the Fighter Wing. The Raiders would support, harass and run interference. As for the Victory, for which he had an affinty, he planned that in time it would become a fearsome battleship. But first he simply had to wait for the Rebel Fleet to emerge from the Nebula and begin its assault.. Alas, this to be a deception! To his momentary suprise a massive battle group of MC80s, an Assault and Battle Cruiser, and none other than the infamous Han Solo emerged from the Hyperlane. They had one clear goal in mind. The total massacre of the lightly armoured Imperial forces in this sector. Tarkin sensed the unease amongst his subordinates. He raised his hand for silence. "You see those Battle Crusiers" "You will simply navigate around them" The lightly armed and armoured fleet would take the Rebel invaders by suprise. "We will turn their attack into their defense". It would be Raiders raiding Raiders Point for the preious cargo they have left ungaurded. Moffs Elite Fighter Escorts included Jendon, Rudor, Stelee, Saber and Major Rhymer. They fell in with the local garrison of Tie Bomber squadrons, inflating their ranks and inspiring them to realise their full potential. He sensed it would take 6 critical maneuvers to upend the Rebels plans.... Moff knew the area well and hidden in the Neblua was a dense debris field and automated Repair Station. He decided to use this to split the enemy fleet. The Battle Cruisers would have to fly into the heart of the debris to intercept any ships and if gaurded their cargo Major Rhymer would direct the squadron fire from within the debris field with Relay Command and Control to whittle down the Battle Cruisers and small support ships. The Grand Moff deployed first facing away from the enemy fleet. The Rebels responded with a Battle Cruiser to the Floatilla but now Tarkin implemented his small unit tatics. Using his massed Squadrons and Debris as a screen he concealed his final ship deplyoments until he was certain the Battle Cruisers were deployed in full. A gap had opened in the Rebel lines! If the Raiders and Admiral Chiraneau took a brazen flight path, with their heavy fighter escort for protection, they could slip between the gap in the Rebel lines and encircle the fleet whilst breaking out of the attack. It was to be high risk and high reward. He would punish the Rebels for their insolence. For 3 turns they jostled into position, both sides bearing down on the edge of the derbis field. The difficulty of traverssing the debris field presented the first moment for an attack. An MC80 Command Cruiser turned to avoid an asteroid field forcing Han Solo to make an evasive manoeuvre. Maarek Stele sensed his chance. With support from Flight Controllers and Relay he brought his micro missles and lasers to bear. Colonel Jendon pressed the attack belaying futher orders to Marek to attack again. Valen Ruder, with his **** eating grin, punched foward with a full battery of missles and fire control from the Flight Controllers. The extra command and control was enough! With devastatingly accurate fire the Millennium Falcon exploded, crippling the Rebels anti squadron potential. Saber Squadron darted forth using its superior range to enage a heavy bomber B Wing. The Rebels responded with two YT2400 scrapping Saber Squadron instantly but now they were sucked into range of the rest of the fighters. The Imperial Aces once again fell into combat and slaughter with renewed enthusiasm upon see their comrade annihilated. The Raiders darted past the daunting side batteries of the battle cruiser, using tight Navigation to stay just in range of the Area of Operations. Admiral Chiraneau was not so lucky. He was critial in positioning the engaged squadrons on debris to avoid the withering point defense of the battle cruisers. With clenched jaw he saw the Command Cruiser turn towards his transport, bringing its full batteries to bare upon him. He never considered anything but total commitment to his command. He issued a final Squadron Command to the Imperial fighters, engaging the two BWings and YT2400 threatening the Raider breakthrough and weakened squadrons. But now he was unable to find purchase in a less than lethal turbolaser battery, "All hands prepare to abandon ship!" The MC80 opened on Chiraneau to lethal effect. Turbolasers pieced the thinly armoured transport causing catestrophic system failures. The ship buckled and broke apart as he ejected in his life pod. But all was not for naught. The Imperial Squadrons now had total supremeacy, the Raiders had broken through the line. As he drifted into the void of space he hoped grimly for rescue and hoped that his vallient efforts would not go unrecognised. With limited time remaining Tarkin Relayed orders to the bombers to dissengage with the Battle Cruisers and focus on inflicting further losses. Narrowly avoiding destuction by the Cruisers the Bombers, who had run a fearsome gauntlet of Point Defense, turned their attention to the lighty armed Corvette and Transport. Stele and Jendon worked their savagery on the Transport, with Rhymer and Tie Bombers assisting. It limped away barely alive from the bomber onslaughter. A final Tie Bomber received an order and with a fearsome cry of "For Chiraneau!", brought it bombs down upon the crippled transport utterly destorying it. In the final action all parties tended to their wounds, the CR90 limping away from Rhymers Ball with one hull. Tarkin with hubris of his own had failed to belay further squadron commands. Instead showboating with the Raiders on the edge of the board with Navigate commands. His conceit yet again his undoing. Perhaps a character flaw? The Imperial Navy claimed a decesive victory and many much needed supplies!
  7. Hehe it's hardly extreme. Pretty standard tbh. * Deploy on the at 0 range not the full 10. * Deploy in the middle because you will be out deployed * See how they move, slow roll the MC80 and try to gank a ship like Demo if it pokes foward. * Consider Hyperspace retreat everyone and use the 45 refit to unscar your Awings. * Don't throw the Awings in too early, use them as a triangle to get around Intel * Try to preserve your fleet! You need more squadrons and you'll need all the points you can get. You can afford to lose all Awings and 1 MC30 with a fair amount of points left over. Hopefully enough for 4-6 squadrons. After Round 1: * Get more squadrons * Get more squadrons
  8. https://pawarmada.podbean.com/e/pawcast-not-episode-4-where-have-you-been-whats-going-on-10-min-recap-before-next-episode/ or download TLDR: A recent kidney transplant, getting back into living, dissafisfaction with the previous quality of episodes and building a proper podcast studio takes time... Thank you for the support and requests. Here it is...the future for PAWCast. Now with a proper studio setup! You know with microphones and good sound quality. Despite some delay the future PAWCast is looking solid. Thank you for your patience and requests for episodes. Next episode is coming very soon What i'm looking forward too: Ask PAW A Question: I want to get a community segment or intergrate your topics directly into the Podcast. So leave a question/topic if so inclined! Wave 5 is crazy...everything is different...let's talk about that...a lot Tighter Episode format. Limit to 60-80 min episodes. Nationals/Luke& Nick at Worlds recap Massive improvement in audio quality due to studio setup Eventual intergration of better effects and post production stuff Really looking foward to geting back into podcasts... Cheers
  9. Why no likes? Without this it is almost pointless to post things up. I was writing an Imp Squadron Primer but why bother when 2000+ will dissapear in the ether. Look what happened to the Relay thread. Gone. An important fundemetal addition had 15 posts and poof. Strategic had no thread? But even if it did whats the point. I'm still reading people having revaltions that Strategic can move Firelanes tokens and tokens in general and that it might actually be really useful. We need a subthread.
  10. Tua/Floatilla/ECM is the real deal...such a **** and no Relay 2 for Reb for Yavaris becoming redonkulous
  11. Start with one. Use Tua. 'Member when VSDs went into exile after Ackbar came out? I 'member. A slow moving ship is always going to have issues vs Ackbar. Unless we look back again and see that Rhymer/Boosted Comms/Firesprays pushed the fish out of the game for ages. Xi7 are not an issue for VSD/Tua. They need 9 damage to punch one damage into you. ECM brace, redirect one, one damage on. Use move shield to keep one facing showing or fully repair. Not an issue as compared to the instant fold vs Xi7/8 dice battery without Tua. If you want to use 2 def put Needa on your non Tua medium and play it according to the matchup. -edit- do some writing on Interdictor when not on phone in regional area
  12. Deployment>Prediction/Interception & Command Timing and above all else practice. Deployment: Unless you have a good reason not to always deploy your VSD front facing. You can easily Yaw with a II or I, I thereby putting on a decent interception/avoidence path. If you have an activation advantage/objective/well thought at reason to deploy at an off angle then do so. How to use the depth of the deployment zone for a VSD is really hard to explain...so I'm not going to bother! That is it's own topic entirelly. Prediction/Interception/Command Timing: How you think the battle is going to play out is very critical to using your VSD well. You can use it as a carrier, brawler or wall. For example: "I'm a VSD with Boosted Comms and Wulf! I'm going to grab a Squadron token turn 1 and get a Comms Net Nav token from my Floatilla. I have Flight Controllers I'm facing a MUS list. I need to spam Squadron commands for most of the game otherwise the fighters will kill me. I can use Wulf to Nav. I can point 45 degress away from the edge because my Rhymer and Boosted Comms does all the fighting for me and I just need to track the fight out of range or at long range. "I'm a VSD with Boosted Comms and Tua! Holy **** there is 2 ISDs on the board.I'm going to Squadron Command turns 1-2 to put some damamge on the ISDs and on turn 3 use a Nav to try to slip around the front arc of outside ISD therefore avoiding both ISDS" "I'm a VSD with Tua and Spinal! That MC30 wants my D...I think I'm going to take a Eng token turn 1 in case of Power Failure on turn 3, turn 2 a CF as they come in and turn 3 Eng Command/token to get rid of those 2 pesky APTs" All you need to do is imagine where the VSD on X turn given it's movement speed and predict what to do. However knowing when you should choose a Nav Command over a Repair Command is not obvious and and it takes time and practice. Why bother? Because the VSD is amazing (totally unbias /s). But seriously it does everything well, has well rounded stats and combos with various turbo lasers settings, squadron compliments, fleet/admiral builds and all at a reasonable price. Can I sign you up? Oh did I mention Tua? Yeah she the MVP for the VSD.
  13. Linked to time. What is this? A new Rebel Fighter? Someonebody in chat said they are in Xwing but they can't rember the name. Play a .5 speed. 2:32 time. Link Probablly this? https://images-cdn.fantasyflightgames.com/filer_public/eb/57/eb573653-abe8-4de7-8579-44badcdfddf3/swx55_preview.jpg
  14. Story time. Post one word after mine. Ben
  15. Wot. Brace/Brace w/ 6 Hull isn't enough? There isn't any better really. 1 Brace and 8 hull isn't consistent.Not to mention auto damage against everything. His bombing is obscene due to its consistency. Phantoms are interesting. Hard to find a use for the ability. You might find use picking station assault/fighter ambush and using rhe station to heal them. I've done it in one game with another objective. Whisper is good on her own. Shuttles are incredible and make any fleet with a floatilla in it better. Colonel is very good too. Decimators are the hardest to evaluate for me due to their expense. I still like tjem but doubt them for their cost. IFP II is pretty great value all around
  16. Nothing suggests no attack just no moving. I think of it as the marg sabl move ;p Seems to warrant a test on ISDs, dropping Firesprays and Rhymer.
  17. Fantastic. ECM/Targeting Scrambler/Title. It can be a battle ship. Combat Rertro is how I go everything needs to be able to fight squadrons. Getting 4 shields a turn with the inbuilt defense is pure awesome.
  18. Feel free to check out my sig.The Ex Retrofits are the reason to play. That and Projection Experts. Issue with Eng Team is you might not get into combat quick enough and doing 4 Eng worth of projection onto Arq/Demo is huge. Targeting Scramblers are crazy good. Now with Tua/ECM you can bring your guns to bare. Currently on holidays but have a list with Strategic/Intel Sweep, Contested Outpost, Most Wanted (but should try station assault) But the best starting point is Tua/ECM/Scrambler/Interdictor/Hand of Justice. My favorite Interdictor combo is Demolisher w/Montferrt, Targeting Scramblers and Projection Expert. Demo jumps into close range of a ship and Interdictor keeps it alive.
  19. I find that extremely difficult to believe given how consistently I see it around here. CR90As with Turbolaser Reroutes and CR90Bs with SW7 Ion Batteries are very common elements of most Rebel fleets. Either configuration is strong against any ship target, and that includes flotillas (where the CR90Bs tend to roll accuracy results enough to cause problems and the CR90As can often double-arc to overheat the defense tokens). Their only real basic weakness is versus squadrons and other elements of your fleet can handle that. You beat me too my edit Got some events coming up, not saying more. I'll stand by it though. Enjoy TRC90 whilst it lasts. When something shots back at with with 4-5 red dice using double arc TRC90 is not viable. Arquitens outclasses CR90 because of it's battery. CR90s are more maneuverable and have two Evades. They're also much better able to set up double-arcs than Arquitens are. If the Arquitens and TRC90 are having a long-ranged duel I'd call it about even, honestly, and the CR90B w/SW7s is going to cause some problems when/if it chases down the Arquitens to medium range and double-arcs it. I'm just not seeing a meta outcome where the Arquitens puts the CR90 out of a job. Neither the Arquitens nor the CR90A particularly wants to get into a fight with the other, either (the CR90B, however...). They'd both really prefer targets without Evades. Plus they're both faction-exclusive so it's not like Rebels can just ditch their TRC90s for Arquitens. In short, I'm extremely skeptical of your conclusion. And that skeptism is totally fine! It's all just observations and speculation. Maybe Mon Mothma/Cracken go large and they are fine. Maybe they are fine anyway i dont think so though As an Imp main I disagree about an even dual. I will hunt down TRC90 with my Aquitens very happily. It has gone from having to using Needa on my VSD/ISD and Monty on my Demo and simply avoiding TRC90 to actively hunting them down and dualing them. Yes CR90 is more maneuverable. Yes it has two evades. Yes it can set up double arcs easily. But none of this counts for much when facing Arquitens. Against a broadisde maneuverability does not help in the way it does against front arcs, they can't fly as freely. Two evades is not as helpful against 4-5 red dice that are rerolled or TRCd for max damage. You either keep an evade up which greatly reduces the power of one of the CR90s arcs or it's damage. You cannot easily double arc a small base ship and one that has II Yaw which lets it do evasive flairs. But whatever happens in a couple of months I sure we agree that a) they are compete with each other quite well b) that's a good thing because Imps needed it
  20. I find that extremely difficult to believe given how consistently I see it around here. CR90As with Turbolaser Reroutes and CR90Bs with SW7 Ion Batteries are very common elements of most Rebel fleets. Either configuration is strong against any ship target, and that includes flotillas (where the CR90Bs tend to roll accuracy results enough to cause problems and the CR90As can often double-arc to overheat the defense tokens). Their only real basic weakness is versus squadrons and other elements of your fleet can handle that. You beat me too my edit I'll stand by it though. Enjoy TRC90 whilst it lasts. When something shots back at it every turn with with 4-5 red dice aggressively using a double arc TRC90 is not viable. The CR90s range of movement is shutdown because Arquitens can track a flanking CR90 with ease due to broad side. You can't run around a VSD/ISD when you hit a wall of red dice as a 4 hull ship. Then Arquitens doesn't even need to spend TRC to put 4-5 damage out very consistently, this allows me to keep my evade up and good luck double arcing Aqu at long range due to base size. Arquitens outclasses CR90 in a one vs one because of it's battery. It overwhelms the single Evade wheras the CR90 cannot.
  21. In terms of uptake I think it's just slow because Christmas time and lack of events. I have played and seen a lot of games played. I think it will take about a couple of months, probably less, before complaints swamp this forum about Rebels being under powered and hard to build. A lot has changed in a week. Mostly due to this ship.
  22. Projection Experts, Raymus, Shields to Max All Fighters Follo Me!, Boosted Comms, Raymus Then various combos of Officers. Raymus + Skilled First Officer, Raymus and Ashoko maybe a combat variety with Lando or something ... Its the Rebel Interdictor in a sense. It has better Command values than a VSD but with less resilience. It's a hard ship to use but I've seen pretty powerful synergys wirh AFFM. I would live to see a Projection Expert build to.
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