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Trizzo2

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Posts posted by Trizzo2


  1. I must be having a tough day mentally...I am not understanding Centicore. What good does two squads that are already activated by another ship matter if they are close-medium to you?

     

    You have a Goz on the edge of the board. You have an Arquitens on the total opposite side of the board. The Goz can do a squadron command and activate two squadrons around the Arquitens. This is just under Range 30 squadron command.

     

    It isn't too crazy! But what it lets the Goz do is Squadron 2 command, from safety, and the Arquitens can fire them off. Whether a long range red dice ship will suit this roll remains to be seen but it is an interesting ability. I like it because it gives the Goz a potential use other than a junk activation.

     

    What makes it nice is that:

    * Unrestricted range to activate the ability and standard squadron command range from Centicore

    * It can be used multiple times

    * Does not restrict or appear to restrict other Title/Squadron abilities when passing through it (Flight Controllers, Vector)

    * Naturally pairs with Goz 2 Squadron, Lambda 2 Relay

     

    What isn't so great:

    * Only 2 squadron

    * Arquitens natural fighting style (long range/red dice) doesn't seem to pair smoothly (i guess) with this Title and you have to put the squadrons at Medium range


  2. From some lucky sob who bought a pack...that is Courtney of PAW. Cheers bro.

     

    Check Release Date Thread for Drash CC Squadrons Strategic/Relay revelaed! >>> https://community.fantasyflightgames.com/topic/236421-release-date/page-3

     

     

    HaYVtpi.jpg?1

     

     

     

    Amazing titles too. Your Goz can proc two Squadrons from anywhere on the map? Admiral boat is now very awesome. Two squadrons defending your Arquitens can recieve Flight Controllers from your main carrier? Justice allows second player to be much more defensive as well as TRC/Vader fuel? Arquitens winner, winner, chicken dinner.


  3. Interdictor is not really a combat ship, right now anway. Best ways and actual winning ways to use it.

     

    * Support your Demo with Targeting Scrambler/Projection Experts

    * Combat Retrofit for tanky AA platform

    * Overload Pulse/Avenger. One of our people placed second in a Regional last week with a two ship list with ISD II/Avenger/Motti, Interdictor/Scrambler/Grav shift and Imp Squadron A Team.

     

     

    Then we have a bucket load of new things over the next few weeks:

     

    * Tau/ECM/Targeting Scrambler/Interdictor Title is going to be an amazing defensive combo. You can ready up ECM twice! Or ready up Scambler twice if they have a low chance of acc, say Demolisher, use ECM if they hit the acc.

    * There will be objectives in Blue/Red/Yellow that have a direct interaction with Grav Shift, specificlly objectives/debris fields for erg: blockade Run is god tier with G7 because everyone deploys on the 3' side of the board, not the 6, various Stations to move around, dust clouds (?)


  4. Most good. Keep em up. No issues with presentation. Maybe a summary of key points at end. Introduced the ideas, good demonstration but a key point summary to tie the essential structure/important points together would be good.


  5. I'm really happy with this pack. Some great game changing cards and a great ship for Imps. What we have here is a genuine flexible combat ship that is cheap enough to field but which doesn't become an easy kill immediately after being committed like the Raider.

     

    I really like the two variants also. You have the basic combat ship or the wider options presented by the command version. They did this with the Pelta as well and I think its a great move.

     

    I'm actually thinking this may be a ship that finally shows some great use of Tarkin. It can carry two tokens, and Eng is good (token is worth a shield), CF is good and Nav is good.

     

    Yeah I'm digging Tarkin right now, current Wv 4 bomber list running him. Seeing as I want to throw Jonus into enemy ships before shooting them with Demo/Arqu/Warlord. Tarkin is a solid choice to proc him off a non carrier. Also good for Tau/ECM given you give up Vet Cap/Arekso/Wulf so your Interdictor/other Tau ship starts with an Eng token and doesn't need specfic turn order/initative to get it.


  6. Can't an ECM flotilla simply be countered with an IO?

     

    Yes. But it's pretty much the same outcome as current situation anyway, what Tau does is let you surivive an extra shot or a shot that would kill you. Right now if your Goz eats an acc you die, you get Intel Offed you scatter or die and then you die, get focused (spend>burn) you die. But what you're doing is making them waste time on a somewhat low value ship. However if you add Tau/ECM/Slicer/good upgrade your cheaper goz is now very expensive compared to its base cost. However if you can survive that shot that would have killed you might live for the rest of game. If you dodge a massive front arc, say an ISDs, they might not get another shot on for the rest of the game. That's what makes it potentially worthwhile.

     

    I would never put ECM on a Floatilla that is my Admiral boat. I could consider it on my Slicer Tool/Suppressor Goz but a much bigger/effective fighting ship might want Tau too, so it's a tough choice. Quantum Storm/Bright Hope are fantastic because they can improve your survivability but unlike Tau/ECM they do it cheaply and constantly. And there is no oppurtunity cost in doing so.

     

    Tagge gets around Intel Officer hard. Which is why Tau is so good for increasing Imp options. Tagge is fantastic with ECM ships, ECM/returning it cancels more damage that Motti provides. The best 2 ISD II list i've made was with Tagge. Now Tagge has much cheaper options. You've got ships that can use tokens/ECM at every size level for both defense (burn a token/get it back) or offense (arquitens w/ TRC)


  7. I'm loving all the hate for this ship. Gonna make it so much fun to use. Time to finalize my Imperial build featuring the Island of Misfit toys...

     

    Ikr...the only way it could be bad would have been:

     

    Speed

    1: -

    2: - -

    3: - - -

    :P

     

    It's a broadsider. You can track using II Yaw. I will be buying 2 first day and seeing how we go from there.

     

    I'm suprised about the lack of Pelta salt tbh.


  8. Jonus combos with ships, so cool.

     

    * Warlord by itself. Make doubles. Way more Viable to run Warlord/H9 combo now. I know I will be running at least Warlord with a Jonus/Intel ball if the VSD can combo and put some decent damage out.

    * Arquitens, in of itself.

    * Front arc on the Demo for that accuracy to smash floatillas without sensor team jank.

     

    Other things I like.

     

    * Minister Tau for no1 obviously.

    * Jerry for your ISD, putting Montferrat on it and using the inside turns to control the speed 3 and with aggressive flank/follow. All whilst obstructing dice fired at you. Comms Net to follow to re-up your 1 damage.

    * Jerries near 180 degree turn on a Demolisher with Engine Tech.

    * MC80 Assault Cruiser/ECM/Reinforced Blast Door/Medical Team/Derlin or Walex for mega lols.

    * Interdictor Combat Retrofit/ECM/Tau/Targeting Scrambler/Eng Team/Tagge or Motti as Battleship rather than just it's former support role due to no ECM. Can also be dropped out of Hyperspace...hmm.

    * ISD I/Tau/ECM with minimal upgrads, maybe leading shots, as a massive (now tanky) sledge hammer.

    * VSDs as Tau fighting ships, not just carriers.

     

    Seperate catagoery:

     

    The fundemental reassessment of both playstyle and individual ship choices for Imp fleets. Everything is changed.


  9. Is Destiny really that good? To be honest with you, what I saw gave me no urge to go out and buy the product.

     

    I feel as if i'm the only, or perhaps a couple of us, who haven't got freebies or bought into Destiny. People are loving it here. Our hub is around the biggest MtG store/scene in Sydney and most of us have played or collected MtG at some time. There is an institutional memory of ccg here. Heck it's all my old EDH decks and original Zendikar that has paid for (and continues to pay for) every Wave :P I don't want to ever go down the ccg rabbit hole every again.


  10. @undeadguy. Issue is the oppurtunity cost for your ISD I/Interdictor/VSD/smaller ships...but ECM scatter is an ECM scatter :P It think its a funny idea but I don't want to dissmiss it as just a joke either.

     

    -edit- yar beat me too it pt

     

    I so happy overall. I have slacked off the Armada. Everyone has mostly been playing Destiny. With 32 New Squadrons, Amazing expanions and CC? That is a metric ******* worth of content, a few year of interest and discussion right there. Right in time for this which arrived a few days ago.

     

     I64PF7Bm.jpg

     

    Which is why we havn't done an episode in a while, amoungst other reasons! It's good to be playing Armada right now.


  11. 9 Points for a ECM Floatilla :P Hmm...the potentials for troll.

     

    On a more serious note Imps and going to undergo fundemetal changes based on one cheap upgrade alone! Not to even mention the awesomeness of the ship and what it provides as well.


  12. After banging on for months about Minister Tau...crying out in desperation on in the inside

     

     

     

    giphy.gif

     

    Arquitens Nav chart is wierd but surely workable as a long range play style.

     

    Arquitens wins handily for the ship and the upgrades. Changes Imps in a fundemental way.

     

    Players win overall for the sheer awesomeness of the Waves.


  13.  

     

     

    Unless it's better than ECM (and by all appearance it is discard 3 damage cards therefore it isnt better than ECM) nothing will replace it.

    In a current bomber-heavy meta it is better than ECM.

    And MC-30's will LOVE it. With their redundant defense tokens you rarely need ECM, but if that is indeed it's effect you can effectively have 7-hull speed 4 black dice monsters

    That cuts it awful close though. If you're at three cards, a sneeze will kill you. My experience with MC30s is once the shields are gone, it's pretty game over a heartbeat later. I like it a lot on MC80s though. Enough margin of error to make full use of the card and definitely good in this era of bomber insanity.

     

     

    Hmm true, same issue that Medical Team faces on small ships. Getting to exicted by this new Wave :P so bored, to much excitement at potential. But speaking of Medical Team...

     

    MC80 Assault Cruiser, ECM, Medical Team, Reinforced Hull for even moarrr. I don't think there is a such a thing as to much hull.


  14. Minister Tau is 100% +Defensive Retro Slot, I say because it would be stupid for a new Defensive Retro Upgrade card to be introduced and only one friggin ship in the Imp Nav can use it. Unless it's better than ECM (and by all appearance it is discard 3 damage cards therefore it isnt better than ECM) nothing will replace it. Limiting facotors are i) cost, how much will she and ECM be? ii) if she adds an Icon or takes another one away. All i know is ISD I, VSD, Interdictor could all use it. Interdictor, Tau, ECM, Eng Team, Motti or Tagge = God Mode :P Been beating this drum since the first spoiler...please be + defensive retro slot or i cry


  15. Terribly dissapointing season so far however you look at it.

     

    The first 7 Episodes involved: Go somewhere>Get captured>Escape. Every. ****. Episode. "The Antilles Extraction" perfectly shows the forumla.

     

    Use Red Shirts as cannon fodder to show how dangerous the Empire is, yet fifty inches of Mandaorlian plot armour protects every core Rebel character without exception. Rex gets shot in his plate by a Destroyer "hur dur Gen 1 armor holds up". From this point am I meant to fear the Destroyer/anything if you can essentially cop a blast to the upper body? Oh wait he then actually gets hit the helemt...and he's fine...and then he destroys a Destroyer by throwing said helmet at it... later the same Destroyers that later go toe to toe with AT-STs...hitting one with such force that it recoils from the blast. Moments like this are littered in every episode.

     

    I would actually prefer if every Imperial opted out of shooting towards our merry band of Rebels. This way I can pretend they are trying to tackle and capture them. Ah but when they get capture nothing a few unconvincing chops to a Storm Troopers helmet -you know a helmet designed to protect the head from blows/projecticles- can't solve.

     

    There is no dramatic tension, slim if any character development, the antagonist has been so underplayed and under developed you can picture the ham-fisted, exposition landen, monolouge that will be delivered to make up for all the not showing about how he figured them all out. If you had no knowledge of what Thrawn is meant to represent you would be utterly confused by his behavior. Thrawns payoff is almost certainlly going to fizzle because no dramatic tension has built up over the course of the season.There is virtually no narrative progression and how could there be when it's just stand alone episodes with thread bare connections between them, if at all. We are almost at the penultimate episode and finale and there is no sense of an overall structure outside of Thrawn scheming and a tedius search from bombs. This is not compelling viewing. Almost everyone I know, myself included, has given up.

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