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Everything posted by Trizzo2
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Needa is **** near mandatory for VSD/ISD. And remember you can choose not to swap a token in a given matchup...which I have done once. But if like most people you are facing TRC90 almost every game, certainlly competitive ones, cancelling even 3 doubles is huge. Against MSU you can easily put the numbers of doubles canceled in a game to 4-5+ if you burn that token. From a wealth of personal experience Needa on a VSD is amazing despite the 3 token limit. This is due to that way TRC90 math works out. We expect about 3 damage per roll with TRC90, this ship being the most common TRC fiend. For simplicity sake let's look at TRC90 Long Range without the CF command. CR90 Action Double Arc with TRC: 1) Side Arc, TRC for 2 2) Front arc for 3-4 damage or 2 dmg TRC/ACC. VSD Responds with: 1) Evade the Side Arc totally 2) Brace the Front to Two, if ACC targets brace choice to discard Evade for 0 damage overall. But it's so much more than this. You've got combos. Evade, brace, evade/brace, discard token depending on acc/dmg/remaining hull etc More things to consider: 1) A VSD can only brace once vs double arc TRC if you want to keep your brace token (and you do). By adding an Evade it essentially gives you another Brace against 3 damage rolls. Against a single dice it is even better than brace! So you have options vs double arcs and up to two single arc ships that let you keep all your tokens. The CR90/Arquitens are your/going to be TRC carrying with 1 dice battery at long range ships. They require a response. 2) Futher more it builds in redudency against an accuraey because you can cancel damage in two ways. Every VSD pilot knows the pain of Double, Double, ACC at long. Needa is an out to this crippling situation. Seriously a 51 point TRC90 shoots a VSD for 4 damage and you redirect only? You are loosing right now. 3) This doesn't loose relevance at Medium Range because the Blues increase the chance of acc and you still have outs against a double via the Reroll. Yes it makes your VSD defensively weaker to bombers but you cancel damage elsewhere. And this damage is gone not moved. Against rebels I always take an Evade. Against x2 VSD or VSD bomber lists I might consider not replacing in some specific matchups and Needa can just chill and observe. TRC = **** near auto include for VSD/ISD. I would put it on the Interdictor but Wulf/Aresko allows more Eng to reup shield anyway. -edit- If you aren't running Needa now just wait for Arquitens and Sato. You all will be.
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GSD II, Demo, RuthlessS + Squadron Command. How to kill 5 tie Advanced in one activation. The first time i encountered this i lost two full HP firesprays way back Wave 2. Now that MUS is everywhere im going to run it again. The issue was that it would not suit each matchup. Well now it does in many places.
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Slicer Tools on Quantum Storm is nasty. The Goz is much harder to get into place.
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For a 2 ISD II fleet Tagge is amazing compared to Motti, I played it out for a while. * Intel Officer/discard security * Spend a brace twice when you can, depend on the given arcs you will take you can brace damage that does not contain an acc (CR90 is pretty common) and go on to brace a larger hit with ECM * Sustained damage mitagtion over time well and above what 2-3 hull provides. Just getting a humble evade token back twice can stop up to 4 extra damage over the course of a game or deal it out. His two weakness right now is no divesity in ECM capable ships and no other viable ship that can fuel an effect by aggressively spending tokens. This is going to change soon off already know informaiton.
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Tagge is amazing with ECM. But if you can't 100% burn the token to gain tempo/damage don't use him! If you are trying to run 2 ISD II there is no better Admiral for surviability. It was very good in the first few weeks of Wave 4 but now MUS is dominating so it's tricky to play into activation/bombers. Wave 5 will be amazing for: Arquitens/TRC/Needa He is pretty darn useful on 'scarred' ships in the Corellian Conflict Speculation ahead: I have been banging this drum for a while but....Minister Tua (it's all in the Mi and the hat) who I hope will give a much need Defensive Retrofit Slot to a ship of choice. The language on the card says "Icon". The two times Icon is mentioned in the rules/how to play manual is in reference to "ship icon" and "upgrade icon". It also fits the theme of the expansion given there is a new Defensive Retro Upgrade. Currently the only Imp ship with a DRetro is the ISD II. Would they seriously expect anyone to cut ECM for what appears to repair hull damage? I'm expecting VSD/Interdictor/ISDs/ to be able to carry a defensive slot heck maybe Gladiator/Raider/Floatilla too There are many unknowns. Does it add or take away from another slot? Will it cost 6+ (that's what i said last episode) or what will it cost? Then there is oppurtunity cost in Officer choice. There is a lot of things that could make it bad but all i know is ECM on an ISD I, Interdictor or VSD would be ******* huge. It means that a mixed fleet of ISD II, either Medium ship, X amount of Arquitens would be able to hit Tagges ability every time. Your Interdictor/VSD wouldn't get chopped to death by TRC so easily as well. He will get stonger over time, provided more DRetro slot ships...but this Wave he is limited.
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Floatilla hunting is not the issue. Well I think it is but it isn't. Sure kill the floatillas! Pfft H9 = done, right? Well expect for the fact: That at long range most ships won't be enough do enough damage to reliably one-shot one. Get to medium and get chewed to death by 12 squadrons? And there were probally hitting you at Boosted Comms range anyway? Shoot at Floatilla and if you have Gunnery Team you can shoot the squadrons? Leaving MC30/CR90/Guppy/Yavaris all alone? What do you do if you don't have GT? Bank your success on trying to Long Range a scatter/evade ship with a 3-4 red dice battery? It's not so simple. And yes I don't yet have a solution to the Floatilla problem as Imp. Expect for x2VSD Flight Controller, ISD I Boosted Comm, Expanded Hanger, Wulf, Flight Controller, with 10-12 Imp squadrons of my own to play them at their own game. Which usally ends at for 6-5 or 5-6 games because everyone is super cagey.
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A ISD II can get somewhat reliable at Leading Shots range as well as a VSD II (does anyone use this for a carrier though?). 2 ships. Without upgrades nothing else can. That nothing else is ISD I, VSD I, GSD I, GSG II, Raider I, Raider II, Arquitens (so far revealed). "Boom ECM" = Jonus ability is bad? Hardly. The best way to pressure ECM outside of Intel Officer (or more narrow discard effects) is accuracies and guaranteed ones at that. Make them use the ECM by presenting damage and make a plan to either Exhaust the ECM or Exhaust their best token. Jonus is a tool in the toolbox. The ability to use a dice that potentially has a blank facing is really good. It makes for better rerolls too because you can fall back onto Jonus if you miss.
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But can a Raider send Jonus into a Floatilla off a token, drive up to it with its front arc and then shoot it? No. I honestly don't see the need for the GSD II (and I love it and probably played it more than most) If you want a tool to kill a Float with a GSD I + Jonus + Front Arc. Of course the GSD II can do it from both sides but given that Floats drive at speed 3 (one execption QStorm) if you fly well it well you will make it very hard for them to get past the front arc.
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Of course if you don't use Reeiken in a way to make him useful it obviously isn't good! Thats hardly his fault though, chalk that down to pilot error. Sacing for a win, trade up and refit drain all sounds good, if you can make it work! By changing Admiral your plan might may no longer be able to work at all, that could be good or bad
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Why is Reeiken more expensive? Everything gets scars, doesn't matter if you have Reeiken or not. Losing a ship if you have Dodo or Zombie Lord doesnt effect how much refit costs. As for squadrons your survivability as a hero should prevent a total wipe out. So lets make up instead of losing 6 awings you might loose 2-3 heroes, about theme cost Unless im missing something why is Reeiken going to cost you? Frankly hes great in CC. If beat them in refit cost total because of the ability you're winning.
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Flight Controllers no 1. Less people would have it than no 2, TRC. Unless you brought a couple of MC30 for APT youll be lacking me thinks. No 3 Boosted Comms. Such an essential card, in expensive expansions but perfect for your Floats.
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Err 3 Hull Tie Generics might suffer from Rebel point defense but nothing else. Any other Squadron can certainlly take it. Tie Bombers included and they fly fast enough to shoot and move out of range given initative or activation. -edit- not to mention 6 hull defenders...
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Yah. Give us another T/A with brace/brace Escort. Please? Cause Vader + that would be silly awesome. Jonus is awesome. No need for sensor team jank on you demo Front Arc.
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Hehe VSD dance time...it might not be amazing but Jonus gives Warlord another out that doesn't require H9. And since we are indulging ourselves lets add TRC and Needa for two doubles On a more reasonable note given that Defenders might be able to play into a different style of bombing aka: range 1, Jonus looks good. Because only the ISD doles out supporting Red Dice fire from long reliably due to the sheer number of them. I like Jonus a lot especially with what's coming. Arquitens/VSD/ISD Red Dice at Long Range are a lot better with him in the list. It will also let you focus down and punish CR90 evade tokens, Floatillas that try to be aggressive or set him up off a Squadron via Demo so no more Sensor Team jank required. A squadron token on Demo/Arqu will really help them punch damage if Jonus gets involved.
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What are your exceptional Armada feats? (not-serious topic)
Trizzo2 replied to Church14's topic in Star Wars: Armada
Not mine but Han went first, killed Motti ISD, two other ISDs then exploded. -
Current List http://armadawarlords.hivelabs.solutions/view_list.php?token=48089&key=7310ffecbfcb8097d1155891a3543e35 List Explantion Stratergy This list was designed to fight the many joust fleets post Wave 4 launch whilst swagging out with VSD and the new kid Interdictor. Combined with a Demolisher you can easily kill large ships, even two (currently undefeated by any ISD list and Liberties). The VSD/GSD/Interdictor have 3 front shield. You seek to close the distance, use Targeting Scrambler to turn dice down to minimual damage via a careful reroll stratergy of seeking 4-5 damage. At 4 damage (without taking a brace into account) you can redirect 1 (assuming Xi7) and take 3. This way you try to win the violent war of attrition against Large Ships or Fat Batteries. Against Rebel MSU (think 2 MC30, TRC0, Floats) you have consistent damage with Spinal/Demo at medium and should they close in you have Targeting Scrambler to fend off hungry MC30s. The Interdictor is the glue of the fleet combining survivability through abilities, consistent damage and solid AA. Targeting Scrambler pairs naturally with the VSD but especially Demolisher. Projection Expert massively increases Demos survivability, giving it 4 Engeneiring (2 Shields). Card Selection Combat Retrofit: Screed: This list must do as much damage as quickly as possible when at it's ideal range. Motti providing 1-2 extra hull is somewhat moot when you cannot brace as is Tarkin regarding engeering commands. Konstantine didn't work with 3 speed 2 ships. Ozzel who I love and have played extensively on VSD speed ships wasn't helpful here. Screed pairs supremely well with Demo but importantly the VSD. At close Range it turns the 1 Black Side Arc dice into a successful hit. This allows you to fire the Front Arc with a high chance of a natural hit crit or reroll into it with Veteran Gunners. Screed allows 1 garunteed hit for the Combat Retrofit point defence which is very useful happens quite bit Aresko: Every iteration of this list was running Wulf until I thought of a use for Aresko. Aresko will naturally be close to the VSD to gather important commands but the best synergy is with Comms Net. The floatila triggers Aresko who can take a token and then Comms Net passes it off to a seperate ship Interdictor: no duh Targeting Scrambler: Help improve the survivability of everything. Try not to make every dice blank but try to keep the damage to the shields. It is risky to reroll reds if you cannot brace! Projection Experts: Sends the equivilent of 4 Engeering remotely to a ship at Range 5 and on the Interdictor it can also regain +1 shield of its own with 8 Eng VSD I Captain Needa: I prefer Support Officer but there are to many TRC right now. If you are double arched use Brace/Redirect against one attack and Evade the double on the second attack Assault Proton Torpedo: clutched so many kills because of the extra damage Spinal Armament: It is really good! Veteran Gunners: Use to fish for acc and reroll lower than average damage. Works at all ranges which is why it was selected. GSD I Demolisher/OE/Assault Proton Torpedo/Engine Tech: no duh Skilled First Officer: I would prefer Monterfret (which pairs amazingly well with Targeting Scrambler) but with Mauler i can no longer afford him. However instead of dodging TRC90 SFO allows you to aggressively use Concentrate Fire to try to kill a full health TRC90 in one activation. Allows good for putting an instant Eng command into play. Gozanti Carrier Comms Net: no duh Admiral Titus: Would prefer Veteran Captain so I can take a dial and Comms Net in a critical situation but I cannot afford it with Mauler. However Titus makes Contested Outpost and Minefields marginally better. List Development In all I have played this list for a couple of months. I have gone through 9 iterations, an 11 loss losing streak and the inital expression of the list (grav effects) is no longer present. Never give up! Fight now against squadron heavy lists it's tricky but it is getting much closer. Imps present an issue with a well shepherded Firespray ball but Rebel Squadrons are decent. You have to select objectives carefully and pick the fight. Version 0 http://armadawarlords.hivelabs.solutions/view_list.php?token=50876&key=0df152b0afe59c8c4974502f3a0b80e6 5 ships Bu this is due to the ambitious lack of squadrons Was not enough Version 1 http://armadawarlords.hivelabs.solutions/view_list.php?token=50869&key=de165a112fe87a39ff1e49a688ce8820 Still with 2 VSD, Konstantine slow theme Slows were effective but not enough utility with 3 speed 2 ships Not enough anti squadron Version 2 http://armadawarlords.hivelabs.solutions/view_list.php?token=50872&key=6d0ce27752f0c253a1461886b2877414 More anti squadron for 1 less ship No good red objective, not enough activations Am now on an 11 loose streak with various lists despite starting 3-0. Terrible! Version 3 http://armadawarlords.hivelabs.solutions/view_list.php?token=50873&key=8af21c84b48b0c376b5b0da69b9e82be Konstantine is gone Dropped a VSD. Back to my Wave 2 Rhymer Ball Demolisher setup. TRC90 avoidence and anti squadron madness. And what does Demo give me? Win streak...wooo...whoooo...but...Demo II in this list is going against its potent anti ship purpose because i do not have bombers or other fast, spike damage dealers Version 4 http://armadawarlords.hivelabs.solutions/view_list.php?token=50874&key=f593a813ace50bc4b312c57113ebb51d Sighed and dropped the Experimental Rertofit...never looked back. Great anti squadron battery. The lack of a 2nd Experimental Retrofit hurts Contested Outpost as both first and second player but squadrons an awnser The list is really coming together. I play it in a major event. I take two losses. My overall record with this list is 9-2. The two losses in the event I was practicing for...doh (more on this in an upcoming podcast) In a joust heavy meta this will do well. Against TRC or mass bomer you need a few refinements. I make adjustments for TRC90. Needa is great. Support Officer is great. But TRC90s are sniping my 96 point ship in turns 5-6 costing me major wins as well as handing me losses. I refer you to the top of the page for the current list!
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http://pawarmada.podbean.com/e/pawcast-episode-3-interdicting-ideas/ Boredom....waiting....for intel, information, supplies. Where are the spoilers? Well coincidentally they were published today (the day of recording). (Slightly delayed publication due to personal reasons!) Interdiction. We have intercepted and stolen various ideas. From each other and abroad. For those seeking ideas for the Interdicton good discussion about it this episode. How Dan and I have developed and borrowed each others ideas. Also community involvement. Introducing "AskPAW a Question" Got an idea, disagreement or a topic you want to hear discussed? Throw it out there for us. We might not reach them all but we will strive for it. (sorry for my crackle mic, was trying a new one, won't use it again as well as someone interstate via mobile) Post it in the Offical Forum or email askpawaquestion@gmail.com Also check out: Tie Fighter Short Film (intro music) Interdicting Demolisher Bat Rep Engineering Section
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Tackling the Howlrunner, Dengar, Mauler, etc, combo?
Trizzo2 replied to Jamborinio's topic in Star Wars: Armada
If it's all hero kill Dengar first. You can pin the now. If it's Howl/Dengar kill all the Generic ties first. -
Admiral. "Once initative is choosen insert one of your objectives into your opponents objectives or discard one of your own" Essentially make the choice harder or play an objective you can use as first player.
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Because the MC80 is physically smaller so you can see the edges of the base. Laziness! But good point...
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Ohhh yaaa
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Was going to keep this to myself to suprise someone... but i couldn't keep it from the many connoisseurs of the ISD and there are plently who are puzzled as how to wield its power. Not to worry for next Wave brings gifts in the form of the Jerry Inside Slide! Nav+Jerry for II,II, I As we can see bellow no overlap! The utility of this turn is varied and delightful. Its a tight turn, more than a outside II, II and it doesn't slide you massively out of position like an outside turn at Speed 3. It does not take you much closer to the enemy so you can avoid arcs, you could keep Montefert active at Speed 3 whilst doing a pseudo 90 degree turn, it's great bait and you can pull big directional shift at Speed 3 (the trickiest speed for the ISD). Inside turns make Range Ruler calculations very easy. So long as you think it didn't overlap the inside of the ruler you will be out of range. This could also be acheived with Madine on a Lib me thinks? (can't remember the values) I just used the Lib for the large base...my ISDs are a pain to take out of my case.
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Liberties can do very well. The issue they face is what sets them up for success also sets them up to crash and burn. Mon Karen, Spinal, Xi7, Gunnery Team, Leading Shots, Intel Officer. Seen it go 10-1, 10-1, 1-10. If you lose your Battle Cruiser you set yourself up for a horrific loss. Large, massively upgraded ships, struggle for consistency. Someone scoring consistent 7-8 will submarine right past the scary big ship list when they have a bad match up, which they probably will, because they are the big ship list.
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ISD I with Wulf/Boosted/Expanded Hanger, the best mega carrier that few use! But between Goz/GR 75, Guppy/VSD, ISD/Home One, you can easily hit 8 squadron command. 10 Requires a bit of token generation imo. If you can't hit the full value s throw in a couple of Rouges. Firesprays for Imp, a couple of YT2400, Dash and or Han for Rebs and you activate 8-10 easily. Rouges are good in their own right as well because against non-rouges you can punish them for using squadron commands when you shoot them up in the squadron phase.
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"Enough" At least GL took risks with Star Wars OT. It's what made SW iconic. Disney can putter out cookie cutter afairs and make bank, people will buy ships and merchandise but a cabal of managers who "know best" will fail to deliever anything of note or that stands on it's own two feet. You're entitled to your opinion of course. Me I had a great time. -edit- added more the my thing whilst you typed This is the problem. Where did I say I had a bad time? I saw it Gold Class, with cocktails, food platters, friends, had a great time. Was the best movie experience I have ever had. Came out buzzing because it wasn't a **** Star Wars movie. Saw it again. Still good. Then after a couple of months and the hype settling down I started thinking about it. Pointing out obvious flaws doesn't mean you hate something or had a bad time. You are hoping it improves because of it. Also really hoping Rouge One lives up to the darker vibe and the reshoots were due to the so called incomplete script and not a Suicide Squad executive panic situation. Visually it looks stunning with several Keanu woah moments but all the dialouge keynotes in every trailer so far have been quite on the nose. So I have tempered hope
