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Trizzo2

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Everything posted by Trizzo2

  1. https://youtu.be/miVRaoR_8xQ?t=3722 "Enough" At least GL took risks with Star Wars OT. It's this type of commitment to vision that made SW iconic. But it is also this type of vision that leads to the Prequel Trilogy. So disney can putter out entertaining ,cookie cutter afairs and they will make bank on tickets 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. I think it is a near impossible task to go above and beyond the impact of the OT. But making something actually have weight or impact (outside of bank for Disney) should be achievable. If not for the Prequel trilogy TFA would be the weakest of all the movies. This is obviously a big if so in this context we can see that TFA had a purpose. To restore credibility to a then badly damaged franchise.
  2. I like how none of these are carriers but the squadron component requirment still 'works'. Only Tycho can move freely the rest require Grit/Intel. If Sato A-wings are a thing when you face the mirror you can pin them with your Speed 5 Squadrons and Imps have Interceptors as well. Are these 5 black dice MC30s going to afford the required activations, squadrons, Sato, upgrades and a bid to take this awesome 5 black dice close range shot? How many Rebel squadron lists currently use Salavtion? Are they really going to run Salvation, dropping Yavaris or take both? You want to run two Neb Bs? That is fine by me! Bring back the 1 shield side arc without Rieekan. My Demo is pretty tired of flying past Transports and Tie Phantoms are fast movers who can actually bombers. It's easy to see the potential combos, harder to put into practice. Yes Sato can good be, if every limitation is met.
  3. **** no. Well that's my hope anyway Add two of any colour combo pre roll seems good enough anyway. But it wouldn't be suprised if it is replace or care to much TBH. Jerry is pretty good. If you fly VSDs/ISD you know what kills them is their turning. When things slip by there is no way to keep tracking them. Now there is. Instead of needing Motti to survive damage let Jerry Nav you out of harms way. You say that then Salvation rolls 16 damage at long range! A man can dream Sato will be interesting. I think it goes he gets picked up en mass, abandoned when it's clear 2-4 awings isn't enough, 8-10 squadron becomes the thing for those that want him but then the question is how many ships can you fit that can actually use Sato? Sure every ship can use him...but can a Squadron list perform well when it's got a bunch of combo MC30/Salvation/Guppy with OE/Defiance that lots are salivating about. I don't think so It will be harder than people are giving it credit. You either build the efficent/effective squadron list you want to build or you build the ship list with upgrades. It has proven hard to do both in one list.
  4. **** no. Well that's my hope anyway Add two of any colour combo pre roll seems good enough anyway. But it wouldn't be suprised if it is replace or care to much TBH. Jerry is pretty good. If you fly VSDs/ISD you know what kills them is their turning. When things slip by there is no way to keep tracking them. Now there is. Instead of needing Motti to survive damage let Jerry Nav you out of harms way.
  5. It will be useful to protect itself more than anything! It's not just one more double yaw if you also add a Nav Command. Then it's II, II, II. However I find the dodge (flairing the rear of the base out of the arc) is usually acheived via the furthest most speed in your maneuver. For instance if your shield dial directly in line with the right side of another ship double yaw left, double right yaw (a raider speed 2 move), and a single or double right should get you out of a lot of front arcs (or something like that!) Demo gets nuttier as well. With ET it's II, II I, II or II, I, II, II, that is for all intents and purposes a 180 (but not quite) The ISD (with nav) becomes II, I, II or II, II, I. There are sutble differences between these values. From memory the II, II, I turns harder than the II, I, II wheras II, I II is slightly less aggressive in the direction of the turn, potentially helping to avoid a free long range against you and over commitment.
  6. Barrel roll? How do you imagine a scatter happens?! I for one yell barrel roll when a Floatilla scatters or chat 'miss,miss,miss,miss'
  7. Thanks for asking! I'm writing 3 agendas right now. Next episode soon to be recorded with the final member of PAW, a WWAUT (what we are up to) and general poke about Armada stuff Two of us are heading to Worlds so I won't release the "Road to Worlds Titled" episode until the final round is done in fairness to them Maybe the Squadron Building/Play Episode depending on Spoilers and since CConflict/Wave 5 "should" be out in a couple of weeks or spoiled by then Post this there is the obvious CC and Wave 5 in play So in short a bunch of content will hopefully filter through soon We have all been busy/tired post Nats and I've been on a holiday. Thanks for the support!
  8. That would be sweet/powerful/unfair (all of the above) and Demos/MC30 everywhere will weep and despair but nobody cares about those guys. Saving grace is that it is limited by competition amongst other officers!
  9. Nein. "To a friendly ship". You can move just 1 shield if you choose or the full 2. Them's the breaks.
  10. You mean a title? Yes! Edited for clarity. Given that 3 upgrades appear to buff defensive icons/abilites (hull, contain tokens, minister tau given defensive icon to a ship(?)) Two speculations for this wave is Minister Tau giving defensive retrofit icons to a select ship and + Shield Title for Arquitens. "Icon" refers only to Ship Icon and Upgrade Icons, so I think it likely to add a Defense Slot given both the general theme of the other upgrades and that Rebels too have an addtional slot upgrade Upgrade on the Pelta.
  11. I think, given two titles are covered and the theme seems to be defensive upgrades, one of these titles will increase the overall shields turn 1.
  12. Okay that's better. Updated higher quality pics and some combat as well. Take that ISD II and get Targeting Scrambled whilst you're at it
  13. I've called shotgun on Demo! And nobody kills my Demo I'm happy to give up Avenger and any claim to an ISD so long as i get the Interdictor!
  14. Really good to rewatch your own game! Good to see how theory is easy without the pressure of the game I noticed twice misusing Targeting Scramblers. First instance in the game where I'm hit for 6 (no acc) am i only choose to reroll the Blue (for fear of doubles/single black). If the Blue got an acc the brace would have been the same, 6 braced is 3, 5 braced is 3. Second time was TRC90 vs Interdictor. I made you roll two red on 3 dice 3 damage roll but forgot about the acc. If I had a Brace at 3 or 4 damage the Brace result is the same (2 damage). I just completely forgot it was locked down. So when you rolled a double and a hit it made it 4! Should have just done the double. Other things including failing to fly the Goz quicker (first game with Aresko), failing to Speed up VSD to escape, maybe a Squad command for the Ties (but there were not many good chances to do so) Then there was the issue of the final move My thinking there was I will gain 3 points if we trade Floatillas but I didnt count the Vet Captain because it was face down..doh. My thinking for ramming is that if the Interdictor failed to kill Bright Hope (needing 2 dmg+1acc) then it would escape and his CR90 could kill my Floatilla. However only the ram would definately kill it. I hindsight taking the chance would have been better because in the worst case scenario (Bright Hope lives, Goz dies) it would not have pushed him into another bracket, just a higher MoV (I think). We also didn't count points won/lost at any point before the end so that might have helped the decision. Good game sir. Was really fun to do this. And big shout out to Ken for filming and editing this very involved, but entertaining, style.
  15. I think you do. I think the most important aspect is adding 1 extra Floatilla. This will give you a leg up in activations over 3 ship ISD bomber as well as 5 Goz Bomber (as second player) I left over 9 points. You can do a lot with this. Bid Flight Commander/Expanded Hanger for Bright Hope. This way you can put out flak and command your Awings Raymus (which removes the need for Comms Net as the Liberty is the only thing that benifts from the token) or Engine Techs MC80 H9 on Admo for Floatilla/VSD/Glad/Indic (ie: non ecm ships) I know a couple of people in our play group use Lando on MC80, i like it but it might not be best for a Rhymer Ball matchup because it doesnt help against paper cuts The issue with second player for you is there will always pick Dangerous Territory if you run it. I would play Intel Sweep to give them 3 bad choices. Most Wanted is always bad (very good with your Floatilla), Hyperspace can drop Admo and Intel Sweep will force them out of the corner. You can deploy them in a line on your side of the board and let BH or the CR90 collect them ASAP. turtles 2 Author: Trizzo134 Faction: Rebel Alliance Points: 391/400 Commander: General Dodonna Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Intel Sweep MC80 Battle Cruiser (103 points) - Mon Karren ( 8 points) - Lando Calrissian ( 4 points) - Gunnery Team ( 7 points) - Spinal Armament ( 9 points) - Leading Shots ( 4 points) = 135 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) = 20 total ship cost [ flagship ] GR-75 Medium Transports (18 points) - General Dodonna ( 20 points) = 38 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost MC30c Torpedo Frigate (63 points) - Admonition ( 8 points) - Skilled First Officer ( 1 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 81 total ship cost 6 A-Wing Squadrons ( 66 points) So you aren't sure something can beat something but this proves that Rhymer should be nerfed? I see.
  16. Anddd now you lost any sympathy and we realise the heart of your problem is essentially "I hate squadrons" There is aleady a good layer of complexity. CConflict and Wave 5 will bring us Snipe, Phantoms, Relay, Strategic, Ghost etc...so there is going to be an even higher level of complexity. Granted two Ryhmer balls with Boosted Comms/FC duking it out might not be the most interesting thing to watch (because they have to ball up to combo and mirror squadrons is also less interesting) but saying there is no nuance is just a lie. Where has Clonisher made waves lately? I saw your list I would suggest going all A Wing and use the points for APT on the MC30. -edit- posted to your other thread, with added explantions but essentially add a float for extra activation, change to intel sweep, use the 9 points for upgrades of choice turtles 2 Author: Trizzo134 Faction: Rebel Alliance Points: 391/400 Commander: General Dodonna Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Intel Sweep MC80 Battle Cruiser (103 points) - Mon Karren ( 8 points) - Lando Calrissian ( 4 points) - Gunnery Team ( 7 points) - Spinal Armament ( 9 points) - Leading Shots ( 4 points) = 135 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) = 20 total ship cost [ flagship ] GR-75 Medium Transports (18 points) - General Dodonna ( 20 points) = 38 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost MC30c Torpedo Frigate (63 points) - Admonition ( 8 points) - Skilled First Officer ( 1 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 81 total ship cost 6 A-Wing Squadrons ( 66 points)
  17. For those playing with the Interdictor I found a great synergy with Comms Net and Aresko. Put Aresko on Interdictor. Take a Comms Net floaty. If you fly the Comms next close to the Interdictor you can tap Aresko for a token and Comms Net to a different ship. It's pretty nice being able to pass one of the same token to both an Interdictor and ISD at once. And I love my Interdictor. Currently 9-3 and have faced multiple lists. Totally agree that a big consideration is what to against large base ships given how non ECM medium can struggle to survive. Large Base Ship Fighting Guide There is a lot to consider...initative, activations, commands but lets focus on a few key things I) Close the Distance For example sake we will use an ISD II with Xi7. Understand Distance: At Long you have a semi reliable brace combined with 8 eng. Medium is terrible because they get more damage and you get 0 options to turn it down so the GTFO out of it. Close is where you want to be for the amazing Lando-on-a-stick Targeting Scrambler. What you are aiming to do is get into Close Range and you are looking to turn hull damage rolls into shield only rolls. Never reroll reds/black if you are not taking damage to your hull. Where possible sticking to shield damage is better because repairing it is easier. Two bad rolls out the gate for Medium Imp ship facing Xi7 is i) Acc, Red Double ii) Acc (for Brace), Acc (for Rediret). For an ISD II this leaves 6 Dice, 3 Blue/3 Red both Average Damage of 2.250 per set of 3. So I would say you are looking at 6-7 Damage on Average without Brace. Targeting Scrambler Reroll Stratergy, If My Brace is ACC: I never reroll Red Dice single Hits. I reroll all Red doubles, then Blue Dice. For our ISD II they reroll any Red Double (stays the same of gets better) and then left over Blue Dice. It is not unreasonable to expect to take off 2-3 damage. What we are trying to do is bring our 6-7 down to 4-5. This allows our Front Shield to take the bulk of the hit, potentially redirect 1 to the side, so we end up taking hopefuly 0-1-2 hull pretty consistently. Targeting Scrambler Reroll Stratergy, If My Brace isn't ACC: Reoll doubles/Blues as per usual. I will consider rerolling a Red Dice if by them potentially rolling a Double Red it does not increase the overall damage given my brace. Targeting Scrambler Reroll Stratergy, VS 7 Single Hits with ACC Brace: It can happen. I honestly cannot say what is best. I would like to ask for some stats on the Averages when rerolling 4 Red Singles because this is my feeling on what to reroll. Over all the idea is not to try to turn every facing down to 0. But rather play it safe and try to keep the damage on the shields. This will make the attrition war more efficent when we repair shield over hull. II) Repair Correctly Lets assume they hit 6 Damage. We Redirect 1 that we can, take 3 to the front, Contain 2, and take 2 Hull Damage. This feels very much like an average to slightly upper amount of damage. The most important thing to tanking in the joust is to refresh the 3 Shields to the Front and keep that Front Arc facing their strong battery. To this effect there are a couple of solid Repair Plans (assuming 8 Eng Value) i) Sefless Interdictor: Projection Expert 2 (2eng), Restore 3 Shield (6eng) or Projection Expert 2 (2eng) Transfer 3 (3eng), Repair 1 Hull (3 Eng). Remember to Projection Expert from Arcs not in Line of Sight. For example Project 2 from the Rear and Repair 3 Shield to the Front. ii) Selfish Interdictor Repair 1 Hull (3eng), Restore 2 Shield 4(4 eng), Transfer 1 Shield (1eng) or Repair 4 Shield (8eng). Both of these options seek to fully restore the Front Arc Hull Zone to 3 Shield in preperation to tank another barrage. There are plently of combinations you can use with 8 points but you want to restore that front Arc if it's taking the shots which it will be be because you are flying it correctly! III) Combined Arms. The Interdictor can tank but it won't last forever and it won't deal a massive amount of damage. If you are facing off against a Large ship send others with it, either flanking on a weak arc or with the Interdictor to focus fire and get effects (projection, scrambler). SW7 or Overload Pulse ups its punch whilst MS1 Ion turns off ECM/Intel Officer, two of the big boo boos when facing large ships. IV) Nav Like a Demon Do not underestimate the I-I Yaw. The Interdictor can 'slide' left or right naturally at Speed 2 so constantly sliding when approaching a Large Ship can set you up to fly past. At Speed 2 and a Nav Command 2 II Yaw turning towards the Large ship can flair your base out wide enough to avoid the front Arc of a Large Ship.
  18. Currently playing a VSD. VSD I, Support Officer, Veteran Gunners, Assault Proton Torpedos, Spinal Armament 5 potential red at long range 10 dice with VG to fish for accuracy to put the hit on floatillas (don't forget you can Spend an Acc then rereoll if you are bellow damage) Rerolls for APT fishing, you are looking for 5 average damage if you wiff the APT crit. You might not want to reroll. Prefer APT to all other Ordnance because when they brace/redirect they will take a crit (which can often be devestating) and it cannot be contained As for Ordnance Expert it's hard to say what's better for a VSD overall. I go with VG for long range goodness ( it's actually good with 5 red) Don't forget the 3 rear as well! This is very useful. Support Officer to respond on dime (whether it's commanding squadrons, dumping said squad commands if they go down, change to CF in good postion or Eng in bad ones) Best setting though? Well there isn't a best per se but this is pretty good... VSD I, Wulf, Flight Controllers, Boosted Comms. One of the best carriers you can have. Optional upgrades include Titles, Turbolasers but you probablly don't need them. H9 with Warlord, Corrupter and or Enhanced Armament I have used. But I could see myself using Spinal now.
  19. http://daveswargames.blogspot.com.au/2016_04_01_archive.html This is an older Wave 2 game, the middle of Wave 2 ish, and the first game is a report of my game written by david, don't have time to find any of my reports but start there. I can't find any write ups of mine right now they are buried in months of forum but Davids is in my web favorites. And i like an opponents pespective. His write up covers Objective plans, activation plans, you can see the squadrons moving between stuff (whilst VSD is out of range of anything) Because hiding from Ackbar guppies with Ozzel whilst Rhymer and 3 Firesprays hit him at Range sub 8 was how the VSD could surive Ackbar. Three Firesprays is also the same amount of Dice as a VSD front arc +1 with Rhymer...hmmm As you can see certain things are not possible without Rhymer. He opens up different ways to play. Whether people think this is a "crutch" (don't care for) or "broken"(i care a bit for) i don't really care for. His ability allows different choices. I can explain more later but i feel i did a lot already! Off to tourney now!
  20. Nah...clearly anything that beats me is crutch. And i'll head off your knee jerk responses! This means every card is crutch bar Cluster Bomber, because nobody has run that ever...
  21. Yeah I'm breathing, i can clearly see that was humour, i was just up early, not being able to sleep, so sorry about that one! But don't declare you're spoiler for a fight and then tell people to "slow down" when they address points raised. I'm up and had my breakfast now so I can tone down the tone I left questions of my own, you can awsner the non snide ones or respond to my responses. Anything is always up for debate!
  22. Curses! The dreaded Demolisher poisions all it touches
  23. If we huddle close enough together we can defend some of the swarm from Mauler!
  24. Question: Have you ever played Rhymer? Please answer because i) it's clear you have not (and i want to hear it) ii) you are surely trolling now, right?, right? iii) your arguments are terrible. Don't chide me for fallacy when you provide it in spades Yes Tie Bombers can move speed 4 away from Xwings. But without Rhymer it questionable that they would attack a ship and avoid the Xwings/YT/AWing, or escape Point Defense. Not only this but to practiclly get into bombing Range for a Squadron Command with Generics you are either required to i) move into bombing range in the squadron phase ii) wait from a ship to drift into you. Both of these are clearly frought with extra danger (and bad timing) that going without the extra range buffer Rhymer provides. So you're not spending Squadron Commands on generic Tie Bombers in your turn? How the **** do you plan to fight anything? Wait for something to drift into you every turn and attack in squadron phase with Generics? Great plan! You seem to be under the impression that Rhymer entirely removes the need for squadron commands. This is clearly written from the perspective of i) someone who is salty about Rhymer and assumes he makes the game easy ii) no flight time with Rhymer "Just fine". So an allowence of up to the full length of Medium compared to Range 1 is according to you a "just fine" call. Your judgement is clearly poor. That or coloured by a strong desire to be a polemicist. Then in your "just fine" world your Carrier has to be a full Medium Length closer to danger to Command the bombers to fall back. Therefore putting everything in more danger but nah it's "just fine". Questions: Did you come to your assessment of "just fine" based on any experience or form of play testing? Or are you just saying things for the sake of argument? Have you honestly even ever performed a "peel"? You're right. You never said Mauler, Howl and Dengar are more effective. I case you missed it you said, "However, your bombers can be effective without Rhymer. Used properly, they can be MORE effective" No strawman here. I'm just quoting you. Maybe that's why you think something doesn't make sense. This is bull. You can't drift between talking about efficiency (in this case an objective numerical assessment) and individual skill. You're also begging the question, that a unit in of itself actually encourages poor play. Basic Squadron Commands are "intensive" now? Or is it intensive because I retreat? So i should sit there and cop flak? Question: Do you think squadron commands are bad? Appeal to emotion? Seriously? No you can't. Many are not fast enough, some barely. And you put yourself closer to other threats. Rhymer straight up blanks it by adding an additional medium length messure. You are aware that the Range Rhymer provies is the same length as a Blue Point Defense yes? Meaning with Rhymer you are only required to move each squadron a little bit more than it's own base out of range. In fact if you are doing it propelly with a VSD you put 3 Bombers just in Range and leave Rhymer (because his ability is Range 1). This way the VSD can Squadron Command 3 (with Boosted Comms of course), pull them back out of PD range, now the enemy ship is only required to be moving speed 1 to allow Rhymer to shoot in the Squadron phase. You might do this is you want to use Wulf to cut speed down so you can keep the Nav Token for later. Next turn you can spend the Squadron token for 4 Squadron so you can pull Rhymer and the 3 Bombers back further. This is what actual experience looks like. First off i) Rymer balls don't need an Intel ship. There is no golden rule that says so. ii) Despite this cutting Rhymer doesn't mean the need for Intel dissapears (but there is still no "must/golden rule"). This is clearly your assumption, that Rhymer i) needs Intel ii) non Rhymer doesn't. Do Rebels run Jan? Sometimes yes, sometimes no. There is no rule. Being able to move when "engaged" is still useful in of itself. You're assuming this is somehow not the case. Which again leads us to call your actual squadron experiences into question. Feel free to try again.
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