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Everything posted by sasska
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Great write up! Really enjoyed reading it!
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Offensive Retrofits Not Related to Squadrons
sasska replied to redleader002's topic in Star Wars: Armada
Thats definitely a thing I'd like to as well. -
At first read I thought you can add both subtracted dice, and it seemed decent and thematic. Now that I know it's only one die I don't think it is too useful atm.
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I know a side arc shot with Ackbar at close range is 9 dice, but still, over time, if one can manage to focus fire on a single ship with all 3 ships, they do cripple big ships pretty fast. Especially if you manage to get first shot with the AFMKII. And when they can't evade they soak up damage like a sponge, and die in no time. And with no OE black dice can still make fun of you. But again, I haven't tested them since evade changes, maybe they are now better. Remember, as a 4 activation list i was out activated by almost all fleets. I tried to sail them close, but until 1.5 I needed to be very careful with that. I don't know if I am the only one, but my MC30s explode pretty quickly if I sail them into close range and let them eat a shot. I know it seems a waste, but tried many ways overtime, and found this setup is the most suitable for me.
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So I played a couple of games, and as guys mentioned, the speed is a real issue. Not when they are coming at me, but I can't chase anything with them. Maybe need to include ET at some point... On the other hand they are surprisingly though with Aux Shields, parts resupply and StM. One of my games was against a bomber fleet, which, just as @flatpackhamster suggested obliterated my fleet. I made a ton of mistakes tho, so I'm not sure what would have been the outcome if I flown them well. The flak did a very good job to be honest, 1black 1 blue is not that bad, especially in a close formation with overlapping Flak fields. I'd might need Toryn tho, she is so powerful in these kind of scenarios. I have three variants in mind. Replace a pelta with: Foresight (this requires ditching Kaanan as well) Salvation (this requires ditching Kaanan as well) Liberator with Z-95s and Xwings (replace current fighter wing as well) Foresight is op with mothma, with 6 activations, even as second player i can use it well i think. Salvation is a great flanker. Liberator is a good flanker as well, and can ditch All Fighters Follow Me! so the x-wings and headhunters can swarm in. With the advent of generics, Z-95s might not that bad after all...
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Maybe you are right. I tried TRC90s as well, and mc30s seemed better, even if I didn't use their black dice. I have these reasons: bigger side arc, 1 more red die which really counts when you are obstructed, better survivability, and if you end up close you have a back up plan which is going to hurt them badly. I ran them with four activations in the era of SAdv, Bail and Pryce, so i couldnt really play around close range shots. Maybe this has been changed with 1.5, I haven't yet tried, i was busy with amassing peltas
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I really love Ackbar, and I think he is my most used commander. I'm confident that I found a few good things with him. I'll share my two personal favorite ship builds when he is in the driver's seat. This AFMKII build is extremely good at dealing damage. 6 dice (7 if you are confident enough to sneak in a CF!) with reroll on all of them, with Intel Officer is pretty mean if you ask me. (I usually use this as a flag ship.) Assault Frigate Mk2 B (72)• Intel Officer (7)• Caitken and Shollan (6)• Electronic Countermeasures (7)• Slaved Turrets (6)= 98 Points The other thing i found pretty fun is MC30cs. Title and Expert Shield Tech make them surprisingly though at long range, you can usually evade some stuff and the reduce the total by one results most of the time 1-2 damage. TRC for long range dice control, and ExRacks if something wanders up close, but in my experience you should try to avoid this, at close range MC30s life expectancy drops significantly. MC30c Scout Frigate (69)• Expert Shield Tech (5)• External Racks (4)• Turbolaser Reroute Circuits (7)• Foresight (8) / Admonition (6)= 93 Points / 91 Points You could argue that Gunnery Team is missing, but with the GT change it is not an auto-include. To be honest i wasn't very keen on it even before the changes. The reason it is that its very expensive, and these ships are already somewhat costly. The other reasons: TRC is exhaust, no dice control with the AFMKII at 5-6 dice, or only one reroll with LTT is usually not enough. My latest build, and the one I found the best so far, includes 1 AFMKII and 2 MC30s, plus a GR-75, and Lando, Shara, Tycho. Surprisingly effect, I must say. MC30s deal about 4-5 damage consistently, and given we are in long range, I usually queue up a few CFs, which makes them sing. While the AFMKIIs damage is around 6-7 sometimes you luck into 10+, with Intel Officer and follow up MC30s this is devastating.
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@sasska vs @cadetvw 156 - 73 (7-4) for @sasska MoV: 83 I was second player and we played my Infested Fields. I won't spoiler anymore, you will be able check @cadetvw's battle report soon!
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Plus it is really great with red AA
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Surely I'll share my experience. Good to hear that you had fun with them! What kind of list did you have?
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Amazing work! Really neat UI, and love the official/community ruling and explanations! I have a feature request/suggestion (not sure if its on the agenda already, or how hard it would be) Instead of displaying the name of the upgrade type (like Support Team) you could display the icon for it. (or both) Same for faction. It makes a bit more clear IMO. Like you are doing woth the ships already with the possible upgrades. Thanks for the work!
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You have your points here. I don't yet know how would I handle top tier fleets. But a pelta is not a vic. (You didn't claim it is, I know). So the pelta is cheaper (deploy more), thougher with aux shields team (same shields, better def tokens), especially if i play around it with cheap upgrades (not something like Tua+ECM), and while it has the same speed two, the nav chart is miles better, at both speeds. 1 - No clue how would I handle that. I need some practice games and theory crafting. They would surely choose Ion Storm if I end up as second player. Dunno 2 - While don't have much of a fighter coverage, I plan to fly them in tight(ish) formation, that means overlapping flak fields. And I have ExRacks, which help to focus down non-scatter key squadrons, like our good friend Marek. The evade change helps a bit too. 3 - I have only met SH twice, once on each end of it. So I'm not sure how would I handle it, but I'm confident I can come up with a decent plan. And in general, I think I have good objectives. They will help mitigating some of the threats. And being second doesn't really hurt my fleet I think. With a 1 point bid I can elect to be second a few times, for sure. I aim to learn some neat maneuvers and flying in formation. Both of them help this fleet significantly. But I have two significant advantages: 1) Probably that's the first time they encounter a pelta spam list, while i'll practice against mainstream archetypes, so will have clear plans and expectations on mind. 2) I expect the opponent to underestimate this fleet like no tomorrow. It seems like only supports ships mocked up as battleship. Which is true. But at the same time, surprisingly effective. This will make them think less, until they are in a though situation. I want to see how confidence and sorry for me in their eyes turns into horror and disbelief.
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It indeed seems like a good shout to add Projection Experts along Shields to Max. Really like the idea! This way the StM can be maximized nicely. On the side note: I realized that Shields to Maximum! and Projection Experts doesn't work with Aux Shields Team, as it requires the ship to execute an engineering. About the mines: I have plans for all three objectives. Ion Storm: just put them on obstacles that the opponent might wanted to use to prevent the crit effect. Abandoned Mining Facility: put them on one of the dust fields, so i deny points, or on the space whales depending on the opponents fleet. As for Solar Corona, I need to come up with a deployment plan that is not entire dependent on the opponents set up, and mines can help with this, cordoning off narrow passages between obstacles. I'm not sure if they are better than DCaps or not. But after a couple of games, I might have a clearer idea on it.
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313-170 for me. 143 MoV, and 8-3. Dice favored me like never before.
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Yeah, I won't buy 4 peltas just for one list... Maybe I'll buy a second one, and borrow the other ones when I play this list. Yep, but I need someone to come up with these doubts, so I need to put my misty thoughts into proper reasons: that way I convince myself that I do have a plan. And that would make easier to dodge dangerous arc, and threaten them from other sides as well. That may very solve the traffic jam issue. I've been thinking on it, but no solutions so far. If they are too close to each other I need to activate them in a certain order, which I am not a big fan of. I don't feel the CR90B either... But I kinda feel that 4 pelta as only combat ships is maybe not enough? It certainly feels like not enough... But it would be extra 24 points. which is nice. Shara, Tycho vs 3 A-wings is a thing im not sure of either... ST is better against squads, while 3 As are better against ships. I'd try to include Shields to Maximum!, even if I only use it a few times it is worth it. Multiple ships will get hurt in the long run anyway. And I can fuel it with parts resupply. I have Ashoka as well, so I can juggle tokens around. Another interesting question would be: Proxy Mines, or DCaps on the flagship? Both cheap, and powerful. Reasons for mines: objective play. It would make Ion Storm (Mines on the obstacles so they wont come close to them: They got the objective tokens for the crit effect) and Abandoned Mining Facility (Mines on the dust field that my opponent placed) more powerful. It doesn't really help Solar Corona though... Unless I come up with a plan for that. Dcaps would be just raw muscles, the flagships double arc would hurt them for good, it will be lurking at the back anyway. This way I can follow up the black dudes with blue/red dice.
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What about the droid gunship? It is a signature ship like the LAAT. If they add the LAAT, surely they'll do the same with the gunship.
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So 1) I don't want to trigger an ordnance upgrade for the reason you mentioned. 2) I have IF! which might not be enough for 4 red/black dice but improves the expected value of the shot regardless (My math is: given has a 25% chance on both reds and blacks, on average i'll likely have only one blank and i can fix that) 3) That's true, but ECM would make this ship way more expensive and even if I had he chance to put here ECM I would really consider to do so. With 3 different kind of tokens, its likely that i can use at least one of them, even against the biggest of dice pools. And thats the reason I put Solar Corona in there. they are tough enough (especially with a Repair command) to survive about two, slightly above average ISD shots with just redirect (though barely, and depends on the upgrades). 4) The speed issue certainly hurts. Can't run away from anything, can't get out of arcs that easily, can't zoom in like an MC30c. But. With a nav command and with their generous front arc once you close up to the target you can dodge the arc while you can still double arc them. For this, of course, you need to survive a big shot, but after that with 3 different kinds of def tokens an ISDs side won't kill you assuming you still have some hull and shields left. An MC30 is only slightly more expensive, that's true, but you need to outfit it. A standard Landmonition is 81-82 points depending on what ordnance do you take, this makes it 15 pts more expensive, a hefty 23% increase in points. And it sounds way superior at first, but I don't think that's the case. Lando+admo is hard to kill, but it's defense capabilities diminishes quickly. Lando is a discard, Admo eats away her very own defense tokens. She can tank a burst better, but a pelta is better at smaller, multiple attacks. With an MC30c you zoom in, double arc, tons of damage, flee. Usually one attack per game. But with those underestimated peltas, you can continue to be a jerk after you dodged the worst arcs. Sure, my little pelta has way less damage with its double arc, but how less exactly? Let's do the math. Let's have a look at flagship's statistics: (Thanks @videege for making this statistic stuff!) MC30c: (with OE, APT) Front: avg: 3.25; chance of crit: 0.875 Side: avg: 5; chance of crit: 1.375 Double arc: 8.25 with good chances for APT (or whatever you choose) Pelta: (ExRacks, IF!)(close range) Front: avg: 3.671 Side: avg: 3.921 (ExRacks added) Double arc: 7.592 So as we see the pelta is not very behind. Taken APT into account, about 2 dmg on average. (ofc a face up is much nicer than +1 flat damage to the attack). But with a pelta, 1) you have long range shots, 2) you can stay at a weaker arc for longer time and +1) as you can't get away with speed 4, you might as well have a confire, but it is suboptimal to engineering/nav most of the time. So over time I believe that a pelta deals more damage, cheaper so you can field more, and not very dependent on last-firsting. So you can gang up on a poor unfortunate ship with 2-4 peltas. Sure you'll lose some, but if you kill a big ship it's worth it. I'm not sure they can be the mainstay of a fleet as well, but that's why I am experimenting with it. The thing what I'm unsure about is the cr90b and Kaanan.
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Viable joke list? 14 x GR-75s (Combat Retrofits)
sasska replied to Garrett17's topic in Star Wars: Armada
Yep. And mines are a bit better due to the GT change (looking at you ISD) So fill that offensive retro -
Actually I'm fine if the LAAT and droid thing got Assault. Just make them good. IMOassault is thematical enough for them. Raid is still a bit underused (lets not consider Dooku for a sec), and I think there is potential in it. Especially with the growing significance of command tokens. Will you discard that token so you can get rid of the raid, or you need it to refresh an upgrade? It has more depth now. I really like it.
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What about Kaanan? I'm kinda fond of him. Maybe not very powerful, but it's a utility squad.
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Viable joke list? 14 x GR-75s (Combat Retrofits)
sasska replied to Garrett17's topic in Star Wars: Armada
I'd run Sato -
CLONE WARS PAINTING CONTEST
sasska replied to NairoD's topic in Star Wars: Armada Painting and Modification
The zero paint scheme is my absolute favorite. I painted some of my rebel squadrons in IJN colors already (I tried to make the second half of my squads to mimic Luftwaffe fighters) -
Yeah, agree, they are slow as ****... But a few good timed nav maybe helps them to turn out of bad arcs. Thing is, that I want to give ICB-s a shot. They seem like a fun upgrade even though SW-7 is maybe stronger. Swapping the A-wings for both Shara and Tycho would be great, but I lack the necessary points to do so. And I'm not sure swapping both A-wings for just one ace worth it... Or maybe could get rid of Kanan, but I'm very fond of him... Maybe could ditch out the CR90 for one more GR-75 and some squads/upgrades Yep, DCaps peltas are no joke!
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Has anyone tried using a pelta not as a carrier or fleet command fodder but as a mini-battleship? I think for a small ship it is pretty durable, has nice weaponry and cheap. The only thing missing is some upgrade possibilities for turbolaser/ioncannon, no? But one variant has ordnance slot, which is with ExRacks and Intensify! kind of hard hitting, especially if you can set up some nice double arc with maybe multiple ships. As for the command version you can use DCaps which is not that bad even if you only manage to shoot from the front. Put there Aux Shield Teams and SFO and you got a pretty decent combat ship. I've tried this a few days ago, and it performed quite nice despite I did everything to screw my own fleet up (That means most of the time my ships couldnt double arc) (it was a bit different): Name: Panzershiff Faction: Rebel Commander: Mon Mothma Assault: Ion Storm Defense: Abandoned Mining Facility Navigation: Solar Corona Pelta Command Ship (60) • Mon Mothma (27) • Ezra Bridger (3) • Auxiliary Shields Team (3) • Intensify Firepower! (6) = 99 Points Pelta Assault Ship (56) • Skilled First Officer (1) • Auxiliary Shields Team (3) • External Racks (4) = 64 Points Pelta Assault Ship (56) • Skilled First Officer (1) • Auxiliary Shields Team (3) • External Racks (4) = 64 Points Pelta Assault Ship (56) • Skilled First Officer (1) • Auxiliary Shields Team (3) • External Racks (4) = 64 Points CR90 Corvette B (39) • Ion Cannon Batteries (5) = 44 Points GR-75 Medium Transports (18) • Ahsoka Tano (2) • Munitions Resupply (3) = 23 Points Squadrons: • Kanan Jarrus (19) • 2 x A-wing Squadron (22) = 41 Points Total Points: 399
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Why do you guys clobber poor nebulons? With Auxiliary Shield Teams they are not that fragile. Double brace and evade changes certainly helps them. And Salvation and Vanguard does have some uses. Sure not that strong and straightforward easy to fly, but very iconic and IMO she can offer something that other ships can't. Nebs are usually my number 1 choices when I'm looking for escort ships (tho I lose majority of my games lol ), they are decent frigates.
