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ShoutingMan

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  1. Like
    ShoutingMan reacted to The Jabbawookie in Dual Cymoon + 2 Feedback wanted.   
    Zertik isn’t rerolling, he’s a meat shield.  It’s not amazing, but it’s better than you might think at first.  Personally I’d just shell out 5 more points for Bossk.
  2. Like
    ShoutingMan reacted to Cleto0 in Dual Cymoon + 2 Feedback wanted.   
    Don't play the Gladiator like you play demo.. Run it behind the ISD as a support ship. it can fill in a flank, it just needs to be slower than the ISDs so that it isn't a target. It has dice that it can shoot with, it just isn't in this list to deal a whole bunch of damage. 
  3. Like
    ShoutingMan reacted to Kylemcph240 in Dual Cymoon + 2 Feedback wanted.   
    Cymoons are tough. I have kind of decided not to bother with them until krennic arrives. There are a couple main problems I have found with them. 
    1. Lack of dice mitigation options. If you are running Cymoons you essentially have to take Vader as your commander you could take veteran gunners but they are not as effective and then you can't take gunnery teams which you really want on cymoons. 
    2. The lack of a defensive retrofit hurts (a lot) especially when you are spending defense tokens for re rolls. 
    here is a version that works decently well
    Name: Black Double cymoon
    Faction: Imperial
    Commander: Darth Vader
    Assault: Close-Range Intel Scan
    Defense: Fire Lanes
    Navigation: Solar Corona
    ISD Cymoon 1 Refit (112)
    • Strategic Adviser (4)
    • Intensify Firepower! (6)
    • Gunnery Team (7)
    • XI7 Turbolasers (6)
    • Spinal Armament (9)
    = 144 Points
    ISD Cymoon 1 Refit (112)
    • Darth Vader (36)
    • Gunnery Team (7)
    • XI7 Turbolasers (6)
    • Spinal Armament (9)
    • Avenger (5)
    = 175 Points
    Gozanti Cruisers (23)
    • Comms Net (2)
    = 25 Points
    Squadrons:
    • Ciena Ree (17)
    • Soontir Fel (18)
    • Zertik Strom (15)
    = 50 Points
    Total Points: 394
  4. Like
    ShoutingMan reacted to The Jabbawookie in Dual Cymoon + 2 Feedback wanted.   
    You need FCT in that slot to trigger both crits.  Otherwise the whole build becomes pretty questionable.
  5. Like
    ShoutingMan reacted to Herr Style in Dual Cymoon + 2 Feedback wanted.   
    I’d be tempted with Screed HIE/ACM to use Ord Experts, just in case the blues come up no crits
  6. Like
    ShoutingMan got a reaction from Herr Style in Dual Cymoon + 2 Feedback wanted.   
    I didn't take any pictures of this game, so I didn't write up a "battle report" as I sometimes do. It went something like this:
     
    My opponent had a Rebel fleet, Sato + dual MC75 + 2, and three squads (Shara Bey, another Ace, and an E-Wing). The MC75's had ACM and OE and External Racks and Phylon. He's played this fleet, with minor variations, the last several games. It clobbers me because he can get ACM shots at long range to chew down my shields, and then I get boxed in at close range and Cymoon without dice control can't overcome MC75 firing ACM for a couple of rounds.
     
    This dual Cymoon fleet was built to counter that, with a plan to "fly" it in a sensible way to counter a close range, knife-fight fleet.
     
    He won the bid, and chose second player. I prefer second, but was unconcerned since I was activation matched (we both had four ships and SA). Previously I was playing triple Cymoon without SA, and the activation disadvantage was significant.
     
    I chose Solar Corona as objective. I put obstacles in the middle of the board, anticipating flying the perimeter to remain at Medium or Long range. I deployed both Cymoons far to my left with the Gozanti packed in close. The Flagship was farthest to the outside, with the Repair Crews Goz nearest it. The two squads where in ahead of the Comms Net Goz. He deployed in the middle, intending to sweep down the center and come at me from right / rear and hopefully even get an MC75 in front of me and box in at least one Cymoon.
     
    I deployed at speed 2, and went slightly wide. Unfortunately, my positioning didn't allow me to launch a first-strike Squadron attack on his squads. I really want to get Ciena and Valen on top of the E-Wing and take it out early. Then I could trap at least one Ace and slug it out for most of the game, hopefully. But we danced a little bit and the second round I had to trap Shara Bey (a Counter 3 scatter ace) with my duo, and E-Wing at sniping distance. To my annoyance, Ciena rolled two accuracies and two critical, doing nothing, and ate two damage from the counter. Valen's black dice were then trivially scattered. I was really expecting at least one damage from Ciena, to either nibble, or force the decision of using the scatter. 
     
    From there, I flew the up my left side of the board. We PHylon'd each other mostly mitigating the effects, which is what I wanted. I need to slow him down to prevent the devastating close range attack. Meanwhile, he had a Slicer GR75 coming down the middle to go after my support Cymoon. I got a long-range on the GR75, and five reds and a vader later, I either had no accuracies and he scattered, or I had like three accuracies and one critical. In any case, I didn't one-shot the GR75. His support MC75 had long range on me, with the E-Wing in close range, so his ACM chewed on that Cymoon.
    Third round, I got in double-arc Medium of the GR75, and used my First activation to advantage, and killed it. Five red and two blue and a Concentrate Fire command, it went as it should and popped the flotilla. I then Gunnery Team'd the E-Wing with double black to nibble it down. But killing Slicer Tools was a big deal, giving me the activation advantage and robbing him of a chance to possible slow me down and get in close range. We then traded blows with squadrons, and I was just able kill Shara Bey with Ciena/Valen without dying. I had a good Squadron activation, killing Shara with Valen, and then putting Ciena on the E-Wing to kill it. He later got his third squadron on me and killed Ciena. 
     
    So at this point, I've used Boosted Comms Goz to issue squad commands the first half of the game, and not pass any tokens usefully. The Repair Crews due to misplanning, is totally out of range following the Flagship when I need it the other side of the table near the supporting Cymoon, which has some Hull damage cards now.
     
    At this point, it's just me flying at long range or just outside long range, and trying to get the Goz moving and away from the looming MC75's. Through good use of Scatter / Evade, and actually twice Repair Crew-ing from one Goz to the other Goz, and a couple garbage rolls by the MC75's, my flotillas stayed alive. I could afford to lose one, but keeping the threatened one alive so long, meant that the risk of losing both was greatly reduced. And by points, I could lose a flotilla and still win.
     
    Rounds 5 and 6 were basically him trying to kill a flotilla, and me pushing my Cymoons around the corner at maximum speed possible (Phylon challenging that). I couldn't get arc on him, and he couldn't get on me. 
     
    it was kind of a big slow game with little action. I won, on points maybe 40 to 15. If he'd killed a Goz, I'd have won something like 40 to 36. 
     
    But it was the win I knew i had to go after. If he didn't have Phylon, I could have possible gone to the next level of my strategy and circled around and come up from behind late game. But I flew fast and wide, killed a flotilla early on, and slowed him down as much as possible.
     
    Next game, he's probably flying a new fleet. I'll probably fly Cymoon + Kuat or Dual Kuat. I'm intrigued now by Dual Kuat Screed with ACM and HIE. Screen promises less damage than Vader, but he all but guarantees critical effects. And HIE would enable shields to be chewed down until (hopefully) closing in and killing with BT and ACM. 
     
    I also like the Cymoon plus Kuat for Long and Close range duality, but I'm not a skilled navigator and don't readily know how to fly that effectively. So that's a stretch goal.
  7. Like
    ShoutingMan got a reaction from racknut in Dual Cymoon + 2 Feedback wanted.   
    Having done the dual Cymoon successfully, I'm intrigued to change it up with this kind of Cymoon Kuat combo. Repair crews was actually useful, but I didn't appreciate how fussy and hard it is to use. I might swap out for Comms net on both Gozanti. Otherwise, this is very much in line with what I might fly next.
  8. Like
    ShoutingMan got a reaction from Herr Style in Dual Cymoon + 2 Feedback wanted.   
    Having done the dual Cymoon successfully, I'm intrigued to change it up with this kind of Cymoon Kuat combo. Repair crews was actually useful, but I didn't appreciate how fussy and hard it is to use. I might swap out for Comms net on both Gozanti. Otherwise, this is very much in line with what I might fly next.
  9. Like
    ShoutingMan reacted to Herr Style in Dual Cymoon + 2 Feedback wanted.   
    Or this: -
    ISD Cymoon 1 Refit (112)
    • Darth Vader (36)
    • Intel Officer (7)
    • Gunnery Team (7)
    • Spinal Armament (9)
    • XI7 Turbolasers (6)
    = 177 Points
    ISD Kuat Refit (112)
    • Strategic Adviser (4)
    • Boarding Troopers (3)
    • Electronic Countermeasures (7)
    • Assault Concussion Missiles (7)
    • Avenger (5)
    = 138 Points
    Gozanti Cruisers (23)
    • Comms Net (2)
    = 25 Points
    Gozanti Cruisers (23)
    • Repair Crews (4)
    = 27 Points
    Squadrons:
    • Ciena Ree (17)
    • Valen Rudor (13)
    = 30 Points
    Total Points: 397
    6 red dice (7 with Conc fire), use your Int-O to threaten the brace, if they use it they lose it. XI7’s to minimize any redirect.
    Kuat activated using SA if you can to get in close. Flip their tokens with BT. Use Vader for rerolls and they take 4 dice from the side and then the full house straight after, both attacks using ACM for four extra hits! Brutal!
    If you need a bid, lose repair crews and possibly ECM????
     
  10. Like
    ShoutingMan reacted to Herr Style in Dual Cymoon + 2 Feedback wanted.   
    Hmmm. I think it all depends how much you want to keep DCO as Cymoon don’t have a defence slot.
    An option to get round ECM then is Int Officer. Below is a sample of a Kuat: -
    ISD Kuat Refit (112)
    • Intel Officer (7)
    • Ordnance Experts (4)
    • Electronic Countermeasures (7)
    • Assault Concussion Missiles (7)
    • Avenger (5)
    = 142 Points
    You could either swap this in for your second Cymoon or ditch H9’s and DCO off your Vader Cymoon, put Int O in and XX9’s back on. Then put SA on the Kuat for you to threaten with a last/first.
    Another thought is what is your biggest threat? Your fighter coverage is minimal, so maybe ditch your Ties and a Gozanti to fit in a Kallus Raider with Flechettes? It would make it public enemy number one with fighter heavy lists but then gives your Kuat time to run in and unload on the enemy main ship? Don’t know if this is better but I personally like my Kallus Raider 😀.
  11. Like
    ShoutingMan reacted to Herr Style in Dual Cymoon + 2 Feedback wanted.   
    Another thought is to ditch XX-9’s and Phylons to shoe horn H-9’s. To make XX-9’s work you are relying on red and blue crits to turn up. I know you have Vader, but if you roll pure hits, are you going to use him to re-roll them to risk red blanks? At least with H-9’s you are guaranteed an accuracy. That way you negate a brace, and your XI7 can minimize redirects? Just a thought. I like your BT Kuat by the way!
  12. Like
    ShoutingMan reacted to Herr Style in Dual Cymoon + 2 Feedback wanted.   
    I’m not a Cymoon user but with that much long range dice I’d push for Gunnery Teams over Boarding Troopers. Don’t rely on someone picking your Advanced Gunnery Objective, it ain’t going to happen.
    Alternatively have you thought about one Cymoon and one Kuat?  You could then have BT’s on the Kuat?
  13. Like
    ShoutingMan got a reaction from Blail Blerg in Data and Discussion: For balance implement a Large-ship-half-scoring rule in Task Force 200pt?   
    My non-expert, non-competitive experience is that 200pts favors large ships with red dice control, like a Cymoon. From mid-field they threaten almost side to side, so nothing can skate past them. Put in a flotilla that feeds tokens, and stays safely in its shadow buffed by scatter. Add SA to get a good three activations. Playing say MSU Sloane, I can win on points, but it's tough and the Quasar is highly threatened while going after the flotilla to get a kill for the winning points. A misstep or few bad rolls and the Quasar is dead the game is lost and the Cymoon is barely scathed.
  14. Like
    ShoutingMan got a reaction from Maturin in 1L Armada: Motti vs Sato   
    Round 6 / Game Conclusion

  15. Like
    ShoutingMan got a reaction from Maturin in 1L Armada: Motti vs Sato   
    Commentary:
    My goal was a simple, symmetric Tri-Cy fleet. The fleet was "self consistent", in that the few upgrades went together. Gunnery Teams, first time to use them for me, was successful in that I was getting multiple targets from front hulls. However, the lack of dice control was my downfall. The best example was the early roll of five red at long distance resulting in four blanks and a critical. Had that roll had an accuracy and even one more hit, the game might have changed. I had similarly swingy rolls throughout; another roll with Con Fire at Medium resulting in eight dice producing about four damage. Slightly better dice could taken out both the Hammerhead and GR75 earlier and changed the game for me.
     
    Contra-that, the black dice control on the Rebel allowed for tremendous surge damage, making Motti irrelevant. Sato's ability to toss a few black dice from long range coupled with Ordnance Experts also allowed for the plinking of a few extra damage more consistently than my larger pool of red dice allowed.
     
    What I would do differently:
    Solar Corona is a bad Objective for this fleet. It's basically moot, even working against me, reducing my second player benefits. Dangerous Territory would be a better choice for big-ship combat.
     
    I've been flying the ISD slow: the idea that I need to keep at long range to maximize Red dice and Front Arc. Plus flying an ISD fast is an easy way to unintentionally exit the combat or even the game board. But flying slow is what a black-dice fleet wants. And despite Motti's hull, uncontrolled red dice can't slug it out with black dice big ships.
     
    In all, it was a fun game. In the context of what I was trying to do, i was happy with my fleet, deployment, and flying. But strategically, I would make a few changes to composition and flying style if I try the Tri-Cy again.
  16. Like
    ShoutingMan got a reaction from miedomeda in 1L Armada: Motti vs Sato   
    Round 5

    1

    2

     
  17. Like
    ShoutingMan got a reaction from Halliday in Data and Discussion: For balance implement a Large-ship-half-scoring rule in Task Force 200pt?   
    I suggest you more explicitly state what the proposed rule change is. I’m unfamiliar with “Large-ship-lower-half-hull-scoring rule“ and am uncertain what rule is proposed.  Thanks  
  18. Like
    ShoutingMan got a reaction from racknut in How to...Triple Cymoon! (Chapters 1, 2 and 3)   
    I tried another symmetric Tri-Cy fleet. It went...poorly...
    Name: 3Cy Motti IF DTT HTT
    Faction: Imperial
    Commander: Admiral Motti
    Assault: Blockade Run
    Defense: Planetary Ion Cannon
    Navigation: Solar Corona
    ISD Cymoon 1 Refit (112)
    • Admiral Motti (24)
    • Intensify Firepower! (6)
    • Dual Turbolaser Turrets (5)
    • Heavy Turbolaser Turrets (6)
    = 153 Points
    ISD Cymoon 1 Refit (112)
    • Dual Turbolaser Turrets (5)
    • Heavy Turbolaser Turrets (6)
    = 123 Points
    ISD Cymoon 1 Refit (112)
    • Heavy Turbolaser Turrets (6)
    • Dual Turbolaser Turrets (5)
    = 123 Points
    Squadrons:
    = 0 Points
    Total Points: 399
     
    Combat Report here:
     
     
  19. Sad
    ShoutingMan got a reaction from Bertie Wooster in How to embed IMGUR images into FFG forum posts?   
    BBCode it is!
     
    Hmmm...Maybe it's not a change in IMGUR links. Photos are now missing from my collections. 
  20. Like
    ShoutingMan got a reaction from Bertie Wooster in How to embed IMGUR images into FFG forum posts?   
    IMGUR seems to have again changed their interface. Above embeds are now broken. And I can't find a JPG link option from IMGUR. Let's try this again:
    Collection link: https://imgur.com/a/WQOkE8s
    Simple link from image: https://imgur.com/CQZ0z1p 
    Share link: https://imgur.com/CQZ0z1p
    Embed in HTML: <blockquote class="imgur-embed-pub" lang="en" data-id="CQZ0z1p"><a href="//imgur.com/CQZ0z1p">View post on imgur.com</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>
    BBCode: 
    Markdown: [Imgur](https://i.imgur.com/CQZ0z1p.jpg)
     
  21. Like
    ShoutingMan reacted to Blail Blerg in Data and Discussion: For balance implement a Large-ship-half-scoring rule in Task Force 200pt?   
    At the end of the game/turn6, if a large ship has equal to or more than half its hull value in damage cards, the opposing player adds the larger half of that ship's total value including upgrades to their score during calculating points scored. 
    Or in other words, if your large ship has equal to or less than half its hull left at the end of the game, your opponent adds half of its value to their score. 
  22. Like
    ShoutingMan got a reaction from Blail Blerg in Data and Discussion: For balance implement a Large-ship-half-scoring rule in Task Force 200pt?   
    I suggest you more explicitly state what the proposed rule change is. I’m unfamiliar with “Large-ship-lower-half-hull-scoring rule“ and am uncertain what rule is proposed.  Thanks  
  23. Like
    ShoutingMan reacted to thestag in Targeting : Yellow dot controversy   
    I have a copy of this printed out and give it to new players. It's been very helpful in explaining the system.
  24. Like
    ShoutingMan reacted to FortyInRed in Taskforce Armada Format! 200 pt 3x3 area   
    Just getting back into Armada after an 18+ month long haitus (long story). I started with this format just to ease back into things and had a blast. I have two copies of everything in wave 1, a single copy of wave 2, and a smattering of later ships (MC-30 and Arquittens). I've been able to recreate a few of the fleets posted in this thread, or a close enough approximation, and have had a blast. 
    I've even created some of my own fleets (see below) and had some fun. I'm still figuring out which objectives make sense with which fleets and would appreciate feedback/help. 
    It's a great way to try out new commanders and  strategies without a big time investment.
    I too am interested in learning more about Holdfast. I've found a few things, but nothing like a clear comprehensive review like I have seen for other games. 
    I'm always down for ways to add longevity to Armada games. One idea I saw on these forums was starting with generic ships and fighters, and only allowing aces/titles if they survive. 
    Not sure how to really implement this (I really should probably just buy CC) with my limited fleet but am open to ideas. 
     
    Name: No one flies VSD anymore? What?
    Faction: Imperial
    Commander: Admiral Screed
    Assault: Advanced Gunnery
    Defense: Contested Outpost
    Navigation: Minefields
    Victory I (73)
    • Admiral Screed (26)
    • XX-9 Turbolasers (5)
    = 104 Points
    Raider I (44)
    • Assault Proton Torpedoes (5)
    = 49 Points
    Squadrons:
    • Darth Vader (21)
    • Major Rhymer (16)
    • TIE Fighter Squadron (8)
    = 45 Points
    Total Points: 198
     
    Name: Ackbar AF
    Faction: Rebel
    Commander: Admiral Ackbar
    Assault: Most Wanted
    Defense: Fire Lanes
    Navigation: Minefields
    Assault Frigate Mk2 A (81)
    • Admiral Ackbar (38)
    • Enhanced Armament (10)
    = 129 Points
    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    = 51 Points
    Squadrons:
    • Luke Skywalker (20)
    = 20 Points
    Total Points: 200
  25. Like
    ShoutingMan reacted to Admiral Theia in How to...Triple Cymoon! (Chapters 1, 2 and 3)   
    Also, one thing about Screed is that I think taking him in this list (or any red die dépendant list) is based more on fear or misapprehension regarding the effectiveness of those dice.    Red dice are fine, particularly when you’re throwing a ton of them (quantity is a quality all its own).  IF is plenty to mitigate their variability, especially when paired with a con fire command and/or token.  Humans have a negative association bias.  We remember the bad occurrences far more than the good, and so red dice get a bad rap, because everyone remembers that one time they rolled five blanks and re-rolled to four blanks, but they don’t often cite the time they rolled two doubles and re-rolled to two more and an accuracy.  And so people lament ‘my dice suck” and “Red dice always fail me”.  
    I used to see this in action at the poker table all the time, with people complaining about losing with pocket aces “all the time”.  No, their hand was good more than 60% of the time, they just remember the bad beats, the time someone sucked out and drew a third king on an A-K pocket.
    Not to say that this is what ou are doing, just that I’ve noticed a tendency to overemphasize dice control on red dice.
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