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ShoutingMan

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  1. Like
    ShoutingMan reacted to Muelmuel in How to...Triple Cymoon! (Chapters 1, 2 and 3)   
    Screed is once per activation, so that would be 3 screed crits per attacking round, 1 per ship
  2. Like
    ShoutingMan got a reaction from drail14me in Where can I find a good tutorial video for playing Armada on Vassal?   
    Hrmm...that doesn't work for me. If I unzip the ArmadaModule_3.10.0, put the images in from the graphics pack, and then zip it back up, Vassal won't load it. Says it's an "Invalid Vassal Module". Does your Vassal give errors frequently? Vassal on my Mac gives internal failure errors after almost every action (Cmd-Tab to the Finder, and Vassal gives an error. Try to load a mod, and Vassal probably gives an error.)
     
    Ok. Never mind
    After false starts with Unarchiver, and Keko, and searching for a WinRar clone for Mac, I downloaded WinZip for Mac (trial). I renamed the vmod to zip, opened it in Winzip, dragged the images from the Finder folder into Winzip, impatiently waited as it took five minutes without visual signs of progress, closed the Winzip window when it was done, and then renamed back to vmod. Vassal loaded it successfully.
  3. Like
    ShoutingMan reacted to Karneck in Where can I find a good tutorial video for playing Armada on Vassal?   
    Green Knight took his videos down. Which is why I'm making my own to help try and replace them.
  4. Like
    ShoutingMan reacted to drail14me in Where can I find a good tutorial video for playing Armada on Vassal?   
    Anyone use Vassal on a Mac? I'm needing help figuring out how to handle the graphics pack on a Mac.
    I was able to use "The Unarchiver" to open up the "ArmadaModule_3.10.0.vmod" file then copy the contents of the graphics pack to the "Images" folder of the unarchived "ArmadaModule_3.10.0.vmod" file.  Do I now need to re-archive the file to get the new graphics to work?
    *******Edited*******
    I figured it out. I just had to ZIP the folder then rename the .zip file as "ArmadaModule_3.10.0.vmod"   Easy Peasy!!!
  5. Like
    ShoutingMan reacted to Karneck in Where can I find a good tutorial video for playing Armada on Vassal?   
    Here's my 1st video. More to come, I might get another up tonight. Goal is to make 5-10 minute snippets going over aspects of Star Wars Armada on Vassal. So if something doesn't answer your question, be sure to post here or comment on the video on youtube and let me know what you'd like to see or need to know.

    How to install Star Wars Armada on Vassal
     
     
  6. Like
    ShoutingMan reacted to Admiral Theia in How to...Triple Cymoon! (Chapters 1, 2 and 3)   
    One of the main reasons I don’t like Vader for this list is that he weakens one of the primary strength of this list.

    I’ve played about 18 tournament games (four store championships and two regionals) and about as many practice games with this list, against some strong players.  I average losing about one Cymoon per match (maybe more like 0.9 on average).  If I end up spending my tokens on Vader rerolls, that ratio goes down.  I think of triple moons as a list that is designed to “go big or go home”, to crush your opponent while losing a minimal, to no, points yourself.  It’s a list designed to get 9+ points or 3- points, with rarely a score in between.  Vader would likely bring it more to the middle, to weaken the tank-eyness of the ISD’s, resulting in smaller wins and bigger losses.
  7. Like
    ShoutingMan got a reaction from Mad Cat in How to...Triple Cymoon! (Chapters 1, 2 and 3)   
    Thinking about flying this fleet this weekend. Not sure about JJ vs Screed. Probably need to fly a few iterations to see how they behave. 
     
    "3Cy JJ QBT XI7 - Armada Fleet Builder" (https://armada.ryankingston.com/fleet/37892/)
    Name: 3Cy JJ QBT XI7
    Faction: Imperial
    Commander: Moff Jerjerrod
    Assault: Blockade Run
    Defense: Planetary Ion Cannon
    Navigation: Solar Corona
    ISD Cymoon 1 Refit (112)
    • Moff Jerjerrod (23)
    • Skilled First Officer (1)
    • Quad Battery Turrets (5)
    • XI7 Turbolasers (6)
    = 147 Points
    ISD Cymoon 1 Refit (112)
    • Skilled First Officer (1)
    • Quad Battery Turrets (5)
    • XI7 Turbolasers (6)
    = 124 Points
    ISD Cymoon 1 Refit (112)
    • Skilled First Officer (1)
    • Quad Battery Turrets (5)
    • XI7 Turbolasers (6)
    = 124 Points
    Squadrons:
    = 0 Points
    Total Points: 395
  8. Like
    ShoutingMan reacted to MandalorianMoose in Screed + 2xISDII + GSD   
    Are they Sato backed? Because if not, they should have taken two or three rounds of fire before throwing any blacks coming at you speed one
  9. Like
    ShoutingMan reacted to Muelmuel in Screed + 2xISDII + GSD   
    sorry, I should correct myself. Just realised Screed is once per activation. So he can only guarantee a blue crit once for the Interdictor. However the suppression refit has alot of blues so it is highly likely to get blue crits naturally as well, so you are still highly likely to be able to HIE twice via Interdictor title. Just something to note
    I fought against double HIE raiders before and they are nasty. Sure can kill at least one but the dcaps allow them to roll with their bigger friends and by the time they are done they have inflicted their fair share of hurt. They will also draw fire for your other ships as they are a serious threat, so that is a boon.
  10. Like
    ShoutingMan got a reaction from Muelmuel in Screed + 2xISDII + GSD   
    Fleet-wise, I wanted to abuse  HIE and Screed seemed like the admiral for the job. Raiders, I want love (and I have two), but I can’t fly them and they suffer further with the big-ship emphasis of Wave 7.  If I’m able to get enough games in, then I’ll iterate back to some mixed fleets with Raiders and Arqs.
    Interdictor: now you’ve got my heart twitterpated. I don’t fly it much because it’s such a weird ship. But I want to play it more. And I like this idea for HIE abuse. Very intriguing!
  11. Like
    ShoutingMan got a reaction from Muelmuel in Screed + 2xISDII + GSD   
    I had an ISD and a Chimaera; I scanned and printed a second ISD-II ship plate for this fleet. 
    I now have a second chimaera, giving me three ISD models. I’ll be playing with the triple cymoon and maybe triple ISD-I fleets. 
    Had I’d anticipated ISD would drop in price to match chimaera, maybe I’d have gotten that instead. But I really don’t want a fourth ISD model, so I’ll proxy missing cards until I can buy some used, cheap.
  12. Like
    ShoutingMan reacted to Muelmuel in Screed + 2xISDII + GSD   
    I notice you mention you do not have a third ISD, but are using 2x ISDII which only come once each in the Wave2 ISD exp. Did you buy 2 ISD? I would recommend getting the Wave 7 Chimera ISD, even if it seems like another big investment. You only really need 1 Chimera pack and it's got lotsa useful toys and goodies
    If you are actually proxying, I recommend going ahead and trying out Tri Moons as you intended, with a different ship proxy(I currently sub my third with a Lmc80 model, planning to buy an actual 3rd ISD on discount). They are extremely fun to play.
    Back to the actual list, is your intention to abuse Screed HIE? You might like raiders with HIE and dcaps which can snipe shields off for a fraction of the ISDII cost. They can also help you chase or box in other small ships trying to dodge your big ships, and swat squads. Another one is the Interdictor, with the title it is the only ship that can fire off HIE twice a round, and with screed is guaranteed to do so. Of course you need a damage dealer, so maybe keep one ISDII to finish off shieldless ships. Demo can also hold back a round or two and jump in to finish off the shieldless ships.
  13. Like
    ShoutingMan got a reaction from The Jabbawookie in Screed + 2xISDII + GSD   
    I like the idea of Spinal. I just don’t have that card and haven’t gotten to printing a personal copy.
  14. Like
    ShoutingMan reacted to The Jabbawookie in Screed + 2xISDII + GSD   
    Sounds great.  Barring Ackbar, you should win a slow rolling contest, and it’s harder for him to dodge the front arc.  QBT isn’t just great for faster targets, but for pressuring ships with inferior long-range firepower to go slowly.  If nothing else, Spinal Armament is generally better on an ISD.  It’s cheaper and easier to force a front arc than force a double arc.  But you do you.
  15. Like
    ShoutingMan reacted to racknut in 1L Armada: Screen vs Rieekan (400pts)   
    Here's my fleet. It's not the most well-rounded fleet, but it was a lot of fun to fly.
     
    Name: Rieekan 3xMC75OC Q7 Faction: Rebel Commander: General Rieekan Assault: Opening Salvo Defense: Planetary Ion Cannon Navigation: Solar Corona MC75 Ordnance Cruiser (100) • General Rieekan (30) • Ordnance Experts (4) • Reinforced Blast Doors (5) • External Racks (3) • Assault Concussion Missiles (7) = 149 Points MC75 Ordnance Cruiser (100) • Strategic Adviser (4) • Ordnance Experts (4) • Phylon Q7 Tractor Beams (6) • External Racks (3) • Assault Concussion Missiles (7) = 124 Points MC75 Ordnance Cruiser (100) • Bail Organa (7) • Ordnance Experts (4) • Phylon Q7 Tractor Beams (6) • External Racks (3) • Assault Concussion Missiles (7) = 127 Points Squadrons: = 0 Points Total Points: 400  
  16. Like
    ShoutingMan got a reaction from racknut in 1L Armada: Screen vs Rieekan (400pts)   
    Last week I played the first 400 pt game I've played in a number of months -- it's been mostly Taskforce 200 pt skirmishes lately due to time. My regular adversary @racknut has gotten the bug for Big Ship fleets. While I do really like squadron-heavy fleets, and like experimenting with Sloane, and find the attractive the allure of the MSU,  I'm a slow player and those games really bog me down. So I've been trying for BSF. I want to try the Triple Cymoon...but I don't have a third ISD model yet. So I set out to try a dual ISD, and had created a 2xISD-II fleet that looked fun...and re-discovered that I only had one ISD-II set of cards from the one ISD kit I have (and of course nothing the Chimaera kit). Well, an hour of scanning and editing and printing later, and I cobbled a home-printed second ISD kit.
    This is my Gladiator Wants To Be a Big Boy fleet, led by Screed. Thematically, I'm happy with this fleet. I wanted to use Heavy Ion Emplacements, which I've owned for months but haven't used yet. So I built a fleet around that, which led me to Screed to ensure Critical rolls so HIE could be used every attack. The GSD isn't perfectly aligned since OE all but guarantees a critical. 
    @racknut flew a 3xMC75 fleet led by Rieekan, and centered around ACM with Pylons to slow the enemy down to keep them in black-dice range.
    (I hope the images post. I can never remember how to get imgur images into an FFG thread.)
    Ultimately I lost the game. But reflecting on it, my fleet wasn't hopeless. I made some strategic and tactical errors. And even going in to the rounds 5 and 6, had i made one decision differently, I might have gotten a lucky couple rolls and won. So, I view this as good loss and good game with a fleet I'm interested in iterating. On 
    I won the bid with 398 to 400 pts and took second player. Solar Corona was picked. Deployment is show, and the Corona was placed on the Imperial's left side. Looking at it, I think SC may be my first strategic error. It doesn't fit my fleet well. The big front arc of the ISD is tough to keep out of the Corona. Tactically, I didn't think it through: I tried to keep my GSD out of the Corona; but that's not needed. Black dice don't have accuracies. I should have placed it to force attacks on it to be into the Corona.
     
    Round 1: we advanced mostly at speed 2; his flagship (middle) was speed 1. Round 2: we're engaged at Long and Medium ranges as ships advance. Some attacks are traded. Round 3: Entering Medium and Close range. But I hadn't re-read HIE carefully when thinking over my fleet and I forgot it is an "exhaust" card so I only got one use per attack. I'm not sure this card is balanced compared to ACM, but that's a different thread I suppose. Strategically, my basic error is revealed, having the GSD in the middle of the fleet instead of outward to run flanking. It got pincered and killed before it could be used. I love the idea of the Demolisher, but it's hard to get the small ship in close to do anything. But I have some thoughts on my failed navigating here, so perhaps another go will help. But HIE is pricing its value, as I strip 6 shields from the left MC75, and deal a killing blow.  But my right hand ship was Avenger, which never was used. Not sure I'd keep Avenger on this fleet.  Round 4: Two to one though my Flagship is in good shape. Long Range shots are traded, I think.  Round 5: Here is where I made a tactical error. I had double-arc on the upper MC75, but I used side arc on the lower and front on the upper. I was feeling hopeless here and didn't think it mattered. But Screed survived the round Round 6: More shots traded, but no on dies. I lose on points. This is where my prior error was realized: I had double arc again on Rieekan. Had i double-arc'd in Round 5 and again in Round 6, and also optimally used HIE to strip shields in the first of the two attacks, there was a real chance I could have killed Rieekan. My non-optimal play left it with 8/9 hull down. And I think I'd have more points on the table in my flagship ISD than the non-flag MC75...and that would have won the game for me.
      An interesting game. @racknut played well with good navigating and smartly killed my GSD early given the chance. Screed and HIE are a decent combo, and I think I could have pulled out a victory had been a bit savvier. That's a good game for me. Have a few lessons to try and apply in the future. I need a different objective selection. And I still struggle with deployment and nav. 
    https://imgur.com/a/TwE7BOh
    <blockquote class="imgur-embed-pub" lang="en" data-id="a/TwE7BOh"><a href="//imgur.com/TwE7BOh">1L Armada 2018-12-09</a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>
  17. Like
    ShoutingMan reacted to Bertie Wooster in How to embed IMGUR images into FFG forum posts?   
    I'll be reading your battle reports!
  18. Like
    ShoutingMan reacted to Bertie Wooster in How to embed IMGUR images into FFG forum posts?   
    For me I've never done a whole album, but for individual images I copy where it says
    Linked BBCode (message boards)
  19. Like
    ShoutingMan reacted to Ginkapo in How to embed IMGUR images into FFG forum posts?   
    I change my advice to the .jpg link
  20. Like
    ShoutingMan reacted to racknut in 200 point Taskforce ALL RULES   
    Here the thread that I use as the basis when I play Task Force games. There's a 2-page PDF cheat sheet. Not much changes from a normal full game.
     
     
  21. Like
    ShoutingMan reacted to Snipafist in Cannot Get Your Ship Out New Articles November   
    Hoping to get a few more new things added rather than just revisions on my end. Wrote a shorter article about inside turns:
      This is the first in a series of short articles going over some of the basic things you can do in a game of Armada and, when possible, giving the terminology or at least slang term for them as well. Each article aims to focus on just one small element, so they shouldn't be lengthier treatises (like, say, my "how to use black dice" article) but little bite-sized articles. Many of these topics have been covered briefly in other articles, but having their own dedicated space instead of hiding them in places (like for example I mention inside turning in my Raider article) makes them more visible and easy to find. Anyways, let's get to the point, then:

    Inside turning is a ship maneuver where instead of moving along the "outside" of the maneuver tool, which is fairly common, a ship moves along the "inside" of the maneuver tool. To be more precise, in most maneuvers, the maneuver tool is notched into the left or right notch on the ship and then the maneuver tool is oriented towards that direction (so for example  notched in the right side then clicked going right, basically, with some wobbliness involved of course). Inside turns notch the maneuver tool on one side and click the maneuver tool in the opposite direction.

    Pictures help. So for example, this is a Raider at speed 2 making a "regular" outside turn:
     
    2 clicks at each joint naturally when going speed 2 is great and helps these examples. And here is a Raider at speed 2 making an inside turn:
     

    Same starting position, same speed, maneuver tool notched in the same place, very different end positions.

    It's very important to note that a maneuver is illegal if your ship would overlap the maneuver tool at its final destination. That means for small ships, a "true" inside turn where you are hugging the maneuver tool requires the last joint be straight. For medium or large ships, it requires the last two joints be straight. Otherwise your ship base will overlap the tool.
     
    Above we see a Jerjerrod-aided ISD trying to do a speed 3 inside turn but the second joint has been clicked in once to the left and it results in the ISD landing on the maneuver tool. This is an illegal maneuver.
     
    Here we see the maneuver done correctly and as you can see the ISD fits just fine at the 3rd joint without landing on the maneuver tool.

    Inside turns can be extremely helpful for changing direction without moving forward as much as you would when doing a conventional outside turn. For example:
     
    Above we have an MC30 going speed 4 (one click each at joints 2 and 3, otherwise nothing). The topmost MC30 is its destination when the maneuver tool is placed on the left and it does an outside turn. The bottom-most MC30 is its destination when the maneuver tool is placed on the right and it does an inside turn. The outside turn covers more ground and moves the MC30 to the left the most. The inside turn covers less ground and moves the MC30 to the left more tightly relative to the space moved. Either option works great depending on what you need your MC30 to do.
     
    Above we have the starting position of a Raider (the faded-out Raider) and three separate Raider end points: Raiders A, B, and C. I removed the maneuver tool to ease up on all the clutter, if you were curious about that. All of the Raider end points result from a double-click first joint on the maneuver tool and a straight second joint. Raider A is when the maneuver tool is inserted on the left side and the Raider makes an outside turn. Raider B is when the same is done, but the Raider slows down to speed 1. Raider C is when the Raider makes an inside turn at speed 2.

    We can see from the above example that in terms of space moved, the inside turn allows the Raider to fake being "speed 1½ ," but it also allows the Raider to turn a bit more tightly to the left. In the right circumstances  this can make a substantial difference and it doesn't require a speed change.

    There are some other maneuvers that use elements of the inside turn to decrease distance moved while remaining the same speed or to turn more sharply within the space provided. The only one that to my knowledge has a name is the Tokyo drift:
     
    ADRENALINE-PUMPING PLASTIC SPACESHIPS! Quite simply, a "Tokyo drift" is done when a player wants to move his ship more or less straight without changing its current speed but would like to decrease how far the ship actually moves. This is done by simply clicking the maneuver tool once or twice on the first available joint to the inside of the ship and then clicking the next joint back the same amount. Let's bring back our friendly Raider to demonstrate:
     

    From the same starting point with a speed 2 Raider...
    Raider A was Tokyo drifted to the left (maneuver tool notched on the right, clicked twice to the left, then twice to the right). Raider B was moved speed 2 straight ahead. Raider C was Tokyo drifted to the right (maneuver tool notched on the left, clicked twice to the right, then twice to the left). You can see the drifting Raiders didn't move as far as they would have going straight ahead and also juked a bit to one side or the other. Both of those elements can be handy in the right circumstances. You'll note that less extreme (one click) Tokyo drifting will produce reduced benefits but can still be helpful.

    Otherwise, inside-turning- and Tokyo-drifting-style tricks can be handy for tighter turns, but no names exist for the specific movements. The final example I will give you is something Imperial players can pull off with Moff Jerry and an ISD or Rebel players can do with Madine and an LMC80 or MC75. Both cases need navigate commands, of course.
     
    By using 2 clicks to turn towards the ship (in this example, the left) at the first two joints and the final click at the 3rd joint to kick the rear back out away from the maneuver tool, your large ship performs an extremely tight repositioning maneuver through the magic of knowing how to legally use your inside turning potential.

    Final thoughts
    This concludes our first tips and tricks article. If you had any questions or recommendations for subjects to cover in future installments, please let me know!
  22. Thanks
    ShoutingMan reacted to racknut in How to...Triple Cymoon! (Chapters 1, 2 and 3)   
    I really love this idea and the write-ups have been great to read, so I decided to try this concept for Rebels. I started with this list.
    Name: Madine LSC+2xMC75OC Faction: Rebel Commander: General Madine Assault: Opening Salvo Defense: Planetary Ion Cannon Navigation: Solar Corona MC80 Star Cruiser (96) • General Madine (30) • Intel Officer (7) • Caitken and Shollan (6) • Engine Techs (8) • SW-7 Ion Batteries (5) • Spinal Armament (9) = 161 Points MC75 Ordnance Cruiser (100) • Strategic Adviser (4) • Ordnance Experts (4) • External Racks (3) • Assault Concussion Missiles (7) = 118 Points MC75 Ordnance Cruiser (100) • Bail Organa (7) • Ordnance Experts (4) • External Racks (3) • Assault Concussion Missiles (7) = 121 Points Squadrons: = 0 Points Total Points: 400 I originally used Madine because he's been my go-to commander. I love the extra maneuverability, but quickly realized that they could be even more potent with Rieekan. With Rieekan there's less dependence on deployment and activation advantage. After some testing, I decided to drop some points from the MC80 and put them into Phylons to mess with my opponent's speed and maneuverability. So this is the list that I'm currently running.
    Name: Rieekan LSC+2xMC75OC Q7 Faction: Rebel Commander: General Rieekan Assault: Opening Salvo Defense: Planetary Ion Cannon Navigation: Solar Corona MC80 Star Cruiser (96) • General Rieekan (30) • Engine Techs (8) • SW-7 Ion Batteries (5) • Spinal Armament (9) = 148 Points MC75 Ordnance Cruiser (100) • Strategic Adviser (4) • Ordnance Experts (4) • Phylon Q7 Tractor Beams (6) • External Racks (3) • Assault Concussion Missiles (7) = 124 Points MC75 Ordnance Cruiser (100) • Bail Organa (7) • Ordnance Experts (4) • Phylon Q7 Tractor Beams (6) • External Racks (3) • Assault Concussion Missiles (7) = 127 Points Squadrons: = 0 Points Total Points: 399 My opponent this weekend was playing dual ISDs, Demolisher, and a Gozanti. I was able to make short work of one of his ISDs, with help from Bail. With Opening Salvo, ExRacks, and a CF dial, I was throwing 8 blacks and 2 blues for 1 acc and 12 damage+ACM. Then I slowed his other ISD and Demolisher so that his Demolisher was tripping over the ISD and didn't fire a single shot the whole game. He killed my first MC75, so I just flew it in front of his ISD and left it there to block him in for a round while my other 2 ships came around into firing range. This fleet may not be the most versatile, but it sure is a lot of fun and easy to fly.
  23. Thanks
    ShoutingMan reacted to Mad Cat in How to...Triple Cymoon! (Chapters 1, 2 and 3)   
    Well it was sort of.... yup not great. I got 26th overall with this fleet. Compared to 7th last year I was disappointed to loose out on a top 16 prize.
    399/400, Blockade Run, Contested Outpost, Solar Corona
    ISD Cymoon, Vader, Gunnery Team, Strategic Adviser. 159
    ISD Cymoon, Gunnery Team, SFO. 120
    ISD Cymoon, Gunnery Team, SFO. 120
    So here's a brief battle report.
     
    Game 1 v Vader.
    ISD Kuat, BT, Avenger, EWS, Sadviser, Vader.   
    Gozanti, Comms Net
    Gozanti
    GSD, Demolisher, ET, ACMs, OE, Brunsen
    Fel, Cienna, Howlrunner, Valen
    I was second player in Solar Corona. He had Demolisher in a corner and Avenger near the centre with a flotilla either side of it. I deployed up sun to rush Avenger with a right hook with the outer flagship ISD at speed 3 and the others at 2. I killed a Gozanti turn 2 as it was at speed 3 then Avenger went nose to nose with my leftmost Cymoon but I got a shot with 5 red in before the turn break. Demolisher was engine teching in fast but still a bit far out. Turn3 Avenger shoots but he forgets to spend his squadron token. I noticed and thought about being sporting so I asked him twice if he wanted to do anything before rolling the dice. I could have spelled it out for him but it was the Nationals after all. So 9 damage was braced and all 3 Cymoons killed Avenger with some double arcs and a little ramming. We circle as my damaged ship is hit by the passing demolisher but then escapes to kill the other flotilla late in the game. Demolisher gets shot once form a long range front arc then gets double arced from flank/rear by my flagship and dies giving a 10/1 400-0. If he had used his BT card the victim Cymoon would have ended the game on 5 hull rather than 9.
     
    Game 2 v Raddus piloted by @noggin
    MC75 Ord, Profundity, OE, Lando, EWS, APT, E-Rax
    Hammerhead-T, OE, E-Rax
    GR75-T, Quantum Storm
    GR75-T, Bright Hope
    CR90B, Raddus
    Jan, VCX, 5xYT2400
    Second player again in Solar Corona. He deployed CR90 in the left corner, a flotilla in the centre with all fighters and the other flotilla in the other far corner. He could bring in two ships from any of these so didn't really care about where the sun was. I deployed facing the flagship to scare it away and I decided to try and kill time and try to loose no ships and go for a 6-5 default win. It could have worked but my opponent used skill and careful planning. 
    My opponent realised what I was doing maybe turn 3 I think. I successfully kept unengaged until turn 4 taking a little fighter damage but repairing most of it then I had to get our of a corner. Maybe I should have kept away another turn and sat in the corner but I went for my escape keeping each ISDs route clear so it could attempt to outrun the MC75 when it appeared.  He dropped on the left side of my flagship and put the Hammerhead in front which shot first with E-Rax and rolled poor but those OE got him 7 damage and an accuracy on the brace. The HH then ran but was a little fast and faced the table edge. I wasn't sure if it would run off map next turn but there was nothing else in the front arc so we blasted it to dust with 7 and later 5 dice. (it would have run off map, even with a nav, we checked before removing it). I also shot the MC75 with a flank shot and a long range obscured front shot. It then positioned itself double arcing Vader's ship and again the fighters swarmed in. I lost Vader, killed one of the flotillas with 2 hull damage and a final overlap. The MC75 on about half hull then ran for open space. A 4-7 loss.
     
    Game 3 v Vader
    Cymon, Intel officer, Spinal, XI7
    Cymon, Intel officer, Spinal, XI7
    Gozanti Comms Net
    Gozanti Comms Net
    Raider-I, Vader
    I was first player in Contested Outpost.  I corner deploy facing the base but he abandons it deploying centre with one ISD slow and the other flanking faster along my right hand side. His Vader lifeboat was miles away and didn't come into the fight. I wheel over the base and face the enemy. He banks a lot of tokens with comms nets. His activation advantage allowed him to get the first shots and the XI7s really hurt when he ganged up on the middle of my Cymoonsat the turn break it was on 2 hull but medium range of both enemy ISDs with a good GT shot. T2 it shreds both enemies and piles on the speed into flank arcs. It then died to flank shots and the flotilla. I kill the other flotilla by ramming with my flagship on my left near the base and also shoot his ships with long range GTs. I loose a second ISD but his are both in tatters and I kill them with the flagship's GTs - now at medium range. His Vader turns away and we end up with 3 tokens and a 7-4 win as my Cymoons were cheaper.
     
    Game 4 v Vader
    Cymoon, Vader, GTs, Brunson, H9, XI7, 7th fleet, Shields to maximum
    Cymoon, Sadviser, H9, XI7, GT, Intensify fire, 7th fleet
    Gozanti Comms Net
    Gozanti Comms Net
    First player in Station Assault. A base in each corner. He deployed slow in between them, I deployed centre right at high speed. I have tried facing GT Vader Cymoons before armed with XI7s and it doesn't go well. They concentrate on one ship with their XI7s and accuracy your brace and you almost loose a Cymoon a turn (maybe two with GTs) and cant kill one back as he can redirect and maybe brace once. He would also get a shot or two before me with his extra activation. I decided to go for the bases. My left Cymoon approached and turned left, double arcing his flagship ready to fire and then run for the unattended base and kill it. The other two would GT his other ISD and the base on my right then run past the enemy into their rear areas.
    Didn't work. My left ISD was killed before it could activate first on turn 2. OK then - go for a 5-6 loss. So I kill the other base and get around the back also slaying a flotilla.  But my flagship is hit by one front shot and a lot of flank/rear shots with great quality from Vader rerolls, XI7s H9s and IF. It dies only just at the end but we kill the other flotilla. 2-9 loss and I drop from table 8 to 11.
     
    Game 5 v Dodonna (I noted the other lists down but this one is from memory)
    MC80S, XI7s, Mon Karen, Ciatken, Raymus, Nav Team
    MC80A, XI7s, LS, Defiance, ECM, EWS, Sadviser. 
    GR75T Comms Net Bright Hope
    GR75T Comms Net
    CR90A, TRC, Jiana's Light, Dodonna
    Second Player doing Blockade Run.  His large ships on my left. Me in the centre facing flotillas, Jiana's Light on the far right. To get to top 16 I need a good win so have to charge the large ships but with his activation advantages and Last/First he kills the left Cymoon and gets the damaged Star Cruiser away to my rear. Defiance gets traffic jammed and I kill it but Vader's Cymoon is in tatters. TRC90 eventually kills Vader and I almost kill it and do smack Bright Hope. I score one touchdown for a 4-7.
     
    Thoughts.
    Being out activated is ok against balanced fleets with one large and a medium and some small ships and fighters. That doesn't have the clout to kill your Cymoons before you can get good shooting out of all three to even the odds and maybe redress the activations early.
    When you face 2 large and several small/flotillas the activations really hurt. A pair of XI7 large ships will kill a Cymoon quickly if they can concentrate on the same hull zone and with no ECM if the braces fail you can die without firing back occasionally. I was quite surprised that the top 10 tables contained such a concentration of double ISD with flotilla support type lists. You can beat this type of list as I did in game 3 but it is tricky and in that game he did split his ships a little too widely.
    I played triple Cymmon at two store championships, winning one and coming second in another. Once you take it to the big leagues however I'm not that confident against today's chosen top lists. It's fun to play but I think it lacks flexibility and there are lists out there that can out joust it.  
     
  24. Thanks
    ShoutingMan reacted to racknut in Taskforce Armada Format! 200 pt 3x3 area   
    I don't think so. I think overall our games have been pretty well matched. The big change this game was my change from my usual MC75+GR75 to trying MC75+HH. It allowed me to table @ShoutingMan by only killing his ISD.
     
    Faction: Rebel Commander: General Rieekan Assault: Opening Salvo Defense: Planetary Ion Cannon Navigation: Solar Corona MC75 Ordnance Cruiser (100) • General Rieekan (30) • Ordnance Experts (4) • Phylon Q7 Tractor Beams (6) • External Racks (3) • Assault Concussion Missiles (7) = 150 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Disposable Capacitors (3) • Assault Concussion Missiles (7) = 50 Points Squadrons: = 0 Points Total Points: 200  
  25. Like
    ShoutingMan got a reaction from Blail Blerg in Taskforce Armada Format! 200 pt 3x3 area   
    Another TF game today. I really love this as an option to get in a game in 2 hours or less (definitely less when I'm tabled in round 4) on a busy weekend.
    I flew a Motti Cymoon + 1 fleet, with Devastator and SA. @racknut flew MC75 Rieekann  + Hammerhead. I won the bid. As I had SA and he didn't, I took first player allowing for first or second mover. I picked Solar Corona, as my fleet wasn't meant to depend on accuracies in particular. Overall, I like my fleet. But I made a strategic error in the first round in my navigation. I angled at the MC75 when I should have flown straight, and set up only for front arc and lost the double-arc chance. That let the MC75 ram me straight on with its double arc. A Motti Cymoon is tough, but ultimately it can't slug it out with only a single arc. My opponent took smart advantage of my nav error and won the game. 
     
    I like this little fleet and might play it again. Navigated better it could have won. Though I need to think further on the tabling rules, and whether I want to trade points into a non-flotilla. I've played a bit both ways in TF and there's pros and cons. But now that we're playing more intentionally with the tabling rule in mind, it might skew me back to having a Raider or Arquiten instead of the Goz.
    Name: Taskforce - Motti Cymoon + 1B
    Faction: Imperial
    Commander: Admiral Motti
    ISD Cymoon 1 Refit (112)
    • Admiral Motti (24)
    • Strategic Adviser (4)
    • Entrapment Formation! (5)
    • Boarding Troopers (3)
    • XX-9 Turbolasers (5)
    • Enhanced Armament (10)
    • Avenger (5)
    = 168 Points
    Gozanti Cruisers (23)
    • Comms Net (2)
    • Suppressor (4)
    = 29 Points
    Squadrons:
    = 0 Points
    Total Points: 197
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