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ShoutingMan

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  1. Like
    ShoutingMan got a reaction from Lobokai in Kill it already   
    I’m glad Armada is slow to get new Waves.
     
    Pragmatically, it’s a very expensive game. I’m glad to not feel pressed to spend and spend and spend just to play a game.
    From a game balance view, the more rapidly releases come, the greater the risk of the game being broken and/or whiplashed through constant changes. Good games are stable, with lots of gameplay to enjoy within their rules. 
    And as a gamer who struggles to find 4 hours to play 400 pt games, I’m still figuring out Wave 2 ships. There are squadrons I haven’t used yet. I’m still waiting to play Sloane or Early Warning Systems on a 6x3 area. 
     
    Paced releases are just fine.
  2. Like
    ShoutingMan got a reaction from Blail Blerg in Taskforce Armada Format! 200 pt 3x3 area   
    I also recommend playing it with the meta guidelines of “call out MO before it’s too late” and “when in doubt, err on the attacker’s side”. It makes for a more exciting game, helps you not miss steps and so play better, and maybe fosters the positive play we all want.
  3. Like
    ShoutingMan reacted to Blail Blerg in Taskforce Armada Format! 200 pt 3x3 area   
    Apart from that, most people tend to say after trying this format that it basically plays exactly like normal Armada.  Just faster. And that to me is important. That's the main reason for not changing anything about the game except "keeping the larger half". No special rules or initiative errata. 
  4. Like
    ShoutingMan reacted to Blail Blerg in Taskforce Armada Format! 200 pt 3x3 area   
    Hey @ShoutingMan and @NightAngel47 ! Glad to hear you're enjoying the format. I find because of the shortened time, its great for getting games with people who would normally never even entertain the possibility, like the SO or the wife. 
    Yeah, my experience has been similar in that a few different roles would have changed the outcome, but also that there were very close games. 
    Let it be known that I'm not blind or un-willing to talk about balance issues in this format: Honestly, I think large ships + squads is an exceptionally far too difficult prospect for most fleets to crack. Ex. ISD Motti SFO + 3 fire sprays.  Generally, they don't lose the large ship and can save points. I think the 400 point game itself currently has a nascent large-base issue, with a lack of value to small ships and medium ships, as evidenced by the discussions about the Cymoon, and the lack of VSDs. In taskforce, I'm strongly considering a half-point rule for larges (especially due to SAD/Bail/Pryce/Raddus/MC75/Cymoons), but it remains not enough testing to verify if this is helpful. Generally though, when I play bomber fleets in taskforce (gasp! Blail knows how to play squads???), I find that the hard counter, 1 large + squads is exceptionally one-sided no matter how well the bomber fleet plays. (Its still possible to be an idiot and play the ISd+squads list poorly) 
    Also there is a question about if the flotilla cap should be in taskforce.  Should it be a 2flot cap? or halve this rule also, and be a 1flot cap? Imo, two flotillas in this format are not nearly as game breaking because of the reduced squadrons and significant loss of firepower. 
  5. Like
    ShoutingMan got a reaction from Blail Blerg in Taskforce Armada Format! 200 pt 3x3 area   
    Played another TaskForce game yesterday. I played a Motti Cymoon + 1 game. My Cymoon was Avenger Boarding Troopers plus H9 and Enhanced Armament, and Strategic Advisor. Goz had Supressor and Comms Net. Opponent played Madine MC75 + Bright Hope. The MC75 had black dice, plus External Racks and Ordnance Experts. Bright Hope was geared for killing squadrons, plus Slicer Tools, as I've previously played with squadrons every game and have been recently interested in Sloane Quasar. He got a bit snookered by that, since I surprised him with a squadron less big-ship fleet. I won the bid, took first player, and chose Dangerous Territory. I won the game with two tokens and no lost ships. (Exciting as I've lost all prior TF games against him.)
     
    Some thoughts: I've been playing "MSU"-type fleets on TF to explore. My opponent has been honing a Madine MC75+1 fleet. Reviewing my losses, I realized that a red-dice ship centered on the play area can reach any ship not skimming the distance-1 edges of edges. Sloane Quasar has a pretty good chance, but it requires skilled flying, having to have both ships the right place to get the squads in the right place to set up the attacks while maintaining relative positions to then get the squadrons away and healed before they get blasted by flak. But doing that by necessity places small ships well within the H9 Red Dice range of a big ship. A big-ship fleet is more direct: aim pointy end and roll dice, trusting 9+ hull to keep it alive or a few rounds.
     
    So I changed it up and flew a big-ship to check the above. And yes, I got all the way through the game without losing even my Goz. 
     
    But it was close. A slightly better roll at two different rounds and my opponent would have taken out my Goz and won on points. Conversely, had I taken a different tact in the middle, I might have popped his flotilla and had a fully secure victory. We both struggled with slightly different fleets than we've played recently.
     
    I will say, he made good use of Phylon and Slicer tools. Conversely, I got no use out of Suppressor. I need to think about that some more; I think going second lends itself to using the weird Flotilla  support cards. But I also flew my Goz for safety, not successful use of Suppressor, which really hurt its value.
  6. Like
    ShoutingMan got a reaction from Dr alex in Tagge   
    Maybe just a tiny FAQ tweak:
    During the status phase of rounds 2 or 5, this commander may be discarded and replaced by another commander.
  7. Like
    ShoutingMan got a reaction from racknut in Kill it already   
    I’m glad Armada is slow to get new Waves.
     
    Pragmatically, it’s a very expensive game. I’m glad to not feel pressed to spend and spend and spend just to play a game.
    From a game balance view, the more rapidly releases come, the greater the risk of the game being broken and/or whiplashed through constant changes. Good games are stable, with lots of gameplay to enjoy within their rules. 
    And as a gamer who struggles to find 4 hours to play 400 pt games, I’m still figuring out Wave 2 ships. There are squadrons I haven’t used yet. I’m still waiting to play Sloane or Early Warning Systems on a 6x3 area. 
     
    Paced releases are just fine.
  8. Like
    ShoutingMan got a reaction from GhostofNobodyInParticular in Kill it already   
    I’m glad Armada is slow to get new Waves.
     
    Pragmatically, it’s a very expensive game. I’m glad to not feel pressed to spend and spend and spend just to play a game.
    From a game balance view, the more rapidly releases come, the greater the risk of the game being broken and/or whiplashed through constant changes. Good games are stable, with lots of gameplay to enjoy within their rules. 
    And as a gamer who struggles to find 4 hours to play 400 pt games, I’m still figuring out Wave 2 ships. There are squadrons I haven’t used yet. I’m still waiting to play Sloane or Early Warning Systems on a 6x3 area. 
     
    Paced releases are just fine.
  9. Like
    ShoutingMan got a reaction from racknut in Taskforce Armada Format! 200 pt 3x3 area   
    I just finished an exciting Taskforce against @racknut. It was extremely tight, and I won after losing my Goz and getting 10 damage to my Cymoon.
    I flew JJ Cymoon Relentless + Comms Net. He had Madine MC75 + Bright Hope. We both had 195 pts; a token toss and he got choice. He took second; I chose Dangerous Territory.
    A few photos are here:
    https://imgur.com/a/KOvfppz
     
    I deployed with to land on an Asteroid as my first move, with Engineering planned for Round 2 to toss the card, with the goal of staying alive and winning on aggressive objective collection. On round 3, we were in a Mutually Assured Destruction setup. My Cymoon and Goz were double-arced by Madine, and I had his GR75 double-arced by JJ. I chose to go for the trade and avoid big damage on my Cymoon: I double-arced Bright Hope and eked out the kill; he then double-arced and rammed the Goz to kill it. 
    That move, I JJ'd at speed 3 to do a big 90-deg turn and hopefully get positioned to get some arc on his MC75. I chose that over landing on the second asteroids for a third token, since the card might be a problem at the end of the game.
     
    This led me to having a mediocre arc on him and doing another JJ turn-around that put me at close range in front-side double arc. He poured it on with External Racks and did 9 damage, accuracy-ing my Brace, for six cards total.  He then rammed for seven cards. But that was Round 5.
    Round 6 I had an Engineering Command and tossed a card, down to six. I rolled some dice at him, but no Criticals landed. My navigation setup at speed three wasn't as good as I'd hoped. I could probably land on an asteriod and probably still be at Medium range of a side arc, or I could surely be at medium range but hit no obstacles. I took my chances at the side arc hitting my rear. 
    He rolled the dice and got one accuracy and six damage. I had two shield, so I'd be at 10 cards total and no crits. He used a reroll option on two reds hopping to eke out one more damage. He converted a damage and a critical to a double-damage and an accuracy. Same effective outcome, so I stayed alive with 10/11 hull damaged.
    Unfortunately, in his aggressive pursuit he flew off the board in that final round, with no token or command available to Madine to safety.
     
    It was pretty thrilling. We got some mechanics explored we haven't used much. I played aggressively going for risky gambits that paid off, which is fun. And the game came down to a die roll here or there. A single extra hit in the three rolls of rounds 5 and 6 and he'd have won, tabling me and not having to fly off the board. 
     
    And it was less than two hours, out and back, which really helps us get more Armada playing in.
  10. Like
    ShoutingMan got a reaction from FrightfulCommand in Taskforce Armada Format! 200 pt 3x3 area   
    Played another TaskForce game yesterday. I played a Motti Cymoon + 1 game. My Cymoon was Avenger Boarding Troopers plus H9 and Enhanced Armament, and Strategic Advisor. Goz had Supressor and Comms Net. Opponent played Madine MC75 + Bright Hope. The MC75 had black dice, plus External Racks and Ordnance Experts. Bright Hope was geared for killing squadrons, plus Slicer Tools, as I've previously played with squadrons every game and have been recently interested in Sloane Quasar. He got a bit snookered by that, since I surprised him with a squadron less big-ship fleet. I won the bid, took first player, and chose Dangerous Territory. I won the game with two tokens and no lost ships. (Exciting as I've lost all prior TF games against him.)
     
    Some thoughts: I've been playing "MSU"-type fleets on TF to explore. My opponent has been honing a Madine MC75+1 fleet. Reviewing my losses, I realized that a red-dice ship centered on the play area can reach any ship not skimming the distance-1 edges of edges. Sloane Quasar has a pretty good chance, but it requires skilled flying, having to have both ships the right place to get the squads in the right place to set up the attacks while maintaining relative positions to then get the squadrons away and healed before they get blasted by flak. But doing that by necessity places small ships well within the H9 Red Dice range of a big ship. A big-ship fleet is more direct: aim pointy end and roll dice, trusting 9+ hull to keep it alive or a few rounds.
     
    So I changed it up and flew a big-ship to check the above. And yes, I got all the way through the game without losing even my Goz. 
     
    But it was close. A slightly better roll at two different rounds and my opponent would have taken out my Goz and won on points. Conversely, had I taken a different tact in the middle, I might have popped his flotilla and had a fully secure victory. We both struggled with slightly different fleets than we've played recently.
     
    I will say, he made good use of Phylon and Slicer tools. Conversely, I got no use out of Suppressor. I need to think about that some more; I think going second lends itself to using the weird Flotilla  support cards. But I also flew my Goz for safety, not successful use of Suppressor, which really hurt its value.
  11. Like
    ShoutingMan got a reaction from FrightfulCommand in Taskforce Armada Format! 200 pt 3x3 area   
    I just finished an exciting Taskforce against @racknut. It was extremely tight, and I won after losing my Goz and getting 10 damage to my Cymoon.
    I flew JJ Cymoon Relentless + Comms Net. He had Madine MC75 + Bright Hope. We both had 195 pts; a token toss and he got choice. He took second; I chose Dangerous Territory.
    A few photos are here:
    https://imgur.com/a/KOvfppz
     
    I deployed with to land on an Asteroid as my first move, with Engineering planned for Round 2 to toss the card, with the goal of staying alive and winning on aggressive objective collection. On round 3, we were in a Mutually Assured Destruction setup. My Cymoon and Goz were double-arced by Madine, and I had his GR75 double-arced by JJ. I chose to go for the trade and avoid big damage on my Cymoon: I double-arced Bright Hope and eked out the kill; he then double-arced and rammed the Goz to kill it. 
    That move, I JJ'd at speed 3 to do a big 90-deg turn and hopefully get positioned to get some arc on his MC75. I chose that over landing on the second asteroids for a third token, since the card might be a problem at the end of the game.
     
    This led me to having a mediocre arc on him and doing another JJ turn-around that put me at close range in front-side double arc. He poured it on with External Racks and did 9 damage, accuracy-ing my Brace, for six cards total.  He then rammed for seven cards. But that was Round 5.
    Round 6 I had an Engineering Command and tossed a card, down to six. I rolled some dice at him, but no Criticals landed. My navigation setup at speed three wasn't as good as I'd hoped. I could probably land on an asteriod and probably still be at Medium range of a side arc, or I could surely be at medium range but hit no obstacles. I took my chances at the side arc hitting my rear. 
    He rolled the dice and got one accuracy and six damage. I had two shield, so I'd be at 10 cards total and no crits. He used a reroll option on two reds hopping to eke out one more damage. He converted a damage and a critical to a double-damage and an accuracy. Same effective outcome, so I stayed alive with 10/11 hull damaged.
    Unfortunately, in his aggressive pursuit he flew off the board in that final round, with no token or command available to Madine to safety.
     
    It was pretty thrilling. We got some mechanics explored we haven't used much. I played aggressively going for risky gambits that paid off, which is fun. And the game came down to a die roll here or there. A single extra hit in the three rolls of rounds 5 and 6 and he'd have won, tabling me and not having to fly off the board. 
     
    And it was less than two hours, out and back, which really helps us get more Armada playing in.
  12. Like
    ShoutingMan reacted to Chucknuckle in Kill it already   
    I think the problem is that a lot of people don't love the game. They love new stuff.
    Interest should not be held by a constant stream of new releases, but by a well designed thematic game experience. If the only thing keeping a community alive is constant new releases then I believe the community is already doomed. It's just a matter of when. When people really love a game, they don't care if it gets any new releases or not. Sure, new releases are good (providing they're well developed and thought out) but not having them doesn't diminish interest in the game. There is a constant baseline of enjoyment being received from the gameplay itself.
     
  13. Like
    ShoutingMan got a reaction from racknut in How do I watch the Worlds Games?   
    Are the games from the recent competition online for viewing? I couldn’t watch live, but I’m interested in watching / skimming some of the matchups to hopefully learn from them. 
     
    Does FFG record and put online the games?
  14. Like
    ShoutingMan got a reaction from racknut in How do I watch the Worlds Games?   
    Ok, thanks. I see 2016 and 2017. Hopefully 2018 will be up shortly.
  15. Like
    ShoutingMan reacted to Jimble in How do I watch the Worlds Games?   
    This year's are here currently
    https://www.twitch.tv/ffglive/videos/all
     
  16. Like
    ShoutingMan reacted to Jimble in How do I watch the Worlds Games?   
    This is FFG  Channel
    https://m.youtube.com/channel/UCBgLoSqJJnzp3eQdjDEdl9w
  17. Like
    ShoutingMan reacted to Norsehound in Like watching paint dry   
    I think it's this.
    Between Raddus nesting dolls blowing out of hyperspace with a friend at close range (where Cymoons can't chip them down on the approach) for total annihilation... and Cymoon/ISD destroyers that just annihilate things on the approach... what are the tools you swing to that allow your ships to survive that kind of punishment and hang around?
    Before, Rieekan was kind of an insult to players by putting him out there with ships and a smug expression. So long as Rieekan isn't killed, his ships are nearly invincible for a turn, barring extraordinary firepower. Even then, they aren't removed. Rieekan's reduction at least makes the choice more strategic, but you can't deny he's the most defensive Admiral in the game. And supporting this defensive play is Yavaris, which in spite of its' fix it's still the most potent fighter activation in the game (by virtue of doubling all ace-squadron battery attacks).
    So you can conclude from this that Rieekan lists are the ultimate in defensive strategy in a universe dominated by high-powered assault builds. Big ships got great... but they're so great the only counter to them is to allow a starship to persist after it's been assuredly destroyed by your opponent's super powered attack list.
     
    Just the other day I was lamenting, "Raiders... why couldn't you be like normal Corvettes?" (But you saw that didn't you Cactus?). I can make the case for Rebels getting a lot more use and flexibility out of corvettes and hammerheads as their lightest assets vs what Empire has in the Raider. It's too niche. If a playing piece requires **expert knowledge** to run effectively, then is it really a good playing piece? the only other light option for the empire is the assault Gozanti!
  18. Like
    ShoutingMan got a reaction from TheBigLev in Taskforce Armada Format! 200 pt 3x3 area   
    Played another TaskForce game yesterday. I played a Motti Cymoon + 1 game. My Cymoon was Avenger Boarding Troopers plus H9 and Enhanced Armament, and Strategic Advisor. Goz had Supressor and Comms Net. Opponent played Madine MC75 + Bright Hope. The MC75 had black dice, plus External Racks and Ordnance Experts. Bright Hope was geared for killing squadrons, plus Slicer Tools, as I've previously played with squadrons every game and have been recently interested in Sloane Quasar. He got a bit snookered by that, since I surprised him with a squadron less big-ship fleet. I won the bid, took first player, and chose Dangerous Territory. I won the game with two tokens and no lost ships. (Exciting as I've lost all prior TF games against him.)
     
    Some thoughts: I've been playing "MSU"-type fleets on TF to explore. My opponent has been honing a Madine MC75+1 fleet. Reviewing my losses, I realized that a red-dice ship centered on the play area can reach any ship not skimming the distance-1 edges of edges. Sloane Quasar has a pretty good chance, but it requires skilled flying, having to have both ships the right place to get the squads in the right place to set up the attacks while maintaining relative positions to then get the squadrons away and healed before they get blasted by flak. But doing that by necessity places small ships well within the H9 Red Dice range of a big ship. A big-ship fleet is more direct: aim pointy end and roll dice, trusting 9+ hull to keep it alive or a few rounds.
     
    So I changed it up and flew a big-ship to check the above. And yes, I got all the way through the game without losing even my Goz. 
     
    But it was close. A slightly better roll at two different rounds and my opponent would have taken out my Goz and won on points. Conversely, had I taken a different tact in the middle, I might have popped his flotilla and had a fully secure victory. We both struggled with slightly different fleets than we've played recently.
     
    I will say, he made good use of Phylon and Slicer tools. Conversely, I got no use out of Suppressor. I need to think about that some more; I think going second lends itself to using the weird Flotilla  support cards. But I also flew my Goz for safety, not successful use of Suppressor, which really hurt its value.
  19. Like
    ShoutingMan reacted to geek19 in Gladiators and early wave ships   
    The analysis that MSU is in trouble? Yes, with a few caveats.  First one being that the nerf makes them more viable.  If I just need to crack a carrier and another ship, ignoring the flotilla and squadrons, then that's more doable (where i dont get harassed by squadrons when they get tabled).  It's a lot more difficult to do that with Double Cymoons, but it could be doable, depending on how you can crack one or not.
    And that's the kicker, too.  In a world of generic MSU, I'd put generic MSU in trouble.  But someone who's been running it for a while? I might give it to them, especially something like a Rieekan swarm one of our locals uses (so many flipping CR90s....).  This isn't me disagreeing, so much as me saying that I know I personally am having issues running them now against that Double Cymoon skew (some of this may be my lack of MSU experience).  Were it just a list with one Cymoon, I don't know how it would factor out, but my experiences have been largely fighting against 2 of them.  As confident and contrarian as I am, I think (probably wrongly) that I could take ONE Cymoon.  But I personally have no chance right now against 2 flown well.  I don't WANT to say MSU has no chance, because I WANT to believe all builds are viable, depending on matchups and how things roll out and all.  But it's going to take some solid doing if you come up against that build at Worlds, and I really worry that it's going to be all over the place (I worry that I'll have to FACE it, haha).
    The other kicker, of course, is that with Wave 7 making Larges great again, especially with Cymoons, Kuats, and MC75s and Radduses, it's not necessarily EASY to fit 3+ smalls in there if you want not flotillas and Raddus's large ship and all.  Or to phrase it slightly differently, I know a lot of players that got in to push ISDs around, but I only know one kid who jumped to Rebels in order to play with Hammerheads.  I don't know how you factor THAT into the data, that people WANT to play with the big ships because they're big.  It makes the pew pew noises better, but I know I've been trying MSU because I'm a contrarian doofus.
    MSU (in my opinion) isn't the....easiest thing to learn, I'd say.  And that contributes as well, especially in my experiences.  I can take an ISD or an MC80 and if i blunder into trouble I can make some points back before it dies.  But if I blunder into the wrong range with a CR90 or Hammerhead, that's a dead CR90/HH (jokes about Rieekan training wheels certainly can help with THAT).  I know I personally enjoy the challenge at times, and the reason I like MSU is that it's so much knife edge maneuvering and small rabbit punches that keep adding up.  But that's not necessarily everyone's game, much like squadrons or double ISDs aren't.
    So, TLDR; kinda? I just don't know how many people aren't choosing it because it's not viable and how many aren't because they don't want to play that list type.  But a lot less people are playing it, and that's significant, that's for sure.  Again, not disagreeing, but do we have the data from previous waves? Assuming wave 2 and the clonisher build was the heyday of MSU (and i'm not definitively saying it is), have we been in a steady decline since? Has multiple ship types being viable affected this? I'm agreeing with you that MSU is less seen NOW; but the question I'm now interested in is WHY is it less seen? What's causing THAT issue (does the fact that you could bring 3+ flotillas affect it? Was it decreasing in use as time went on anyways as newer ships showed up/became viable? Was the rise in viable larges/mediums contributory?)
  20. Like
    ShoutingMan reacted to geek19 in Gladiators and early wave ships   
    I've been beating my head against the Double Cymoon wall since the wave dropped.  IMO, it's a combination of two things; first that those Cymoons will kill whatever small 1-command ship you throw at them.  ISD-IIs were MEAN, but at long range most ships can survive a 4 red dice blap.  But the 5-7 (base, spinals, CF depending on build) red dice that can reach out and touch you will sometimes under Vader just luck into the bulls*** roll they need to wipe your ship.  Triple Doubles happen, and you can at best evade 1 of them.  Yeah, the side arc is easier to deal with, but that's still 4 dice, potentially with accuracy tech if your opponent went H9s on them (and there's always the H9-quad turbos sadness town, TOO!).  You can try to stay at only red range, but when those ISDs are driving at you speed 3.... you can only dodge so much and stay so far away.
    Add in Strategic Adviser, and those double ISD lists easily get 4 activations and can go a squadless 5 activations.  So, even if you have Initiative, you need to Red Rover one ship, tag the ISD for damage, then GTFO.  All while keeping another 4-5 ships NOT in range to get shot by one of the 2 ISDs.  It's NOT easy.  You can take one down in a battle, but getting that second is nigh impossible, especially on anything that took external racks (ie most of your small black dice ships).  You'll get an ISD, sure.  Maybe even the one that's not with Vader and Tua EWS/ECM, but that's roughly 130 points.  If they didn't take Most Wanted from your objectives.... plus, you get 130.  How many ships did you lose? Cause watch that lead explode.  You can maybe come out of it with a 6-5, 7-4 if you kill his Gozanti(s) and TIEs.
    It's a MEAN ship, Bront.  It will wipe hammerheads, CR90s, Nebs.  Admo has a chance of hopping it, but what's the rest of your list do? I'm not sure "spend the battle running" is the right idea, there.  Especially if he gets initiative.  I continue to bash my head against that wall, of course, and should I figure out the "trick" I'll let everyone know.
  21. Like
    ShoutingMan reacted to NightAngel47 in Taskforce Armada Format! 200 pt 3x3 area   
    I've been able to play armada a lot more lately thanks to this format. It's far easier to convince my wife to commit to such a shorter timeframe. Thanks for all the hard work on it!
  22. Like
    ShoutingMan reacted to Blail Blerg in Taskforce Armada Format! 200 pt 3x3 area   
    @ShoutingMan
    Hey that's awesome to hear!  That's the point of Taskforce!  Faster play and more experimenting! Have you considered blending the two lists together?: Take Sloane, Flight Controllers on Quasar for the first list, possibly bumping one of the squads to something around 13-15 points with blue dice? Like Ciena? Or dropping Flight Commander and Boosted Comms for SFO and a Lambda somewhere?     
  23. Like
    ShoutingMan got a reaction from racknut in Taskforce Armada Format! 200 pt 3x3 area   
    Been playing Taskforce as default lately (since a normal game still takes me ~4 hrs versus 90 min for TF).
     
    Last week I fielded:
    Taskforce - Quasar Bombers + BCC 
    Author: ShoutingMan
    Faction: Galactic Empire 
    Points: 194/200 
    Commander: Admiral Motti
    Assault Objective: Precision Strike 
    Defense Objective: Planetary Ion Cannon 
    Navigation Objective: Superior Positions
    [ flagship ] Quasar Fire II-class Cruiser-Carrier (61 points)
    -  Admiral Motti  ( 24  points) 
    -  Pursuant  ( 2  points) 
    -  Flight Commander  ( 3  points) 
    -  Boosted Comms  ( 4  points) 
    = 94 total ship cost
    Gozanti-class Assault Carriers (28 points)
    -  Bomber Command Center  ( 8  points) 
    = 36 total ship cost
    1 Tempest Squadron ( 13 points) 
    1 TIE Advanced Squadron ( 12 points) 
    3 TIE Bomber Squadrons ( 27 points) 
    1 JumpMaster 5000 ( 12 points) 
    = 64 total squadron cost
    My opponent had a Madine MC75 loaded with everything and Bright Hope. I won bid and took second. He chose Superior Positions. I lost by one point. One better roll and I would have one the game. So, interesting and a fun chance to experiment anew with Bombers.
     
    This week I'm flying Sloane for the first time. Which is why I like TF, easier to experiment by building a simple fleet focused on a game concept. 
    Taskforce - Quasar Sloane +2
    Faction: Imperial
    Commander: Admiral Sloane
    Assault: Targeting Beacons
    Defense: Planetary Ion Cannon
    Navigation: Superior Positions
    Quasar Fire I (54)
    • Admiral Sloane (24)
    • Boosted Comms (4)
    • Disposable Capacitors (3)
    • Pursuant (2)
    = 87 Points
    Gozanti Cruisers (23)
    • Comms Net (2)
    = 23 Points
    Gozanti Cruisers (23)
    = 23 Points
    Squadrons:
    • 6 x TIE Fighter Squadron (48)
    • JumpMaster 5000 (12)
    = 60 Points
    Total Points: 195
     
  24. Like
    ShoutingMan reacted to Darth Sanguis in He's got a bad case of the VTs   
    I think they're much better. 

    Yeah, you're paying quite a lot more, but they are versatile. Rogue is a useful tool, but just the bare stats make them easy to use. I activate my 6 from a quasar with flight controllers. That averages out to 16 damage ±2 damage against squads. Honestly it cleans up. From there I can either activate them against ships in the ship phase or let my quasar remove itself from battle and let rogue do it's business. The blue dice average out to 9 damage ±2 between the 6 VTs.... it's pretty brutal. (I've been rolling around 11 damage a round). 


    Considering they have counter and 8 hull, they can last in a fight too... 

     
  25. Like
    ShoutingMan got a reaction from Darth Sanguis in He's got a bad case of the VTs   
    How do they compare to straight bombers, which are about 1/3 the cost? Is the Rogue flexibility the payoff?
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