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jbrandmeyer

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  1. 2400 points of fleet on the table is going to be crowded. One BCC simply isn't going to cut it - its just too hard to keep them near the squadrons. Instead of dropping the jamming field flotilla entirely, I'd replace it with a second BCC, and consider giving both of them boosted comms. That makes it much easier for them to contribute from the periphery, where they can stay out of traffic.
  2. If you also have a spare squadron tree, I've seen folks mount squadrons with their flotillas.
  3. Ordnance MC75? Sold. Assault MC80? Consider the Command MC80+Mines. Mart Mattin might pair well with the Fish Farm, defensively. I feel like one mine for 4 points isn't enough. You're going to need to 2x mines or more to edge out the opportunity costs.
  4. They do, yep. Looks like 4 points of flexibility to me. There's a ton of objectives that are aided by mines for either P1 or P2.
  5. I don't see anything that limits the number that go off. So the first maneuver that ends its turn in a cloud of mines lights off everything at distance 1 of them, right?
  6. How big are the new obstacles? I've been doing some setup testing and assuming that the rift is about the same size as the station; is that about right?
  7. If you really can't overlap anything at the end position, it sounds like hyperspace migration is a speed-1 follow-the-leader (speed zero first turn?). Alternatively, some squadrons could easily muck up the migration and stop the flow of points.
  8. I started off disagreeing with you, but ended up supporting you instead In the case that you are hyper-optimizing a Raider as a HIE delivery vehicle, veteran gunners has a slight edge over weapon battery techs. The difference is pretty small though, so the other value-adds by WBT that make it more worth-while. Case A: Veteran gunners, always re-roll the first throw when missing a crit. Case B: Weapon Battery Techs, always flip one accuracy to a crit when missing a natural crit Common to both: 3 blue dice, no other dice control. Case A has ~91% odds to proc the crit: x + x^2, where x = (1 - (3/4)^3) Case B has has an 87.5% odds to proc the crit: 1 - (1/2)^3: The odds to get one or more critical hits or accuracies in three blue dice. There are some other situations not covered this analysis that overall tip the balance in favor of WBT. if you proc the crit on the initial role, then WBT continues to give you an opportunity to add +1 damage on an existing accuracy, or to have some redundancy versus Captain Brunson. In a small pool its *almost* but not quite as good as having SW-7's in addition to making a blue crit effect more reliable. The damage distribution for three blue dice on their own is 0: 1.5%, 1: 14%, 2: 42%, 3: 42%. After WBT's effect, the distribution becomes 1.5% for 1, 14% for 2, and 84.4% for 3. In effect, WBT's add about 0.5 more damage in a 3-die salvo.
  9. I don't think your ambush zone was set up correctly. Its pretty tight: https://cannotgetyourshipout.blogspot.com/2017/03/armada-objectives-yellow-objectives.html
  10. The Exodus Fleet title conforms to this rule as well, if not better. When played well, an Exodus Fleet ship shouldn't die with shields up anywhere. Think about it - how many times have you removed a ship from play when it still had shields up somewhere? An MC80L can regen 1 and redirect 2 on a token. Same for an MC75. Both ships are a little short on redirect tokens anyway. So if you can feed the ship one eng token and survive for just one more turn then you've met the Rule of Three, and soft-countered XI7's to boot. Two or more turns and you are doing great.
  11. IMO, the double-BCC was an overblown problem, in terms of average damage output. With one BCC, the distribution is [1/16, 10/16, 5/16] for zero, hit, hit+crit. With two BCC, the distribution is [3/64, 15/32, 31/64]**. Its nasty, but not game-breaking. The first BCC pumps you from 1.0 to 1.25 dmg/black die, while the second one pumps you from 1.25 to 1.43. Its about 2 damage, out of 14 in a really big pool. The bigger impact is on the reduction of whiffs. Hokey religions are no substitute for a source of rerolls at your side, kid. Maybe that's the real problem with Maarek. Why bother rolling dice when you can always just flip one of them to a good side?
  12. There are some potentially interesting mixes involving the defensive upgrades. First rank: MC80A, MC80B, MC80B, MC80B, MC80A, all with Exodus fleet and projection experts Second rank (interleaved with the first), Pelta, Neb, Neb, Pelta, all with projection experts Add Interceptors to taste. Up two 8 shields can be forwarded from the rear rank to the forward rank per turn. The forward rank all (but one) get 9 engineering points + one shield regenerated by StM, and they can share shields among them as needed depending on where the enemy tries to focus their efforts (so, up to 8 more shields forwarded by the neighbors). No Single Point Failure Faction: Rebel Alliance Points: 1200/1200 Commander: Leia Organa Assault Objective: Blockade Run Defense Objective: Contested Outpost Navigation Objective: Solar Corona Modified Pelta-class Assault Ship (56 points) - Raymus Antilles ( 7 points) - Projection Experts ( 6 points) - Intensify Firepower! ( 6 points) = 75 total ship cost Modified Pelta-class Assault Ship (56 points) - Veteran Captain ( 3 points) - Projection Experts ( 6 points) - Shields to Maximum! ( 6 points) = 71 total ship cost [ flagship ] Nebulon-B Support Refit (51 points) - Leia Organa ( 38 points) - Hondo Ohnaka ( 2 points) - Projection Experts ( 6 points) = 97 total ship cost MC80 Assault Cruiser (114 points) - Mon Calamari Exodus Fleet ( 5 points) - Major Derlin ( 7 points) - Projection Experts ( 6 points) - Reinforced Blast Doors ( 5 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - SW-7 Ion Batteries ( 5 points) = 155 total ship cost MC80 Battle Cruiser (103 points) - Mon Calamari Exodus Fleet ( 5 points) - Gunnery Team ( 7 points) - Projection Experts ( 6 points) - Spinal Armament ( 9 points) - X17 Turbolasers ( 6 points) - SW-7 Ion Batteries ( 5 points) = 141 total ship cost MC80 Battle Cruiser (103 points) - Mon Calamari Exodus Fleet ( 5 points) - Gunnery Team ( 7 points) - Projection Experts ( 6 points) - Spinal Armament ( 9 points) - X17 Turbolasers ( 6 points) - SW-7 Ion Batteries ( 5 points) = 141 total ship cost MC80 Assault Cruiser (114 points) - Mon Calamari Exodus Fleet ( 5 points) - Walex Blissex ( 5 points) - Projection Experts ( 6 points) - Reinforced Blast Doors ( 5 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - SW-7 Ion Batteries ( 5 points) = 153 total ship cost MC80 Battle Cruiser (103 points) - Mon Calamari Exodus Fleet ( 5 points) - Gunnery Team ( 7 points) - Projection Experts ( 6 points) - Spinal Armament ( 9 points) - X17 Turbolasers ( 6 points) - SW-7 Ion Batteries ( 5 points) = 141 total ship cost Nebulon-B Support Refit (51 points) - Redemption ( 8 points) - Ahsoka Tano ( 2 points) - Projection Experts ( 6 points) = 67 total ship cost 4 A-Wing Squadrons ( 44 points) 1 Shara Bey ( 17 points) 1 Tycho Celchu ( 16 points) 1 Hera Syndulla ( 28 points) 2 YT-2400s ( 32 points) 1 Corran Horn ( 22 points) = 159 total squadron cost Card view link Fleet created with Armada Warlords
  13. Regarding the OP's fleet, maybe consider hyperspace assault for the yellow? The only thing more annoying than an arc-dodging CR90 is one that didn't even have to dodge an arc at all. You can't zombie all of the CR90's at once, anyway.
  14. Yeah, I meant a Raddus fleet putting Fleet Ambush as their own Yellow objective. In this mission, player 2 makes the drop on a preferred flank of player 1's ambush zone at the top of turn 1. No risk to the flagship, since you make the drop before P1's first activation. Just the ordinary aggro-P1-in-your-face risks... starting even earlier! Its sortof like deciding that the best way to deal with an in-your-face P1, is to be in their face even faster.
  15. Just to be clear, there is a specific reason that fleet ambush isn't often taken. There are definitely cases where you can make good advantage of fleet ambush as player 2. But the problem is that there are some first player fleets that will absolutely murder you with it instead. Avoiding Fleet Ambush is as much about avoiding a particular type of rock-paper-scissors matchup as anything else. Classic example: Demolisher-MSU (ie, high-activation fleet + Demo). Demo waits you out just outside red range, and then smacks you in the face at the bottom of turn one and the top of turn two. Modern Example: Pryce on an ISD. Same thing, only with one huge whallop at the top of turn 2. I flew with fleet ambush in a Madine list for a while, and had some substantial success with it. Then one day someone managed to put a pair of slicer tools in my face, and suddenly my navigation-dependent fleet couldn't navigate. There was some talk about Raddus making good advantage of Fleet Ambush, since he can use it to maximum effect, but I don't know if anyone has actually worked out the risk kinks.
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