DunaMoose
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DunaMoose got a reaction from deDios in Two Ship Dominates: Final Regionals 2018-2019 Data Analysis
Ya got me.
I'm currently attempting to beat them with any non-meta thing (Madine preferred)
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DunaMoose got a reaction from starbat861 in Episode IX The Rise of Skywalker on Disney+ May 4th
1:32 Is that a Venator Star Destroyer in the background?
1:42 Death Star II?
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DunaMoose got a reaction from cynanbloodbane in Fleet Archetypes
And yet your username is UndeadGuy.
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DunaMoose reacted to CDAT in Official Venator Speculation
Here are some of my thoughts after looking up the Venator.
What Victory Venator Imperial
Length 900 meters 1137-1155 meters 1600 meters
Engines Hoersch-Kessel Drive (1??) 10 (type not listed) KDY Destroyer-I Ion Engines (3) also has back ups
Shielding 2880 SBD's Powerful Shields 4800 SBD's
Hull 1360 RU Sturdy Armor 2272 RU
Weapons Double Heavy Turbolaser Cannons (20) Dual Heavy Turbolaser Turrets (8) Dual Heavy Turbolaser Turrets (6)
Turbolaser Battery (20) Dual Medium Turbolaser Cannons (2) Triple Medium Turbolasers (3)
Heavy Ion Cannons (10) Heavy Proton Torpedo Tubes (4) NK-7 Ion Cannons (60)
Point Defense Laser Cannons (52) XX-9 Heavy Turbolaser Batteries (60)
Dual Heavy Ion Cannon Turrets (2)
Quad Heavy Turbolasers (2)
Medium Turbolasers (2)
Complement 24 Fighters 460 Fighters/Gunships 72 Fighters
5 Shuttles Unknown number of Shuttles 8 Shuttles
35 Ground Walkers/Vehicles 24 Ground Walkers/Vehicles 65 Ground Walkers/Vehicles
Crew 6107 7400 37085
Troops 1600 Unknown number of Troops 9700
Other Modular Planetary Garrison
So what does this mean? To me it tells me that the Venator is much closer to the Victory overall than to the Imperial. But it will have less firepower (with the exception of anti-squadron), shields I am guessing about the same, but less hull (yes it says sturdy armor, but still lots of room is used for small craft and it does not matter how strong your armor is when there is no support pillars), however it will be faster (maybe much faster).
More to come later, but out of time for now.
What Victory Venator Imperial
Length Medium Base I see it as top end of Medium base Large base
Engines Speed 2 (1, -/1) Speed 4 (1, -/1, 1/-/1, -/1/-/1) Speed 3 (1, 1/1, -/1/1)
Shielding 3/3/1 3/2/2 4/3/2
Hull 8 7 11
Weapons Front 3 red/3 blue or 3 red/3 black 1 red/2 blue/1 black or 2 red/2 blue 3 red/2 blue/3 black or 4 red/4 blue
Side 2 red/1 blue or 2 red/1 black 1 blue/1 black or 1 red/1 blue 2 red/2 black or 2 red/2 blue
Rear 2 red 1 blue/1 black or 1 red/1 blue 1 red/2 blue
Anti-Squadron 1 blue 1 red/ 1 black or 3 black 1 blue/1 black or 2 blue
Complement Has no direct effect on game states, used to adjust stats.
Crew Has no direct effect on game states, used to adjust stats.
Troops Has no direct effect on game states, used to adjust stats.
Other Has no direct effect on game states, used to adjust stats.
Command 3 2 3
Squadron 3 5 4
Engineering 4 3 4
Defense Brace/2 Redirect Brace/Redirect/Evade Brace/2 Redirect/Contain
Thoughts on this here, first I see lots of people saying that it has to be a large base ship but right now the smallest large base ship is 1200 meters, and the largest medium based ship is 1129 meters so with this being 1137 to 1155 it is right in the middle of those so either it becomes the smallest large ship or the largest medium ship, so my thought is go with them as the new largest medium as that just feels better for me. Next on to speed/shields/hull/weapons first to make it different from both the VSD and ISD with ten engines it sounds fast, strong shields give it basically the same as the VSD, but just adjusted a bit (again if nothing else to make them different), it is heavily armored but still has so much space devoted to fighters that I can see not way it would be a tough as either, but still tougher than the Quasar Fire. Its firepower is low, but as a medium ship not super low, and with the speed 4 I think people would still play the ship, by reducing the command makes it a bit more responsive to help counter the lack of fire power, upping the squadron as it is a carrier first (from what I can tell), and then reducing the engineering as they all can not be better. For defense starting with the VSD, but as it is faster and more maneuverable thought giving it an evade fits. So that is my thoughts anyway, they are worth at least what you paid for them.
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DunaMoose reacted to Norsehound in Best Generic Squad?
I think the dividing line here is ones that require a carrier and ones that don't.
Certainly the likes of the TIE Defender and B-Wing are great if they get commanded to do their jobs during the Ship Phase.
But if "the best" also includes "The best all-arounder that doesn't need a carrier" then you're looking at Rogues. My votes would be the Firespray and YT-2400.
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DunaMoose reacted to Ling27 in Best Generic Squad?
I would define the best squadron as the Mandalorian Gauntlet fighter. Obviously, its so good, that everyone has agreed to not use it.
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DunaMoose reacted to Tokra in Best Generic Squad?
"Best" is relative.
Best at attack, best at survive, best against ships, best against squadrons, best in mix?
For best in mix (or in general) i would say the YT2400 for Rebels. Just because of the rogue. Followed by the A-Wing, because of the great mix of anti ship, anti squadron and cost.
For imperials it is harder. There is no best in general. They are way to special in all kinds. And if you just ignore the rogue and speed, it would be:
Best for attack against squadrons: TIE Interceptor
Best for attack against ships: TIE Phantom with Sloane, Firespray without Sloane
Best survivable: TIE Bomber
My favorite for best in general would be TIE Defender and Decimator (depending if you need the rogue).
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DunaMoose got a reaction from Zamalekite in Best Generic Squad?
If I had to run a list with only copies of 1 squad, it would be:
I'll start:
Rebel:
YT-2400
Imperial
TIE/D Defender
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DunaMoose got a reaction from LennoxPoodle in Your ultimate star wars fleet
Tachi!
Oh, and you'll eventually have to rename it the Rocinante...
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DunaMoose reacted to Nostromoid in Fleet Archetypes
"Overpowered" is a vague term, but yes he was too good for his cost. For the price of two TIE Bombers, he was in the category of so good you'd have to be an idiot not to include Rhymer in any list that uses at least four bomber squadrons.
The basic strategy of using Rhymer efficiently was to pack as many bombers as could fit--not in your fleet budget, because you obviously maxed out on that, but simply physically fitting within the bubble--and dropping an Intel squadron onto it. You can include a TIE Advanced squad or two if you want to slow down the counter-punch even more. The Rhymerball sits in the middle of the field and blows away a ship every round. You can send your own squadrons, but you've already been alpha struck on your ships and you start the game down. You can rush in to flak away, but the rest of the fleet is waiting for you. It lets you be both passive (you get to sit back and make your enemy answer you) and hyper-aggressive (you get to shoot before the enemy does, and your shooting hurts them faster than their shooting can hurt you back). It mitigates your losses (your TIE bombers are fat with 5 hull and super cheap, so nothing less than an all-in commitment from your opponent has a chance at ending the threat). It even gets around the bad bad bad TIE/b antisquadron armament if you slap Ruthless Strategists onto your best flakking ship.
It's everything awful about
The mad efficiency of bombers versus ships, who can't efficiently block their attacks with defense tokens due to being easily overwhelmed. When people complained about bombers stealing focus from capital ships, this is the list they were complaining about. The annoying and unthematic spamming of the same cheap thing over and over. Remember that battle from the movies with 5,000 bombers, one Jumpmaster, and nothing else? No? Me neither. The teeth-grinding frustration of watching your opponent spend forever delicately arranging the Rhymerball so that every squad touches the radius of his ability. Aura effects suck and waste my gaming time. "Oh, just a millimeter this way, rotate the base so that the activation slider goes this way, and now I can squeeze one more squadron in here." Anti-interaction. The Rhymerball ignores your interceptors with Intel. It ignores your positioning because the bombers can chase you anywhere and shoot from medium range. It ignores your return fire because at that point in the game there was no ship that could shoot anti-squadron further than medium range. It ignores basically all Now, Rhymer isn't really oppressive anymore, and in fact is hardly even competitive. That's partly because he was severely nerfed, though I think he's perfectly fair with the new ability. It's also because Sloane is stronger than new Rhymer (she and the Quasar were finally the impetus for FFG to errata him). It's also because we finally have Early Warning System, which crushes Rhymerballs. It's also because Bomber Command Center got errata'd so that they can't stack, which was simply absurd and made ten bomber shots into ten hit/crits.
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DunaMoose reacted to Battlefleet 01 Studios in Wild Clone wars COMMANDER Specualation
I’m guessing we’d see a Thrawn type powerful ability on him.
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DunaMoose reacted to axe238 in Wild Clone wars COMMANDER Specualation
I would like to see Trench as an Admiral with a powerful ability. Just look at how concerned Yularen is when he figures out the opposing Admiral is Trench!
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DunaMoose reacted to Muelmuel in Wild Clone wars COMMANDER Specualation
Jan Dodonna and Adar Tallon!
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DunaMoose reacted to Kylemcph240 in Best Generic Squad?
For Imps I would say TIE Defenders, They are more tanky than x wings and as fast as TIE interceptors.
For Rebels I'm gonna have to go with E wings. at speed 4 with bomber and 4 blue anti squadron With Snipe 3 I think they're great
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DunaMoose reacted to Norell in Second attempt at Anti-2 Ship?
The only possible issue is if you face a multiple ship list. I mean, does it really worth tailoring a fleet to counter one single archetype?
Then again, I love MC30s, and a quad-squid-squad is always a fun list to play.
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DunaMoose reacted to Darth Sanguis in Best Generic Squad?
I second this.
8 hull, speed 3, rogue, counter 1, and they have good anti squad and anti ship dice? So much fun to run 6 of these bad boys at a time. It's a bad case of the VTs.
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DunaMoose reacted to Jukey in Best Generic Squad?
Firespray, does not need any assistance, and cannot be ignored.
Obviously dies to another squad ball, but it's going to take awhile.
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DunaMoose reacted to Kylemcph240 in Thoughts on a sloane 2 ship?
My whole thought behind Chiraneau was to allow Mauler to wiggle to get his damage off against enemy squads.
