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Varren

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  1. Like
    Varren got a reaction from Bucknife in First attempt at Armada, any critique welcome   
    Battle Report: He used an MC80 Assault Carrier and 2 MC30 Assault Frigates along with 4 A Wings and 4 B Wings.

    My opening salvo combined with Disposable Caps and Gunnery Teams (Thanks @Cruzer!) was able to drop one of the smaller ships, allowing me to focus the others.  I was able to split the A Wings by jumping on them with a ship then focusing them down.  I had to switch out Howlrunner for Mithel because I needed an extra point for the two Gunnery Teams.

    After that he conceded.  His B wing fleet and 1 small ship was still 100% intact with his large ship not going to last much longer.  I'm pretty sure he could have destroyed at least one Vic before I got his last ship if he had continued.  A very fun experience for my first real game.
  2. Like
    Varren got a reaction from Bucknife in First attempt at Armada, any critique welcome   
    @Tokra
    @Cleto0
    Thanks for the additional advice.  As a side note I LOVE Cannot Get Your Ship Out and have read probably 75% of the articles there, some twice.

    I really wanted to run those Tie fighters if I could, I just love the flavor of a squad leader and a bunch of ties flying around my ISD to keep it free from rebel scum.  I want to note that this is a kitchen table game with a friend of mine who has not much more exp than me, so anything that expects some sort of meta will probably be overkill.

    I read elsewhere that if you know how to fly then you don't need the Relentless title, so I think I'll just learn to fly the hard way by making mistakes.  I'll report back here how the game goes.  For anyone following along, the final list will be the original minus the hanger bay and 1 tie fighter.  That's 1 pt short of being able to add gunnery teams on both Vics.  I'm still open to how to get that last point, but I'm only looking for minor changes now.
  3. Thanks
    Varren got a reaction from The Jabbawookie in First attempt at Armada, any critique welcome   
    Oooo that's a nice list.  But how useful is the one flotilla?
  4. Like
    Varren got a reaction from Fithian_Rankin in First attempt at Armada, any critique welcome   
    @Tokra
    @Cleto0
    Thanks for the additional advice.  As a side note I LOVE Cannot Get Your Ship Out and have read probably 75% of the articles there, some twice.

    I really wanted to run those Tie fighters if I could, I just love the flavor of a squad leader and a bunch of ties flying around my ISD to keep it free from rebel scum.  I want to note that this is a kitchen table game with a friend of mine who has not much more exp than me, so anything that expects some sort of meta will probably be overkill.

    I read elsewhere that if you know how to fly then you don't need the Relentless title, so I think I'll just learn to fly the hard way by making mistakes.  I'll report back here how the game goes.  For anyone following along, the final list will be the original minus the hanger bay and 1 tie fighter.  That's 1 pt short of being able to add gunnery teams on both Vics.  I'm still open to how to get that last point, but I'm only looking for minor changes now.
  5. Like
    Varren got a reaction from The Jabbawookie in First attempt at Armada, any critique welcome   
    @Tokra
    @Cleto0
    Thanks for the additional advice.  As a side note I LOVE Cannot Get Your Ship Out and have read probably 75% of the articles there, some twice.

    I really wanted to run those Tie fighters if I could, I just love the flavor of a squad leader and a bunch of ties flying around my ISD to keep it free from rebel scum.  I want to note that this is a kitchen table game with a friend of mine who has not much more exp than me, so anything that expects some sort of meta will probably be overkill.

    I read elsewhere that if you know how to fly then you don't need the Relentless title, so I think I'll just learn to fly the hard way by making mistakes.  I'll report back here how the game goes.  For anyone following along, the final list will be the original minus the hanger bay and 1 tie fighter.  That's 1 pt short of being able to add gunnery teams on both Vics.  I'm still open to how to get that last point, but I'm only looking for minor changes now.
  6. Like
    Varren got a reaction from DunaMoose in First attempt at Armada, any critique welcome   
    To further clarify, I added Relentless (3) to my ISD, removed the Hanger and a Tie.  I have 10 pts left to spend, but Gunnery Teams is 7.  Trying to keep my Vic's equal so he can't just avoid the more dangerous one, but maybe that's not necessary.
  7. Like
    Varren got a reaction from DunaMoose in First attempt at Armada, any critique welcome   
    Hey Cruzer,
    Thank you so much, that was a great analysis.  I kept thinking about the hanger being too much but I just needed a push of logic to convince me, which you delivered.  Also I didn't know about the odd squad rule, I'll need to re-read the setup protocol.

    Two follow up questions:
    1. Gunnery Team: This can't shoot the same ship twice, how often do you find you can hit two targets with the front of a Vic?  I figured I'd be lucky to get one target in range considering how enemies really want to avoid that arc.
    2. I was thinking of deploying like this:
    v V v

    With the squads left and right of the ISD.  You mentioned running the Vic's next to each other, but I was going to curve them into each other with my setup above so that they covered the ISD and each other's butts.  What are your thoughts?
  8. Like
    Varren reacted to Cruzer in First attempt at Armada, any critique welcome   
    Pretty solid stuff for a first list. All of these ships may be expensive point-wise, but there's good reason for that (the sheer number of dice they throw at most ranges) which makes them very easy to just pick up and play with. The Vics alone wouldn't be so much of a worry to an opposing player, but the ISD II is ALWAYS a situation of "oh crap". You also have managed to give the VSDs some good reroll power (not to mention, given their slow natural speed, Quad Bats fits them to a T).
    Getting into the more critique-y bit, I'd heavily caution the use of expanded hangar bay when you don't have an overflow of fighters. The second that one of those TIEs goes down (and they very likely will) it's essentially dead points. You can get by fantastically with just the ships' native Squadron values and even just the ISD's if you make good use of the token+dial combo. D-Caps is FANTASTIC on Vic IIs. If you were to drop anything in this list, they'd be the last thing I'd recommend. However, at present neither of them get a ton of punch since you're not using Gunnery Teams on either Vic. The numbers speak for themselves, you either get a max damage-output of 9 from your front hull (2 max per red, 1 per blue) OR a max damage of 18 from the same hull; all in just that turn, all at long range! I'd even argue if you place the Vics in the center and use Moff JJ, your opponents could be unable to avoid that big first shot 90% of the time at least (which with the wrong ship could spell an 1-shot-kill). Final Critique would be kind of a minor one, but while your squadrons are a good solid handful on their own, I'd err more on the side of having an even number of them. Remember, if you have an odd number of squadrons during deployment, the last one you place HAS to go after you place everything else in your list. Even numbers just give you that extra bit of freedom in your early game planning, so the closer you can stick to it, the better off you'll be.
    Anyway, I hope all that helps. Again, very solid list. Happy flying! ^^
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