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Flyinpenguin117

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Everything posted by Flyinpenguin117

  1. I've gone back and forth on using the cheaper Arquitens. Even if I'm not using the support team slot, squadron 2 and an extra blue in the front is worth 5 points I don't have much else to spend on. Onager's maxed out, I can't fit much more than a generic TIE in squadrons (which I'll have less ability to command), defensive retrofit other than RBDs cost more than I'm gaining, and I don't want to invest more points than I already did in the Gozantis. I could maybe slot in Hand of Justice (which would be funny with the Slicer Gozanti refreshing its Scatter), or just increase my bid to 14 points, but idk. If I drop it on account of not using my front arc much/at all (for the blue die), I'd probably also reduce Enhanced Armaments to Slaved Turrets. Slicer Tools (and command dial screwage in general) I feel is something people rarely see, so they're not prepared for when they do see it. A VSD losing its Navs, carriers losing their Squadron dials, or anything missing a clutch repair can hurt. Its mainly there as an annoying-to-kill source of obstruction, Slicer Tools is just a bit of a bonus (if I wanted to go full annoying I'd add Tractor Beams and Suppressor to exhaust defense tokens and slow down small ships, but that's a lot of points for a Flotilla) As for Gunny V: The build I have already produces crits pretty consistently. Unless I roll 3 blank reds I can guarantee a crit, barring evades. So I feel like I'd get more mileage out of doubling up on my 3 different critical effects than adding one more crit die once or twice (if I steal a crit from a later attack) per game. If I were running her, it'd be alongside Veteran Gunners to reserve good dies out of bad rolls, and probably with OBPCs and XI7s (this is what I'd use alongside a Cymoon-I if I went that route). Here's a revised list anyways: Onager-class Star Destroyer (110) General Romodi (20) Captain Brunson (5) Fire-Control Team (2) Weapons Battery Techs (5) H9 Turbolasers (8) Superheavy Composite Beam Turbolasers (7) Sunder (10) Total: 167 Arquitens-class Light Cruiser (54) Director Krennic (8) Enhanced Armaments (10) Electronic Countermeasures (7) Hand of Justice (4) Total: 83 Gozanti-class Assault Carriers (28) Hondo Ohnaka (2) Comms Net (2) Boosted Comms (4) Total: 36 Gozanti-class Assault Carriers (28) Comms Net (2) Boosted Comms (4) Total: 34 Squadrons: Howlrunner (16) Dengar (20) Cienna Ree (17) Soontir Fel (18) Total: 71 Fleet total: 391 Assault: Ion Storm Defense: Asteroid Tactics Navigation: Dangerous Territory Fleet total: 391
  2. Onager-class Star Destroyer (110) General Romodi (20) Captain Brunson (5) Fire-Control Team (2) Weapons Battery Techs (5) H9 Turbolasers (8) Superheavy Composite Beam Turbolasers (7) Sunder (10) Total: 167 Arquitens-class Command Cruiser (59) Director Krennic (8) Enhanced Armaments (10) Total: 77 Gozanti-class Assault Carriers (28) Hondo Ohnaka (2) Comms Net (2) Expanded Hangar Bay (5) Total: 37 Gozanti-class Cruisers (23) Minister Tua (2) Slicer Tools (7) Electronic Countermeasures (7) Total: 39 Squadrons: Howlrunner (16) Dengar (20) Cienna Ree (17) Soontir Fel (18) Total: 71 Fleet total: 391 Assault: Ion Storm Defense: Asteroid Tactics Navigation: Dangerous Territory So pretty basic Romodi strategy. 9-point bid for second, objectives that let me place and/or ignore all obstacles so I can set lines of obstruction. Onager is built around H9/Battery Techs to get off Sunder and SCBTs. Brunson gives it some extra durability since it'll want to hang out on/near obstacles. Arquitens can use ConFire+Obstruction to throw 6 red dice with full rerolls off Krennic. The Assault Gozanti is mainly a carrier, but it can throw 2 red dice with Romodi (3 with ConFire dial), or pass an emergency token if necessary. The Cruisers just troll with Slicer Tools, and both can throw themselves between the Arq/Onager for obstruction if necessary. Doesn't bring a lot of squadrons so I tried to pack as much synergy into 4 as possible. Dengar and Howlrunner effectively give the Interceptors Counter 4, Dengar gets 4 dice, Howlrunner gets Counter 1, Soontir Fel hits anything trying to target his support, Cienna just hits hard and is hard to kill. I've considered condensing the squadrons and the Arquitens into a Cymoon-1 (the original fleet had all 3 and one Gozanti with Thrawn at the helm). I'd be vulnerable to large fighter groups, but I feel like an Onager and ISD should be able to kill carriers pretty quickly.
  3. Kraken checks for another ship to be at close-medium range of the defender, not the attacker. To my understanding its basically like Sato, but your ships are spotting instead of squadrons.
  4. Alongside this guy to proc long-range HIEs every turn https://starwars-armada.fandom.com/wiki/Kraken Granted, they can still evade that crit away if your target has one (and you don't confire a second blue that happens to come up as a crit). You can also technically do it with QBTs, but the Munificent wants to stay at speed 2 for those sweet 3 clicks of yaw.
  5. So I've never played a campaign, but might start one now that I have some friends who play. To me, a wholesale ban on Larges because of the Starhawk seems equally (okay, maybe slightly less) boring. What about just a 110 points cap per ship? The Rebels can't take the Starhawks or the MC80 Assault Cruiser, the big tanky points fortresses, but can still take their more specialized/less durable larges. The Empire can still field the ISD-I, which doesn't quite have the raw power and durability of the ISD-II or the specialized killiness of the Refits, and the Onagers, which are pretty glassy to be taking up 50% of your points. Both factions lose exactly 3 ships out of their roster (not counting the SSD, if that was even legal to begin with).
  6. I'm liking the idea of using Swivel-Mount Batteries to add a long-range blue die to its broadside. Won't be great for double arcing, but combine that with its double-red Salvo and it can get some pretty good long-range damage. And once you're in medium range, use a Hardcell with Munitions Resupply to pass a token to disable Swivel-Mounts and double-arc. But I'll probably just end up with the boring choice of LTTs.
  7. Are we expecting a Fleet Support slot on the other C70? A lot of the Republic upgrades shown hinge around having spare ConFire tokens to spend (from other ships, in the case of Clone Gunners), so having 5 in reserve would come in handy.
  8. My initial thoughts: Use Hyperspace Rings to stick a trio of Delta-7s out front. Activate them turn 2 with Boosted Comms and Flight Controllers (maybe a discarded AFFM once the Republic gets a fleet command ship) to immediately lay into enemy squadrons with 4 blue+1 black and double rerolls, dodge and counter will keep them alive longer and further chew through their fighter screen. Once your Y-Wings catch up, they'll hopefully have cleared a path for them to start bombing enemy capital ships with rerolls. Man I wish the Rebels had something like this, sadly all they really have is Independence. Which sucks.
  9. Bail handing out free nav dials should help with this a bit, and I'm sure there'll be dedicated CW mobility commanders at some point.
  10. The Quasar-II, Starhawk MkII, Assault SSD, and (as I mentioned above) Munificent have red flak dice, so its gradually becoming more common. And I guess there's Heavy Fire Zone. As for ships with no blue flak: Onager Testbed, Arquitens Light Cruiser, Raider-I, Cymoon ISD, Torpedo Hammerhead, Ordnance MC75, both LMC80s, and the cheaper Flotillas, plus the new Acclamator-I. So thats 5 ships per faction that the evade would be completely useless against. But its definitely mainly there as fuel for his effect.
  11. IIRC, the Munificent is getting a red flak die, so an Evade token could get some use besides the token-spending effect. I doubt it'll become a new standard thing, though. If I understand them correctly, Swivel-Mount Batteries will let you use blacks at red range. So hello long-range APTs (luckily for Sato its Clone Wars exclusive, or else nobody would ever use him again). On another note: Could Obi-Wan stack with Expert Shield Tech to just straight reduce damage by 2? Being able to Brace+Redirect a 4-damage hit to 0 could be neat.
  12. Flip a coin. If it comes up heads, buy it. If it comes up tails, buy it. Seriously though: I'm a proponent of buying one of everything just to have it, but I can understand the hesitation to drop 200 dollars on a huge model. I got into Armada specifically because I saw the SSD at my LGS (it wasn't my first purchase, but I wanted to get it as a shelf decoration if nothing else). Unless you think you're literally never ever going to actually use it or any upgrades that come with it (I like Krennic on an Arquitens), I say go for it before it goes out of stock again/forever. And when/if it does, you can probably resell it for a pretty good cost.
  13. Compare that to an A-Wing. It has the same relatively-low hull value and Counter 2, gains a black die in its anti-squadron armament and the rerolls, and loses 1 speed and the black anti-ship die. At 17 points, its on the upper end of generic squadron costs- more expensive than any generic Rebel squadron (50% more than the aforementioned A-Wing), and only cheaper than generic Firesprays, Decimators, and Gauntlet Fighters. Its a whole bundle of good, to be sure, but 17 points for a generic isn't cheap, so I think its pretty well-balanced for its cost and intended role, but I'm hardly an expert.
  14. Comes down to 4 main questions: 1) Do I have the 1 point to spare? 2) How much do I get out of Bomber? 3) How much do I lose with 1 less Counter? 4) Am I running Rieekan? If you have a decent answer to 2 out of 4, I'd say its worth upgrading one squadron, especially with Rieekan. Admittedly I'd be a bit more wary of just slotting it into a bomber-centric fleet, since it doesn't mesh well with the usual slower, tougher B/X/Y-Wing composition. But in a more standard fighter roster its a decent upgrade, being able to lay into ships once the enemy squadron screen is cleared.
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