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Sygnetix

Anyone else sick of lifeboat flotillas?

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Put in a Raider I with Veteran Gunners and Overload Pulse. Worse case, flotilla should go down in 2 turns once contact is made. It's a shame it takes 61 pnts, but if you think about it....cost of flotilla + cost of commander + loss of their abilities = marginal profit.

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Raider 1 and Jonas. Job done in 1 turn normally. He then can be used elsewhere.

Problem is getting them there quickly, without either being blown up or engaged. Then you gotta hope you get back into the fight before its over.

Probably better to put Sensor Teams on a Raider...hey I should try that.

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An Overload Raider isn't a bad shout overall if you include an Avenger ISD in the list. Sure, it's 61 points to pop a flotilla, but it has a ton more utility afterwards with an Avenger on the prowl.

Or just get a Suppressor. Much more efficient

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I like a Raider-2 with SW7s for flotilla hunting. Concentrate fire at close range does average 5 damage. Usually at least one accuracy and you can spend the rest on damage. Crash for extra damage as needed. Only 53 pts.

A friend also swears by the Raider-1 with Screed's effect, APTs and sensor teams. Guaranteed two damage plus the crit. Crash for a guaranteed kill.

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I don't have an issue with it. Why should I give up an advantage so you can feel good about yourself focus firing my flagship? In fact, why should I build my list to appease your notion how the game should be played? This is the same as saying "I lost because my opponent didn't let my ISD shoot out of its front arc all game."

 

This is a legitemate strategy, and I will be doing it so I can leverage every possible advantage over my opponent so I score higher. There is nothing in the rules that I can't put a commander on a flotilla. And fluff doesn't mean anything. My lists already look thematic as it is. 4 ships protecting my both of my fleeing transports which are telling my squads where to go via Relay.

 

I encourage my opponent to try and hunt the flotillas down. Makes it easier to wipe the rest of their fleet with 50-60 points missing.

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I'm not really sick of them.

 

I see them from time to time.  I've even killed them a few times.

 

I'm with CN.  I prefer to avoid putting the commander on a flotilla if at all possible.

 

I can see a flotilla commander in two situations:  1.  You've got a high activation count with plenty of combat ships to be a nuisance (e.g. Ard's Mothma MC30 list)   2.  You're using your ships and squadrons to shield that commander on a transport that is flying at the back of your formation.  At that point, your commander goes after the rest of your fleet has gone.  Then why do you need a commander?  You're already blown up.

 

I personally prefer to put my commander on the most secure ship in my fleet, and most of the time, that isn't a flotilla.

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Totally fekking sick of them. Nothing says 'flagship of the Rebel fleet' like a six man 90 meter long flying freight car as it skitters in the shadow of a 1200m heavy warship.  Leverage every bit of gamey junk to win a match you want, it's still gamey, it's still garbage. 

 

Not that I have a problem with flotillas in general (love em), and I don't have an issue killing them (okay, so I managed to miss one critically damaged one the other day, big deal).  But I do have a problem with a sub-hundred meter utility hauler being the flagship of a war fleet. 

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I personally can't stand the things, because I have always put my Admiral on a ship that my strategy dictates WILL NOT DIE under any circumstances.  AFIIs, MC80s, ISDIIs, each one is built to be a point sink for your list that does not give up any points to your opponent due to tankiness.  (Maybe less the AFII these days).  Wave 5 lets Minister Tua do the same thing with a Interdictor or VSD.

 

Point is - if you are losing a Large base capital ship, you are losing the fight anyway.  Why not put your Admiral on the biggest, nastiest ship in your fleet?  Getting tabled and running away with your 60 point flotilla isn't going to change your ultimate tournament score by that much, and it certainly isn't going to win you the game.  On the other hand, having your flotilla get popped because your opponent was able to out deploy you could end your run in a hurry.  If he or she was on a real flagship, then your opponent actually has to try to bring it down, and that is usually a more difficult proposition.

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I personally can't stand the things, because I have always put my Admiral on a ship that my strategy dictates WILL NOT DIE under any circumstances.  AFIIs, MC80s, ISDIIs, each one is built to be a point sink for your list that does not give up any points to your opponent due to tankiness.  (Maybe less the AFII these days).  Wave 5 lets Minister Tua do the same thing with a Interdictor or VSD.

 

Point is - if you are losing a Large base capital ship, you are losing the fight anyway.  Why not put your Admiral on the biggest, nastiest ship in your fleet?  Getting tabled and running away with your 60 point flotilla isn't going to change your ultimate tournament score by that much, and it certainly isn't going to win you the game.  On the other hand, having your flotilla get popped because your opponent was able to out deploy you could end your run in a hurry.  If he or she was on a real flagship, then your opponent actually has to try to bring it down, and that is usually a more difficult proposition.

Because if your flagship is a floatilla there's a much bigger reward for hunting down something that normally can be ignored for bigger threats. When you put the admiral on the bigger threat you're just doubling down on it's worth. It's about eggs, baskets, and rhymerballs.

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Personally i find it cowardly to not put your commander on your biggest ship. Flotillas are a Tiny ship to me, not a small lol

It's a strategic decision. I ran an MSU list of Raiders and Glads a while back. None of them are particularly survivable, considering I had to drive them into close range of big threats to actually cause effective damage. As it happened, I had the points left over to sit a Gozanti in the fleet, giving me something that would at least give a hint of protection to my commander if I kept him at long range/out of trouble. 

Sure, I could have stuck him on a Raider or a Glad, but really, how long would that last? My commander goes one whatever I can legitimately defend until at least turn 5. Whether that's an ISD or a Gozanti, I don't care, as long as I'm getting 4+ turns out of them. I'm not paying 20+ points just to look brave.

Edited by NakedDex

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Personally i find it cowardly to not put your commander on your biggest ship. Flotillas are a Tiny ship to me, not a small lol

Personally, I find it douchey to call someone a coward for implementing strategy that is legal and makes sense. But I'll know that I have your respect when you kill my commander and biggest ship together because I presented them to you in one nice package.

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If you want to see commanders on base 100+ point ships, there needs to be some kind of incentive other than "mah immersionz"

What if there was a Flagship upgrade card, large base ships only, add a fleet command slot to the ship?

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