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Deathseed

Teach me to Gozanti!

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So I've had two Gozanti stands since they came out, and I've never once fielded them. I've read loads of comments praising/lamenting the advantages of flotillas, but never put it into practice. So, show me the way. Give me some insight to what a couple of Gozanti flots can bring to my fleet. What kind of shenanigans can they enable me to pull? Why do I want them?

Thanks in advance.

Edited by Deathseed

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I am very new to the game but have done a great deal of reading and have played some. The three things that Gozantis bring which I can say are:

1) Cheap carrier. Squadron 2 allows you to push around some fighters and fits perfectly with a Lambda.

2) Activations. They are cheap so this gives you more activations, more ships to setup during initial placement, this can help your game, especially if you are running with one or more big fun Star Destroyers.

3) Their special upgrade slot has some great possibilities from the dirt cheap and nearly always useful Comms Net, to the bomber squadron heavy hitter Bomber Command Center to the other three which are useful but I haven't played around with as much.

 

So again, take with copious salt but those are the aspects I feel a Gozanti can give to your fleet.

I am sure much smarter, much more experienced people will be along to correct me/show other ways the Gozanti is awesome.

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Many ways to use them. Some xan be combined:

1. Supressor and hackertools is such a pain that your ebemy will shoot it, distracting lots of fire from your bigger ships. Just dont get it rammed to death.

2. Squadron commands

3. Activation. Activate so your isd can stay out of blue range, enemy fires red dice, moves into your blue range, profit.

4. Life boat. Put admiral far from battle. If he splits his fleet to pursue, easier game for you. Use a lamda to still get squad commands.

5. Repair crews but I hear the small range makes it hard to use.

6. Cage in enemy ships so they cant fly away from black dice ship or bombers.

7. Obstruct shots

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34 minutes ago, Deathseed said:

So I've had two Gozanti stands since they came out, and I've never once fielded them. I've read loads of comments praising/lamenting the advantages of flotillas, but never put it into practice. So, show me the way. Give me some insight to what a couple of Gozanti flots can bring to my fleet. What kind of shenanigans can they enable me to pull? Why do I want them?

Thanks in advance.

As an Imperial player I typically only use them 2 of 4 ways in every fleet they're in:

Action economy (always)- Imperials have the more expensive ships, so the need for a relatively low cost activation on fleets with big ships is absolute. I try not to run less than 4 activations post wave-4, and even that isn't always enough.

Dedicated Healer (option 1)- On large ship builds having a couple of activations that can remove crippling damage cards is always nice, in conjunction with engineering commands, defensive abilities, and station effects they add a very helpful heal ability, repair crews is fun, and cheap too.

Fighter Screen boost (option 2)- When running large ships with a dedicated fighter screen or escorting bombers to a ship, it's nice to have those fighters last a little longer. putting a couple of Gozantis with jamming fields on the mat obstructs shots to and from fighters in range of them. Can mean the difference between your ties lasting 3 or 5 rounds. They can also activate those fighters to boost their effectiveness.

Bomber Command (option 3)- An absolute must for bomber fleets, activating bombers through the gozantis or even just having them attack during squadron phase within range of the bomber command center  makes bomber fleets 2 or 3 times more effective. Rerolls on black dice are NICE. lol


Deployment is important, they can be fairly tanky at long range or very close when dealing with ships that throw mostly black dice due to the evade and scatter defenses, but at medium range, even a small pool of 4 or 5 dice can put it down. If they need to be close (say with Bomber command) make sure there's something more important to shoot at nearby. If I'm running dedicated healer they deploy near the largest ships and stay within range 2 (as needed to work). Fighter screen boost, I keep them near big ships but far enough to cover a range in case there are a lot of enemy fighters. Bomber command I'm typically using 3 or more gozantis, I spread them out by where they need to be to get my rerolls.

Edited by Darth Sanguis
Thought of more crap

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In general I like them for mild short-ranged flak support, squadron commanding, and light command token support with Comms Nets. In a generic fleet, I tend to run them as cheapo 25 point activation helpers with Comms Nets only. With Bomber Command Center they can function as a big bomber wing buff (I'd consider using Boosted Comms there so you can keep your distance, Bomber Command Center flotillas are public enemy #1). With Slicer Tools (and maybe Suppressor, and maybe Tua+ECMs) they can be quite proficient at harassing enemies in unconventional ways but you need to be careful about putting them in too much danger, as they're prone to getting destroyed at medium and particularly short range against anything that can generate reliable accuracy results.

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14 minutes ago, DOMSWAT911 said:

They are good to use when better target are near them. Don't use them alone! They will pop like popcorn ;)

i have to disagree with this sentence.

They are quite impressive, even alone. You just need enough :D
i had never ever lost a match with 8 gozanti.

They are annoying hard to kill. They are great squadron carrier. And in numbers, the blue dice really start to hurt. And with this number of ships, you can choose your target with the bombers.

And the fleet support from the flotilla is great. The rebel one is cheaper, but the imperial one has attack dice. So far i never used the assault one. Even when his red dice is nice. But the extra cost for it is hurting way to much. Especially when you compare it to the cheap rebel one.

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5 minutes ago, Tokra said:

i have to disagree with this sentence.

They are quite impressive, even alone. You just need enough :D
i had never ever lost a match with 8 gozanti.

They are annoying hard to kill. They are great squadron carrier. And in numbers, the blue dice really start to hurt. And with this number of ships, you can choose your target with the bombers.

And the fleet support from the flotilla is great. The rebel one is cheaper, but the imperial one has attack dice. So far i never used the assault one. Even when his red dice is nice. But the extra cost for it is hurting way to much. Especially when you compare it to the cheap rebel one.

Hahaha, that's funny!

Using them this way in tournement, maybe, it can be fun but playing casual with this kind of list with friend's is... a little bit, I don't know how to say it... boring. Ok for once, but don't bring me this on the table everytime cause i'm not sure I will like to play this way many times. I prefer somthing more thematic (having some big ship) instead of always win the game ;)

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Gozantis are amazing. 

Do not underestimate the power of Slicer Tools!  They can wreak havoc on an enemy fleet.  (Throw Tua and ECM on it for laughs cuz it cannot be one-shot)

My favorite combo at the moment though is a Gozanti and a Lambda/Jendon.  The Lambda flies with squads and allows your Gozanti to be wherever.  Very, very nifty.

They are terrific blockers as well.  protecting the flanks of your priority ships.

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I usually just use Comms Net to throw tokens at my more important ships, or Repair Crews to help keep them alive. Beyond that I basically see them as 23 points to make my opponent move two ships so I can attack with my ISD at close or medium range. That feels like the biggest advantage, although I do think I should get in the habit of actually being in range to use Squadron commands more often. These days I find it very difficult to build a list that doesn't feature a Gozanti, even if it's just chilling uselessly in the back. 

Edited by Hockeyzombie

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All the above mentioned uses are ture, and use them from time to time. For me they are all about the activation/flack everything else is icing on the cake, but I do greatly enjoy this annoying little bugger.

Gozanti-class Cruisers (23 points)
 Suppressor  ( 4  points) 
-  Minister Tua  ( 2  points) 
-  Electronic Countermeasures  ( 7  points) 
-  Slicer Tools  ( 7  points) 
= 43 total ship cost

A "tanky" super annoying Gozanti if there ever was one.

Edited by xero989

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8 hours ago, xero989 said:

All the above mentioned uses are ture, and use them from time to time. For me they are all about the activation/flack everything else is icing on the cake, but I do greatly enjoy this annoying little bugger.

Gozanti-class Cruisers (23 points)
 Suppressor  ( 4  points) 
-  Minister Tua  ( 2  points) 
-  Electronic Countermeasures  ( 7  points) 
-  Slicer Tools  ( 7  points) 
= 43 total ship cost

A "tanky" super annoying Gozanti if there ever was one.

 

Aye, given my current lesser focus on the squadron game, that little bugger appeals to me.

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18 hours ago, xero989 said:

All the above mentioned uses are ture, and use them from time to time. For me they are all about the activation/flack everything else is icing on the cake, but I do greatly enjoy this annoying little bugger.

Gozanti-class Cruisers (23 points)
 Suppressor  ( 4  points) 
-  Minister Tua  ( 2  points) 
-  Electronic Countermeasures  ( 7  points) 
-  Slicer Tools  ( 7  points) 
= 43 total ship cost

A "tanky" super annoying Gozanti if there ever was one.

Nice build

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