Darthain 1,747 Posted June 23, 2017 3 hours ago, jorgen_cab said: I don't buy that is the only way they balance the game. I think that tournament games are a large part of it and they usually "fix" things that are taken too frequently but that's it. I doubt they will ever make the Victory viable in tournament, it would need a speed increase for that which I don't think will ever happen. The Interdictor can't really be made worthwhile either due to its support role being weak in a 400p game. If their points drop they are just going to be too effective outside tournament games which I think are as important. Not every piece need to be meant for top tournament games. Victory fleets only won Toronto regionals 2016. Never anything big... Quote Share this post Link to post Share on other sites
jorgen_cab 152 Posted June 23, 2017 1 hour ago, Darthain said: Victory fleets only won Toronto regionals 2016. Never anything big... That is great then... shows they can be decently competetive in tournaments. Quote Share this post Link to post Share on other sites
Undeadguy 5,749 Posted June 23, 2017 17 minutes ago, jorgen_cab said: That is great then... shows they can be decently competetive in tournaments. During wave 3/4 yes. Not in wave 5. Maybe in wave 6. Quote Share this post Link to post Share on other sites
ImpStarDeuces 526 Posted June 23, 2017 Just now, Undeadguy said: During wave 3/4 yes. Not in wave 5. Maybe in wave 6. Actually with a gunnery team, it might be a pretty decent anti-Hammerhead ship considering the almost bull headed way you have to play with the Hammerhead. Quote Share this post Link to post Share on other sites
Undeadguy 5,749 Posted June 23, 2017 3 minutes ago, ImpStarDeuces said: Actually with a gunnery team, it might be a pretty decent anti-Hammerhead ship considering the almost bull headed way you have to play with the Hammerhead. That's why I said maybe. I have a fleet built with Vics for wave 6. 2 Vic II + Spinal +GT+LS+Dis Caps+Weapons Liaison. 2 Goz with Comms Net. 6 Tie/D. JJ commands. That's 7 dice at long range at 2 targets, and you do it twice. 6 Tie/D which keep squads off you or bomb ships. Always throw Navs or Repair on the Vics and throw tokens at them with the Goz. This allows you to make a 90 degree turn with a Nav and JJ every turn, or use liaison to switch to a squad command. It's a slow fleet, but extremely flexible in terms of maneuvering and commands. It punches extremely hard, and can deal with squads. This is a modification of a dual Vic II Fireball fleet I ran in Wave 3/4. I always felt like I was lacking power at long range, and with DC and LS, I am much more confident in the Vic. And Tie/D are the best multi role squads for Imps. Quote Share this post Link to post Share on other sites
Darthain 1,747 Posted June 23, 2017 5 hours ago, Undeadguy said: During wave 3/4 yes. Not in wave 5. Maybe in wave 6. As it was a bomber fleet it would fare no different, it is more rebel squad dominance locally that would be the issue, and imps struggling overall. Quote Share this post Link to post Share on other sites
JgzMan 401 Posted June 24, 2017 21 hours ago, Frimmel said: I think this is the one you mean: Yea, both of those are exactly what I was talking about. And yea, there may be more "hybrid" types in Armada, but the general idea still fits. Some cards, squads, or ships may be under-powered, but they may appeal to the "thematic" guy, or to the "clever" guy. 1 Frimmel reacted to this Quote Share this post Link to post Share on other sites