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ovinomanc3r

How to...Triple Cymoon! (Chapters 1, 2 and 3)

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Good morning everyone! After a dissapointing chapter 1 (I already knew that upgrade options are quite limited) let's go with my second chapter about fleet building...

CHAPTER 02 - BUILDING A TRIPLE CYMOON: OBJECTIVES

While this kind of fleet has no super powerful objectives it has a good ones and is not so bad playing against others.

Let's start:

1. Red objectives

- Advanced Gunnery: a really bad option. If you think you could save 2 points removing one gunnery team and equipping Avenger you are wrong. Of course you will hit hard (I hope you did), but if just that objective ship is destroyed your best score will be 171 and we are trying to make this competitive. On the other hand, if it is no taken, then you lost 5 prizeless red dice.

- Most Wanted: another bad option cause you must choose between one of your three ISD ending with the same drawback AG has. You coul take this one if you fly with Ozzel and added 1 Gozanti to the fleet.

- Precision Strike: from meh to bad. I saw the power of big ship dealing damage card through ramming and flipping the up with this. But that will end being a way to help bomber list to get the points you are trying to deny saving your ISD at all cost.

- Openning Salvo: this one seems promising with triple Cymoon. 5 red dice and 3 black, all of them rerollable... ñam!ñam! Now consider that if you ram yourself by accident you are giving your oponent a whole ISD without having to kill it. Stupid!.

- Close-range Intel: not an awesome one. You can get some points expending useless accuracies. I should try it to see how many points would be possible to get but I don't think it worth it.

- Targeting Beacons: not an awesome one either. Two fixed tokens to reroll 2 dice. Meh.

- Blockade Run: here we have a really good one. I am about to take some measurements but in the meantime think on this: The short sides are 3'. Long range is 1'. One ISD cover 2'+its base. You have 3 ISDs. Exactly! You also get some benefit from this placing obstacles so this improve your threat and help you avoiding being flanked like @Mad Cat said. In addition to this you could get some victory points (not too many) from reaching the enemy deployment zone. At speed 3 you should be able to do it in 4 rounds I guess so you are able to delay the engagement for a while and still getting those points. But don't focus on those points, they are just 60.The good news are that if you managed to loose one of the non-flagship you are still able to get a 10-1 (400+40 vs 119+20).

- Station Assault: while blockade run is a good one for tactical reasons, this one is good for scoring reasons. Your opponent face a ton of hull to put down so you would play a normal game but with the next scoring conditions: If you lose an ISD but any station that ISD worth just 39 points. Loosing one station it doesn't change anything. If your opponent destroy both station that's not enough to prevent you from 10-1 and he will need to kill you also a star destroyer. So bassically you turn "you have to kill me one ISD cause I won't let you kill anything else" into "you need to destroy one ISD AND one station cause I won't let you kill anything else". Also about to proof but the numbers works to me.

2. Yellow Objectives

- Hyperspace Assault... I guess no.

- Fleet Ambush: it would help a bit with deployment against big squadrons fleet but then you get ambushed turn one with bombers so I guess no too.

- Fire lanes: @The Jabbawookie suggested me this one. I am not fully convinced buth there is possible to get some points easily if planned well. The problem I see is that if your opopnent just spread the tokens is easy to end overlapping one of them. On the other side 2 rounds are easy (90 points) and it is possible to score at least 15 following rounds overlapping one of them. Again, the target is never the objective points rather than the enemy fleets. This is just a source to fix the lost of an ISD.

- Contested Outpost: this works as the previous one but without overlapping issues. While Fire Lanes has a better potential scoring, in practice I think this one will give more points. That's is my must go.

- Fighter Ambushed: no, no, no.

- Capture de VIP: 50 easy points. Not a bad one. Have the risk of loosing the ISD with the token.

- Jamming Barrier: I don't think is a good idea. To loose one shot due to obstruction or loosing dice due to the barrier... bad idea.

- Planetary Ion Cannon: extra shots could work well but not in love with this one. Not the worst though.

3. Blue objectives

- Superior Positions: huge drawback facing squadron fleets

- Intel sweep: 75 points are awesome. It is playable but having Solar Corona I don't think it worth it. I mean, Solar Corona is an Intel Sweep with enemy ships instead of objective tokens ;)

- Dangerous Territory: not a big deal. 

- Minefield: I am curious about how this would work in a non-strategic enviroment. But it is so risky...

- Salvage run: could be an interesting way to control the deployment and gain some token. Dust clouds though? Please no!

- Solar Corona: the big winner. Do you have deployment disadvantage? Anymore!

- Navigational Hazards: with three huge bases you are asking for overlapping obstacles all the time.

- Sensor net: this is not going to give too many points so no.

 

So basically the good ones are Blockade Run / Station Assault; Contested Outpost; Solar Corona. There are other that could work but I think those are the best by far.

I think with this fleet building is finally closed.

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Why triple Cymoon though, lots of flakey Red dice even with Leading shots or Vader it's 50/50 at best. 1 Cymoon, 2 Kuats or ISD1's seems a better build to me, the Cymoon flagship trundles up blasting away with GT's, or lending its AA to the other 2, while the other 2 get in close at max speed and kill the ships driving the sqns (BT Avenger with ex-racks is a definite option).

I agree with the objectives, Capture the VIP is an easy 50 points as well though and AG on the Avenger title would be just nasty, even if the defender can spend his tokens.

I don't think that a triple ISD list should ever be just defensive, its an in your face, "have it!" list that I love.

Great thread, thanks for sharing your hard work, I for one are definitely looking to use some of the info on here.

 

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3 minutes ago, Phil B said:

Why triple Cymoon though, lots of flakey Red dice even with Leading shots or Vader it's 50/50 at best. 1 Cymoon, 2 Kuats or ISD1's seems a better build to me, the Cymoon flagship trundles up blasting away with GT's, or lending its AA to the other 2, while the other 2 get in close at max speed and kill the ships driving the sqns (BT Avenger with ex-racks is a definite option).

I agree with the objectives, Capture the VIP is an easy 50 points as well though and AG on the Avenger title would be just nasty, even if the defender can spend his tokens.

I don't think that a triple ISD list should ever be just defensive, its an in your face, "have it!" list that I love.

Great thread, thanks for sharing your hard work, I for one are definitely looking to use some of the info on here.

 

I don't understand the 50/50. 

5 red dice have a base average damage of 3.75, 4.5 with CF command. With Vader the numbers are 4.6, 5.6. Of course any other ISD has a better average within its pool but any other can put it from long range. Also as pointed by @Ardaedhel there are other issues Cymoons have not. 5.6 dmg/6 dice is not even close to 50/50

However the very reason was that I was working on triple ISDs and they are quite limited on combinations. I was going to start with triple ISD-II but being unable to put gunnery teams made me to explore them differently so I moved on to the new hotness my new Chimaera box brought me: Cymoon. That's all. 

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20 minutes ago, ovinomanc3r said:

I don't understand the 50/50. 

5 red dice have a base average damage of 3.75, 4.5 with CF command. With Vader the numbers are 4.6, 5.6. Of course any other ISD has a better average within its pool but any other can put it from long range. Also as pointed by @Ardaedhel there are other issues Cymoons have not. 5.6 dmg/6 dice is not even close to 50/50

However the very reason was that I was working on triple ISDs and they are quite limited on combinations. I was going to start with triple ISD-II but being unable to put gunnery teams made me to explore them differently so I moved on to the new hotness my new Chimaera box brought me: Cymoon. That's all. 

 

 

It's not the maths it's more of my rubbish rolling, as anyone that saw them at the recent Euros will testify. The first roll with a Vic 2 was 3 double hits, which got Lando'd away, after that initial excellent roll I whiffed with my red dice a lot.

I just think when your points are concentrated in 3 ships you have to hit as hard as you can, in as few turns as possible, before the Sqns or other shots start wearing your shields and hull down, hence the 2 Kuat/ISD 1, 1 Cymoon/ISD 2 options.

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37 minutes ago, Phil B said:

 

 

It's not the maths it's more of my rubbish rolling, as anyone that saw them at the recent Euros will testify. The first roll with a Vic 2 was 3 double hits, which got Lando'd away, after that initial excellent roll I whiffed with my red dice a lot.

I just think when your points are concentrated in 3 ships you have to hit as hard as you can, in as few turns as possible, before the Sqns or other shots start wearing your shields and hull down, hence the 2 Kuat/ISD 1, 1 Cymoon/ISD 2 options.

Well I promise you three Cymoon are able to vaporize enemy fleets in two rounds of long range fire. Hail Flotilla Nerf!!

And I am talking about fleets with mc80, mc75, lmc80 and ISD

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Triple Kuat with Jerjer, APT, OE, and flagship with Strategic Advisor is entertaining, and wicked.  Fly fast, team up as much as possible, straggler flies behind the two leads and pain-trains survivors, plus covers rear arcs and contributes AA...  It's like the old triple ISD1, but with way more bite, and being able to play games with ship activation (Strategic Advisor is brutal...).  Can also just barely fit Agent Kallus, if you are going up against a lot of squadron ace-balls, don't mind going from 396pts to 399...

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Great topic! I have had a lot of luck with the Vader triple Cymoons, as well as the Motti version. Though if you are alright with running two Cymoons and an ISD 1 check this out:

 

Pyramids (400/400)
Empire

Commander: Admiral Motti

Objectives: Contested Outpost, Dangerous Territory, Station Assault

[flagship] Imperial I-class Star Destroyer (110)
 - Admiral Motti (24)
 - Chimaera (4)
 - Entrapment Formation! (5)
 - Quad Laser Turrets (5)
 - Agent Kallus (3)
 - Gunnery Team (7)
= 158 total points

Imperial Star Destroyer Cymoon 1 Refit (112)
 - Strategic Adviser (4)
 - Gunnery Team (7)
= 123 total points

Imperial Star Destroyer Cymoon 1 Refit (112)
 - Gunnery Team (7)
= 119 total points

 

You trade the firepower of one Cymoon for the arguably better anti-flak power of a black and blue dice + Kallus turning the Star Destroyer he's on into a decent anti-squadron platform, and if any squadrons go after your flagship the counter 1 + Kallus makes them pay for it. Likewise since it's more protected and can take the Chimeria title you get the protected flexibility of different fleet commands and can run formation initially to get your speed right, intensify firepower for most subsequent rounds and then potentially shields to maximum if required at the end game.

You also have 4 points to bring SAd like I did or else Hondo and Needa on the Cymoons.

Edited by GILLIES291

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Here I am with...

CHAPTER 03 - PLAYING A TRIPLE CYMOON: DEPLOYMENT

Well, as you can figure out, deployment with just three ships and no squadrons won't be the most exciting thing but you will have enough pressure on your nerves while rolling red dice so who cares?

The first thing to take in mind is the fact that with that deployment disadvantage, a formation is the best chance. I will start with my default deployment plan, which is not probably the best but it works really fine. If you're going to start playing triple Cymoon I suggest you to play this first. That's:

- Cymoocentric Formation! (stupid name I just invent on the fence). It is easy. Your three Cymoon together in the middel of your deployment zone. Flagship in the center and the other two escorting it. In an ideal world you would like your flagship far away from the main enemy line but you are being outdeployed so obviously it will be better covered by its mates. Speed 2 or 1 for everyone. Speed 2 is perfect to adapt your formation to the enemy deployment. You just need to navigate the first round and pivot over one of your corners speeding up and down each side. Actually you will be able to speed down your flagship allowing one of the side cymoon to move ahead and let you flagship as the backup cymoon. Speed 1 is less flexible but it is needed if your plan is to delay the engagement as much as possible.Something to note about distances. The closest you deploy your isd one to other the easiest to end ramming yourself, but aslo the closest your opponent will deploy to you. You will have to work around it. If you give you too much room to navigate you will find one fo your cymoon easily isolated and destroyed. You main goal is to be able to engage two cymoon at once at least. I try to keep both sides at distance and almost all three within a range ruler length.

The advantage of this deployment is that you may easily respond to the enemy deployment. You are also at the same distance from both extremes and your ships are close enough to effectively help each other. 

One disadvantage of this deployment is that it is predictable enough to be attacked wiht obstacles placement (I found myself with obstacles in front of me too frequently). If you face this situation you will find your deployment disrupted or your navigation. You could also ignore them and fly through them, it is less harmful that could seem at first but far better if you don't have to repair stuff the second round. Other disadvantage is that your opponent could deploy in two groups. I have to say that is hardly a problem unless your opponent fleet is really balanced and really well played. Why? Because one of your strenghts is the hard to beat you are, at least completely. If she divide her fleet she will have a harder time to put down one ISD. Most of the time your opponent will focus her fleet on one side, trying to flank you so navigating you will face her entire fleet and then the chances of destroying it completely. Against two groups you could divide your fleet depending on the groups firepower but you could go against just one letting her trying to put down one ISD with just part of her fleet. That are not the best scenario during a swiss but your opponet must also achieve big wins and dividing her fleet is also risky. A really maneuverable and fast fleet with also a good amount of punch could get advantage from this. Glads and mc30 with activations and APTs for example, but there are also good news, with relay nerf you don't have to be scared about the chance of facing full squadrons commanded from the outer rim and the galactic core at once.

- @Mad Cat's  Dissarragment: I liked his idea and I want to try it. It is quite similar to the previous one but it fixes its problems. I think is easier to just quote him:

On 6/6/2018 at 1:05 AM, Mad Cat said:

Deployment

You will of course be out deployed especially by fleets with 4+ squadrons. Often you will only see a flotilla and 2 or 4 fighters before your flagship finally goes on table. 

Mission with objective counters on the table help determin deployment. Tempting enemy ships to try and get them or suffer point losses to you. Be quite prepared to ignore tokens if you can get kills instead.

In other missions I usually deploy on say the right, not quite in the corner pointing towards the centre of the table but not too far - still with the option of navigating early to turn right if the enemy come that way. If the enemy flank you to your right then nav and crush them against the short table edge. If they flank to your left - well that's the long way round so you have plenty of time.

I usually go speed 2 to sow doubt in the enemy. Will the ISDs slow and turn, go into echelon (outer ISD speeds up & inner ISD slows down) and flank the enemy or will all three pile on the power and rush in? I don't know either but I'll decide when I've seen all his units on table and we start setting command dials.

Be prepared to delay combat until turn 3 or 4. Deploy touching your baseline rather than forward at the front edge of the deployment zone. It gives you a little more time to maneuvre and recover from being out deployed. If the first enemy ship is placed centre left then you deploy in the right corner to either sideline that ship or give you more time for positioning. A turn 4 initial combat pass also gives the enemy less time to retaliate and hunt down a ship. Now your damaged ISD only has to survive 2 turns of enemy bombers or an annoying TRC90 rather than 4 and with 2 repair commands and a speed up to 3 you can get away. You are also less likely to have to slow or turn to avoid the table edge.

There are some missions that tripple ISDs like because deployment is less of an issue. Contested outpost is great as either player since you know it will be a big scrap in the middle either way. Blockade run is similar as you can't be outflanked as easy on the narrow table and 3 ISDs just love a joust. Station assault had an option to split the 2 stations but still you know what you have to do and how to set up your pass to kill one and move on to the other. Fleet ambush and Fighter ambush negate squadrons delaying ship deployments and Solar corona lets you out deploy him as second player.

It is not like your opponent couldn't divide her fleet but now one will be close enough to destroy it quicker giving you time to face the other. Of course here I am just theorycrafting I hope Mad Cat could elaborate more about this deployment. I just have to try ti (hopefully this weekend!!)

As also Mad Cat pointed out, some objectives determine deployment so it will be hard to explain what to do in each situation but I would like to elaborate two:

- If you are ambushed I suggest you to deploy both non-flagships Cymoons on the down corners of the ambush zone, pointing to the opposite corner at max speed. You don't want to be stucked on an obstacle. This way your opponent will, probably (almost sure) deploy in one, or both, flanks. Each Cymoon will take care about its mate flankers. It also require good maneuvering cause your ISDs will cross each other way. If your opponent deploy in the middel to get you stucked you just have to smash her fleet. The idea is basically to run through your opponent fleet as fast as you can to save your ISDs at the same time you flagship run also as fast as possible to kill whatever fled away from the brutal first engagement. I did it twice and worked surprisingly perfectly with no losses (I guess Fleet Ambush is just the same crap it will always was, sadly). 

- With Blockade Run I have two ideas. Basically you want to cover the whole play area with your arcs but I am guessing what could be better: to build a wide road in the middle, placing the obstacles on the sides and forcing you opponent to go through your way, or building three narrow roads placing obstacles in two lines more effectively fighting any attempt to flank (if that is even possible with this objective).

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3 hours ago, ovinomanc3r said:

- @Mad Cat's  Dissarragment:

Snappy title....

OK, to elaborate - So what to do if the enemy try to outflank you?

Obviously most lists will try and outflank as the interlocking Gunnery Team front arcs of three Cymoons is a very unhealthy place to be. A few lists will try their luck via the front door but most will have to come the long way around (to the left in my deployment tactic example) or try the shorter but more cramped route around your right side.

If they approach to your left - go into echelon. You have 2-3 turns to prepare and should usually be navigating turn 1&2.

  • To go into Echelon formation the right most, outer Cymoon accelerates to 3 on turn 1 or maybe turn 2 depending on the speed of the enemy advance. You don't want this ship side-lined so navigate a lot with it to get speed and extra yaws. In deployment if you detect the enemy doing this early (e.g. they had no squadrons to delay deployments either) then it would be nice for this ship to be the flagship but that probably won't happen so flagship in the middle is the safe bet.  This outer ship will also be turning in, sometimes accross the path of your middle ship so getting in a bit more forward distance will mean fewer collisions or obscured shots.
  • The inner, left most of your ships can slow down to 1 and double yaw to the left which will (compounded with its initial eleven o'clock angle in deployment) completely keep your table edge in your front arc. Now no matter how fast and nippy the enemy are they must deal with some front arc firing to get around that side, hopefully two turns of it with QBTs making things worse. Never be afraid however of ignoring your own QBTs if it will get you a better position.
  • Finally the flagship in the middle should navigate and at speed 2 get extra turning or bank a token and just do 2 single yaws. Again depending on the enemy rate of approach this could be delayed until turn 2. 
  • Once you see that the enemy cannot change their minds and cut in front of you to come around the other flank then you can start this echelon preparation. Do watch out if they can navigate a lot (Madine, Jerjerrod etc.) as once you commit you could loose the game if you get this wrong.

 

  • If they approach to your right - OK so you detect them moving around your right side which because you are pointing slightly toward your left at around 11 o'clock makes his job easier. He has a shorter distance to go and you are already pointing slightly the wrong way. "Ideal" he says but no. He has to come around the short path but it is also on a cliff edge with the threat of being muscled against the short table edge by 3 angry Cymoons.
  • In deployment to deter this you can change the facing subtly of your outer right most ship aiming around half past eleven or noon and the inner ship aiming around half past ten.
  • You can reverse the echelon described above with the right most ship slowing and navigating right. This ship won't do the most damage but will clear up the cripples. Flagship in the centre navigates vigorously and aims to catch the enemy as they try to negotiate the death area in front of you and the cliff edge of the table. This will hit hard, then as the enemy try to get past or away, they fall into the arcs of your right most ship in its vulture position. Your left most ship goes fast with the flagship as it's wingman and protects it and looks to kill ships at the tail end of the enemy conga line. You know the ones that the enemy doesn't try to last/First with. Konstantine again really helps here.
  • Another option if the enemy are really fast is for your left most or centre ship to slow down and drop back into a second wave. The others speed up to avoid collisions. Your right most ship is now more of a blocker aiming to offer collisions and shoot fast flanking ships. It can even start to yaw to its left mid game and roll up the enemy in a right hook. The second wave ship has the option of speeding up again to maintain formation or continue to navigate right and kill targets hiding in your own right hand table corner.
  • One last thing to watch out for when crushing enemies against a table edge is to always have enough navigation commands or tokens so that you don't run off the table edge yourself if you overshoot. Repair commands should only be plotted when you feel secure in the movement battle. Moff JJ and Konstantine can help out with this. Remember ramming enemy ships can be a good way of avoiding the overshoots or at least give you one more turn of front arc shooting.

 

If they approach down the middle.

  • Get the ice cream out of the freezer and send it to the detention blocks. Enemy prisoners love it.
  • Watch your speed. This is the main manoeuvring thing to consider. After that the interlocking front arcs and a few repair commands can do the business. Go slow with the QBTs or fast to choose your range for next turn. Overlap to keep enemies in arc or stop them jumping over you. Line abreast, echelon and inverted triangle formations can work well and all can be done with just nav tokens leaving you more able to repair or bank the odd CF token for IF.  

 

If they pass in front of you - A more unusual problem but Ackbar conga lines, Arquitens spam and MC80C or AFII bomber lists may try it. Ackbar lists should never come to your right as they like a lot of space to retreat into and the table edge means death to their ships. Bomber lists, less so, but still if the carriers go down quickly you can move away from the bombers or maybe table them at the end of the turn.

  • You deploy centre right facing 11 O'clock and they deploy in the middle of the table facing 7 o'clock to pass in front of you at speed 2-3 and shoot and retreat finally ending up on turn 6 in the top or bottom left corner of the table. Ships shoot Ackbar style or launch bomber waves at you.
  • Speed up with your outer ships but don't get too close. Shadow them while navigating left and maybe bank a repair. As second player you could just do this and get a 6-5 forcing them to turn to their left to engage and get a kill. Pounce if they do or think about a speed up around turn 4 and tweak a kill of the last ship in the conga line then turn away from the others and accept a 7-4. If they miscalculate you could get your left most ship to block the front of the conga line and concertina the enemy bringing about a general scrap. Just make sure your other two ships are in support and you don't give away an easy kill to bombers for no benefit.

 

A word about Last/First

  • Enemy Last/First activations can always be a problem. Three enemy ships mess about at range while a fast hard-hitting ship like Demolisher, MC30, MC75 or BT Avenger comes in last and sets up a double arc on one of your lovely Cymoons. It then activates first next turn, hammers you and flies away to relative safety in your flank or rear areas.
  • Hopefully this won't crack a fresh Cymoon especially with Motti. A repair command around turn 3-5 can help and you could always then look to move that ship to safety by turning away from remaining enemies. The enemy ship is probably now on an outward trajectory unable to contribute much more to the battle so if you do the same with a damaged ISD isn't too great a loss. Basically, it is going to happen. Accept it.
  • You may be able to catch the protagonist before he starts his run and soften him up so it either cancels its attack run or dies to your rear/flank fire in its new position. Or you can accelerate just before he Last/Firsts to threaten 2-3 other targets with your GTs. Now as the MC30 shoots and scoots you then kill or savage 2 other targets in retaliation. Which one is he going to save?
  • Another possible defence against Last/First is to slow down. MC30 at speed 3 about 14" from your fleet so you slow to speed 1 and now are say 11" away. The MC30 can't really hurt you from there and if he delays to next turn and goes speed 2 he will get clobbered. A Speed 4 rush probably can't get out of your arcs and it may call off the idea. Konstantine can be an irritant here. The final defence against the Last/First is attacking in depth. Echelon, triangle or inverted triangle formations can mean your rear most Cymoons can punish a Last/First enemy who tangles with your lead ship.

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6 hours ago, Mad Cat said:

Echelon, triangle or inverted triangle formations can mean your rear most Cymoons can punish a Last/First enemy who tangles with your lead ship.

QFT. Triangle, especially, is fantastic for this if you can set it up. The trade-off is that your lead ship is tangling with the whole enemy fleet alone for a half a turn or so, including eating that opening last/first, so it needs to be either heavily fortified or stripped down enough to be worth trading up.

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Obstacles.

Generally with 3 large base ships with long range firepower you would prefer there to be no obstacles at all. Small, nippy ship killers like MC30s & GSDs can use them to approach then burst out at you. Fighters can mitigate flak until ready to strike - although triple Cymoons should only concentrate on flak against Sloane 3 hull TIE swarms. Trying to take down B-wings or Y-wings rather than carriers results in too many ISD losses.  Overall you will probably suffer more than your opponent if you fight in rocky areas.

If you are first player.

  • Missions with tokens to be captured mean your deployment is more effected by these but placing obstacles can still influence things.
  • Dangerous Territory you can grab the debris (or the base if it is still available) and place them in a similar path than his obstacles. So he places the base centre left and you place a Debris matching it but distance 5 of your table edge. Watch for his next placing but matching it can be effective especially if it isn't too far away from the previous ones as you don't want to split up your 3 Cymoons too far for the sake of 15 points.  If you have 2 rows of 3 obstacles not too far from each other then you rush yours at speed 3 and find yourself pointing at his obstacles hopefully deterring him from grabbing them or punishing those ships after they do and find themselves pointing into your interlocking front arcs.
  • Contested Outpost & Station Assault - Don't give him any bricks with which to build a wall. Place yours in your left and right bottom corners and or as far from his as you can. The final position of the base will give you a hint in deployment.
  • Salvage Run. Dust clouds are not great for Cymoon lists. Grab them if you can an place them vertically and on your side of the table so you will be past then quickly. Also place an asteroid distance 1 from the station on his side as this will be where he places probably his 4 tokens so at least you can force a few hull damage.
  • Fighter ambush, Nav Hazzards and Minefields - Just don't pick these missions if you can avoid them.
  • Remaining missions are not too obstacle dependant so you can use my tactic described in my previous posts.
On ‎6‎/‎17‎/‎2018 at 10:05 AM, ovinomanc3r said:

A question @Mad Cat: do you put obstacles on your said right side to discourage your opponent to deploy on your flank or do you think placing then there would harm you more when turning against the short edge?

  • In this case a pair of obstacles in the top right of the play area can harm a flanking attack around your right hand side. It depends upon the forces, speed and base sizes. Liberties and MC80s may suffer, MC30s probably won't. Too many obstacles in that area could harm you as you turn right to crush the enemy against the table edge. Extreme top right obstacles are ok but could catch you after your attack run. I wouldn't want too many more obstacles in that area especially if they extend down to the area near the right flank but midway up the table. If you see a few obstacles placed here by your opponent just deploy in the bottom left corner instead of the bottom right and abandon any rocks you placed top right.

 

If you are second player.

  • Contested Outpost. As long as the enemy don't have a Grav Shift Reroute then start to build a wall possibly appropriating one of his placed bricks in your construction. Then place the base so the enemy have to come either over some obstacles or down your front arcs to get to the base. If the enemy have a Grav Shift then I like to add rocks to his cluster playing into his Interdictor greed, then finally place your base far to the other side of the table in a vast empty space. The Grav shift now moves the base a little closer to him or it moves around the others which will play no part in the game anyway.
  • Blockade Run you can place all the rocks in your own bottom left then drive up the middle if you like possibly with the base near the end zone to help you repair a cripple. Or you can create vertical lanes you can use to lessen the enemy fire or encourage them to choose one of the channels. This can heard him into you your front arcs or hamper him coming around one of your flanks. I think the best bet may be to just narrow the table even further without leaving enough space for the enemy to go the far side of the obstacles.
  • Solar Corona. Not obstacle dependent but as you out deploy him you could use them to hamper his efforts. Feel free to deploy further away from the enemy so you can do a right wheel echelon with plenty of time and engage around turn 4. The delay will ley you spot his intention to come around one of your flanks with time to prepare.
Edited by Mad Cat

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18 minutes ago, Mikael Hasselstein said:

So, I've been out of it for a few (ie. many) months. Is 3xCyMoon now basically the bandwagon? It's all I seem to be hearing about, whereas before the Rieekan "2x3" (was it?) was what everyone was fearing.

No it isn't. 2 Cymoon did pretty well I think. 3 are risky but that's the point here: my attempt to make them competitive cause they have singularities that make them different to any other triple big fleet.

However with the new tabling rules they are with no doubt a thing. At least that is my point.

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I am really inspired by this thread :) for my personal taste I would have 3 Kuats rather than Cymoons, 

I am curious about one thing, what was your opponents reaction when he saw 3 ISDs on the table ( if he did not know your fleet beforehand ) ?

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38 minutes ago, LostFleet said:

I am really inspired by this thread :) for my personal taste I would have 3 Kuats rather than Cymoons, 

I am curious about one thing, what was your opponents reaction when he saw 3 ISDs on the table ( if he did not know your fleet beforehand ) ?

Besides the joke about who call telepizza, they didn't take it too seriously at least the first matches. And they regreted it. Now they are more concerned. I wouldn't say scared but definitely worried after seeing how I ate the world champ fleet. I guess that they won't say "when I wanted to win you I will just bring squadrons" anymore cause they realized it is not that simple. And that's the thing, most people don't really know how to fight against this kind of fleet.

I will eventually move onto other triple ISD nut @Ardaedhel explained very well the differences that made Cymoons work better than other types. Basically, to overlap three shorth range arcs from huge-bases-ships is almost impossible without collisions courses and at long range they are not so painful (2 three dice attack?). Cymoons arcs are far easier to overlap on the target and make up almost their full firepower. Not saying they won't work but I am pretty sure that even the basics are the same, the tactics will be different.

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15 hours ago, Admiral Theia said:

Ran triple C-moons with JJ and Entrapment Formation at an eight person tourney. Tables all three opponents and only lost two SD’s over all three games.  29 TP’s and 1024 MoV

Wow! Did you have any dice modification upgrades?

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