AdmiralOldOwlz 43 Posted March 27, 2019 Superb work here. Thanks you. Does data Say anything on mass uses of YT-2400? Quote Share this post Link to post Share on other sites
BiggsIRL 6,752 Posted March 27, 2019 4 hours ago, Truthiness said: "You can take any Reb ship, but only four commanders. You can take most Imp commanders, but only these 4 ships..." The meta cried out for a savior... and it got a Rolling Dumpster Fire. 2 2 DunaMoose, Ardaedhel, Akhrin and 1 other reacted to this Quote Share this post Link to post Share on other sites
BiggsIRL 6,752 Posted March 27, 2019 (edited) A POST SO NICE, I MADE IT TWICE. Edited March 27, 2019 by BiggsIRL 1 6 Nerdynoob, ManInTheBox, Bertie Wooster and 4 others reacted to this Quote Share this post Link to post Share on other sites
The Jabbawookie 5,752 Posted March 27, 2019 9 minutes ago, BiggsIRL said: The meta cried out for a savior... and it got a Rolling Dumpster Fire. The hero we deserve... but not the one we need. 2 1 clontroper5, Bertie Wooster and DunaMoose reacted to this Quote Share this post Link to post Share on other sites
geek19 6,589 Posted March 27, 2019 1 hour ago, BiggsIRL said: The meta cried out for a savior... and it got a Rolling Dumpster Fire. They'll look up at and shout "Save us!" I'll look down on them and say "I'll give you tokens in 2 rounds!" 1 5 moodswing5537, Lord Preyer, Ardaedhel and 3 others reacted to this Quote Share this post Link to post Share on other sites
GM Jocke 16 Posted March 27, 2019 In my (small) experience, sloane aces have a good matchup against 2-ship. In my meta sloane list also run pryce and as long the sloane player avoid a good splash alpha from Mauler they win the squadfight. 2 Tokra and Flengin reacted to this Quote Share this post Link to post Share on other sites
Norell 1,205 Posted March 27, 2019 Well then, let's stsrtworking on the double ship fleet counters 1 Lord Preyer reacted to this Quote Share this post Link to post Share on other sites
Akhrin 576 Posted March 27, 2019 2 hours ago, Grand Moff Deadblom said: In my (small) experience, sloane aces have a good matchup against 2-ship. In my meta sloane list also run pryce and as long the sloane player avoid a good splash alpha from Mauler they win the squadfight. Ended up with a 10-1 (despite a tough fight) with my Sloane 2-ship against Thrawn 2-ship for much that reason. The Sloane version is basically designed to out-do the Thrawn version in that mirror matchup. In fact, it was Sloane generics that gave me one of my closest fights of the day! 16 hours ago, IronNerd said: *sigh* Please don't tell me that, even with this data, our response is just going to be "git gud"? Definitely not! But I would say that surprise vs familiarity has a huge impact on Armada and this seemed to surprise people. 2 GM Jocke and Rimsen reacted to this Quote Share this post Link to post Share on other sites
Church14 2,495 Posted March 27, 2019 18 hours ago, The Jabbawookie said: I have a theory for why AFMK2s dropped out of the top: their “one of each” token suite and redirect dependence makes them fantastic prey for a Pryce strike, assuming your opponent lets you close. It’s not that the ship’s only really redeeming quality is the Gallant Haven title? Yeah Yeah Ackbar blah blah I prefer up to MC80 or down to TR90. Quote Share this post Link to post Share on other sites
xero989 1,069 Posted March 27, 2019 Fleets that counter/are good against 2 ship: MC75 Ordnance Cruiser (100) • Intel Officer (7) • Ordnance Experts (4) • Electronic Countermeasures (7) • Assault Proton Torpedoes (5) • External Racks (3) • Aspiration (3) = 129 Points MC30c Torpedo Frigate (63) • Admiral Raddus (26) • Lando Carissian (4) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • H9 Turbolasers (8) • Admonition (8) = 118 Points CR90 Corvette A (44) • Engine Techs (8) • Turbolaser Reroute Circuits (7) = 59 Points CR90 Corvette A (44) • Engine Techs (8) • Turbolaser Reroute Circuits (7) = 59 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: = 0 Points Total Points: 385 The 30 threatens the quasar and the ET corevets can get you to drop Aspiration top of turn 2 to block the ISD its is devastating as most 2 ships use Pryce on turn 2 if she is on the ISD if she on the quasar hold back and play defensively. a smart player will use her turn 1 if Pryce is on the ISD when they see Raddus, but you can still drop to keep the ISD from escaping or you could hold it for turn 3 when you can have the 30 threating the quasar and aspiration on the ISD. CR90 Corvette B (39) • General Rieekan (30) • Tantive IV (3) = 72 Points Nebulon-B Escort Frigate (57) • Yavaris (5) = 62 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Medium Transports (18) • Leia Organa (3) • Comms Net (2) = 23 Points Pelta Command Ship (60) • Adar Tallon (10) • All fighters, Follow Me! (5) • Boosted Comms (4) = 79 Points Squadrons: • Gold Squadron (12) • Dagger Squadron (15) • Ten Numb (19) • Jan Ors (19) • 2 x YT-1300 (26) • Norra Wexley (17) • Keyan Farlander (20) = 128 Points Total Points: 399 With 14 hull of escorts and jans braces they will be hard pressed to get much out of an alpha strike, and if they try it your squadrons will hit them back twice maybe have Ten Numb trigger 3 times and with Rieekan you will most likely get at least 1 Yavaris bombing run on the ISD and sometimes thats all it takes, make sure Yavaris and the Pelta have a squadron token as often as possible. Imperial II (120) • Admiral Sloane (24) • Captain Brunson (5) • Gunnery Team (7) • Electronic Countermeasures (7) • Leading Shots (4) • Quad Battery Turrets (5) • Avenger (5) = 177 Points Quasar Fire I (54) • Flight Controllers (6) • Boosted Comms (4) • Pursuant (2) = 66 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • Ciena Ree (17) • Mauler Mithel (15) • Maarek Stele (21) • Dengar (20) • Valen Rudor (13) • Saber Squadron (12) • Colonel Jendon (20) • Black Squadron (9) = 127 Points Total points= 395 Okay so Sloan has to worry about getting hit by Mauler, but if you play a bit deffinsive to start once squadrons are in range you should have no problem killing them, and moving on to ships, focus on Mauler first to make you life easier, then start taking out the key pieces. ISD Kuat Refit (112) • Grand Admiral Thrawn (32) • Captain Brunson (5) • Ruthless Strategists (4) • Electronic Countermeasures (7) • Leading Shots (4) • Ordnance Pods (3) • Chimaera (4) • Intensify Firepower! (6) = 177 Points Gladiator II (62) • Agent Kallus (3) • Ruthless Strategists (4) • External Racks (3) • Demolisher (10) = 82 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • Dengar (20) • Zertik Strom (15) • 6 x TIE Bomber Squadron (54) = 89 Points Total Points: 398 This will do a number on the squadron wing and with IF you will get consistent damage from your ship to ship combat as well just have your bombers bomb ships while your ships flack everything to death, then move on to using your guns. Its a fun unique way of doing things and I have had success against 2 ship with it. 4 ManInTheBox, jp82729, DunaMoose and 1 other reacted to this Quote Share this post Link to post Share on other sites
DunaMoose 92 Posted March 28, 2019 (edited) How about outrunning everything outright? (TIE/in and RZ-1 squads included) Name: I Always get a Speeding Ticket Faction: Rebel Commander: General Rieekan Assault: Precision Strike Defense: Planetary Ion Cannon Navigation: Minefields Pelta Command Ship (60) • Adar Tallon (10) • Engine Techs (8) • All fighters, Follow Me! (5) • Expanded Hangar Bay (5) = 88 Points CR90 Corvette A (44) • General Rieekan (30) • Engine Techs (8) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 91 Points CR90 Corvette A (44) • Engine Techs (8) • Turbolaser Reroute Circuits (7) = 59 Points CR90 Corvette A (44) • Engine Techs (8) • Turbolaser Reroute Circuits (7) = 59 Points Squadrons: • Jan Ors (19) • Luke Skywalker (20) • Nym (21) • Keyan Farlander (20) • Norra Wexley (17) = 97 Points Total Points: 394 Edited March 28, 2019 by DunaMoose Quote Share this post Link to post Share on other sites
DunaMoose 92 Posted March 28, 2019 (edited) or this? Name: The Little B-wing that Could Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Planetary Ion Cannon Navigation: Superior Positions MC30c Torpedo Frigate (63) • Ordnance Experts (4) • External Racks (3) • XI7 Turbolasers (6) • Foresight (8) = 84 Points MC30c Torpedo Frigate (63) • Ordnance Experts (4) • External Racks (3) • XI7 Turbolasers (6) • Admonition (8) = 84 Points Hammerhead Torpedo Corvette (36) • General Dodonna (20) • Boarding Engineers (2) • External Racks (3) • Garel's Honor (4) = 65 Points Hammerhead Torpedo Corvette (36) • Boarding Engineers (2) • External Racks (3) = 41 Points GR-75 Medium Transports (18) • Flight Commander (3) • Rapid Launch Bays (6) = 27 Points GR-75 Medium Transports (18) • Flight Commander (3) • Rapid Launch Bays (6) = 27 Points Squadrons: • Keyan Farlander (20) • Dagger Squadron (15) • Norra Wexley (17) • Ten Numb (19) = 71 Points Total Points: 399 Edited March 28, 2019 by DunaMoose Quote Share this post Link to post Share on other sites
AllWingsStandyingBy 4,661 Posted March 28, 2019 The crazy thing is that this is likely to be our meta until fall of next year. And when the SSD drops, unless the ship itself becomes a meta-presence it'll probably just be a "rich get richer" scenario with Imp-Two-Ship having a few new upgrade toys to play with. It's certainly not clear how the Rebels will start to perform better without getting any new toys (likely until 2020, if it all... but if the anticipated Wave 8 stuff is Clone Wars... well that might not have anything for Rebels). 2 Stasy and DunaMoose reacted to this Quote Share this post Link to post Share on other sites
NewGandhi 172 Posted March 28, 2019 I'm curious, what impact the imperial two ships will have on worlds. It's been around for a while, so people there should be prepared to face one of the many variations. Perhaps the answer / counter lays in plain sight -it's just a few days away 1 Akhrin reacted to this Quote Share this post Link to post Share on other sites
Truthiness 5,707 Posted March 31, 2019 (edited) I made a minor error while copying the data sheet for @geek19. The old link will take you to the spreadsheet I gave to geek to work on Worlds data. The link for Regionals data is now here . I'll edit the OP as well. Edited March 31, 2019 by Truthiness 2 geek19 and Rimsen reacted to this Quote Share this post Link to post Share on other sites
EbonHawk 1,246 Posted March 31, 2019 On 3/26/2019 at 1:52 PM, IronNerd said: Preferably nerfs for Aces rather than buffs for generics. Squadrons do not need to be more powerful. Imp squads need the nerf not Rebels, they have far too many titles and cards that buff squads, with squads that already have the best synergy in the game. Rudor/Ciena/Dengar/Howlrunner/Mauler/Soontier etc etc A Tie Ace Pryce ball can pretty much wipe anything out it's way, plus it has the movement officer which can proc the splash damage guy (mauler is it?) multiple times, Squall is like a free FCT, they have an equivalent to Adar in Jendon, and the Relay is better. Not saying it's unbeatable, I just beat a Tie ball tonight, but god the work you have to put in just to scrape buy, and even then I lost all my squads going for the win. IMHO: It very much feels like Imps getting a lotta love in recent waves, while Rebels seem to bear the brunt of a lot of the nerfings... Their squads just haven't seen the same power loss rebels have, and I would say Imp squads have been the premier of squads for a good couple waves now. I am looking forward to the coming release of Reb in the Rim, hopefully some of the issues will be addressed 1 DunaMoose reacted to this Quote Share this post Link to post Share on other sites
DunaMoose 92 Posted March 31, 2019 (edited) 14 hours ago, EbonHawk said: Imp squads need the nerf not Rebels, they have far too many titles and cards that buff squads, with squads that already have the best synergy in the game. Rudor/Ciena/Dengar/Howlrunner/Mauler/Soontier etc etc A Tie Ace Pryce ball can pretty much wipe anything out it's way, plus it has the movement officer which can proc the splash damage guy (mauler is it?) multiple times, Squall is like a free FCT, they have an equivalent to Adar in Jendon, and the Relay is better. Not saying it's unbeatable, I just beat a Tie ball tonight, but god the work you have to put in just to scrape buy, and even then I lost all my squads going for the win. IMHO: It very much feels like Imps getting a lotta love in recent waves, while Rebels seem to bear the brunt of a lot of the nerfings... Their squads just haven't seen the same power loss rebels have, and I would say Imp squads have been the premier of squads for a good couple waves now. I am looking forward to the coming release of Reb in the Rim, hopefully some of the issues will be addressed To me the Reb squads are too expensive and their aces are extortion... Edit: Ok, VCX-100s, YT-2400s, Lancers, Scurrgs, A-wings, Z-95s, and E-wings are the only good Reb squads...(as generics) Edited March 31, 2019 by DunaMoose 1 EbonHawk reacted to this Quote Share this post Link to post Share on other sites
Church14 2,495 Posted March 31, 2019 2 hours ago, DunaMoose said: To me the Reb squads are too expensive and their aces are extortion... Taking a stab at it, it seems like scatter was undervalued when designing squads. Though that isn’t even fair. It is more that some impressive anti-squad ship upgrades have finally come along and scatter aces are much better off against flak. 2 EbonHawk and DunaMoose reacted to this Quote Share this post Link to post Share on other sites
Tokra 2,147 Posted March 31, 2019 7 hours ago, EbonHawk said: Imp squads need the nerf not Rebels, they have far too many titles and cards that buff squads, with squads that already have the best synergy in the game. Rudor/Ciena/Dengar/Howlrunner/Mauler/Soontier etc etc A Tie Ace Pryce ball can pretty much wipe anything out it's way, plus it has the movement officer which can proc the splash damage guy (mauler is it?) multiple times, Squall is like a free FCT, they have an equivalent to Adar in Jendon, and the Relay is better. Not saying it's unbeatable, I just beat a Tie ball tonight, but god the work you have to put in just to scrape buy, and even then I lost all my squads going for the win. IMHO: It very much feels like Imps getting a lotta love in recent waves, while Rebels seem to bear the brunt of a lot of the nerfings... Their squads just haven't seen the same power loss rebels have, and I would say Imp squads have been the premier of squads for a good couple waves now. I am looking forward to the coming release of Reb in the Rim, hopefully some of the issues will be addressed Adar tallon? Yavaris? toryn far? Gallant haven? Ten numb? Dutch? Biggs? Imperials might have the cheaper squadrons, but in kind of synergy and support the rebells have more. The rebels just need ships for it, while to big imperial synergy is coming from squadrons. The imperials have the good scatter against ships. So they can stay in the flak a bit better, unless they in two flak arcs. 6 2 LordCola, Snipafist, Norsehound and 5 others reacted to this Quote Share this post Link to post Share on other sites
EbonHawk 1,246 Posted March 31, 2019 1 hour ago, Tokra said: Adar tallon? Yavaris? toryn far? Gallant haven? Ten numb? Dutch? Biggs? Imperials might have the cheaper squadrons, but in kind of synergy and support the rebells have more. The rebels just need ships for it, while to big imperial synergy is coming from squadrons. The imperials have the good scatter against ships. So they can stay in the flak a bit better, unless they in two flak arcs. Tallon - Jendon Gallant Haven, Yavaris all nerfed.... threat range unequal to imps Ten Numb - Speed 2 and rarely scores his hit, meanwhile Mauler can splash damage you twice per turn all game even if engaged without having to rely on Toryn (much much better) and Dutch and Biggs are nice yes, but I stick to my OP, Imps just have better squads and synergy atm plus nearly every Rebel Gimmick has been given to the Imps in unique cards or just new general cards... AKA Jendon, Mauler, Squall, Flechettes being basically Dutch Don't get me wrong I love the game, and love playing it, can't wait for the new release but Imps Rn are in a similar power creep to how Rebels were under original Rieekan... 1 Rimsen reacted to this Quote Share this post Link to post Share on other sites
EbonHawk 1,246 Posted March 31, 2019 6 hours ago, Church14 said: Taking a stab at it, it seems like scatter was undervalued when designing squads. Though that isn’t even fair. It is more that some impressive anti-squad ship upgrades have finally come along and scatter aces are much better off against flak. I agree, trouble is I find is flak is usually it doesn't matter, unless you brought Ordnance Pods or it's a dedicated ship like a GR-75 you just simply wont be using Flak if you're in a ship battle. and even then we have to assume the player has managed to not only get 1 squadron in double arc of a ship but also hope a friendly squad is around to finish it off, otherwise 1 scatter and brace will be spent max, and the scatter comes back next turn... You have to be sure really of 3 hits going into that squadron.... and then after that if your squadron did get a hit off it gets anything from counter 2-4 back... If anything could use a 2.0, imo it would be squads 1 Formynder4 reacted to this Quote Share this post Link to post Share on other sites
Rimsen 1,428 Posted March 31, 2019 2 hours ago, EbonHawk said: Tallon - Jendon Gallant Haven, Yavaris all nerfed.... threat range unequal to imps Ten Numb - Speed 2 and rarely scores his hit, meanwhile Mauler can splash damage you twice per turn all game even if engaged without having to rely on Toryn (much much better) and Dutch and Biggs are nice yes, but I stick to my OP, Imps just have better squads and synergy atm plus nearly every Rebel Gimmick has been given to the Imps in unique cards or just new general cards... AKA Jendon, Mauler, Squall, Flechettes being basically Dutch Don't get me wrong I love the game, and love playing it, can't wait for the new release but Imps Rn are in a similar power creep to how Rebels were under original Rieekan... How do you splash twice in 1 turn with Mauler?! Also, you are so keen on Imp sauad synergy. Guess what happens with the synergy if a crucial squad falls out? All falls apart.... So it's far from catastrophic... Especially that for 2 years Riekan aces dominated the meta... 3 Formynder4, The Jabbawookie and LordCola reacted to this Quote Share this post Link to post Share on other sites
Chrpica 8 Posted March 31, 2019 (edited) 1 hour ago, Rimsen said: How do you splash twice in 1 turn with Mauler?! Dengar has Intel which makes anything at range 1 have Heavy, so Mauler can move while engaged. Fighter Control Teams activates, letting it move for splash 1. When it's activated it moves again, and there's splash 2 plus a shot. My guess is if they do anything they'll errata the effects to squads that haven't been activated, but to get double taps off you do need to build for it, so I'm alright with it (even though it bashed me at Worlds). Edited March 31, 2019 by Chrpica Updated for accuracy. Quote Share this post Link to post Share on other sites
Ginkapo 9,382 Posted March 31, 2019 3 minutes ago, Chrpica said: Dengar has Intel which makes anything at range 1 have Heavy, so Mauler isn't engaged. Still engaged 1 1 Chrpica and Rimsen reacted to this Quote Share this post Link to post Share on other sites
Chrpica 8 Posted March 31, 2019 1 minute ago, Ginkapo said: Still engaged Ah, you're right. They're just able to move with heavy, so the double tap only works on an activation Mauler moves in. Derp moment. Quote Share this post Link to post Share on other sites