Yup, like I already said, I understand 'Standard Critical Effects' of dealing a face up damage card if hull damage is sustained by the victim of a ship attack.
What no one has commented on (and I've found a few reddit / FFG threads with conflicting opinions) is whether or not 'Non-Standard Critical Effects' (those generated by upgrade cards with specific colored dice critical effects requirements) occur if the victim absorbs all damage from the attack via the victim's shields or not.
Yup, like I already said, I understand 'Standard Critical Effects' of dealing a face up damage card if hull damage is sustained by the victim of a ship attack.
What no one has commented on (and I've found a few reddit / FFG threads with conflicting opinions) is whether or not 'Non-Standard Critical Effects' (those generated by upgrade cards with specific colored dice critical effects requirements) occur if the victim absorbs all damage from the attack via the victim's shields or not.
But I commented specifically on that. And it was just quoted.
The ONLY reason the Standard Critical Effect requires a hill damage, is because that is part of the effect--requiring a damage card so that it can be dealt face-up. That isn't a requirement of Crits in general, but rather it is part of the specific crit-effect text on the Standard Critical Effect.
All that is required for any Crit to be activated is the Crit symbol showing on a die--that's it. In the case of a Standard Critical Effect, it can technically be activated without hull damage--but it just fizzles because there are no damage cards bein dealt that can be face up.
Can a 'Non-Standard Critical' take effect if the victim takes no damage via shields and / or 'Defense Tokens'?
If so, can a 'Non-Standard Critical' take effect prior to 'Defense Tokens' being spent, and in the case of ion weapons, prevent the victim from activating defense tokens to begin with?
Can a 'Non-Standard Critical' take effect if the victim takes no damage via shields and / or 'Defense Tokens'?
If so, can a 'Non-Standard Critical' take effect prior to 'Defense Tokens' being spent, and in the case of ion weapons, prevent the victim from activating defense tokens to begin with?
...are you just not reading my posts? I'm really confused here. I've addressed all of that in posts on the previous page.
1) Crits do not require any damage be dealt to the hull.
2) ALL Crit effects happen AFTER tokens are spent.
Can a 'Non-Standard Critical' take effect if the victim takes no damage via shields and / or 'Defense Tokens'?
If so, can a 'Non-Standard Critical' take effect prior to 'Defense Tokens' being spent, and in the case of ion weapons, prevent the victim from activating defense tokens to begin with?
The only requirement for a crit taking place is to have a dice that triggers it come step 5 isn' it?
Also thanks for pointing out that thing where APT does two damage. The wording on some of the Armada rules is way denser and less intuitive than the X-Wing ones.
Can a 'Non-Standard Critical' take effect if the victim takes no damage via shields and / or 'Defense Tokens'?
If so, can a 'Non-Standard Critical' take effect prior to 'Defense Tokens' being spent, and in the case of ion weapons, prevent the victim from activating defense tokens to begin with?
1) Yes.
2) No.
Thank you, it's incredibly confusing to determine the sequence of events to the point that I stumbled upon this:
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Question.
So ships shoot twice so long as they are from different arcs (or that have that one upgrade to shoot twice from the same arc but at different targets.) Does shooting at fighters count as one of these two attacks?
So ships shoot twice so long as they are from different arcs (or that have that one upgrade to shoot twice from the same arc but at different targets.) Does shooting at fighters count as one of these two attacks?
It does, but you get to attack ALL fighters in the chosen arc that are in range.
+1
Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
Played two games of Armada today against my friend. Won both as the Imperials. Will spoiler for length.
First list was every ship I own with Vader commanding and it went almost terribly. Here is the list. He was running a lot of fighters, B-Wings, Y-Wings, and some X-Wings and having little to use against those I was pretty afraid of them. He ran the MC80, Yavaris, and a Corvette commanded by Rieekan.
I went first and I picked to play Hyperspace Assault, he chose Yavaris and three X-Wings to jump in. Deployment ended up being probably my biggest issue. I kind of ended up spreading things out because I was concerned about just having Yavaris come in behind EVERYTHING and just wrecking my shit. I had the ISD all the way on one side, the Raider in the middle, and the Glad and VSD together on the right. Basically I wanted to have a decent amount of anti-fighter options regardless of where he decided to warp in. The problem is that even at max speed the Glad and VSD don't move fast enough. When he eventually jumped in, the ISD ended up just taking on all three ships alone, which it was actually pretty capable of doing.
The ISD and Home One rammed each other head on basically, just pouring damage into each other. I wasn't head on enough to avoid getting hit from his side arc and the ships traded blows until the ISD succumbed, with some additional poking from the Corvette and the Frigate. The Raider finally got into position behind the MC 80 (this takes a long time when the Raider isn't super maneuverable at 3 or 4 and you're avoiding getting one shot by the MC80) and the Gladiator came brazenly in at its side, the MC 80 was too busy using its two attacks on the ISD. The Gladiator finished off the MC 80 on it's next activation with front and side arcs leaving the Raider nothing to do. On the final two turns, the VSD FINALLY got into range of the fight and mostly finished off the the remaining ships with the Gladiator before the fighters could do too much damage.
Lessons learned going into the second game: the Raider is really meh. I did not get a good feeling from it. That list has too much shit going on with black dice. My thought was to rain hell with the ISD and let the other three get in close and really wreck shit. It was too hard to move them in quickly enough, although that could have changed drastically with better deployment. The three TIEs all got one shot by X-Wings and were wooooorthless. They were useful in tying up the other fighters for a little bit, but other than that, nothing. Definitely would have been nice to have Demolisher on the Glad.
I went with this. He went MC80, MC30, and two Corvettes, with two A-Wings all commanded by Ackbar. We played Contested Outpost this time, with me going first again. I really the obstacles to section off the field and funnel things towards one corner. It was basically a diagonal line from one corner of his set up area to a little past mid field towards the other side. He placed the Outpost at the end of this line I placed squadrons first to give myself to see how he was going to deploy. He ended up putting the Corvettes a little wide out to the flank and the MCs placed parallel aimed to my left, on the side of the outpost. The ISD and VSD teamed up, the ISD on the left edge of my deployment area, the VSD on it's right, to go basically straight at the MC80, the Gladiator coming in from the middle to either intercept the Corvettes or attack the rears of the MCs.
There was a gap between the two pointy Destroyers so he decided he would try to Ackbar slash them. This was a huge mistake it turned out, since the ISD and VSD just savaged the two ships with their front arcs with the gunnery teams. He eventually got his MC30 between the two ships, and the 80 was in front of the ISD, similar to the last game, able to front and side arc the ISD if he wanted. I think this was turn two, we were both moving the ships quickly. I activate the ISD, fearing it's impending death, or at the least crippling on the next turn. Home One is injured, no shields to the front or left sides.
I brace (figuratively) for my ISD to get just torn into by Home One. However, he activates his MC30 to hit both ships using the side arcs, living the Ackbar dream and then some due to Enhanced Armaments and a concentrate fire dial. After asking him what he was thinking, he said he didn't think it would survive another turn. Both ships survive, thanks to the ISD being just barely outside of black dice range. The MC30 then jets out of there moving at speed four. The VSD front and side arcs the MC80, finishing it off, getting through full shields and maybe four or five hull thanks to the power of Vader.
During this time, the Glad has been trading around with the Corvettes, mostly killing each other's shields. The next turn, still moving at four and not having a token or navigate dial, the MC30 actually flies off the board and he concedes. Which, honestly at this point it seemed like a foregone conclusion anyways, since the ISD would have turned around in the next turn or two to annihilate the Corvettes which were attempting to speed around to the rear of the fight.
Lessons learned: The ISD title is SO nice. The Gladiator title is also really nice. This is a more well balanced list overall, although the fighters were basically useless. I think fighters probably require going more all in, and as such I really need at least one more Imperial squadrons pack and probably rogues and villains. Also, I like the three ship list, but it's really expensive and is prohibitive from actual fighter play. I could be happy with an ISD and any other Star Destroyer I think. Two ISD does seem difficult to do point wise, but pretty awesome. Especially with Motti or something.
If anyone read that, thanks. Next time I'll try to remember to take some pictures! Feedback to those lists appreciated. I also made these lists in anticipation of grabbing Rogues and Villains and the Imperial squadrons pack if anyone wants to give advice for these: List 1. List 2.
I'll say that the Raider is amazing. My Raider-1 with Ordanance Experts and Expanded Launchers almost never rolls less than 7 damage, and often has an accuracy. But I also run Ozzel, who allows me to go from speed 4 to speed 2 in an instant.
Also, TIEs are super nice in packs. A group of 8-10 of them is incredibly deadly, even to ships. Toss in Rhymer and that can be a whole ton of blue dice thrown at medium range. But they're only good in numbers for anything other than just slowing other squadrons down.
As for Gladiators, I currently use one as a shield-battery/escort for my ISD, but I've been tempted to switch back from Projection Experts to Engine Techs to use it to lock MC80s down--ram into the very front then drop to speed-0, and then allow my ISD to rain down hell.
If you want an aggressive Gladiator, definitely consider Wulf + Engine Techs though, as you are super fast and agile, and can get right in people's faces. Wulf just allows you to infinitely Engine Tech, and it's amazing.
My biggest issue is constantly forgetting to use my Tractor Beams though. I lost a game tonight because I forgot to Tractor beam an Assault Frigate, and it was able to get JUST outside my front arc with 2 hull left in around 6. Would have been dead to rights at one less speed.
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ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
I'll say that the Raider is amazing. My Raider-1 with Ordanance Experts and Expanded Launchers almost never rolls less than 7 damage, and often has an accuracy. But I also run Ozzel, who allows me to go from speed 4 to speed 2 in an instant.
Also, TIEs are super nice in packs. A group of 8-10 of them is incredibly deadly, even to ships. Toss in Rhymer and that can be a whole ton of blue dice thrown at medium range. But they're only good in numbers for anything other than just slowing other squadrons down.
As for Gladiators, I currently use one as a shield-battery/escort for my ISD, but I've been tempted to switch back from Projection Experts to Engine Techs to use it to lock MC80s down--ram into the very front then drop to speed-0, and then allow my ISD to rain down hell.
If you want an aggressive Gladiator, definitely consider Wulf + Engine Techs though, as you are super fast and agile, and can get right in people's faces. Wulf just allows you to infinitely Engine Tech, and it's amazing.
My biggest issue is constantly forgetting to use my Tractor Beams though. I lost a game tonight because I forgot to Tractor beam an Assault Frigate, and it was able to get JUST outside my front arc with 2 hull left in around 6. Would have been dead to rights at one less speed.
It just seemed real vulnerable. I wish it's defense tokens weren't two evades that would be worthless once you're in close. Maybe just one evade. I think Ozzel would be really interesting for that, since part of the problem is that when it moves fast, it isn't very nimble, but it's nimble setting is all the way at two. Being able to rapidly change between the two speeds would help that out.
That's an interesting idea for a gladiator build, but it seems pretty expensive. I wonder if just having the engine techs so you could bank a move command and then really burst in a turn or two later would suffice.
The raider seems to be an escort for the fleet that doesn't need it.
You can roll lots of squadron dice and punish enemy ships that get close real good but you also can't really use it aggressively without risking it blowing the fuck up. Plus if you just wanted a black dice ship the Gladiator's right there for about the same price bracket.
The MC30c on the Rebel side is super comparable in what it can do but there it can punish aggressive gladiators and still take part in the lines of fire with it's red dice.
My group actually has the opposite opinion--unable to make MC30s work, while Raiders tear people apart.
Speaking of, I think I'm going to pick up a 3rd one to try this list:
Admiral Ozzel
ISD-1 with Tractor Beams and Navigation Officer
Gladiator-1 with Projection Experts and Wulf
3x Raider-1s with Expanded Launchers and Ordanance Experts
394 points with a good chance to go first, and enough activations to give Rebels a run for their money.
The thought is to hold back for a couple of rounds and then use Ozzel to push everyone to max speed and just crash into them, using the ISD like the wedge it is and splitting their forces and funneling them into a Raider/Gladiator meat-grinder on either side.
Just not sure how well an ISD-1 can actually survive. I've never flown a big ship without ECMs. Just have to hope the Gladiator can do enough shield-recharging to make it last.
I'm not sure I like only having six rounds after playing my first game. Nothing happened the first third of the game and no ship took a single damage card.
I'm not sure I like only having six rounds after playing my first game. Nothing happened the first third of the game and no ship took a single damage card.
Were you just playing with the Core set? No objectives?
The game is very much about the objectives, and not a death match most the time. And I think it's pretty thematic, as the Imperials are going to have reinforcements coming--the Rebels just can't stand toe to toe against them in the long run.
We played the core set scenario but with a random objective thrown in. The one about getting face up damage cards on opponents
I know it's not a deathmatch game, and I like that. It just felt like by the time the fight really got going, the game was half over already
Yeah, the core set can be like that. Once you get more ships involved, things start blowing up. But you'll still have games that are decided by who lost the most squadrons.
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ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
So here's a question: Who should be my commander in kind of a mixed Imperial list? Like maybe a single ISD + Glad and maybe a raider and or squadrons. I've been using Vader but he's kind of expensive. Screed doesn't seem to be like the greatest commander for the ISD 2 because I'd only be activating the standard critical effect instead of triggering crit cards, but is Screed still good enough? Should I just be rolling Motti or Tarkin or something?
Motti and Ozzel are both pretty decent and cheap. Remember Screed doesn't just give you a crit, he can increase the damage you do by turning 2 blanks into a crit. Tarkin's about the same cost as Vader, and he really shines when you have more ships, and higher command values on those ships, so he doesn't really fit well with a Glad and a Raider. Wouldn't hurt, of course, but may be too expensive.
Which I guess is a long way of saying it depends? But Motti is probably the best default if your fleet doesn't really require any of the others.
Bah humbug. I ordered online and just got an e-mail (five days after the fact) that they actually don't have any ISD's in stock. Though they're quite happy to keep hold of my money and just send it later.
So much for today being one of getting into armada with friends I suppose. Might be able to make it work if all the other ships show up but that'd be a heck of a delivery turn around.
I have a bunch of doubles of unique stuff since I ended up with two Core Sets (Rebel Side) and bought a ton of stuff. If anyone's interested in random cards / command dials / defense tokens / and or X-Wing Squadrons let me know I can trade or just unload this stuff.
So I haven't had the chance to use raiders yet, but due to their relatively small dice pool and small squadron value, the amount of upgrades you are putting on them could probably be better spent on more squadrons, or even another ship.
Ideally you would want a ship with a high squadron value to put things like extended hanger bay and flights controllers in.
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webguy20I spend too much time on the InternetRegistered Userregular
yea, unfortunately I don't have any gladiators, so I'd have to hop up to victories.
I don't know that there's any real point to taking one tractor beam. Your opponent can use navigate tokens to counteract it, and never really feel the effect. Once you get more than one, though, it becomes threatening.
Those raiders are very very expensive and fragile.
If you're putting Overload Pulse on your Raiders, why not Avenger on your ISD?
I would consider putting ECMs on the ISD, so your brace can't be completely counteracted by an accuracy.
You've got a lot of points in squadrons and squadron-boosting upgrades, but they're not really a fearsome force. I'd add Howlrunner, definitely. Consider an Advanced to help her (maybe Vader, he's devastating). Rhymer is always worth it, he can make your TIEs decent at anti-ship and your bombers excellent. Also, I think you need more bombers, at least 4.
1 Tractor beam is pretty useful. "Oh, they can just use Navigate tokens and ignore it" means they are taking Navigate every turn, which means they are not repairing or concentrating fire or commanding squadrons. That's a win in my book.
Yeah, I really wish they'd done two squadron packs for each faction with 4 stands of 2 different types in.
Something like Bombers/TIES and Adv/Interceptors for the Imps and A/B's and X/Y's for the Rebels. Just because squadron compositions tend to be something you do with about 2/3 types of ship in so buying just one pack will never really give you enough to fly what you want.
Could be worse though, could be anyone wanting to fly multiple fire sprays.
I flat out smoked the Empire with a Mon Mothma swarm list the other day and my buddy got a little frustrated about it. Anyone got links to lists or strategies for the Empire?
One thing he did I thought was silly was he ran a list with zero squadron support so my bomber just flew to his Imperial Star Destroyer rear arc and harassed him the entire game. (2) A-Wings, (2) Y-WIngs, (1) X-Wing, then (1)Wedge) just kept plinking away.
Then I shredded him a second time with Ackbar and 'Enhanced Armament' through a Corellian Cruiser, Assault Frigate, and all of the scoundrels.
Posts
What no one has commented on (and I've found a few reddit / FFG threads with conflicting opinions) is whether or not 'Non-Standard Critical Effects' (those generated by upgrade cards with specific colored dice critical effects requirements) occur if the victim absorbs all damage from the attack via the victim's shields or not.
But I commented specifically on that. And it was just quoted.
The ONLY reason the Standard Critical Effect requires a hill damage, is because that is part of the effect--requiring a damage card so that it can be dealt face-up. That isn't a requirement of Crits in general, but rather it is part of the specific crit-effect text on the Standard Critical Effect.
All that is required for any Crit to be activated is the Crit symbol showing on a die--that's it. In the case of a Standard Critical Effect, it can technically be activated without hull damage--but it just fizzles because there are no damage cards bein dealt that can be face up.
Can a 'Non-Standard Critical' take effect if the victim takes no damage via shields and / or 'Defense Tokens'?
If so, can a 'Non-Standard Critical' take effect prior to 'Defense Tokens' being spent, and in the case of ion weapons, prevent the victim from activating defense tokens to begin with?
...are you just not reading my posts? I'm really confused here. I've addressed all of that in posts on the previous page.
1) Crits do not require any damage be dealt to the hull.
2) ALL Crit effects happen AFTER tokens are spent.
1) Yes.
2) No.
Also thanks for pointing out that thing where APT does two damage. The wording on some of the Armada rules is way denser and less intuitive than the X-Wing ones.
Thank you, it's incredibly confusing to determine the sequence of events to the point that I stumbled upon this:
https://community.fantasyflightgames.com/topic/181567-do-you-have-questions-about-attacking-defense-tokens-and-critical-hits-read-this-first/
Coming from X-Wing makes it less intuitive than it's supposed to be, I think.
So ships shoot twice so long as they are from different arcs (or that have that one upgrade to shoot twice from the same arc but at different targets.) Does shooting at fighters count as one of these two attacks?
It does, but you get to attack ALL fighters in the chosen arc that are in range.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I went first and I picked to play Hyperspace Assault, he chose Yavaris and three X-Wings to jump in. Deployment ended up being probably my biggest issue. I kind of ended up spreading things out because I was concerned about just having Yavaris come in behind EVERYTHING and just wrecking my shit. I had the ISD all the way on one side, the Raider in the middle, and the Glad and VSD together on the right. Basically I wanted to have a decent amount of anti-fighter options regardless of where he decided to warp in. The problem is that even at max speed the Glad and VSD don't move fast enough. When he eventually jumped in, the ISD ended up just taking on all three ships alone, which it was actually pretty capable of doing.
The ISD and Home One rammed each other head on basically, just pouring damage into each other. I wasn't head on enough to avoid getting hit from his side arc and the ships traded blows until the ISD succumbed, with some additional poking from the Corvette and the Frigate. The Raider finally got into position behind the MC 80 (this takes a long time when the Raider isn't super maneuverable at 3 or 4 and you're avoiding getting one shot by the MC80) and the Gladiator came brazenly in at its side, the MC 80 was too busy using its two attacks on the ISD. The Gladiator finished off the MC 80 on it's next activation with front and side arcs leaving the Raider nothing to do. On the final two turns, the VSD FINALLY got into range of the fight and mostly finished off the the remaining ships with the Gladiator before the fighters could do too much damage.
Lessons learned going into the second game: the Raider is really meh. I did not get a good feeling from it. That list has too much shit going on with black dice. My thought was to rain hell with the ISD and let the other three get in close and really wreck shit. It was too hard to move them in quickly enough, although that could have changed drastically with better deployment. The three TIEs all got one shot by X-Wings and were wooooorthless. They were useful in tying up the other fighters for a little bit, but other than that, nothing. Definitely would have been nice to have Demolisher on the Glad.
I went with this. He went MC80, MC30, and two Corvettes, with two A-Wings all commanded by Ackbar. We played Contested Outpost this time, with me going first again. I really the obstacles to section off the field and funnel things towards one corner. It was basically a diagonal line from one corner of his set up area to a little past mid field towards the other side. He placed the Outpost at the end of this line I placed squadrons first to give myself to see how he was going to deploy. He ended up putting the Corvettes a little wide out to the flank and the MCs placed parallel aimed to my left, on the side of the outpost. The ISD and VSD teamed up, the ISD on the left edge of my deployment area, the VSD on it's right, to go basically straight at the MC80, the Gladiator coming in from the middle to either intercept the Corvettes or attack the rears of the MCs.
There was a gap between the two pointy Destroyers so he decided he would try to Ackbar slash them. This was a huge mistake it turned out, since the ISD and VSD just savaged the two ships with their front arcs with the gunnery teams. He eventually got his MC30 between the two ships, and the 80 was in front of the ISD, similar to the last game, able to front and side arc the ISD if he wanted. I think this was turn two, we were both moving the ships quickly. I activate the ISD, fearing it's impending death, or at the least crippling on the next turn. Home One is injured, no shields to the front or left sides.
I brace (figuratively) for my ISD to get just torn into by Home One. However, he activates his MC30 to hit both ships using the side arcs, living the Ackbar dream and then some due to Enhanced Armaments and a concentrate fire dial. After asking him what he was thinking, he said he didn't think it would survive another turn. Both ships survive, thanks to the ISD being just barely outside of black dice range. The MC30 then jets out of there moving at speed four. The VSD front and side arcs the MC80, finishing it off, getting through full shields and maybe four or five hull thanks to the power of Vader.
During this time, the Glad has been trading around with the Corvettes, mostly killing each other's shields. The next turn, still moving at four and not having a token or navigate dial, the MC30 actually flies off the board and he concedes. Which, honestly at this point it seemed like a foregone conclusion anyways, since the ISD would have turned around in the next turn or two to annihilate the Corvettes which were attempting to speed around to the rear of the fight.
Lessons learned: The ISD title is SO nice. The Gladiator title is also really nice. This is a more well balanced list overall, although the fighters were basically useless. I think fighters probably require going more all in, and as such I really need at least one more Imperial squadrons pack and probably rogues and villains. Also, I like the three ship list, but it's really expensive and is prohibitive from actual fighter play. I could be happy with an ISD and any other Star Destroyer I think. Two ISD does seem difficult to do point wise, but pretty awesome. Especially with Motti or something.
If anyone read that, thanks. Next time I'll try to remember to take some pictures! Feedback to those lists appreciated. I also made these lists in anticipation of grabbing Rogues and Villains and the Imperial squadrons pack if anyone wants to give advice for these: List 1. List 2.
Also, TIEs are super nice in packs. A group of 8-10 of them is incredibly deadly, even to ships. Toss in Rhymer and that can be a whole ton of blue dice thrown at medium range. But they're only good in numbers for anything other than just slowing other squadrons down.
As for Gladiators, I currently use one as a shield-battery/escort for my ISD, but I've been tempted to switch back from Projection Experts to Engine Techs to use it to lock MC80s down--ram into the very front then drop to speed-0, and then allow my ISD to rain down hell.
If you want an aggressive Gladiator, definitely consider Wulf + Engine Techs though, as you are super fast and agile, and can get right in people's faces. Wulf just allows you to infinitely Engine Tech, and it's amazing.
My biggest issue is constantly forgetting to use my Tractor Beams though. I lost a game tonight because I forgot to Tractor beam an Assault Frigate, and it was able to get JUST outside my front arc with 2 hull left in around 6. Would have been dead to rights at one less speed.
It just seemed real vulnerable. I wish it's defense tokens weren't two evades that would be worthless once you're in close. Maybe just one evade. I think Ozzel would be really interesting for that, since part of the problem is that when it moves fast, it isn't very nimble, but it's nimble setting is all the way at two. Being able to rapidly change between the two speeds would help that out.
That's an interesting idea for a gladiator build, but it seems pretty expensive. I wonder if just having the engine techs so you could bank a move command and then really burst in a turn or two later would suffice.
You can roll lots of squadron dice and punish enemy ships that get close real good but you also can't really use it aggressively without risking it blowing the fuck up. Plus if you just wanted a black dice ship the Gladiator's right there for about the same price bracket.
The MC30c on the Rebel side is super comparable in what it can do but there it can punish aggressive gladiators and still take part in the lines of fire with it's red dice.
Speaking of, I think I'm going to pick up a 3rd one to try this list:
Admiral Ozzel
ISD-1 with Tractor Beams and Navigation Officer
Gladiator-1 with Projection Experts and Wulf
3x Raider-1s with Expanded Launchers and Ordanance Experts
394 points with a good chance to go first, and enough activations to give Rebels a run for their money.
The thought is to hold back for a couple of rounds and then use Ozzel to push everyone to max speed and just crash into them, using the ISD like the wedge it is and splitting their forces and funneling them into a Raider/Gladiator meat-grinder on either side.
Just not sure how well an ISD-1 can actually survive. I've never flown a big ship without ECMs. Just have to hope the Gladiator can do enough shield-recharging to make it last.
I think I want to try a near fighter-less build with 2xISD-II and 2xRaider-1, just to see how it would play
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog
Were you just playing with the Core set? No objectives?
The game is very much about the objectives, and not a death match most the time. And I think it's pretty thematic, as the Imperials are going to have reinforcements coming--the Rebels just can't stand toe to toe against them in the long run.
I know it's not a deathmatch game, and I like that. It just felt like by the time the fight really got going, the game was half over already
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog
Yeah, the core set can be like that. Once you get more ships involved, things start blowing up. But you'll still have games that are decided by who lost the most squadrons.
Which I guess is a long way of saying it depends? But Motti is probably the best default if your fleet doesn't really require any of the others.
So much for today being one of getting into armada with friends I suppose. Might be able to make it work if all the other ships show up but that'd be a heck of a delivery turn around.
Commander: Admiral Ozzel (20 pts)
Flagship: (138 pts)
- Imperial II-Class Star Destroyer(120 pts)
- Relentless (3 pts)
- Captain Needa (2 pts)
- Gunnery Team (7 pts)
- Phylon Q7 Tractor Beams (6 pts)
Fleet Ship 1: (136 pts)- Imperial II-Class Star Destroyer(120 pts)
- Defense Liaison (3 pts)
- Gunnery Team (7 pts)
- Phylon Q7 Tractor Beams (6 pts)
Fleet Ship 2: (53 pts)- Raider I-Class Corvette(44 pts)
- Instigator (4 pts)
- Quad Laser Turrets (5 pts)
Fleet Ship 3: (52 pts)- Raider II-Class Corvette(48 pts)
- Impetuous (4 pts)
Squadrons (0 of 134 pts):Objectives: Advanced Gunnery , Fire Lanes , Superior Positions
Traaactor beeeams
Are there any fleet building webpages, and does anybody have recommendations?
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
http://nanotanks.pythonanywhere.com/
That one is good, the only downside is that it doesn't describe ships/upgrades/etc, so that can be a pain
The pictures take a while to load first time, but once they've loaded it's good.
Fleet Summary Page (399 of 400 pts)
Faction: The Empire
Commander: Admiral Motti (24 pts)
Flagship: (151 pts)
Imperial II-Class Star Destroyer (120 pts)
Relentless (3 pts)
Intel Officer (7 pts)
Gunnery Team (7 pts)
Phylon Q7 Tractor Beams (6 pts)
H9 Turbolasers (8 pts)
Fleet Ship 1: (71 pts)
Raider II-Class Corvette (48 pts)
Instigator (4 pts)
Flight Controllers (6 pts)
Expanded Hangar Bay (5 pts)
Overload Pulse (8 pts)
Fleet Ship 2: (71 pts)
Raider II-Class Corvette (48 pts)
Impetuous (4 pts)
Flight Controllers (6 pts)
Expanded Hangar Bay (5 pts)
Overload Pulse (8 pts)
Squadrons (82 of 134 pts):
2x Tie Bomber Squadron (18 pts)
8x Tie Fighter Squadron (64 pts)
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Ideally you would want a ship with a high squadron value to put things like extended hanger bay and flights controllers in.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Empire Fleet (375 of 400 pts)
Commander: Admiral Motti (24 pts)
Flagship: (136 pts)
- Imperial II-Class Star Destroyer(120 pts)
- Relentless (3 pts)
- Gunnery Team (7 pts)
- Phylon Q7 Tractor Beams (6 pts)
Fleet Ship 1: (48 pts)- Raider I-Class Corvette(44 pts)
- Impetuous (4 pts)
Fleet Ship 2: (48 pts)- Raider I-Class Corvette(44 pts)
- Instigator (4 pts)
Fleet Ship 3: (77 pts)- Victory I-Class Star Destroyer(73 pts)
- Boosted Comms (4 pts)
Squadrons (66 of 134 pts):Those raiders are very very expensive and fragile.
If you're putting Overload Pulse on your Raiders, why not Avenger on your ISD?
I would consider putting ECMs on the ISD, so your brace can't be completely counteracted by an accuracy.
You've got a lot of points in squadrons and squadron-boosting upgrades, but they're not really a fearsome force. I'd add Howlrunner, definitely. Consider an Advanced to help her (maybe Vader, he's devastating). Rhymer is always worth it, he can make your TIEs decent at anti-ship and your bombers excellent. Also, I think you need more bombers, at least 4.
I'd tweak it to something like this:
Commander: Admiral Motti (24 pts)
Flagship: (144 pts)
- Imperial II-Class Star Destroyer(120 pts)
- Relentless (3 pts)
- Intel Officer (7 pts)
- Gunnery Team (7 pts)
- Electronic Counter Measures (7 pts)
Fleet Ship 1: (57 pts)- Raider I-Class Corvette(44 pts)
- Impetuous (4 pts)
- Ordnance Experts (4 pts)
- Assault Proton Torpedoes (5 pts)
Fleet Ship 2: (57 pts)- Raider I-Class Corvette(44 pts)
- Instigator (4 pts)
- Ordnance Experts (4 pts)
- Assault Proton Torpedoes (5 pts)
Squadrons (112 of 134 pts):- 1x Darth Vader Tie Advanced Squadron (21 pts)
- 1x Major Rhymer Tie Bomber Squadron (16 pts)
- 1x Howlrunner Tie Fighter Squadron (16 pts)
- 3x Tie Bomber Squadron (27 pts)
- 4x Tie Fighter Squadron (32 pts)
Objectives: Precision Strike , Hyperspace Assault , Superior PositionsOrigin ID: Discgolfer27
Untappd ID: Discgolfer1981
Something like Bombers/TIES and Adv/Interceptors for the Imps and A/B's and X/Y's for the Rebels. Just because squadron compositions tend to be something you do with about 2/3 types of ship in so buying just one pack will never really give you enough to fly what you want.
Could be worse though, could be anyone wanting to fly multiple fire sprays.
One thing he did I thought was silly was he ran a list with zero squadron support so my bomber just flew to his Imperial Star Destroyer rear arc and harassed him the entire game. (2) A-Wings, (2) Y-WIngs, (1) X-Wing, then (1)Wedge) just kept plinking away.
Then I shredded him a second time with Ackbar and 'Enhanced Armament' through a Corellian Cruiser, Assault Frigate, and all of the scoundrels.
He rolled like shit that second game, but still.
Is there any sort of general tips to building a fleet that can help me construct something decent?
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog