Star Wars Armada Tactics : Double Large Flying

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  • เผยแพร่เมื่อ 16 ก.ค. 2024

ความคิดเห็น • 20

  • @brynwilliams8416
    @brynwilliams8416 2 ปีที่แล้ว +2

    I really like this kind of content! Alot of strategy guides amount to "take these upgrades and fly casually" without going much further. These visuals and how to fly are awesome!

  • @Mr_Pr1me_M1n15t3r
    @Mr_Pr1me_M1n15t3r 2 ปีที่แล้ว

    So Good!

  • @Raymondt81
    @Raymondt81 2 ปีที่แล้ว

    Thnx man!

  • @markstenquist2315
    @markstenquist2315 2 ปีที่แล้ว +1

    In your second scenario with the staggared ships, I'd rather take the right ship to speed 0 for a turn and simply switch the positions for an easier flanking maneuver that doesn't put 1 ship out in front of the other. Start speed 1 both ships and go to 0 on the right and 2 on the left, and keep naving/passing tokens to keep them where you want to go.
    In the shown scenario, you may end up side by side, but that's still 2 turns that one of the is in front of the other with no cover/buddy.

    • @squirrelman4000
      @squirrelman4000  2 ปีที่แล้ว +3

      speed 0 is risky, onagers, aggressive Cymoon, Patriots Fists, and speed 4+ squad wings can easily punish you on turn 2 if you get caught at speed 0. I do not advice "activation locking," your self by going to 0 and forcing that ship to activate early so as not to get hit with no tokens. Also at speed 0 you don't get to turn at all, often preventing front firing ships from getting guns on target at all. If it works for you that's cool but I don't recommend speed 0 unless there is a very specific situation it is used for, which I would not cover in a general guidelines video

    • @markstenquist2315
      @markstenquist2315 2 ปีที่แล้ว +1

      @@squirrelman4000 Yeah, you need to judge your opponent, but a speed 0 turn 1 maneuver can also save your positioning when trying to keep a gun line moving in swinging door formation. I don't recommend past turn 1 either for the reasons you listed, but it allows for deployment adaptability to recognize it as an option.

  • @ThePoliticalTroll
    @ThePoliticalTroll 2 ปีที่แล้ว

    hey ewok, your content has been great! I'm a rebel only player and have been feeling really constrained in list design. So many of our ships just feel very anemic compared to SPHATs, patriot fist, and onager. any advice?

    • @squirrelman4000
      @squirrelman4000  2 ปีที่แล้ว +2

      Speed to avoid large portions of the enemy is key. I honestly dont fly anything slower than speed 3 in a tournament unless I am goofing off.

    • @ThePoliticalTroll
      @ThePoliticalTroll 2 ปีที่แล้ว

      @@squirrelman4000 that feels a bit disapointing, lol. Every list starting with 1+ float and 1+ TRC90s is getting a bit samey.

    • @fredrichedlund6013
      @fredrichedlund6013 2 ปีที่แล้ว

      The ISD is the obvious and most common choice for these tactics, but how would you use for example any of the rebel larges for these tactics?

    • @xavrikxify
      @xavrikxify 2 ปีที่แล้ว

      @@ThePoliticalTroll I have been having a lot of luck with Rebel Swarm. Corvetters, Nebulon-Bs, and a lot of squadrons (Specifically with Hera). General Cracken is great with these swarms, because as the rebels you need to get in fast and keep moving fast.

    • @ThePoliticalTroll
      @ThePoliticalTroll 2 ปีที่แล้ว

      @@xavrikxify yeah, that stuff all works but none of our larges really do.

  • @Raymondt81
    @Raymondt81 2 ปีที่แล้ว +1

    Would you reccomment a double providence + 2 flottilla TF or mar tuuk build for CIS?
    I see alot of ISD2-ONAGER builds so i was wondering would it work with CIS

    • @squirrelman4000
      @squirrelman4000  2 ปีที่แล้ว +3

      No, Providance has a hard time projecting force. It is pretty short ranged for its points. I think 1 and a cast of supports hardcells or a Recusant would be preferable to double Prov. unless you are trying to points fortress with them and win with squads

  • @richmcgee434
    @richmcgee434 2 ปีที่แล้ว

    Nah, Separatist Recusants still require some attention to fly well. Not because of their arcs matter so much as because they're too fragile to take the beating of a proper large ship and really need to leverage their (quite decent) movement to avoid getting jammed up and shot to pieces before they've paid for themselves. If you just bumble along without thinking about what's going to be shooting you from what angles those broad arcs on a large base let the enemy concentrate on one facing and wreck you faster than they should. Even Patriot Fist needs a bit of thought to keep the best possible target well out of close range.

    • @squirrelman4000
      @squirrelman4000  2 ปีที่แล้ว

      Its not brainless but it is just as tough as a Vic 2, which is the exact same points, counter play for small ships looking to face it are basically non-existent due to the huge dice pool, with blues, in an almost 300 degree arc...

    • @richmcgee434
      @richmcgee434 2 ปีที่แล้ว +1

      @@squirrelman4000 Agreed, I'd rather fly a Rec than a Vic against most small ships, and the Fist is particularly silly against them for the cost. You can still get in trouble fast if you're not thinking ahead though. "Tough as a Vic" isn't the highest bar in the game, and if you aren't careful that big base and broad arcs can be leveraged against a Rec.

    • @squirrelman4000
      @squirrelman4000  2 ปีที่แล้ว +1

      @@richmcgee434 all the things you are saying make the Rec hard to use are true of all large base ships. These do not make the argument of why it is justified for the Rec to have the arc lay out it does, the only large with 3 clicks at speed 3, and until the Rebel Prov. the only large base with a native Evade. all that on the same platform, for 85 points, which is the same price you pay for the Vic 2, the ASF Mk2 A is slightly less, the Muni is only 15 points less than it, MC 80 Star Cruisers at 96, MC 75 Ord. Cruisers at 100... Do you really not see that the ship is undercosted compared to most ships similar to it? As if the ships raw stats were not enough, PF title not only adds dice but adds dice color that aid reliability and accuracy. Throwing blue dice at long range is so powerful that D. Caps had to me made a discard card, yet for an additional 3 points its ok to let PF add blues every single turn off a better platform and not even take up a Of. Ret. slot?

    • @richmcgee434
      @richmcgee434 2 ปีที่แล้ว

      @@squirrelman4000 Bitching at me doesn't change a thing, pal. Congrats, you win teh internet by making me disengage with your psycho rant.

  • @shaungreenwood4808
    @shaungreenwood4808 2 ปีที่แล้ว

    This is going to really help with my 1726 Patriot Fist list.