Tuesday, July 4, 2017

Commander's Guide - Hammerhead Class Corvette

Onward to the other half of Wave 6, the Hammerhead Corvette.  Unlike the Quasar, the Hammerhead has seen some very important screen time in recent years, not only as the backbone for the reconstituted Rebels fleet, but also as the ship that blew up two Imperial Star Destroyers with one well placed ram (and some Y-Wing Ion Bomb help).  Without further ado...



Thursday, June 29, 2017

Phase 1: Preparation - The First Step to Winning

Today we will begin a more in depth look at the phases of an Armada game with what could only be seen as "Turn -1".  Everything up to the point where you turn your list into the Tournament Organizer, finalize it for a round of Corellian Conflict, or just reveal it to your opponent for a casual game.  Honestly, a large quantity of our discussions and articles revolve around this aspect of the game, because frankly this is where the "unknowns" are greatest and where the metagame, the game within the game, really is at it's fullest effect.

Where the journey begins.
Preparation - This is effectively Turn 0, before the game has even begun.  It begins when your last game ends.  It first is applied when you decide what fleet you are going to bring to the game, based on your play style and what you expect your opponents to field.  It continues as you learn your list, what you can reasonably expect from it, what you can gamble with it, and how to play it to maximize the utility.  It ends with your actual matchup and knowledge of what you are facing.

Key Advantages for this Phase:  Ability to Learn from Prior Mistakes, Knowledge of the Meta, Practice with Your Fleet.

Tuesday, June 27, 2017

The Idiot's Guide to Being Counter Meta


So you've finally come to your senses and realized this "meta" thing is a load of crap? Ready to try some crazy shit like Truthiness? Good. We crazy people have more fun. And isn't that what playing games is all about? So without further ado, I present my five step guide to being counter-meta.

Saturday, June 24, 2017

Wave 6 Upgrades - General Leia Organa: Commander

Two new commanders join in Wave 6, one for each side.  Let's take a look at one of them today and see what they each add to the mix.


Tuesday, June 20, 2017

Bold Predictions for the Wave 6 Meta

Wave 6 is upon us! I'll let Biggs dig down into the nitty gritty of all the new upgrades (he's really good at it). Instead, I'm pulling out my crystal ball to see where this wave will take the meta. It's time for some bold predictions!


Rieekan Isn't Going Anywhere
The Rieekan nerf is harsh. The fact that you only get one ship or squadron in a turn likely means ships will be prioritized for zombificaiton, taking a lot of Rieekan's punch out of the squadron game. But you know what? It's deserved. Since the inclusion of Biggs, the combined resiliency is just too much. Even with the nerf, he's still a very good commander that isn't going anywhere. Good Rieekan players will only require a slight adjustment to keep flying the Ace Holes. Ships are not usually at risk of death in turn 2, meaning that you can make a Rieekan zombie out of a squadron without worrying about needing it for a ship in the same turn. I think ramspam is likely to take a big hit and see less use (thank God), but the Ace Holes aren't going anywhere. It's a good thing, then, that wave 6 brings us the best Ace Hole counter yet.


Sloane will Flood Store Championships
Sloane's swarms are set to rip apart Ace Hole lists. Defense tokens will start getting thrown out very quickly and Rieekan can't keep all those zombie escorts around anymore. As with all things, though, people will figure out how to fight against Sloane. Her best squadrons, Phantoms and TIEs, are all quite fragile. Anti-squadron batteries will take a large toll, as will squadrons with counter. Shara in particular has "FUCK YO TIES" tattooed on her forehead. That's why I think that while Sloane will flood this latter part of Store Championships, she'll start to fade as we get toward Regionals season. That's not to say she won't be viable. We'll just see her use scaled back to sane levels, as opposed to the utterly insane levels I expect during Store Championships.


Flotilla Activations?
I'm torn on whether or not this wave will see any shift in the ubiquity of flotillas. We'll all heard the complaints about the game devolving into 2 regular ships and 3 flotillas (or worse, 1 big ship and tons of flotillas). The lifeboat nerf will help to a degree since it will force players to either get their commander into the fray or pay significantly more points to tuck them away in a corner. Sloane's ability will also be very good at pecking away at flotillas. 48 points of TIE Fighter attacks are enough to all but guarantee a flotilla kill. Other counters already in the game might also swing back into favor, such as Jonus or Home One. For the life of me, I don't understand how I'm not seeing more of Jonus. Still, the root causes of flotilla spam are still there: cheap activations. Until we have something that allows bigger ships to compete with 18-23 points for an activation, I'm not sure we'll see the meta break out of the flotilla funk we're in.


Leia will be a Force Ghost
Leia has the same problem as Tarkin: her ability is great, but she's far too pricey. If the tournament standard were 500 points, she'd be worth every penny in a well conceived and built list. As it stands, though, she's going to be very limited in her use. You might see the occasional fringe build made just for the express purpose of getting her on the table. The best build JJ and I were able to conceive is a Hammerhead Scout spam with DTTs. In theory you do a lot of concentrate fire spam. The question at that point, though, is why bother? You could take Cracken and TRC90s, pay around the same points, put out almost identical (and more consistent) firepower, and be more durable on top of it. It's sad to say that this version of Leia will be making the table just as much as the Grand Moff.



The Quasar will be Underappreciated
We've already seen the grumblings on the forums. Some are already calling the Quasar dead on arrival. The logic is you can command just as many squadrons with two Gozantis for less points and get an extra activation in the process. This ignores the fact that the Quasar can grab Flight Controllers and Expanded Hangars, adding a blue anti-squadron die to five squadrons (six with a token) at once. The value of that kind of alpha strike with squadrons cannot be understated. Imagine if those were six TIE Defenders. Yikes. This goes back to the quantity vs. quality of activation argument. The meta is obsessed with quantity right now, even though the quality of a Quasar squadron activation is absolutely worth the points and activation trade off. Excuse me while I go polish off some four activation lists with no flotillas...


The Hammerhead will Struggle to Find a Role
Don't get me wrong, I like the Hammerhead. At 39 points, the Torpedo Corvette with External Racks can dump a lot of firepower for very cheap. But at the end of the day, the Hammerhead is going to be rather niche. You might see a wolfpack of Task Force Organa Torpedo variants with External Racks prowling around for 40 points a pop, but I think that's about it. The Scout Corvette is little better than a downgrade from the CR90A that isn't cheap enough to warrant inclusion in all but the most carefully crafted builds.


Raider Renaissance
I think the Raider might be the quiet winner of this wave in the long term. External Racks are tailored made for the Raider I. They don't often get more than one good shot on a target, so External Racks give them a Clonisher-level front arc for a dirt cheap 51 points (including Ordnance Experts). The Raider II likewise gets another lease on life with Disposable Capacitors. While most of the attention has, rightfully, been focused on what this does for the VSD II, the Raider II's 3 blue dice pushed out to long range should not be underestimated. And once again, this Raider loadout only costs 51 points with Disposable Capacitors. If that's not enough for you, Ion Batteries could be an intriguing prospect that ups the damage a little bit more. We'll have to keep an eye out for future Ion upgrades that increase blue die damage. The Raider II could get really nasty.

Monday, June 19, 2017

Setting Things Up: Phases of a Fleet Engagement

Today we're going to stop looking at fleet builds and new cards and start a serious look at the different parts of a game of Armada.  Specifically, over several posts we will be looking at the different phases, what we see in each, and how each phase leads into the next.  Our goal today is to identify the phases and briefly describe each one, so that we have a background to go into greater detail in later articles.




Wednesday, June 14, 2017

Commander's Guide - Quasar Fire Class Carrier

Since Wave 1 we have had expensive battleships that could double as a carrier, and Wave 3 gave us the flotilla, a support ship that had the primary role of a pocket carrier, but never have we had an actual dedicated carrier ship.  Wave 6 fixes this for the Empire, but adding the Quasar Fire Class Cruiser-Carrier.