Now, the key to a successful post is to ensure that your headline
GRABS your readers and makes them want to read it. This post originally
came about as a result of me noticing something with a few of our local
players, and I felt this was worth developing into, if not an article,
well, a thinkpiece at the very least.
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Don't look like trash when they're looking like class |
So,
let's first talk about what I'm talking about. The common refrain
online when people ask about a list or how to beat it is for someone
with experience in the game to yell "git gud, scrub!" at them. In the
Armada community/forums, it's become a running joke in that no one
actually means it (well, I haven't encountered someone who wasn't using
it sarcastically as a response). So your attempt to figure out some
sort of deeper aspect of the game is being told to try harder; THEY (the
person you're asking) can beat it, why can't you? (Aren't you glad you
asked for help?)
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Doctor Vader has a prescription for you being so dang whiny |
But the reason I bring that all up is
to point out a fact or two with regards to Armada. It is NOT an easy
game. You can (and I have!) lose on deployment. You can lose when a
better/more polished list than yours goes up against you. You can lose
when a better PLAYER goes up against you. You can lose when multiple
things happen, some of them completely out of your control, some of them
in your control. How do you learn from losing?
Well, let's all thank Eric for both writing this previous article and letting me reference it!
Consider
this article a continuation/a part 2. The reason I write this post is
that I've seen several of our local players try something new (squadrons
they haven't used before, like Phantoms or TIE Bombers) or a new ship
for them (Raiders? Hammerheads? Is John referencing Hammerheads? YOU
KNOW HE IS!!!) and it either fails or doesn't perform as expected or
your opponent's dice rolled hot or yours were cold, or what have you.
Something went bad, and you either lost, or the
ship/squadron/objective/commander failed you/what you needed it to do.
Let's
pull a few examples here. I CAN build my Hammerheads to have both
Flight Controllers and Expanded Hangar Bays to throw 2 squadrons with an
extra blue dice. Aw yiss, time for killing.
Truthiness tried this, it did not work. I appreciate his efforts enough to not try them.
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And then I stole the ways that did. |
Furthermore,
I can build my Liberty LMC80 to fling 4 squadrons with those Flight
Controllers again. Awww yiss, twice the squadrons, everything's gonna
be great! (It steers like a slightly better VSD, I can already tell you
not to do that). Theoretically, you can build Yavaris to turn on a dime
(Nav Teams), fire 4 red dice out the front (Spinal Armaments) and
ensure that those dice do solid damage (Intel Officer). But WHY did you
build it that way? You can build your ships badly. That is a thing
you can do (and I have! More often than I care to disclose!). And that
may cause losses. Learning to recognize that is a good skill, and it's
one thing that Eric and I try to do with a fair amount of the articles.
"I tried the Assault Pelta as a short range black dice brawler with
Engine Techs! It was very bad, don't waste a game doing this." If that
helps you, then I've done my job well (as much as I can call me not
getting paid to write this a job). The task I had assigned that ship
(Carrier Hammerhead/Liberty, extra murdery FROM THE SHIP Yavaris
(instead of from squadrons)) was not the best way to get the best use
out of that ship. This is why my common comment is to improve something
that a ship is good at instead of fixing it's "issues" and why I don't
recommend putting Enhanced Armaments on a Nebulon B (beyond the expense,
of course)
Sometimes, though, you can build
everything right, bring a great list, and you may still lose. The key
is identifying those moments and understanding WHY you lost. Maybe you
got outplayed? Maybe your opponent has seen this build or trick of yours
before, and has learned what to do in order to counter it? Maybe you
deployed too fast, too slow, deployed things in a way that your opponent
could exploit the way you set things up (Example: putting Demolisher
down first in the middle of the board against an Ackbar list, so I
deploy sideways in order to side arc you). Maybe your opponent is
incredibly cautious until he's suddenly NOT cautious, wrecking the trap
you were setting for him. Again, read Eric's article (
I link to AGAIN!)
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I will make as many Roadhouse jokes as I can. |
What
am I talking about here? Well, the easy example here is that I want to
say that several of our locals were trying some builds out before they
settled on their current Regionals lists. I want to encourage them (and
you, Constant Reader!) to experiment, to try some new things. A few of
our guys were trying some Sloane builds before they settled on their
lists, and either they ran into my squadrons fleet (which was designed
to fight squadrons and end that fight first) or Eric's Regionals fleet
(which, also, was designed to fight squadrons). Not a great environment
to learn in or test something in.
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In this case, the forge represents Raider flak. |
However,
Eric and I have both lost games at Regionals to Sloane lists we hadn't
expected (Eric from a list he wasn't expecting, me because I neglected
to prep for it, herp derp derp). This post is me encouraging them (and
you readers!) to keep trying things. Don't base assumptions around one
or two games; it takes me at least 5 games before i know a list and if
it's good or not. Coincidentally, this is also why any updates to the
blog are going to take a solid month or two for the Wave 7 stuff; we're
getting this stuff the same day as you and working on learning
everything from there. It all LOOKS good, and we'll have to see how it
performs in game. And related to that, sometimes you
have to try something a few times to get the subtleties to it.
There's
always some solid builds that by this point people have settled on and
don't need experimentation; the standard Yavaris build with Flight
Commander and Fighter Coordination Team, the standard Ordnance Experts,
Demolisher, and Ordnance Upgrade on the first Gladiator you add to a
list, etc. But! We have the 7th fleet/Mon Cal Expeditionary Force
coming out in Wave 7. Admo might NOT be the default title you shove
onto your MC30 if you can ensure you're going to be able to stay alive
with it and get something out of those MC30s. Maybe you want to try out
the 7th fleet title with 2 Gladiators and an ISD to ensure that you
just keep preventing damage. And maybe that idea works! And maybe it
doesn't!
Eric and I are of the opinion that there are
very few bad cards in the game. I can name exceptions, but that's not
what this article is about. What it IS about is that while some of
these are specialized, it might take a bit of work to get to that point.
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One inch punch, if you're a fan of Kill Bill 2 |
Armada
is not a game where you can be given a list and succeed. Not to be a
snooty snoot, but you can give some of the best Magic players in the
world a championship deck, a 5 minute explanation of how it works, and
they can probably win with it. You certainly CAN give me Eric's
Regionals list, and I CAN see how it's supposed to run. I don't have
the time in RIGHT NOW to consistently win with it. But if I wanted to?
I'd be devoting the time to it to get good with it, but it'd still take a
solid 25-30 games (IF I had ever played Imperial. For me, it'd
probably take at least a solid 50 extra to change my Rebel ways, haha)
to get anywhere near close to UNDERSTANDING the list. Eric's been
running that thing for a solid year at least. I'm probably NEVER going
to get his level with HIS list.
But I've seen what those Raiders can do, man. I know the fear of that list.
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Nuke that list from orbit, it's the only way to be sure. |
Because
he's practiced with it. Because he's learned what the list can and
can't do. He knows what Raiders are good at and what they aren't, what
dice rolls they can and can't survive from what ship's arcs and ranges.
And it's the same thing with (general) squadrons, black dice ships, new
ISD builds, that MC75 I'm getting, Obi-Wan Kenobi, Mandalorian fighters,
heck, it's the entire reason I took Leia and Hammerheads to Regionals.
You NEED to practice with a thing to get good with it. If you think the
build on your ship is good (and if you have a good community of players
and friends, they can offer some tips on either making it better or
streamlining it/scrapping it (Flight Controllers Liberty)), then you
need to try it out again. Go out there, give it a shot. Try.
Challenge some of your assumptions, but understand WHY you're
challenging them. And as Alfred said:
But
if you give up on something because it lost the first game you played
with it without understanding WHY it lost you that game? That makes you
the TRUE SCRUB. Understanding WHY your list lost and why your ship didn't contribute like you think it did is the best way to start getting actually good at Armada.
Another good article, you sum up the pain and pleasure of Armada really well.
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