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The Art of War: Kenobi





Give Me a Minute...Obi-Wan Kenobi


Hey y’all! Just a heads-up: this piece meanders a bit as I explain my convoluted thought process, but it also doesn’t contain anything groundbreaking. So if you’ve got some time to kill and you’re interested in my thoughts, cool! If you don’t have time and were hoping for a TL;DR sort of situation, I’m afraid I’ve got nuthin’ for ya. So! We have lots of new stuff with which to experiment, which is great! But most of us don’t have the opportunities to test it all out. I’ve had my Clone Wars components as well as 1.5 upgrades since they dropped, and have not yet played with any of it.





To be clear, I’m not making light of a world-wide pandemic. There are way worse problems to have than “I can’t push plastic around a table as much as I’d like,” of course. But gaming is a big part of my work-life balance, and I’m pretty out of wack right now. Very little balance. Anyway, yeah, between not playing with the new stuff and not having a lot of opportunities to continue my on-going Palpatine experiment (especially in the wake of 1.5!), I’ve really just been messing around on the Armada Fleets Designer. And I’m having fun with new ideas! But they’re currently just that: ideas. So what am I writing about?


Basically, Obi-Wan is going on my list of on-going experiments (which now consists of Palpatine and Obi-Wan, so, not that long a list…). I’ll end up playing both CW factions the same way that I fly both GCW factions. But I’m also fairly certain I’ll play Republic more often than Separatists, the same way I’ve flown Imperial more often than Rebel for the past two or so years. I like Bail Organa more than Obi-Wan, if I’m being honest. Probably because I find him more interesting and his effect is easier to predict than Obi-Wan’s. But that’s sort of why Obi-Wan is going to be an on-going experiment for me: I want to see how much I can get out of him. I’m just gonna need you to give me a minute to figure him out.





As we don’t have much in the way of Republic ships at present, there aren’t a lot of different combinations to try with him. However, both starter ships can use him. I’ve run into a problem with this kind of effect in the past, though: I lean too hard into what a commander or upgrade can do, and it ends up being ineffective because I’ve built around it. For example, in a piece I wrote about Mon Calamari Exodus Fleet (MCEF), too much of my time trying out the title was focused on ALL THE ENGINEERING. But that doesn’t win matches, and it is rare that ALL THE ENGINEERING can actually keep pace with the damage being thrown at a ship. For instance, let’s say I’ve managed to max out a healing opportunity on an MC80: I’m sporting Engineering Team (+1 Engineering), MCEF (with another MC ship nearby; +2 Engineering), Redemption is within range (+1 Engineering), and then I’ve got another ship with Projection Experts (+2 shields) to boot. Great! With an Engineering dial and token, I’m looking at a whopping 10 Engineering points + 2 shields from Projection Experts. That’s crazy! I’m regenerating 7 shields, or healing 2 damage cards and 4 shields, or healing 3 damage cards and 2 shields + 1 shield move. Awesome. But that’s also a completely perfect setup that I’m unlikely to execute the vast majority of the time. At most, I’m negating 7 damage, but it’s possible I’m also only negating 5 damage. Happy to negate as much as possible, but there’s also a good chance that between this Repair and the next one, your opponent lands more than 7 damage on you. So all you’ve done is stem the tide. Anyway, my point is not to be down on healing. I’m all for it under the right circumstances. Same with damage mitigation (see my well-documented love of 7th Fleet Star Destroyer in other pieces I’ve written). It’s just a matter of understanding the limitations of healing as well as damage mitigation.


That’s where I’m at with Obi-Wan Kenobi. I really wasn’t a big fan at first. Especially because neither of these Republic ships have double Redirects. AND the defense token has to be healthy? Woof. But the more I talked to Gold Leader about it, the more he convinced me that Obi-Wan is far more effective than he seems. Geek19 breaks out some math in Cannot Get Your Ship Out (CGYSO), and I’m sure Steel Strategy’s Unnamed Blog will have something written up about him soon. In the meantime, listen to their Unnamed Podcast! Ultimately, you’re not looking to Obi-Wan to save all of your ships or make them invincible. If that’s what you want, you’re playing the wrong game. Damage mitigation (I’m talking straight-up mitigation, not forced rerolls and the like, such as Lando or Evade at medium-close range, etc.) is an expensive trait in Armada. Major Derlin is 7 points. Foreman’s Labor is 5 points, requires an exhaust, and also requires that you have a shield on that hull zone. 7th Fleet Star Destroyer is at least 10 points (5 per card, you need at least two copies), exhausts, and has to be fielded with fairly expensive ships (barring the Gladiator Star Destroyer). It’s something I like about this game (paired with the fact that there are no defensive dice to muddle odds beyond what attack dice will do): limited and conditional damage mitigation.




Just because I know I’m one doesn’t mean Imma stop...


So if I’m going on and on about the fact that Armada doesn’t support a game-breaking amount of damage mitigation, and that one shouldn’t lean too hard into it, why am I interested in exploring Obi-Wan? ESPECIALLY because he only affects ships in a faction that is heavily reliant on its squadrons. Like I said earlier, I haven’t figured it all out yet. But I do know that however I start messing with Obi-Wan, I will not be relying too heavily on his ability. It’s a buff, not a centerpiece of a fleet. It’s worth augmenting, and I agree with Geek that Expert Shield Techs (EST) are a great add to mitigate even more damage without that being “your thing.” You’ve used an Officer slot, sure, and each EST is 5 points, but you’re talking about preventing 2 damage with a healthy Redirect. There will be situations when this doesn’t work out (Accuracy blocking your Redirect, Intel Officer forces an early Redirect burn, etc.), but when it does work out, it’s gonna feel good.


Okay, so what else am I looking at combining with Obi-Wan at the moment?


Kit's Legit (95/394/400)

========================


Acclamator I-class (66 + 51: 117)

  • · Obi-Wan Kenobi (28)
  • · Expert Shield Tech (5)
  • · Clone Gunners (4)
  • · Flag Bridge (0)

-Boosted Comms (4)

  • · Ordnance Pods (3)
  • · Nevoota Bee (5)
  • · Take Evasive Action! (6)


Acclamator I-class (66 + 16: 82)

  • · Expert Shield Tech (5)
  • · Clone Gunners (4)
  • · Ordnance Pods (3)
  • · Implacable (4)


Armed Cruiser (37 + 15: 52)

  • · Expert Shield Tech (5)
  • · Projection Experts (6)
  • · Radiant VII (1)
  • · Munitions Resupply (3)


Armed Cruiser (37 + 11: 48)

  • · Expert Shield Tech (5)
  • · Projection Experts (6)


Kit Fisto (26)

Ahsoka Tano (23)

Kickback (16)

3 x BTL-B Y-wing Squadron (3 x 10)


Close-Range Intel Scan

Asteroid Tactics

Infested Fields


It’s all still theory at this point, as I said. But Nevoota Bee is obviously central to my plans, given that I’m fielding Y-Wings without Bomber Command Center (BCC). I’ve gone through the trouble of bringing Radiant VII, so why am I choosing Munitions Resupply over BCC? To fuel Clone Gunners. It’s not enough that Obi-Wan can work with ESTs and Projection Experts to keep Nevoota Bee alive; my ships and squadrons need to work together to do enough damage to kill things before they are able to get over my damage mitigation and healing buffs. All of my ships are a little rough when it comes to that last navigational tick, so a one-time use of Take Evasive Action (TEA) feels like it can be really important. Especially since I plan on pushing squadron commands, to say nothing of what promises to be a deluge of Raid tokens with Count Dooku likely to be a common opponent. The squadron make-up for this is weird. I’ve only got one escort in Kickback. So how do I protect those Y-Wings? Hopefully with Kit being really difficult to kill (between his native ability and Implacable), he can grant those Y-Wings Grit so opponents will have to double-down on locking up the bombers or risk them escaping. Ahsoka just looks like a lot of fun, and if she can move around (courtesy of her native Grit), I’m hoping she can push other squadrons into getting additional attacks as needed. Kickback being able to move around and ensure optimal positioning is something I’m counting on as well.





I’m really confident that this squadron build won’t work. It will need changes. Possibly a major overhaul. I might be trying to do too many things at once. But I won’t be sure where that’s the case and why until I try it out, hence my sticking with it.



All the Snips! (134/393/400)

===========================


Charger c70 (45 + 42: 87)

  • · Obi-Wan Kenobi (28)
  • · Expert Shield Tech (5)
  • · Reserve Hangar Deck (3)
  • · Fighter Coordination Team (3)
  • · Swift Return (3)


Charger c70 (45 + 15: 60)

  • · Expert Shield Tech (5)
  • · Reserve Hangar Deck (3)
  • · Fighter Coordination Team (3)
  • · Radiant VII (1)
  • · Parts Resupply (3)


Charger c70 (45 + 11: 56)

  • · Expert Shield Tech (5)
  • · Reserve Hangar Deck (3)
  • · Fighter Coordination Team (3)


Charger c70 (45 + 11: 56)

  • · Expert Shield Tech (5)
  • · Reserve Hangar Deck (3)
  • · Fighter Coordination Team (3)


Ahsoka Tano [delta] (23)

3 x Delta-7 Aethersprite Squadron (3 x 17)

5 x V-19 Torrent Squadron (5 x 12)


Opening Salvo

Fighter Ambush

Superior Positions




I don’t think she’ll break things the way Moralo could when he dropped, but I think she’s gonna be the linchpin in some mean builds.


I am much more confident in this build than the previous one. I think the Chargers each being capable of bringing back the Torrents can prove to be brutal to opponents who are also bringing squadrons. Each of those Chargers can also encourage Ahsoka to move and abuse her power, especially because she has a native Grit ability. Between those 9 (13ish, if we count maximization of Reserve Hangar Deck) squadrons, I’m pretty confident that I can win the squadron game. Admittedly, my squadrons can’t land a lot of damage on ships, but the Torrents are each throwing a black non-bomber, which is a 75% chance of damage with each attack. Ahsoka and all of the Aethersprites have a reroll on their blue anti-ship attacks, which will ostensibly help.


Each Charger can reduce 2 damage with a healthy Redirect use, and those four sporting Fighter Coordination Team means that, if I play it correctly, Ahsoka can give out as many as 5 additional attacks per turn. I’m not foolish enough to believe that I’ll be able to maximize that on a regular basis. But between being surrounded Escort units and having Grit, I’m hopeful that I can get good enough with her to really terrorize enemy squads. Can the Chargers do enough damage to kill my opponents? No idea! But I’m willing to give it a shot!


As is clear from my weirdo builds, I will absolutely need a minute to learn how I want to use Obi-Wan. But I am increasingly confident that his damage reduction, when wielded as a buff instead of an invincibility star, will result in some good results. I’ve seen Iden Versio save Raiders from certain doom when they’re moving fast enough. There’s a reason why Brunson’s cost was increased to 9 points; there’s a reason why Lando has given so many people headaches when he jumps out an airlock and messes with your dice. None of this makes our ships invincible. Not by any stretch of the imagination. But when (and I cannot possibly repeat this enough…) we use abilities like Obi-Wan’s as a buff and don’t rely on it to pull more weight than it feasibly can, I think that’s how we ruin opponents’ days.




I’m gonna need a minute alone, boys.


Anyway, give me a minute with him, would you? Once I’ve gotten to fly him some, I’ll refine some ideas and circle back around to specifics about how I think he flies best…


-IratePooka

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