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Phrosphor
Feb 25, 2007

Urbanisation

See neither of these places have spaces for people to play games. The one that does sell a bit of magic could get rid of their huge comic stand in the middle of the room and their weird glass display case with goth jewelry and 'wizard' knives and probably get 4 tables in.


Paper Kaiju posted:

At this point you should just order from CoolStuffInc. Good prices with free shipping at $100+, and there's no reason to pay MSRP supporting a store that's doing nothing to support the hobby.

http://www.coolstuffinc.com/main_search.php?pa=searchOnName&page=1&resultsPerPage=25&q=imperial+assault

Will give them a try if they do international shipping. Cheers.

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banned from Starbucks
Jul 18, 2004




Phrosphor posted:

weird glass display case with goth jewelry and 'wizard' knives

whoa Gamers Paradise still exists?

:rimshot:

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
So, just guessing here, but I expect to see an escort carrier in Armada eventually, with it havinga special rul that increases the fighter squadron limit to 50% instead of 33%. Thoughts?

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

bunnyofdoom posted:

So, just guessing here, but I expect to see an escort carrier in Armada eventually, with it havinga special rul that increases the fighter squadron limit to 50% instead of 33%. Thoughts?

i'd expect it to have a very high squadron value, but not necessarily changing the fleet building rules, but who knows

FishFood
Apr 1, 2012

Now with brine shrimp!
Yeah, RAW you can still bring 100 points of fighters to a standard game, which is like 12 TIE Fighter squadrons. If/when escort carriers are released, I bet you could run 2-3 of them, maybe some small ships like raiders, and max out on fighters and still swarm the board.

pbpancho
Feb 17, 2004
-=International Sales=-
Played two games of Armada today (perks of having a bunch of friends at FFG). One 180pt starter game, one 300pt real deal game. The full game took less than 90 minutes, including all our looking rules up, and was a total wipe of one side on round 4 or 5. Very fun, but also VERY different from X-Wing (which I play a TON of). The models look great too!

Phrosphor
Feb 25, 2007

Urbanisation

Three missions left in our Imp Assault Campaign, then we are going to shelve and play some other stuff until Twin Shadows comes out and I have managed to track down all the ally and villain packs. Got a feeling that pre-ordering Boba Fett might be a good idea!

I think I have been pretty lucky as an imperial player, my rebels have been way too cautions all the way through the campaign. They have lost quite a few missions simply from not being fast enough, a couple of the players just go for bodycount, or totally stress themselves out early on the mission and spend the rest of the game suffering from it. Now that I have "Exploit Weakness" (Take a free move or attack against a resting hero as an interrupt after he rests) and "Oppression" (Gain a surge cancel to your defence roll to all attacks made by hero's with two or more stress (this is an awesome ability since a lot of them have special attacks that require taking two stress!)) they are really feeling threatened. Buying "Savage Weaponry" as my first upgrade was a really good idea, they HATE bleeds now.

Probably their biggest issue was fear of somebody becoming wounded. For the longest time they would focus really hard on keeping everyone healthy, and I had to point out to them that this was really slowing them down, and it doesn't matter if one or two of them get wounded. If you are starting a new game I would really make sure your players understand that wounding is not the end of the world, also make sure that people know you can spend a surge to remove a strain, it is so important.

Fenn is basically unkillable now though, Laminate armour, Helmet, "Take Cover", "Tactical Movement" and they are going for his side mission as their last one. Good job I saved a deploy Vader intrigue card!

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Yeah even though a majority of missions can be won by all heros being wounded that usually isn't going to be the case since there isn't enough time/you aren't going to be that lucky on dice rolls to get wound everybody. It's a bit more of a concern with 4 players since 14 health can go down fast with enough focus fire (or one really good E-Web Engineer roll, those guys are insane)

The difference between 2 21-24 health heros and 4 12-14 health heros is that while you might wound/almost wound one character in a 4 player match, but his teammates who you have ignored are probably now in a good position to hit you right back even harder while the injured person can possibly back off and rest.

Of course none of that matters if you get an escort quest so you might as well just count those as an insta loss for the Rebels (looking at you Flying Solo :argh:)

Also as quick question anytime an effect says "is able to attack multiple time in an activation" only means you can "attack-then attack again" much like Heroes in the Campaign can and not "any time i can attack i get to do 2 attacks" right?

Phrosphor
Feb 25, 2007

Urbanisation

HOOLY BOOLY posted:

Also as quick question anytime an effect says "is able to attack multiple time in an activation" only means you can "attack-then attack again" much like Heroes in the Campaign can and not "any time i can attack i get to do 2 attacks" right?

An activation is the models turn, with him being able to perform two actions during his activation. So your first definition is the correct one.

Also Fenn's 'Tactical Movement' broke every escort mission the rebels did completely. "Oh look the rebel prisoner can move 10 squares with a double move now, rather than 4."

Slab Squatthrust
Jun 3, 2008

This is mutiny!

pbpancho posted:

Played two games of Armada today (perks of having a bunch of friends at FFG). One 180pt starter game, one 300pt real deal game. The full game took less than 90 minutes, including all our looking rules up, and was a total wipe of one side on round 4 or 5. Very fun, but also VERY different from X-Wing (which I play a TON of). The models look great too!

Good, goooooood. If it can be played that fast for new players, 75-90 minute rounds seems reasonable enough for an event

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

pbpancho posted:

Played two games of Armada today (perks of having a bunch of friends at FFG). One 180pt starter game, one 300pt real deal game. The full game took less than 90 minutes, including all our looking rules up, and was a total wipe of one side on round 4 or 5. Very fun, but also VERY different from X-Wing (which I play a TON of). The models look great too!

How did it feel from a faction balance perspective?

pbpancho
Feb 17, 2004
-=International Sales=-

Sir DonkeyPunch posted:

How did it feel from a faction balance perspective?

I played imps both times and won handily, but I could also point to a bunch of mistakes my opponent made, so hard to say. Next time I'll try Rebels.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Armada is in!

https://www.youtube.com/watch?v=vugeAhUZ7YI

Sorry for the me in there.

I picked up my Core Set and all the ImpAss stuff. Good day.

mongol
Oct 11, 2005

Ronald Reagan? The actor!?
Has anyone who ordered Armada from Amazon gotten theirs? I was just told they weren't getting them in until April 15th.

banned from Starbucks
Jul 18, 2004




mongol posted:

Has anyone who ordered Armada from Amazon gotten theirs? I was just told they weren't getting them in until April 15th.

Haven't gotten mine yet. Whod you hear that from? They must really be trying to weasel their way out of that pricing mistake.

Phrosphor
Feb 25, 2007

Urbanisation

I walked past the gaming shop in the middle of town and it had armada in the window. I thought it wasn't out retail till the 16th.

overdesigned
Apr 10, 2003

We are compassion...
Lipstick Apathy
One of the shops near where I used to play in Florida has theirs already, the other is getting some in Monday and Tuesday.

A 50S RAYGUN
Aug 22, 2011
I got a phone call that my Armada pre-order is available for pickup, so it's...in places, at least.

smug jeebus
Oct 26, 2008
Picked up my copy from the FLGS today.

Kilo147
Apr 14, 2007

You remind me of the boss
What boss?
The boss with the power
What power?
The power of voodoo
Who-doo?
You do.
Do what?
Remind me of the Boss.

Ordered Armada on Walmart for $60. It'll be here in a few weeks.

Now for the important question. Will I be able to pull off a Marg Sabl?

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...

Phrosphor posted:

I walked past the gaming shop in the middle of town and it had armada in the window. I thought it wasn't out retail till the 16th.

The shipping date from the distributors (the actual release date) was March 25th, Fantasy Flight does NOT do street/retail dates. So shops are allowed to sell them as soon as they get in, since I am 48 hours from my distributor I wont have mine until today.

Taran_Wanderer
Nov 4, 2013
Tournament rules for Star Wars: Armada are up. Initial tournaments will be 180 points, and once the first wave is released, this will increase to 300 points and 120 minute rounds. FFG has released Spring Tournament kits, and their first premier event will be 2015 Nationals. Interestingly, it also says that when the second wave is released, fleet sizes will increase to 400 points and tournament rounds will be 150 minutes! I guess this is similar to what Games Workshop has for its tabletop miniatures games, but that's a lot longer then I'm used to. Still, should be fun!

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Even 120 minutes is way too long. 150 minutes is pretty insane. They'll either have to cut down on the rounds of swiss or have 2 days tourneys only.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Yeah 75 minutes for X-Wing is an eternity. Can't imagine 2 and a half hour rounds.

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

alg posted:

Yeah 75 minutes for X-Wing is an eternity. Can't imagine 2 and a half hour rounds.

Hot take as usual


I thought round count was limited to 6 or something. Also, the point count is going up so we can fit in the large ships. I guess they need to accommodate people running a bunch of the smaller ships idk

Slab Squatthrust
Jun 3, 2008

This is mutiny!

alg posted:

Yeah 75 minutes for X-Wing is an eternity. Can't imagine 2 and a half hour rounds.

Coming from the other side of things as a tabletop Warhammer player, that's pretty normal. 3 rounds for a normal event, the trick will be having good tie breakers in place, since 3 round with 20+ players means ties will happen.

I think Armada is going to end up more relaxed regarding tournaments simply by nature, with X-Wing probably remaining the more "serious" game. I also think they are massively overestimating how long rounds will take, but that remains to be seen I suppose.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Round count for Armada is 3 for <32, 5 for 33+, if you do five rounds you have to do a two day tourney.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

also jesus christ FFG's playmat requirements for X-Wing and Armada, ugh

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

alg posted:

also jesus christ FFG's playmat requirements for X-Wing and Armada, ugh

I feel like there should be some story floating around of a guy who memorized the star locations on his mat, and used them to "premeasure" everything. But I bet it's more of "we need to come up with a justification to push sales of these mats"

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

alg posted:

Yeah 75 minutes for X-Wing is an eternity. Can't imagine 2 and a half hour rounds.


The Gate posted:

Coming from the other side of things as a tabletop Warhammer player, that's pretty normal. 3 rounds for a normal event, the trick will be having good tie breakers in place, since 3 round with 20+ players means ties will happen.

I think Armada is going to end up more relaxed regarding tournaments simply by nature, with X-Wing probably remaining the more "serious" game. I also think they are massively overestimating how long rounds will take, but that remains to be seen I suppose.

As a Dropzone commander player, 2.5 hour rounds seems fine. I think X-wing is a "fast" tourney game from the sounds of it, Armada will be more in line with other wargames.

Pierzak
Oct 30, 2010

alg posted:

also jesus christ FFG's playmat requirements for X-Wing and Armada, ugh

Not sure what the problem is. Just let the TO know you're bringing yours and it'll count as borrowing ahead of time. :v:

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...

Pierzak posted:

Not sure what the problem is. Just let the TO know you're bringing yours and it'll count as borrowing ahead of time. :v:

I think he is talking about the fact that in the Tourny rules it says only official FFG playmats are allowed, or felt. Seriously, it says you have to have either felt, or official FFG playmats...

pbpancho
Feb 17, 2004
-=International Sales=-

LumberingTroll posted:

I think he is talking about the fact that in the Tourny rules it says only official FFG playmats are allowed, or felt. Seriously, it says you have to have either felt, or official FFG playmats...

It's also completely unenforceable, so why worry about it? Do you seriously think FFG is going to show up at your FLGS and make you all switch?

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

pbpancho posted:

It's also completely unenforceable, so why worry about it? Do you seriously think FFG is going to show up at your FLGS and make you all switch?

MAYBE :tinfoil:

Pierzak
Oct 30, 2010

LumberingTroll posted:

I think he is talking about the fact that in the Tourny rules it says only official FFG playmats are allowed, or felt. Seriously, it says you have to have either felt, or official FFG playmats...

Source? I have the tourney rules PDF open and cannot find it. Unless it falls under "any components other than rulers/tokens must be official", but that's vague enough to be open to interpretation.

Randalor
Sep 4, 2011



pbpancho posted:

It's also completely unenforceable, so why worry about it? Do you seriously think FFG is going to show up at your FLGS and make you all switch?

The playmats aren't mantadory though? It's just saying "If you're using playmats, only use FFG playmats for consistency". My FLGS just puts down felt on the miniatures tables for the non-Warmachine games anyways.

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...
It's not that difficult to interpret:

quote:

Competitive play in Star Wars: Armada depends on precise placement
of ships and squadrons. It is strongly recommended that each play area
be covered with playmats, felt, or a similar material in order to create
friction and prevent ships and squadrons from sliding out of place when
accidentally bumped.

If playmats are used, only official FFG X-Wing™ Playmats are allowed.
This is to guarantee a consistent experience for players and prevent any
advantage players may gain from familiarity with a particular map. Two
X-Wing Playmats laid side by side meet the requirements for a Star Wars:
Armada play area.

E: Armada even comes with play area "corner" tokens, so you can mark play area borders on a surface that is bigger than the official size.

FuSchnick fucked around with this message at 17:47 on Mar 27, 2015

Imagined
Feb 2, 2007
So, anybody who's played it so far: how well does that movement tool work? Is it as hard to work with when things get tight as it looks?

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...

Pierzak posted:

Source? I have the tourney rules PDF open and cannot find it. Unless it falls under "any components other than rulers/tokens must be official", but that's vague enough to be open to interpretation.

Page 1 under Play Surfaces, second paragraph.

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smug jeebus
Oct 26, 2008

Imagined posted:

So, anybody who's played it so far: how well does that movement tool work? Is it as hard to work with when things get tight as it looks?

Okay, and yes, good god yes.

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