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Pash posted:I tried to do that... but HowlRunner and his ties butchered my X-wings... You really do have to clear the TIEs before you swat the ships. Every game I played where the Xs focused down the TIEs first, they swept them and then plinked the VSD. But when they tried to take the VSDs without clearing the TIEs first, they got swarmed and burned to the ground. ESPECIALLY when they split up instead of sticking in a group.
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# ? Apr 13, 2015 22:47 |
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# ? May 27, 2024 18:00 |
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Cobbsprite posted:You really do have to clear the TIEs before you swat the ships. Every game I played where the Xs focused down the TIEs first, they swept them and then plinked the VSD. But when they tried to take the VSDs without clearing the TIEs first, they got swarmed and burned to the ground. ESPECIALLY when they split up instead of sticking in a group. That actually makes sense and is a good reflection of the role that TIEs should have. They're basically flying point defense weapons.
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# ? Apr 13, 2015 23:05 |
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PJOmega posted:That actually makes sense and is a good reflection of the role that TIEs should have. They're basically flying point defense weapons. It's actually interesting how TIEs fare against X-wangs in squadron battles. Four blue dice for Xs averages out to two hits per attack, and TIEs have three hull. It's been pretty common for me to see a TIE squadron eat four or five damage in two attacks, common enough that I don't think I'd want to add another hull point if it costs two points more per squadron. One TIE squadron will usually go down in two X-wing attacks, and about three TIE attacks (sometimes four, sometimes two with Howlrunner and Swarm) are needed to take out Xs. This means that the TIEs go down faster, but the Xs lose a lot more combat power when they go. It's also entirely valid to send a suicide TIE squadron to tie up two squadrons of X-wangs and prevent them from hitting a capital ship. TIEs really are more expendable than X-wongs.
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# ? Apr 13, 2015 23:29 |
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Pash posted:By "his" I meant my opponent's, although I did write it in an easily misunderstandable way... I thought that might be it, but I felt a sudden and overwhelming need to be pedantic, so I relieved myself of it
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# ? Apr 13, 2015 23:30 |
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Cobbsprite posted:You really do have to clear the TIEs before you swat the ships. Every game I played where the Xs focused down the TIEs first, they swept them and then plinked the VSD. But when they tried to take the VSDs without clearing the TIEs first, they got swarmed and burned to the ground. ESPECIALLY when they split up instead of sticking in a group. Ya, the issue was we drew fleet ambush as the objective (at random) and we interpreted it as me needing to deploy some x-wings in the ambush zone, thus splitting my forces up.
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# ? Apr 14, 2015 00:30 |
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Pash posted:Ya, the issue was we drew fleet ambush as the objective (at random) and we interpreted it as me needing to deploy some x-wings in the ambush zone, thus splitting my forces up. Fleet Ambush and Hyperspace Assault are rough right now, but I think they're going to get better for the Rebels once Wave 1 hits. Right now the biggest ship the Rebels have is the Nebulon-B Escort Frigate, and it's only slightly less squishy than a bowl of lemon custard. Once the Assault Frigate Mk II is available, that'll make it a lot more reasonable for the Rebels to use those two objectives and get some serious pain in.
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# ? Apr 14, 2015 01:00 |
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Cobbsprite posted:Fleet Ambush and Hyperspace Assault are rough right now, but I think they're going to get better for the Rebels once Wave 1 hits. Right now the biggest ship the Rebels have is the Nebulon-B Escort Frigate, and it's only slightly less squishy than a bowl of lemon custard. Once the Assault Frigate Mk II is available, that'll make it a lot more reasonable for the Rebels to use those two objectives and get some serious pain in. The Rebels have to be "tricksy" about it. The CR-90 B was something I laughed at, until I realed that all those Blues meant increased blue crits, and Dodanna's Pride and Overload array really gently caress a VSD up. My Corvettes basically hit full throttle and stay that way, causing auto faceup damage (that Dodonna chooses, no less,) and then tells his little defense tokens to gently caress right off.
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# ? Apr 14, 2015 06:39 |
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Feeple posted:The Rebels have to be "tricksy" about it. The CR-90 B was something I laughed at, until I realed that all those Blues meant increased blue crits, and Dodanna's Pride and Overload array really gently caress a VSD up. My Corvettes basically hit full throttle and stay that way, causing auto faceup damage (that Dodonna chooses, no less,) and then tells his little defense tokens to gently caress right off. CR90 is so SQUISHY, though. It's terribly vulnerable to getting pounded into paste at blue ranges, and the zippiness seems situational. I've had the most success with grouping my Rebel capships together and trying to stay in a single firing arc to deny the Imps as many shots as possible.
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# ? Apr 14, 2015 06:51 |
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Cobbsprite posted:CR90 is so SQUISHY, though. It's terribly vulnerable to getting pounded into paste at blue ranges, and the zippiness seems situational. I've had the most success with grouping my Rebel capships together and trying to stay in a single firing arc to deny the Imps as many shots as possible. But then the Upgrade to let you fire twice from the same arc will make that strategy useless
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# ? Apr 14, 2015 09:19 |
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Stormgale posted:But then the Upgrade to let you fire twice from the same arc will make that strategy useless I wonder though how popular Gunnery Team will be, it seems fairly limited compared to its cost. Currently only the VSDs are able to equip it, and I would really wanted it on Escort Frigates. When wave 1 hits, the Assault Frigate will be able to equip it, making a 2dice broadside against fighters and regular attack on a ship possible.
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# ? Apr 14, 2015 09:58 |
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Zerf posted:I wonder though how popular Gunnery Team will be, it seems fairly limited compared to its cost. Currently only the VSDs are able to equip it, and I would really wanted it on Escort Frigates. Gunnery Team seems to be useful if you can bring a VSD's forward arc to bear and I used it that way a couple times. Even if they get two side shots, it's still better than giving them one side and one bow shot at you.
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# ? Apr 14, 2015 10:42 |
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Reading the last few pages of this thread has eroded my willpower and Armada is on the way to my house. I tried to be strong and hold out but I think I might just have to set up a direct deposit from my pay check directly into FF. Between X-wing, Armada, and wanting to get started with the RPG stuff...
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# ? Apr 14, 2015 22:43 |
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Well I think I accidentally broke the Smuggled Goods skrimish scenario... We had our first tournament tonight, and it came up twice. I ran Royal Guard Champ, 2x Guards, 2x Officers, 1 Elite officer. In both games I was able to have two of the three crates by the end of the first round, and be most of the way back to my base, and get all three back by the end of round two. One game was so quick we replayed it for fun, with him knowing my plan this time and it still didn't matter. Turn 3 I think then. I didn't even go into it planning to do that but it was very obviously possible. Oh well, won the Luke card, dice bag, and acrylic damage tokens!
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# ? Apr 15, 2015 05:53 |
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We played our penultimate Imperial Assault mission last night for the first time ever, my Rebels finally realised that going for the objective is way more important than fighting. Hooray. The mission was quite clever, giving them an imperial officer they had to escort through the map by interacting with him, but only letting him move two squares per interaction, so they had to plan their turns around daisy chaining him down hallways. I tried to surround the objective with mooks, but they managed to blast through and complete mission which really cheered them up. Fenn in my game has become basically unkillable, he has been for a few missions now so I have been ignoring him over the other characters. In this mission he was the only non-wounded rebel left so I moved to concentrate on him and the player was so happy because he had been buying all this defensive gear and finally got to use it. I cannot wait for Armada wave 1 to come out, the wait is killing me.
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# ? Apr 15, 2015 09:14 |
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I don't feel this works as intended, or maybe I'm crazy, but... The way Swarm is worded on a TIE, if two TIE engage two X-Wing, both of them get to Swarm, even though they're not actually, y'know, Swarming. Hell, if two TIE Engage 5 stands of X-Wings, they STILL get to Swarm. Is this right?
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# ? Apr 15, 2015 11:09 |
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Oh my wave 1 Impass stuff arrived today. Is the AT-ST still a pain to assemble?
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# ? Apr 15, 2015 11:10 |
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Shockeh posted:I don't feel this works as intended, or maybe I'm crazy, but... I think you are right here, at least this is the way I've been playing. If both TIE squadrons have swarm, and are engaged with the same enemy squadron, they would both get to use the swarm effect when attacking that enemy squadron.
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# ? Apr 15, 2015 11:47 |
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the panacea posted:Oh my wave 1 Impass stuff arrived today. Yeah, they are a bit of a bastard, it is just the chin gun that is awkward. I managed to get mine in eventually but a friend ended up soaking the socket of his AT-ST in hot water for a few minutes.
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# ? Apr 15, 2015 11:49 |
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Is the IA ATST nose gun supposed to go gears up or gears down? edit- Haha I didnt read ahead and toerh people are chatting about it.
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# ? Apr 15, 2015 19:40 |
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gently caress. My corvette's peg broke off into the flight stand. Any suggestions?
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# ? Apr 15, 2015 21:33 |
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Nebalebadingdong posted:gently caress. My corvette's peg broke off into the flight stand. Any suggestions? I saw that happen to someone's Neb-B. I suggest using a needle to get the end of the peg and pull it out of the stand, then superglue it back onto the corvette. Try to be careful around the leetle ships, the pegs are the most fragile part.
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# ? Apr 15, 2015 22:08 |
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The corvette's peg fit so snuggly into it I wonder if it would be attached with a magnet
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# ? Apr 15, 2015 23:08 |
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Nebalebadingdong posted:The corvette's peg fit so snuggly into it I wonder if it would be attached with a magnet That's actually a really good idea. I know where I can get tiny rare earth magnets, those things are clingy enough to hold tight.
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# ? Apr 15, 2015 23:50 |
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Armada arrived I read something about assembling the movement tool in reverse so it's easier to use? How do i do that?
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# ? Apr 16, 2015 13:57 |
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NTRabbit posted:Armada arrived When you insert the numbered cardboard circles, put them in reverse order. The 0 at the end with the arrow, the 4 at the start point.
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# ? Apr 16, 2015 15:02 |
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Cheers I bent the aerial on my Victory, and the guns on the X-wings and the solar hot water panels on the TIEs are a little bent/twisted/splayed from production, but other than that half an hour was all it took to get this baby ready to roll.
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# ? Apr 16, 2015 15:15 |
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NEw trailer for the new movie just hit https://www.youtube.com/watch?v=ngElkyQ6Rhs Hope FFG has/gets/keeps the licence, because at 1:19 there's a new kind of star destroyer
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# ? Apr 16, 2015 19:54 |
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they renewed the license recently for the sequels
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# ? Apr 16, 2015 19:56 |
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New star destroyers? FFG has just been given a license to print crack.
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# ? Apr 16, 2015 20:15 |
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Yea, FFG are going to make so much money off of the hype surrounding the new films. I'd be shocked if Wave 3 of Armada doesn't feature the new Star Destroyer design. There's also some weird looking fighters escorting the new shuttle design.
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# ? Apr 16, 2015 20:27 |
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I'm gonna bet that those escorts are the new troop carriers.
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# ? Apr 16, 2015 20:36 |
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I'm tempted to paint up at least one TIE Fighter in the new black and white scheme from the trailer. It's like a double decker Star Destroyer.
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# ? Apr 16, 2015 20:57 |
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AndyElusive posted:I'm tempted to paint up at least one TIE Fighter in the new black and white scheme from the trailer. That'd be a lot easier than trying to replicate the Chriss Foss paint job TIE from Rebels:
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# ? Apr 16, 2015 21:22 |
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I saw someone at a tournament with a TIE painted like the pimped out TIE fighter from Blue Harvest.
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# ? Apr 16, 2015 21:57 |
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X-post from X-wang thread: I did it. Day somewhat well spent. Madurai posted:That'd be a lot easier than trying to replicate the Chriss Foss paint job TIE from Rebels: Oh gently caress that noise. Cobbsprite posted:I saw someone at a tournament with a TIE painted like the pimped out TIE fighter from Blue Harvest. Please say there's pics.
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# ? Apr 17, 2015 00:29 |
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Cobbsprite posted:That's actually a really good idea. I know where I can get tiny rare earth magnets, those things are clingy enough to hold tight. K-J Magnetics sells really tiny rare earth magnets for reasonable prices. I've gotten them as small as 1/16" diameter before; you can buy "bulk" to keep the prices down, but at quantities of 100 or so we're talking pennies per magnet. e: sorry, I guess I was responding to Nebalebadingdong. Anyway, here's a link: https://www.kjmagnetics.com/ Dr. Gargunza fucked around with this message at 02:34 on Apr 17, 2015 |
# ? Apr 17, 2015 02:31 |
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Dr. Gargunza posted:K-J Magnetics sells really tiny rare earth magnets for reasonable prices. I've gotten them as small as 1/16" diameter before; you can buy "bulk" to keep the prices down, but at quantities of 100 or so we're talking pennies per magnet. Thank you, that is probably the best link I have seen for rare earth magnets.
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# ? Apr 17, 2015 02:53 |
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A-Wings in Armada look really nice, 3 blue dice and a free 2 blue dice attack every time they are attacked, even if the attack destroys them. Then I saw the Tie-Interceptors which are just monsters. 4 blue dice, swarm and the same counterattack as the A-wings!
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# ? Apr 17, 2015 09:42 |
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Phrosphor posted:A-Wings in Armada look really nice, 3 blue dice and a free 2 blue dice attack every time they are attacked, even if the attack destroys them. Then I saw the Tie-Interceptors which are just monsters. 4 blue dice, swarm and the same counterattack as the A-wings! I think its going to be interesting to see how it plays out. You figure the interceptors really want to go after rebel bombers... but really most of the ties do. But the rebel bombers can be protected pretty well by x-wings, so the might hold up well. Meanwhile A-wings would wreak tie bombers, and if their are not any tie bombers i view their main roll as trying to tie up the Imp fighters before they can get to your bombers, in which case i don't really fear the interceptors any more than regular ties in that straight up fight.
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# ? Apr 17, 2015 15:03 |
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# ? May 27, 2024 18:00 |
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Pash posted:I think its going to be interesting to see how it plays out. You figure the interceptors really want to go after rebel bombers... but really most of the ties do. But the rebel bombers can be protected pretty well by x-wings, so the might hold up well. Meanwhile A-wings would wreak tie bombers, and if their are not any tie bombers i view their main roll as trying to tie up the Imp fighters before they can get to your bombers, in which case i don't really fear the interceptors any more than regular ties in that straight up fight. The rebels get a ship commander in wave 1 that lets them reset a squadron after they use a squadron command. So they could have a bomber, Dutch for example, Move, and Attack at the start of the turn, then attack again in the squadron turn. I think squadrons are going to be really important for rebels in wave 1, especially some of the characters. Dutch 'taps' out any squadron he attacks, so it doesn't get to activate the turn he shoots it. It could be pretty crucial. Keyan Farlander gets 2 black dice for his anti-ship attack (non character B-wings get a blue and a black). And if the arc he is shooting at has no shields he can re-roll any number of attack dice. B-Wings are only speed 2 though. Vader gets 3 blue and 1 black dice for anti-squadron, and his crits count for damage against squadrons as well. He seems a bit of a monster.
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# ? Apr 17, 2015 15:52 |