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General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
X-Wing is cheaper and plays a lot faster. It's also easy and fun to teach to new players, because the maneuver templates are so intuitive and satisfying to use.

I enjoy Armada but I would buy into X-Wing.

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Mr.Trifecta
Mar 2, 2007

Bottom Liner posted:

Now that Armada is opening up, how is it shaping up vs X-Wing? I'm still torn between the two.

I owned and played both. Armada to me seems more streamlined and strategic compared to X-Wing. Strategy part is large to the command dials for the large ships where you have to think ahead 2-3 turns ahead. That said, it also takes vastly longer to setup Armada then X-wing. Armada to me seems like two different games. Capital ships and squadrons almost play like two different games.

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
Do you see that as a good thing or a bad thing? In theory, two games in one sounds great, but it might be really clunky in practice.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Bottom Liner posted:

Now that Armada is opening up, how is it shaping up vs X-Wing? I'm still torn between the two.

I have both, and played them a fair amount. I must admit I prefer X wing. Armada talkes longer in almost every way, but it still very satisfying. Don't get me wrong, I like them both, but I'm not really excited to play Armada again.

alg
Mar 14, 2007

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

Bottom Liner posted:

Now that Armada is opening up, how is it shaping up vs X-Wing? I'm still torn between the two.

If you're interested at all in competitive play it's X-Wing.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
Armada is a lot more fiddly and has a lot more bits lying around. You have to plan your night around it, you can't just drop in for an hour of X-Wing.

On the other hand, if you've got a good playspace, reliable friends, and a ton of money, a fully kitted out 400 point Armada table is gonna look sweet as hell.

Pimpmust
Oct 1, 2008

Cobbsprite posted:

It's from a 1998 PC game ... it's hamstrung with low polygon counts and writers who don't know the fluff and couldn't care less about it. That many turbolasers and ion cannons is enough to overpower MANY Imperial Star Destroyers at once (rated between twelve and sixty turbolasers, depending on source), and it hasn't showed up in any of the books or other expanded universe stuff that I've seen. I think they've quietly allowed it to die, and for good riddance.

Yeah I've played rebellion a bunch. It got a *few* new designs that work out okay, but many do also suffer from the graphics of the time (As do anything out of the various X-Wing and TIE fighter games).

I'd like it if someone professional would do some takes on bigger Corellian ships while still sticking to that sorta aesthetic they got going. Big rear end Engines, stumpy mid "wings", some sort of hammerhead and all those cool little details. Anything in the 200-700 meters class size could look interesting, more bulk but keeping that focus on speed and firepower (Battlecruiser/The Hoods of the Rebellion) vis-a-vis Mon Calamari bubbly shielded luxury liners.

Mr.Trifecta
Mar 2, 2007

Bottom Liner posted:

Do you see that as a good thing or a bad thing? In theory, two games in one sounds great, but it might be really clunky in practice.

I think its a good thing. Capital ship phase and squadron phase are separate (can be the same with the squadron command dial). From what I have played so far, going one way (all capital or mostly squadron) can lead to suicide depending on your enemy makeup. Definitely want a balanced game.

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:

Pimpmust posted:

Yeah I've played rebellion a bunch. It got a *few* new designs that work out okay, but many do also suffer from the graphics of the time (As do anything out of the various X-Wing and TIE fighter games).

I'd like it if someone professional would do some takes on bigger Corellian ships while still sticking to that sorta aesthetic they got going. Big rear end Engines, stumpy mid "wings", some sort of hammerhead and all those cool little details. Anything in the 200-700 meters class size could look interesting, more bulk but keeping that focus on speed and firepower (Battlecruiser/The Hoods of the Rebellion) vis-a-vis Mon Calamari bubbly shielded luxury liners.

I still play Rebellion. The unique designs for the game IIRC were the assualt transport and galleon for the imps, The bulwark (SSD equivalent), cc770(Interdictor), CC9600, Dauntless and aforementioned liberator for the rebels.

The Imp ships do fit the design ascetic pretty well already. However, only the Dauntless really looks rebel, and it looks like an upgunned moncal to me. (The cc7700 looks like a blocky piece of poo poo without even having noticable gravity well projectors. Would be a good imperial transport)

:goonsay:

Reynold
Feb 14, 2012

Suffer not the unclean to live.
I don't see how people are experiencing drastically longer game times with armada. At a limit of six turns, and with players not suffering from extreme cases of analysis paralysis, my 180 point games typically run less than 40 minutes. I can't see 300 point games lasting much longer than an hour, and once we bump to 400 when the next wave hits, an hour and a half is not that big of a deal either. Then again, I can totally see the COMPETITIVE PLAYER crowd agonizing over every dial and movement for like 5 minutes.

Even when I play x-wing, id much rather play two games back to back to try different things that play one game and call it a night, anyhow.

Big McHuge
Feb 5, 2014

You wait for the war to happen like vultures.
If you want to help, prevent the war.
Don't save the remnants.

Save them all.

Reynold posted:

I don't see how people are experiencing drastically longer game times with armada. At a limit of six turns, and with players not suffering from extreme cases of analysis paralysis, my 180 point games typically run less than 40 minutes. I can't see 300 point games lasting much longer than an hour, and once we bump to 400 when the next wave hits, an hour and a half is not that big of a deal either. Then again, I can totally see the COMPETITIVE PLAYER crowd agonizing over every dial and movement for like 5 minutes.

Even when I play x-wing, id much rather play two games back to back to try different things that play one game and call it a night, anyhow.

I don't think that people are necessarily agonizing over every dial or play, I think it just physically takes a while to properly move every ship and squadron 6 times in a 300 point game.

I was really really really hoping that this game would see as much competitive play as X-wing (a game that I tried but just couldn't get into), but I'm starting to become more and more worried that I'm just going to have a lot of cool looking miniatures collecting dust on a shelf.

Reynold
Feb 14, 2012

Suffer not the unclean to live.

Big McHuge posted:

I'm starting to become more and more worried that I'm just going to have a lot of cool looking miniatures collecting dust on a shelf.

As a person who plays Warhammer Fantasy, 40k, Battlefleet Gothic, X-Wing, and Armada, I have come to accept this as inevitable. Buy a nice display case, it'll make you feel better about it.

Merauder
Apr 17, 2003

The North Remembers.
I know Armada is all the hotness right now, but I'm finally diving into my copy of Imperial Assault and am hopefully going to be starting a full campaign this week with a group of regulars. Any tips, suggestions for newbies, easily missed rules, etc? I've been through the starter mission once as a Rebel but will be running Imps for this group, and they're all newbies to my knowledge.

Also, how's the skirmish mode shaking out now that the games been around for 6mo and there's some xpac content hitting shelves? I picked up the Han and Chewie packs mostly for the extra campaign missions (and honestly the models, obv), but am wondering if there's any I should look at if I want to try competitive skirmishes.

alg
Mar 14, 2007

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

Competitively you will want Rebel Saboteurs. Unfortunately the build that had been winning regionals is:

4 royal guard
4 imperial officer

It's a super fun game with a lot of thinking involved. Way deeper than I expected.

I would say for the campaign make sure you know the rules about what to read to the players.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Merauder posted:

I know Armada is all the hotness right now, but I'm finally diving into my copy of Imperial Assault and am hopefully going to be starting a full campaign this week with a group of regulars. Any tips, suggestions for newbies, easily missed rules, etc? I've been through the starter mission once as a Rebel but will be running Imps for this group, and they're all newbies to my knowledge.

Also, how's the skirmish mode shaking out now that the games been around for 6mo and there's some xpac content hitting shelves? I picked up the Han and Chewie packs mostly for the extra campaign missions (and honestly the models, obv), but am wondering if there's any I should look at if I want to try competitive skirmishes.

1.The biggest thing to remember as Imp is that you read everything that's underneath the Mission Briefing header out loud to everybody for the mission you are doing everything else past that is secret to the rebels! The only thing they should know is if and how they should be interacting with things, how they win and how long they have to do it.

2. Imp always starts out at 0 threat unless there is some kind of special set up that gives you threat to start with.

2a. Speaking of threat whenever the game says to increase something by the "threat level" it's talking about the amount of threat you are receiving at the beginning of every turn. You can see what this number is by looking at the Campaign Sheet thing on the back of the campaign book and it steadily goes up over the course of the game. Sometimes you use this to set the health of special enemies or bosses as well so be sure to pay attention!

alchahest
Dec 28, 2004
Universal Solvent
Imperial Assault
Pointers coming from mistakes in the first few scenarios we played, some are rules based, others are just observations:

Make sure you and the players both have a handle on the line of sight rules - they're actually very permissive.

With the following exceptions, every action can only be performed once per turn:
Anyone can move twice
E-Web Engineers and Heroes can attack twice

You cannot block line of sight to or from an AT-ST with bodies. (walls, sure).

The rebels will want to have either the shock trooper or the wookie, they are both good at soaking up damage and dealing damage to multiple targets at once. the combination of high hit points and a black die on defense makes them fairly tough/ the old man is hugely effective once he's picked up a few abilities, but still has fairly low HP. The characters with white defense dice are all very, very fragile.

For the imperial player, your choice of Imperial class makes a big difference. Subterfuge tends to add strain, lots and lots of strain. Military Might can give you cheap, effective stormtroopers, and Superior Technology gives you a ton of small tier bonuses you can add as attachments.

Make sure the rebels appreciate the time limits on many of the missions - outside of a few instances, they should have no problem hunkering down and just annihilating imps after the first wave of guys are gone, but without progressing the mission, they will probably lose.

On the flipside, for the Imperial player, you'll want to keep an eye on time and threat - if you're going into a 6 round mission while you're at 3 threat, don't bother spending that influence card to add Darth Vader to your open groups, he won't see the table early enough to make a difference.

The most important advice though, is don't feel down when you lose a scenario - the game goes on and it's frequent to have wins and losses, and both sides will progress. don't get down - someone's gotta win any given scenario and it might not be you.

Armada

Playing Rebs, I've found my Neb Bs to be the workhorses of my fleet. First few times I played I loved the Corvette, but with multiple SDs on the other side of the table, there's a significantly smaller chance of getting dodonna's pride in for some crits having to skirt multiple SD firing arcs. Nebs on the other hand can chunk down the shields of the SDs with at long range as effectively as the SDs can.

With that said, I need tips for the Assault Frigate. It just eats firepower before getting to attack, and I'm probably using it entirely wrong. How are you guys using it? Should I be flanking with it, or moving carefully up the center?

The new Imperial Fighters have really flipped my confidence in winning the squadron game, as well. Let's talk fighters, I frequently see a hundred points of imperial fighters across the table, and now that there's interceptors and defenders, my xwangs are not feeling punchy enough.

Still loving the Neb B, though. Especially with the title that doubles the damage of crits. Great snipers.

alchahest fucked around with this message at 15:55 on May 25, 2015

FuSchnick
Jun 6, 2001

Scruffy's gonna die the way he lived...

Merauder posted:

I know Armada is all the hotness right now, but I'm finally diving into my copy of Imperial Assault and am hopefully going to be starting a full campaign this week with a group of regulars. Any tips, suggestions for newbies, easily missed rules, etc? I've been through the starter mission once as a Rebel but will be running Imps for this group, and they're all newbies to my knowledge.

Also, how's the skirmish mode shaking out now that the games been around for 6mo and there's some xpac content hitting shelves? I picked up the Han and Chewie packs mostly for the extra campaign missions (and honestly the models, obv), but am wondering if there's any I should look at if I want to try competitive skirmishes.
There are a few rules reference cards in with the rest of the deck of big cards. They are really handy to give to new players, especially the one called "Commonly overlooked rules".

Nebalebadingdong
Jun 30, 2005

i made a video game.
why not give it a try!?
I'm thinking of going full bore into Armada with something stupid: like 6 corvettes a shitload of fighters. Would this work? Too early to tell?

Reynold
Feb 14, 2012

Suffer not the unclean to live.
I've experienced some recent success with using my assault frigate at long range, feinting as if going in for a flanking maneuver, and then using my superior speed to circle the star destroyers once they've been drawn forward, trying to set up for their own shots. It gets pricey, but enhanced armament and/or electronic countermeasures are fun to use with it as well.

alchahest
Dec 28, 2004
Universal Solvent

Nebalebadingdong posted:

I'm thinking of going full bore into Armada with something stupid: like 6 corvettes a shitload of fighters. Would this work? Too early to tell?

my pal and I have three core sets and one of each expansion ship (and two of each fighter set). it's looking like we're going to grab a second assault frigate and a second gladiator, too.

honestly I love having multiple Nebulon Bs, but now that there's more Star Destroyers around, it's getting harder and harder to get that close range punch with the Dodonna's pride.

that said I am all for having so much of everything that you never want for upgrade cards.



I'll try that, Reynold. I've not been using the AF very well so far, though I did learn that because I'm so bad at it, to stick my admiral on a Neb way out of the danger zone. So the AF draws a poo poo ton of fire that doesn't go to my much more fragile Nebs.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Wedge's ability in Armada talks about "activated" squads. That means squads that have already moved or shot right? Just needed the clarification.

Reynold
Feb 14, 2012

Suffer not the unclean to live.

HOOLY BOOLY posted:

Wedge's ability in Armada talks about "activated" squads. That means squads that have already moved or shot right? Just needed the clarification.

Or have been activated by other abilities, as long as their activation slider is the proper color. For example, the first round of the game, the initiative token is blue, so anything that has been activated will have been switched to red. Wedge's ability applies to those red squadrons in this case. If for example, Adar Tallon was used to change the slider on a squadron back to blue during that first round, Wedge's ability would not apply to that squadron.

Phrosphor
Feb 25, 2007

Urbanisation

Played a 300 point game over the weekend, with the Fleet Ambush special rules. I originally thought I had shot myself if in the foot by including it as one of my objective cards but realised that actually let me deploy my corvettes in a really interesting way. Neither of us was running a lot of squadrons, and I think that if I run the list again I will drop a corvette for more. The A-wing's are a fantastic tarpit though and I am tempted to get another two so I can run four of them. Zoom one into a big bundle of tie's and they are stuck in engagement with it and all have to deal with the counterattack before they can get free.

I ran a Salvation + X-17 Turbolasers + Intel Officer Nebulon B and it was brutal, It wiped out a gladiator in two turns of shooting. The second turn I rolled 6 damage, intel officered his brace and he couldn't redirect more than 1 damage away from his front - which was shield less. It is a lot of points into one ship (it makes it cost 77) but it is a horrendously powerful long range sniper. It won me the game as he was only able to pick off a corvette by the end.

Mon Mothma really shone as well, every single turn I was able to evade away the scariest dice that were coming at me.

This was the board right after deployment. Fleet Ambush meant we couldn't deploy any squadrons until after all the ships were on the board, and I was forced to deploy a ship in the middle of the board on my odd numbered deployments.



The list in full was:

Neb B Escort - Intel Officer, X17 Turbolasers and Salvation Title
Neb B Escort
Corvette B - Mon Mothma
Corvette B - Overload Pulse

2x A-wing
1x X-wing
1x Y-wing

My opponent ran

1x VSD 2 - Tarkin
1x Gladiator 2
1x Gladiator 2

1x Mauler Mithel
2x Tie Fighter
1x Tie Interceptor
1x Tie Bomber

It was a more "Try things our and see what works" game than a serious theory crafted lists and was very close points wise at the end. I think he will definitely take the gladiator title that lets you make 1 attack after moving as the speed of my ships really frustrated him for most of the game.

Frobbe
Jan 19, 2007

Calm Down
i'm fudging about with this list:

quote:

+++ In yo face (299pts) +++

++ Imperial (Standard) (299pts) ++

+ Gladiator Star Destroyer (88pts) +

Gladiator II-Class Star Destroyer (88pts) [Expanded Launchers (13pts), Weapons Liaison (3pts), •Demolisher (10pts)]

+ Victory Star Destroyer (121pts) +

Victory I-Class Star Destroyer (121pts) [Enhanced Armament (10pts), •Grand Moff Tarkin (38pts)]

+ Squadrons (90pts) +

TIE Advanced Squadron (12pts)

TIE Advanced Squadron (12pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

•Soontir Fel (18pts)

+ Objectives +

Assault Objective [Opening Salvo]

Defense Objective [Contested Outpost]

Navigation Objective [Superior Positions]

Created with BattleScribe

Where the main idea is that it'll be all about being at close range, hence why i've gone with the gladiator II and VSD I. soontir feel and tie advanced are there just to play around with soontir's ability and the escort on the tie A. gonna be fuN!

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


nm

Kilazar
Mar 23, 2010

Mr.Trifecta posted:

I owned and played both. Armada to me seems more streamlined and strategic compared to X-Wing. Strategy part is large to the command dials for the large ships where you have to think ahead 2-3 turns ahead. That said, it also takes vastly longer to setup Armada then X-wing. Armada to me seems like two different games. Capital ships and squadrons almost play like two different games.

Using microhangers and gear boxes it takes me 5 minutes to setup and break down armada :)

My x-wing stuff is in foam and the bases and pegs are seperate from the ships. So it actually takes me longer to settup a 100pt wang game than a 300 point armada game.

If I was not so sick of cutting out micro hangers for armada, I would convert my wang storage to microhangers. For reference my wangs are stored in the battlefoam pack to go with the wave 1-3 foam and bits tray. And my armada is all tucked into the starter box. Each fighter fully assembled and in their hangers. Then 8 hangers in their carrier box.

Each cap ship has a hanger, and a gear box where the tokens, base, peg, dials, and identifier are held. So it is simple to gather a ships stuff with no hunting requiered.

*edit* Wang.

Kilazar fucked around with this message at 14:08 on May 26, 2015

Reynold
Feb 14, 2012

Suffer not the unclean to live.

Phrosphor posted:

The A-wing's are a fantastic tarpit though and I am tempted to get another two so I can run four of them. Zoom one into a big bundle of tie's and they are stuck in engagement with it and all have to deal with the counterattack before they can get free.

I've got Tycho in my new rebel list, and can't wait to zip around tying up enemy squadrons before they can act. I've actually had terrible luck with the standard a-wings, mostly due to bad dice, but my interceptors have been rolling crazy good counters lately, just chopping everything up.

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

Kilazar posted:

Using microhangers and gear boxes it takes me 5 minutes to setup and break down armada :)

My x-wing stuff is in foam and the bases and pegs are seperate from the ships. So it actually takes me longer to settup a 100pt wang game than a 300 point armada game.

If I was not so sick of cutting out micro hangers for armada, I would convert my wang storage to microhangers. For reference my wangs are stored in the battlefoam pack to go with the wave 1-3 foam and bits tray. And my armada is all tucked into the starter box. Each fighter fully assembled and in their hangers. Then 8 hangers in their carrier box.

Each cap ship has a hanger, and a gear box where the tokens, base, peg, dials, and identifier are held. So it is simple to gather a ships stuff with no hunting requiered.

*edit* Wang.

Can you describe your microhangers and maybe provide pictures?

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

Cobbsprite posted:

Can you describe your microhangers and maybe provide pictures?

Guy at my local store used them. Imagine a small box, that fits the ship and its base perfectly

Kilazar
Mar 23, 2010

Cobbsprite posted:

Can you describe your microhangers and maybe provide pictures?

https://community.fantasyflightgames.com/index.php?/topic/141325-armada-microhangars/

That is a link to the thread on ffg's forum. The creator updates it often. And the OP contains links.

Use 200 GSM or higher paper. They work great on 200gsm but I am going to try out glossy 215 on my next batch. See if the come out looking a bit more professional.

https://community.fantasyflightgames.com/index.php?/topic/141325-armada-microhangars/?p=1529429
Link to an action shot stored in starter box.

Kilazar fucked around with this message at 01:17 on May 27, 2015

Reynold
Feb 14, 2012

Suffer not the unclean to live.
Had me a 300 point game today, I continue to roll poorly with my a-wings, but am definitely getting better at maneuvering my quick little rebel ships around. I knocked the shields off a VSD and gave it a capacitor failure with Dodonna, then the next turn had it surrounded and blew it away. Poor lighting ahead.



Seen here, the VSD is forced to ram my assault frigate, after having taken fire from the nebulon-b. Enhanced armament and electronic countermeasures saved the day for me again. I need to pick up the nebulon-b expansion pack for some upgrades to help turn my support frigate into more of a powerhouse from the front arc, and I think I'll be pretty well set with the fleet as it is until the next wave hits. Still trying to figure out how to use squadrons better, right now I mostly just use them to pin down TIE fighters, while I'd love to get some bombing in.

Reynold fucked around with this message at 04:14 on May 27, 2015

Frobbe
Jan 19, 2007

Calm Down

Frobbe posted:

i'm fudging about with this list:


Where the main idea is that it'll be all about being at close range, hence why i've gone with the gladiator II and VSD I. soontir feel and tie advanced are there just to play around with soontir's ability and the escort on the tie A. gonna be fuN!

quoting myself here to say that this list, while great for the initial ton'o'black dice, is incredibly vulnerable to being out maneuvered. like i'd expected it to :). It was great fun regardless!

George Kansas
Sep 1, 2008

preface all my posts with this
Played my first few games of armada core tonight. Some observations from a new player:

-The victory is sooo loving difficult to kill. This is largely because of my inability to pilot the Neb B in any competent way, but even with flanking the drat thing behind with my CR90, his engineering just took the drat cake. I'm not saying it's unbalanced, I just need to think of ways to strategically take his victory, and not care about the rest of the casualties too much. I assume actually using cards and commanders and stuff will help with this.

-Defense tokens are awesome. Makes me feel much better about attacking than rolling defense dice in X-Wing. I like it waaaaaay more.

-At first, accuracy was an afterthought, and then later it probably became the most important element of the damned game.

Does anyone have opinions about wave 1 stuff? When looking at expanding, especially for the rebels, I don't really know if I should get the squadrons quick or purchase ships for each side and worry about the rest later. I'm going to try to keep playing a few times a week for now, but eventually I'm going to be eyeing the gladiator, so whatever.

Frobbe
Jan 19, 2007

Calm Down

BottleKnight posted:

Played my first few games of armada core tonight. Some observations from a new player:

-The victory is sooo loving difficult to kill. This is largely because of my inability to pilot the Neb B in any competent way, but even with flanking the drat thing behind with my CR90, his engineering just took the drat cake. I'm not saying it's unbalanced, I just need to think of ways to strategically take his victory, and not care about the rest of the casualties too much. I assume actually using cards and commanders and stuff will help with this.

-Defense tokens are awesome. Makes me feel much better about attacking than rolling defense dice in X-Wing. I like it waaaaaay more.

-At first, accuracy was an afterthought, and then later it probably became the most important element of the damned game.

Does anyone have opinions about wave 1 stuff? When looking at expanding, especially for the rebels, I don't really know if I should get the squadrons quick or purchase ships for each side and worry about the rest later. I'm going to try to keep playing a few times a week for now, but eventually I'm going to be eyeing the gladiator, so whatever.

get a squadron box at the very least. you'll get bored of ALL TIE ALL THE TIME real quick. the same goes with the x-wing squadrons. I fought against a battle manatee, and it was a harsh beast to slay and it secured the victory for my opponent.

Panzeh
Nov 27, 2006

"..The high ground"
I'm thinking about getting into Armada to run a corvette horde.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Frobbe posted:

get a squadron box at the very least. you'll get bored of ALL TIE ALL THE TIME real quick. the same goes with the x-wing squadrons. I fought against a battle manatee, and it was a harsh beast to slay and it secured the victory for my opponent.

The Fighters are the only thing I see as a must buy - they give you massive amounts of flexibility for a low price - and I think that points per pound (sterling) they are the best deal by a long way!

NTRabbit
Aug 15, 2012

i wear this armour to protect myself from the histrionics of hysterical women

bitches




The store I want to buy from, ie the one $10-20 cheaper per clamshell than everyone else local and the same price as Amazon + shipping, has run out of stock of the CR90 and Rebel Fighters. This upsets me.

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe
Armada Battle Report!

Imp List:

Victory 2
Grand Moff Tarkin
Wulff Yularen
Overload Pulse
Warlord
Expanded Hanger Bay

Gladiator 2
Demolisher
Assault Concussion Missiles
Gunnery Team

Howlrunner
Tie Interceptor
Tie Fighter x 4



Rebel List

Assault Frigate MkII B
Mon Mothma

Nebulon B Support Frigate
Salvation
X17 Turbolasers
Intel Officer

Nebulon B Escort Frigate

2 x X wings
2 x A wings
2 x Y wings



We decided to just deal an objective and play with it. We got Hyperspace assault. Rebel player was second and decided to use the Assault Manatee and a wing of Y wings and a wang to jump in. The hyperspace objective tokens were spread out just outside the imperial deployment zone.

Here's the deployment:


Turn 1
Imperial ships moved forward at speed 2. Both Rebel ships navigated to slow down to speed 1. Just out of long range Turn 1 ended with no shots fired.
End of Turn 1


Turn 2
Rebel player decided to hyperspace drop in the assault frigate at speed one in between the Victory and Gladiator.
Victory activated first with a squadron order and sent 5 ties (4 Squad + 1 Token) to attack the X and Y wings destroying the X and damaging the Y. Assault frigate shot the victory and gladiator, Gladiator moved up and shot the Nebulon B Escort and Both the Nebulons concentrated fire against the Gladiator. The A wings and Tie's engaged in the middle.
End of Turn 2


Turn 3
Gladiator did a pretty heavy amount of damage to the Escort Frigate, which activated next and fired at the Star Destroyer and Gladiator. The Victory activated shooting the damaged Neb B and destroying it, before crashing into the other Neb B. The Second Neb B also crashed into the Victory and shot at it and the Gladiator. The rest of the ties mopped up the last of Y wing and the X wing took a pot shot at the victory.
End of Turn 3


Turn 4
Victory rammed the Neb B again. The Assault frigate shot at it. Gladiator poured fire into the Neb B leaving it severely damaged, but it managed to finish off the victory with the forward batteries and not take any more ramming damage. Ties engaged the Assault Frigate but didn't achieve much.
End of Turn 4


Turn 5 and 6 the Gladiator sped up and cruised away with only 1 structure left and the remaining Neb B and Assault Frigate tussled with the Tie's neither achieving much of not.

Result: Victory Rebels approx 170-120

Imperial Thoughts:
Gladiator with title was really useful. A lot of the upgrades on the ships weren't. Tie bombers would have been really handy against the capital ships. Had a surplus of tokens throughout the game. Token + Repair on a Vic is 3 shields which is really handy.

Rebel Thoughts:
Sending the Bombers through hyperspace was a mistake, they should have been hanging back waiting for chances to take pot shots. The titled neb B is a great missile, the intel officer is excellent on it, and the laser upgrade didn't see much use. Mon Mothma didn't achieve much, probably try Garm Bel Ibris in the future.

Overall Thoughts
Good game, lots of mistakes made on both sides, but man armada is fun and left us both wanting more.

Nash
Aug 1, 2003

Sign my 'Bring Goldberg Back' Petition
I played my first game of Armada yesterday. Awesome fun but was confused a bit by tokens.

If I don't spend a dial I bank it as a token to be used for less of an effect later. I can only bank tokens equal to my command number. I got all that easy.

How many tokens can I spend a turn? Let's say I bank two engineer tokens with a ship. Can I use my dial command engineering along with the two tokens for a crap ton of engineering points all at once?

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Reynold
Feb 14, 2012

Suffer not the unclean to live.
I only have Bel Iblis and Dodonna for my rebel admirals right now, but the more games I play, the more I'm liking Dodonna's ability over the token boost you get with Bel Iblis. The first turn token banking can be useful of course, but I figure unless I'm responding to a reckless enemy squadron activation early in the round with one of my own, or using a navigation dial to change speed in response to enemy ship movements, I'm gonna bank that first token anyway, and as the rebels have a higher volume of lower command ships (as I've experienced thus far, only a matter of time before someone brings dual assault frigates), I just don't think the ability on Bel Iblis is really that good just yet.

I'd much rather be able to pick and choose the crits on enemy ships with Dodonna. For example the last game I played, my shots on a VSD got redirected to wipe out the starboard shields, and my next attack stripped the shields off of the bow and landed a crit, which I forced her to draw as Capacitor Failure, which is probably the worst card a VSD can draw at that point, and guaranteed it's doom. In the next volley, the VSD would have survived with a single hull point left if not for Dodonna's ability coming through again, allowing me to force her to draw Structural Damage for the crit.

Forcing through the worst possible crit out of the four on top of the deck is just so much FUN.

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