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Did the hot water/ice water trick for straightening out my microTIEs' panels and drat if it doesn't actually work. Learn something new every day. Much as the other thread has schooled me on X-Wang, please school me in the ways of Armada. I've played the barebones intro game before so I have a handle on the basics. If I have a base set and the store has a demo base set that I can borrow that gives us two of everything, which I'd like to play with some before I decide to take up a second plastic spaceship addiction. Building an Armada list looks different to constructing an X-Wing list in several important respects, namely the balance between capital ships and fighter squadrons. What's a good beginner's approach to take, what are the pitfalls to watch out for, etc?
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# ? Jun 7, 2015 06:04 |
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# ? May 20, 2024 17:47 |
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Kai Tave posted:Did the hot water/ice water trick for straightening out my microTIEs' panels and drat if it doesn't actually work. Learn something new every day. Watch your speed, plan on using a navigation command at least once on every ship. It's quite easy to find yourself overshooting the enemy, being forced into moving into multiple firing arcs, or even flying off of the table. Don't go crazy with the upgrades. I find that pimping out one ship (usually my flagship) and maybe sprinkling some low cost upgrades amongst the others is fine. Like putting Leia on a CR90. Consider the purpose of your ships, and use them for it. Landing a nebulon-b in a position to get hit by a star destroyer on it's port or starboard side is disastrous. Even with 2x core sets, the rebel ships are fragile compared to the VSD, so you'll want to stay at long range untill you're going in for the kill. X-wings outclass basic TIEs, but if Howlrunner's swarm catches enemy squadrons spread too thin, they can chew through them very quickly. X-wings are bombers, too, so you definitely want to tie them up (lols) if you're Imperial, or get them on the enemy capital ships to soften them for your big guns if you're rebel.
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# ? Jun 7, 2015 12:55 |
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So what are people using for storage for Armada? With all of Wave 1 the original box is getting a bit crowded now and the game is a bit to big for the X-Wing standard of Planos
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# ? Jun 8, 2015 00:57 |
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I'm playing in a Tournament this Sunday, and am looking for some list Advice! I'm thinking I'll play Imperials with Double Vic, Glad, but am pretty scared of Double AF rebel lists kiting me to death with red dice. Squadrons limited to 60 points, 300 fleet total. I'd play double AF rebels but I don't want to buy a second AF.
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# ? Jun 8, 2015 05:30 |
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I was thinking of flying the following but I have a question: [ EMPIRE FLEET (299 points) Victory II-class Star Destroyer - Grand Moff Tarkin - Dominator (135) Victory I-class Star Destroyer - Admiral Chiraneau - Flight Controllers - Expanded Hangar Bay - Corrupter (99) TIE Fighter Squadrons x 4 (32) TIE Bomber Squadrons x 2 (18) "Mauler'' Mithel TIE Fighter Squadron (15) The idea is that I can just either bypass the enemy fighters with my bombers, while Mauler Mithel rips everyone apart by getting loads of free hits thanks to being able to move while engaged with Chiraneau/Flight Controllers. My question was this: Corrupter/Chiraneau/Flight Controllers all have the squadron token/command icon: if I use a squadron command, do all of the effects apply all at once?
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# ? Jun 9, 2015 11:22 |
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Tekopo posted:I was thinking of flying the following but I have a question: Yes, but only while you are using the squadron command/token. Corruptor does not stack with Chrianeau, either, as Chrianeau's absolute overrides the relative bonus from Corruptor.
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# ? Jun 9, 2015 13:20 |
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Taran_Wanderer posted:Yes, but only while you are using the squadron command/token. Corruptor does not stack with Chrianeau, either, as Chrianeau's absolute overrides the relative bonus from Corruptor. EDIT: Yep, FAQ backs me up: "Admiral Chiraneau If a ship has Corruptor and Admiral Chiraneau equipped, engaged squadrons with bomber that it activates have a speed of “3.”"
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# ? Jun 9, 2015 13:24 |
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Tekopo posted:Really? It does seem to work as far as I can see. Chiraneau modifies the printed speed from 4 to 2 for bombers, and then you still get a +1 bonus from corrupter, for a speed of 3 on bombers. Chiraneau just modifies the printed value, otherwise it would say 'squadrons engaged cannot move further than 2 speed' or something to that effect. Oh nice! Yeah, him modifying the printed value threw me off. I'll have to take another look at that combo for my list.
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# ? Jun 9, 2015 13:45 |
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HOOLY BOOLY posted:So what are people using for storage for Armada? With all of Wave 1 the original box is getting a bit crowded now and the game is a bit to big for the X-Wing standard of Planos I'm going with the same solution I had for X-wing: stackable ArtBin removable divider boxes. Instead of the satchel they make to carry the stacks, I just got pizza delivery bags.
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# ? Jun 9, 2015 16:57 |
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Madurai posted:I'm going with the same solution I had for X-wing: stackable ArtBin removable divider boxes. Instead of the satchel they make to carry the stacks, I just got pizza delivery bags. So you show up to game nights with what looks like piping hot pizza but instead pull out little plastic space ships? Literally Hitler.
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# ? Jun 9, 2015 19:30 |
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Tekopo posted:I was thinking of flying the following but I have a question: If I had to ID an issue here its the investment in all the upgrades and only 2 bombers so you winning the fighter fight doesnt do much.
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# ? Jun 9, 2015 19:43 |
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Yeah I'm just working with what I have at the moment, ideally I would get another pack of imperial fighters. If it was 400 points I'd probably add a gladiator and more bombers.
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# ? Jun 9, 2015 19:45 |
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AndyElusive posted:So you show up to game nights with what looks like piping hot pizza but instead pull out little plastic space ships? I was thinking about stenciling a logo on them, and "Literally Hitler Pizzeria" could be it.
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# ? Jun 9, 2015 19:55 |
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Anyone in Australia still hanging out, GamesParadise has a 3 day 25% off sale which is valid for Armada stuff, they have stock of everything and the discount takes it down to a dollar or two below The Combat Company (who are totally out of stock) with free shipping at +$89 after discount. Code is GAMES25.
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# ? Jun 10, 2015 00:38 |
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NTRabbit posted:Anyone in Australia still hanging out, GamesParadise has a 3 day 25% off sale which is valid for Armada stuff, they have stock of everything and the discount takes it down to a dollar or two below The Combat Company (who are totally out of stock) with free shipping at +$89 after discount. Code is GAMES25. Yesssss. I will check this out. I want a second Glad a second AF and another pack of Reb and Imp fighters, but I can't justify the money... UNLESS THERE'S A HUGE SALE.
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# ? Jun 10, 2015 02:23 |
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Aussies: http://www.bookdepository.com/search?searchTerm=star%20wars%20armada&search=Find+book That's where I shop. Assault Frigate for $43.37 AU with free worldwide shipping. Shipping takes about a week and a half to Gold Coast, probably better in Melb/Syd. Oh, and they ship items as soon as each individual item you order is in stock (like if something is out of stock, the rest of your order isn't left hanging).
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# ? Jun 10, 2015 09:38 |
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I've been told they sell games before, but I keep forgetting
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# ? Jun 10, 2015 10:52 |
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Yeah I'm loving them. They do decent deals from time to time. About a month back I got the Imperial Assault core set for $95 AU delivered (whereas my local store is selling it for $170). Unfortunately I've noticed the price has raised to $140 now, but that's still an alright deal.
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# ? Jun 10, 2015 13:21 |
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Keeku posted:Yeah I'm loving them. They do decent deals from time to time. About a month back I got the Imperial Assault core set for $95 AU delivered (whereas my local store is selling it for $170). Unfortunately I've noticed the price has raised to $140 now, but that's still an alright deal. In my experience it is best to not be in a rush when ordering from Book Depository; X-Wing dice took like 3 weeks to Adelaide. That being said free delivery!
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# ? Jun 11, 2015 00:08 |
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Per Star Wars Insider, Boba Fett, Twin Shadows, and the Stormtrooper pack for IA should be out end of June.
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# ? Jun 11, 2015 00:47 |
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What's the value of the smaller expansion packs for someone who does not play skirmish? I'm in the middle of an IA campaign right now, do the han solo and ig-88 packs add enough to the game story-wise to be worth it? The fact that they're not painted means their only value for me would be adding to the campaign.
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# ? Jun 11, 2015 01:43 |
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BottleKnight posted:What's the value of the smaller expansion packs for someone who does not play skirmish? I'm in the middle of an IA campaign right now, do the han solo and ig-88 packs add enough to the game story-wise to be worth it? The fact that they're not painted means their only value for me would be adding to the campaign. They come with side missions for customizing the campaign mission deck. Plus you get the fig on the board instead of easy to overlook flat tokens.
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# ? Jun 11, 2015 03:26 |
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alg posted:Per Star Wars Insider, Boba Fett, Twin Shadows, and the Stormtrooper pack for IA should be out end of June. Thank God! Even doing some of the different side missions we didn't do on previous playthroughs going through the same "story" over again just isn't as fun when you already know what's going to happen. BottleKnight posted:What's the value of the smaller expansion packs for someone who does not play skirmish? I'm in the middle of an IA campaign right now, do the han solo and ig-88 packs add enough to the game story-wise to be worth it? The fact that they're not painted means their only value for me would be adding to the campaign. As of right now i don't think there is a way for the Imperial Player to get IG-88 as a Villain character without his pack, correct me if i'm wrong of course. But there's also that sweet sweet figure.
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# ? Jun 11, 2015 03:40 |
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Can I get a list critique for my Armada tourney on Sunday? I also need some advice on what to do with the last 50 points. quote:Victory Class 1 Star Destroyer With the last 50 points, I've had the following ideas: TIE Fighter x6 Howlrunner TIE Fighter x4 TIE Advanced x2 TIE Fighter x3 What do you guys think? Am I way off base trying to cram in Rhymer, Chirenau, and a super Gladiator into one list?
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# ? Jun 13, 2015 05:51 |
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Howlrunner plus TIE fighters is murderous to rebel squadrons. I run a very similar list but with a second victory instead of a gladiator and a total of ten fighters: it's awesome. E. The supergladiator might be more useful as a fighter escort ship, moving 7 or 8 fighters during ship activation is brutal. But I'd try the list as is and see how you do!
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# ? Jun 13, 2015 05:57 |
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You can put multiple admirals/captains on one ship?
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# ? Jun 13, 2015 13:48 |
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Nash posted:You can put multiple admirals/captains on one ship? Screed is a commander, and Chiraneau is a named officer upgrade, pretty sure they fit on one ship
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# ? Jun 13, 2015 13:57 |
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Pretty sure he means the flagship mechanic where you put an "admiral" on a ship and then that ship gives more points if it's blown up or somthing? It's been a bit since i've looke through the rules myself.
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# ? Jun 13, 2015 13:59 |
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HOOLY BOOLY posted:Pretty sure he means the flagship mechanic where you put an "admiral" on a ship and then that ship gives more points if it's blown up or somthing? It's been a bit since i've looke through the rules myself. Yeah but despite being called an "Admiral", Chiraneau isn't actually an admiral, having him on a ship doesn't make it a flagship, he's just like a Defense Liaison or Intel Officer but does more for more point cost
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# ? Jun 13, 2015 14:01 |
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HOOLY BOOLY posted:Pretty sure he means the flagship mechanic where you put an "admiral" on a ship and then that ship gives more points if it's blown up or somthing? It's been a bit since i've looke through the rules myself. Yes this. For some reason I figured you could only put one named officer/character on a ship.
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# ? Jun 13, 2015 14:27 |
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Well you're still right, they are unique people so you can only have one of them in play. I get what you mean though
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# ? Jun 13, 2015 14:31 |
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Has anybody found a way to actually make fighters worthwhile? It seems that they're really only there as points filler because you can't afford another proper ship, which in general does a heck of a lot more work. Maybe there's something we're missing, but going fighter-heavy seems just a really good way to get all your ships blown up with little return on investment from the fighters.
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# ? Jun 13, 2015 15:18 |
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Devlan Mud posted:Has anybody found a way to actually make fighters worthwhile? It seems that they're really only there as points filler because you can't afford another proper ship, which in general does a heck of a lot more work. Maybe there's something we're missing, but going fighter-heavy seems just a really good way to get all your ships blown up with little return on investment from the fighters. Rebel squadrons with bomber are in theory an efficient way to put attack die on a ship target(unfortunately that analysis does not hold up to the need to give squadron orders and the fact that ships can fire from two arcs). In these early imperial sets if you don't want to use a tricked out demolisher(which trades poorly with a 'vette horde) rhymer and some bombers works reasonably well. Rebels have no Rhymer equivalent though. If you have a rebel list that doesn't have a good source of squadron orders, use A-wings exclusively. The fact that they give up points more easily than ships is also a problem- if I see a horde of ties as the rebels I will be happy to get a ship's worth of points by spamming anti-squad die at them with corvettes and avoiding the slow imperial ships. This may change with the Imperial raider.
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# ? Jun 13, 2015 17:03 |
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It seems to me that the rebel aces are quite a bit less useful than the Imperial aces, and I have a hard time justifying the need for squadron activation dials and upgrades on ships compared to just bringing more ships, and either filling out leftover points that can't add up to more ships, or the few efficient upgrades on either straight up A -Wings, or Howlrunner plus interceptors (daaaayumn).
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# ? Jun 13, 2015 17:50 |
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Howlrunner + interceptors is awesome. For a relatively small points investment you can seriously threaten rebel bombers; and you do have to do something about them as VSDs and GSD Is don't have enough anti fighter to make a dent In those squadrons in time. VSDs especially are slow and ponderous enough that, left alone, enemy bombers can guess where you'll be next squadron activation and position to shoot you without needing an activating ship to help.
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# ? Jun 13, 2015 19:17 |
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About the ponderousness of the Victory, that's still generally two attacks at best per bomber over the course of the game, once they get into threat range of the VSD on turn three or so, which is decidedly unimpressive compared to a ship that can fire twice a turn. Not arguing against the need for some fighter screening in Imperials at the moment, but even 30 points of TIEs will hold up a group of rebel fighters for long enough to negate most of their bombing threat. My main issue with Armada as it stands is that for all the work they do in the movies, fighters are pretty severely underpowered to the point where restricting them to a third of your points total for a fleet is very redundant, as taking that many points in fighters will never get you that many points back over six turns. In turn, having fighters be no threat turns the game into X-Wing with a reduced element of predicting your opponents moves. I still enjoy the game, but it's really turned my best friend off of it, unfortunately. The upcoming rogues don't impress me much with their heavy points investment.
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# ? Jun 13, 2015 20:53 |
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Devlan Mud posted:About the ponderousness of the Victory, that's still generally two attacks at best per bomber over the course of the game, once they get into threat range of the VSD on turn three or so, which is decidedly unimpressive compared to a ship that can fire twice a turn. Not arguing against the need for some fighter screening in Imperials at the moment, but even 30 points of TIEs will hold up a group of rebel fighters for long enough to negate most of their bombing threat. The rebel one will at least make it less trivial to tie up rebel bombers with a small pt investment.
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# ? Jun 13, 2015 21:06 |
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Also, the ability to both move and shoot in their own activation (so, not being reliant on squadron commands) looks to be a fairly common trait of the rogues release.
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# ? Jun 13, 2015 22:54 |
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I've done very well with fighter-focused lists, in fact. Had Rhymer and 3 bombers blow away a Nebulon B on turn 2. Rebels have been less stellar, but Imperial fighter lists seem viable to me.
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# ? Jun 13, 2015 23:04 |
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# ? May 20, 2024 17:47 |
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Joe_Richter posted:Also, the ability to both move and shoot in their own activation (so, not being reliant on squadron commands) looks to be a fairly common trait of the rogues release. I don't know if paying 20+ points for a squadron that can do that but shoots one black or red anti-ship die is worth it, though.
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# ? Jun 14, 2015 00:47 |