Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Kai Tave
Jul 2, 2012
Fallen Rib
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?

Adbot
ADBOT LOVES YOU

Reynold
Feb 14, 2012

Suffer not the unclean to live.

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.

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?

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.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



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

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe
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.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


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?

Taran_Wanderer
Nov 4, 2013

Tekopo posted:

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?

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.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


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.
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.

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.”"

Taran_Wanderer
Nov 4, 2013

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.

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.”"

Oh nice! Yeah, him modifying the printed value threw me off. I'll have to take another look at that combo for my list.

Madurai
Jun 26, 2012

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.

AndyElusive
Jan 7, 2007

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.

Panzeh
Nov 27, 2006

"..The high ground"

Tekopo posted:

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?

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.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


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.

Madurai
Jun 26, 2012

AndyElusive posted:

So you show up to game nights with what looks like piping hot pizza but instead pull out little plastic space ships?

Literally Hitler.

I was thinking about stenciling a logo on them, and "Literally Hitler Pizzeria" could be it.

NTRabbit
Aug 15, 2012

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

bitches




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.

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe

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.

Keeku
Jun 3, 2005

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).

NTRabbit
Aug 15, 2012

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

bitches




I've been told they sell games before, but I keep forgetting

Keeku
Jun 3, 2005

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.

Iron_Chef
Sep 19, 2003
Chef of Iron

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!

alg
Mar 14, 2007

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

Per Star Wars Insider, Boba Fett, Twin Shadows, and the Stormtrooper pack for IA should be out end of June.

George Kansas
Sep 1, 2008

preface all my posts with this
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.

Kilazar
Mar 23, 2010

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.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



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.

Red Hood
Feb 22, 2007

It's too late. You had your chance. And I'm just getting started.
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
- Admiral Screed
- Admiral Chirenau
- Expanded Hangars
- Corruptor

Gladiator Class 1 Star Destroyer
- Wullf Yularen
- Engine Techs
- Assault Concussion Missles
- Demolisher

Major Rhymer
TIE Bomber x3

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?

FishFood
Apr 1, 2012

Now with brine shrimp!
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!

Nash
Aug 1, 2003

Sign my 'Bring Goldberg Back' Petition
You can put multiple admirals/captains on one ship?

NTRabbit
Aug 15, 2012

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

bitches




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

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



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.

NTRabbit
Aug 15, 2012

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

bitches




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

Nash
Aug 1, 2003

Sign my 'Bring Goldberg Back' Petition

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.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



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 :v:

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
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.

Panzeh
Nov 27, 2006

"..The high ground"

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.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
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).

Joe_Richter
Oct 8, 2005

Laser Lenin approves of hobo murder simulators.
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.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
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.

Panzeh
Nov 27, 2006

"..The high ground"

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.

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.

The rebel one will at least make it less trivial to tie up rebel bombers with a small pt investment.

Joe_Richter
Oct 8, 2005

Laser Lenin approves of hobo murder simulators.
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.

FishFood
Apr 1, 2012

Now with brine shrimp!
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.

Adbot
ADBOT LOVES YOU

Panzeh
Nov 27, 2006

"..The high ground"

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.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply