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Wanna build this fleet. +++ SWA Rebel 300pts (297pts) +++ ++ Rebel Alliance (Standard) (297pts) ++ + Assault Frigate MkII (114pts) + Assault Frigate Mark IIB (114pts) [Electronic Countermeasures (7pts), Enhanced Armament (10pts), •General Dodonna (20pts), •Paragon (5pts)] + Nebulon-B Frigate (134pts) + Nebulon-B Support Frigate (71pts) [Intel Officer (7pts), X17 Turbolasers (6pts), •Salvation (7pts)] Nebulon-B Support Frigate (63pts) [Intel Officer (7pts), XX-9 Turbolasers (5pts)] + Squadrons (49pts) + A-Wing Squadron (11pts) A-Wing Squadron (11pts) A-Wing Squadron (11pts) •Tycho Celchu (16pts) + Objectives + Assault Objective [Advanced Gunnery] Defense Objective [Hyperspace Assault] Navigation Objective [Superior Positions] The assault frigate in this configuration has served my quite well, and once I figure out where the enemy ships are headed, setting up a significant amount of firepower to lie in wait for their next move is very easy with it and a single nebulon-b, so I figured I'd grab the expansion pack and give this a shot. I have had very limited success with the rebel fighters, so I figure just dumping a handful of a-wings on the board to tie up any bombers and what have you would be best. Any thoughts? EDIT: Went to our league open play event today. Not much more interest than last time, with 4 total players, including the organizer in attendance. I foolishly showed up on time, and so only had the organizer to play against. Ran my assault frigate/nebulon-b/CR90 against two of his lists, and lost both games to whiffing my kill shots with the assault frigate + enhanced armament, which was frustrating. At this point I'm not really digging the nebulon-b either, and am thinking about running another assault frigate. It's the only rebel ship I really even like. Reynold fucked around with this message at 22:30 on Jun 14, 2015 |
# ? Jun 14, 2015 05:28 |
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# ? May 15, 2024 17:32 |
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Reynold posted:The assault frigate in this configuration has served my quite well, and once I figure out where the enemy ships are headed, setting up a significant amount of firepower to lie in wait for their next move is very easy with it and a single nebulon-b, so I figured I'd grab the expansion pack and give this a shot. I have had very limited success with the rebel fighters, so I figure just dumping a handful of a-wings on the board to tie up any bombers and what have you would be best. Any thoughts? What was he running?
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# ? Jun 15, 2015 05:35 |
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Weissritter posted:What was he running? First game was a mirror match if I recall, with him going more fighter heavy. We blew up each other's nebs and his assault frigate got away with the shields blown out and maybe 3-4 hull. Second match was another fighter-heavy list, but this time he took imperials, a victory and gladiator. I made minor tweaks to my list for the second match, but can't really change much.
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# ? Jun 15, 2015 14:25 |
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So we had our first non-Learn to Play game tonight! It also let us know that our table is literally not big enough to play as the game is intended! The table being more round than square and the X-Wing game mat we were using covers just about all of it and we are missing 3 feet length-wise But that didn't stop us from having fun anyway! I ran with [ REBEL FLEET (300 points) 1 • Objectives - Advanced Gunnery - Contested Outpost - Superior Positions (0) 2 • Assault Frigate Mark II A - Adar Tallon - Gunnery Team - Advanced Projectors - XI7 Turbolasers - Paragon (115) 3 • Nebulon-B Escort Frigate - Garm Bel Iblis - Raymus Antilles - Engineering Team - H9 Turbolasers - Yavaris (107) 4 • Wedge Antilles X-wing Squadron (19) 5 • Dutch'' Vander Y-wing Squadron (16) 6 • Tycho Celchu A-wing Squadron (16) 7 • X-wing Squadron (13) 8 • B-wing Squadron (14) That's about as close as i can remember so some of the upgrades and crew members might be a bit shuffled around but the ships and squadrons where right! I ended up picking Advanced Gunnery for the objective (one of a few key mistakes i made, not really paying attention to what the card really said and my upgrades).My general strategy was to hopefully use all the tokens that Iblis gives combined with Yavaris to move my B and Y Wings into position to really mess up his Vic and Glad. Unfortunately i ran my (objective ship)Frigate off the board by going to fast (i've learned that Speed 3 or even 4 with the Corvette is way to fast past the first 2 rounds or so, you're just gonna blow by all the opponents and then off the board) and his massive amounts of TIES just kind of slowly overwhelmed me and my now abandoned Escort Frigate (3rd mistake was letting my Flagship be by itself, it got overwhelmed without squadrons nearby to soak up additional damage) Overall though it was a lot of fun! How different is the game if you're using objectives that require you reaching certain spots or by making you play more defensively?
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# ? Jun 16, 2015 10:32 |
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Reynold posted:First game was a mirror match if I recall, with him going more fighter heavy. We blew up each other's nebs and his assault frigate got away with the shields blown out and maybe 3-4 hull. Second match was another fighter-heavy list, but this time he took imperials, a victory and gladiator. I made minor tweaks to my list for the second match, but can't really change much. Hard to say what went wrong in the second game, though did you fly too close to his gladiator? It has some really nasty close-ranged dice. HOOLY BOOLY posted:Overall though it was a lot of fun! How different is the game if you're using objectives that require you reaching certain spots or by making you play more defensively? I played a game as New Republic (Star Destroyers with rebel fighters/commanders, 2 x VSD, Wedge and 5 X-wings) against my friend's Rebels (1 assault frigate, 1 Nebulon-B and 2 CR-90s plus some x-wings) in Intel Sweep. It certainly was a little different since having more objectives than the other gives 75 points at the end - significant enough that I feel justified in moving my objective ship into the fray despite the dangers of being flanked. My friend also played a little more aggressively due to wanting to take the objectives - turn 3 onwards we were trading fire at medium range or less pretty much every single turn. Highlight was at one point he advanced his Assault Frigate so close that I chose to move my VSD into its path after the AF survived a close range salvo from it, and on its activation turn it had no choice but to ram into the VSD and is destroyed (though not before dealing heavy damage to my VSD). VSD somehow survived through that. At the end I did lose that VSD, though he lost all his capital ships except a CR-90. So with objectives being equal on both sides, I managed to win.
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# ? Jun 17, 2015 02:39 |
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Weissritter posted:Hard to say what went wrong in the second game, though did you fly too close to his gladiator? It has some really nasty close-ranged dice. Nope. Same thing went wrong both games. I lost the fighter battle and his heavily damaged ship managed to slink away by me whiffing my parting shots. Stuff like 3/4 blank red dice both time, it was lame.
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# ? Jun 17, 2015 03:30 |
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CSI is having a sale on Imperial Assault expansion packs. Does anyone have any first hand experience with any of the campaign side-missions that each come with? I've not yet explored skirmishes so I don't have the need for a bunch of models per se, but additional campaign content interests me, provided any of it is worthwhile. Of course, at almost half off they're priced really well just for the minis anyway, so who am I kidding, I'll probably just get them all regardless.
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# ? Jun 19, 2015 22:42 |
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I had a lot of fun with the IG-88 side mission although that just might be Shadows of the Empire nostalgia slipping through
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# ? Jun 19, 2015 22:44 |
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Get all of them, they're all good. One thing to note is that the players won't ever (as of right now anyways) have access to elite sabateurs, beceause both of the missions that grant sabateurs as allies are green missions (and you can't select green missions that have the same reward when building the deck)
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# ? Jun 21, 2015 21:51 |
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So I bought the Armada core and have been playing a couple games a week with a friend in my apartment. I bought the Gladiator, Assault Frigate, and both Fighter packs. Is there anything else really essential? The core ship expansions seem really skippable, except maybe the Corvette. Also, Admiral Screed leading a fleet with a cheaper Gladiator with the Demolisher title and Assault Concussion Missiles seems really loving good, like almost too good. The little guy tore through the Rebel formation like a hot knife through butter, shredded the Corvette then looped around and annihilated the Assault Frigate.
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# ? Jun 22, 2015 01:00 |
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Screed definitely puts the Glad in Gladiator. And pretty much anything that has a Crit effect. And the reason why Demolisher Gladiator is so good is because sadly, you can only have one. And your 2nd Gladiator is going to really miss that title when you put it out onto the field. Edit: What is everyone doing for objectives? Do you bid low for 2nd so that you can play your game? Do your opponents (or you) bid low for 1st player? Do you build to be able to compete with all objectives (or all of a single type)? Val Helmethead fucked around with this message at 02:27 on Jun 22, 2015 |
# ? Jun 22, 2015 02:20 |
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Val Helmethead posted:Screed definitely puts the Glad in Gladiator. And pretty much anything that has a Crit effect. Demolisher is a huge problem for neb B centric rebel lists, but I think it's not great against AF2s or corvette mobs. That being said, there's pretty much nothing that a Demolisher will one-round that's worth more than it so if you ensure a trade you will always come out ahead.
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# ? Jun 22, 2015 02:23 |
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Panzeh posted:Demolisher is a huge problem for neb B centric rebel lists, but I think it's not great against AF2s or corvette mobs. Yeah, with the big stack of black dice, a Demolisher gladiator can more or less one-shot any small base ship it flies up to, doubly so of you are first player and can shoot first with it next turn. There is a good reason for the title to be a 10point upgrade, and unique.
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# ? Jun 22, 2015 02:30 |
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I really want to make the corvette swarm happen, but I am so, so bad at flying Rebel ships.
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# ? Jun 22, 2015 04:27 |
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General Battuta posted:I really want to make the corvette swarm happen, but I am so, so bad at flying Rebel ships. This is why I'm eager for wave 2 to come out - playing age of sail games has gotten me so used to broadsides to the point where I can't fly nebs or corvettes well at all, but I'm amazing with the assault frigate. I haven't wanted to buy a second AF and the Mon Cal ships look broadside heavy, so running the big Mon Cal ship, an Assault Frigate, and the Mon Cal frigate should be perfect for my skillset. The fact that Wave 2 will have Admiral Ackbar as a fleet commander makes it even better.
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# ? Jun 22, 2015 05:50 |
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Val Helmethead posted:Edit: What is everyone doing for objectives? Do you bid low for 2nd so that you can play your game? Do your opponents (or you) bid low for 1st player? Do you build to be able to compete with all objectives (or all of a single type)? Objectives depend a lot on your fleet of course. I play Rebels so my objectives tend to favor mobility for the Navigation and Defense objectives. Since I tend to outnumber, I'll go for Most Wanted on Offensive. That said, I'm slowly coming around to the idea that bidding is not that big a deal and have been building fleets to take every last point I can. I've only played two tournaments though, we'll see how it goes this weekend.
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# ? Jun 22, 2015 22:53 |
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Played my first few games of Armada yesterday. Seems like a fun enough game with the starter set alone, the extra ships I've got on the way (another corvette and a gladiator) should make a fun addition.
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# ? Jun 24, 2015 03:25 |
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Trying out my new gladiator tonight, against a rebel force bolstered by the assault frigate. I'm thinking concussion missiles on a victory 2, and expanded munitions or whatever it's called on a gladiator 1, pick a ship to die each turn. I'm still pulling my punches as my friend learns the game, but the hours of making simple mistakes leading to obvious victories for the rebels are over. The gloves are off!
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# ? Jun 24, 2015 10:04 |
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lenoon posted:Trying out my new gladiator tonight, against a rebel force bolstered by the assault frigate. I'm thinking concussion missiles on a victory 2, and expanded munitions or whatever it's called on a gladiator 1, pick a ship to die each turn. Can't concussion missile a VSD2. It has Ion Cannon upgrades in place of the VSD1's Ordinance. Concussion Missiles work better on the Gladiator anyway.
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# ? Jun 24, 2015 17:46 |
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Val Helmethead posted:Can't concussion missile a VSD2. It has Ion Cannon upgrades in place of the VSD1's Ordinance. The Gladiator seems like its a ship that'll gently caress up anything that wanders into it's front arc. The Demolisher title that lets it fire once before moving and once after is going to be terrifying to play against, especially if you take the Expanded Launcher upgrade and add 2 more black dice to the front arc
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# ? Jun 24, 2015 22:09 |
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Yeah I got the effects of concussion and the one that let's you add an extra red mixed up, was thinking of that. Will report back tomorrow properly, but loving luke skywalker killed my VS2 with the last roll of the game an won. Man, annoying, but cinematic as all loving hell!
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# ? Jun 24, 2015 22:25 |
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Icon Of Sin posted:The Gladiator seems like its a ship that'll gently caress up anything that wanders into it's front arc. The Demolisher title that lets it fire once before moving and once after is going to be terrifying to play against, especially if you take the Expanded Launcher upgrade and add 2 more black dice to the front arc I had a game today where someone put Expanded Launchers on a VSD1 w/ Dominator. It was Empire, his VSD2 / VSD1 vs my VSD2 / VSD2. I had no choice but to slowly lumber into that front arc of doom. He rolled 3 Red, 2 Blue, and 6 Black dice against my flag ship. Somehow he only got one accuracy, but used it to limit my brace. 11 damage and an extra ram for good measure later... I have no shields fore and starboard, a crit that says I take extra damage if I overlap anything, and 6 other damage cards. All on an otherwise perfectly healthy VSD.
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# ? Jun 25, 2015 01:30 |
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A lot of people consider Assault Concussion Missiles to be not just more points effective than Expanded Launchers, but actually just straight up better for a much lower cost - especially if you have Screed. Expanded Armaments adds an average of 2 damage (that can be affected by defense tokens) to just your front arc, ACM adds a guaranteed 2 (that cannot be affected by defense tokens) to all your arcs.
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# ? Jun 25, 2015 01:33 |
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Bought a second pack of Imperial fighters today. On Saturday I'm going to try the Corrupter/Expanded Hangar Bay/Major Rhymer + Bombers mambo and see how it works. Even if this fails, it's going to be fun as hell.
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# ? Jun 25, 2015 05:35 |
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It was the one list I lost to at our organized play this last weekend. I figured most people would be light on squadrons so I just wound up not being able to do much in that game after some poor piloting of my Assault Frigate.
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# ? Jun 25, 2015 22:17 |
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Imperial Assault related. If anyone is like me, severe ADD to the point that game setup and break down time being too complex will leave a favorite game to linger on the shelf. Or if you just love great organizers. Check this poo poo out. http://www.gothsonika.com/shop/imperial-assault-box-organizer I just got mine in yesterday and my god does it help me push past my ADD. Here is a link to my review of it on the ffg thread. https://community.fantasyflightgames.com/topic/139150-box-inserts-full-wave-1/?p=1672183 I know it is expensive. But so was buying the core and all of wave one just for it to sit unused cause I was too paralyzed to deal with the game components. One thing to note, the kit is fully assembled. He is working on dyi directions so he can offer it at a lower price. For me even had the dyi existed, I would have bought the fully assembled one. This thing is fantastic. Kilazar fucked around with this message at 14:58 on Jun 26, 2015 |
# ? Jun 26, 2015 14:54 |
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Speaking of Imperial Assault; I've finally got around to picking up a copy and since I haven't really been keeping up on the news, I have no idea what the recommended "buy order" for the expansion stuff is. Can I play through the stuff from the core box and add in the expansions later? Or should I pick up some expansions before I start playing?
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# ? Jun 26, 2015 21:16 |
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jivjov posted:Speaking of Imperial Assault; I've finally got around to picking up a copy and since I haven't really been keeping up on the news, I have no idea what the recommended "buy order" for the expansion stuff is. Can I play through the stuff from the core box and add in the expansions later? Or should I pick up some expansions before I start playing? I'd just start with the core box, the expansions out now don't add a ton of content by themselves, but Twin Shadows looks like a solid pickup once that hits shelves. I would pick that up before any of the character packs.
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# ? Jun 26, 2015 21:39 |
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jivjov posted:Speaking of Imperial Assault; I've finally got around to picking up a copy and since I haven't really been keeping up on the news, I have no idea what the recommended "buy order" for the expansion stuff is. Can I play through the stuff from the core box and add in the expansions later? Or should I pick up some expansions before I start playing? I hear "the expansioms dont add to then campaign" alot in my area. And that is just not true. Each expansion gives you more missions to choose from (ally) when building the mission deck. Each villain one provides the imp player another agenda set with missions. Considering there reallyn is not much in the way of choice out of the box for building agenda and mission decks. The expansions add alot to the core set in the way of variety.
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# ? Jun 27, 2015 00:55 |
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Do we have an actual release on Twin Shadows? They said end of June and there's only 5 days left
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# ? Jun 27, 2015 01:13 |
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Oh, and other than "Make sure you read the Rebel players everything in the mission briefing" are there any other Newbie traps I should know about ahead of time?
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# ? Jun 27, 2015 01:16 |
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HOOLY BOOLY posted:Do we have an actual release on Twin Shadows? They said end of June and there's only 5 days left Their site says "On the boat", so assuming that's literally accurate I wouldn't expect them until after GenCon. Maybe if it's about to arrive like next week, and they'll get lucky and everything clears customs without a problem they'll have some in time for the show, but I'd expect August.
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# ? Jun 27, 2015 02:01 |
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Trying to be more aggressive than a gladiator did not turn out well for me.
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# ? Jun 27, 2015 02:11 |
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jivjov posted:Speaking of Imperial Assault; I've finally got around to picking up a copy and since I haven't really been keeping up on the news, I have no idea what the recommended "buy order" for the expansion stuff is. Can I play through the stuff from the core box and add in the expansions later? Or should I pick up some expansions before I start playing? For the very first game you don't really need them. But second and onwards I'd definitely get a few since they all come with a side mission for the campaign. As for you other question. One thing i can think of is when the game says to increase something by the "threat level" they mean to increase it by however much threat you are recieving a turn. Which you can find on the campaign sheet thing in the back of the campaign book. Speaking of threat, you always start with 0 unless there is some special set up rule that tells you otherwise
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# ? Jun 27, 2015 02:26 |
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Icon Of Sin posted:Trying to be more aggressive than a gladiator did not turn out well for me. Heh heh
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# ? Jun 27, 2015 03:11 |
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Icon Of Sin posted:Trying to be more aggressive than a gladiator did not turn out well for me. Gladiators work best when they stick to a VSD like white on rice.
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# ? Jun 27, 2015 06:41 |
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Tried out a build with my second Gladiator this afternoon against Reynold. He went fighter heavy with Gallant Haven, so my plan to rely on the Gladiators to help supplement my low fighter count went... poorly. We played Superior Positions and he got like 90 points just from that. It would have been less terrible for me, but Dodonna picked some real nasty crit effects that ended up with my Vic I killing itself on an asteroid when I couldn't turn when he killed my thrusters and he picked the double damage one from the asteroid damage 1 - Gladiator-class Star Destroyer (62) - Defense Liaison (3) - Assault Concussion Missiles (7) - Demolisher (10) • Total : 82 2 - Gladiator-class Star Destroyer (62) - Assault Concussion Missiles (7) - Insidious (3) • Total : 72 3 - Victory-class Star Destroyer (73) - Admiral Screed (26) - Veteran Captain (3) - Assault Concussion Missiles (7) • Total : 109 4 • Soontir Fel TIE Interceptor Squadron - TIE Interceptor (18) • Total : 18 5 • TIE Interceptor Squadron - TIE Interceptor (11) • Total : 11 6 • TIE Fighter Squadron - TIE Fighter (8) • Total : 8 7 - Advanced Gunnery (0) - Hyperspace Assault (0) - Intel Sweep (0) Sir DonkeyPunch fucked around with this message at 00:24 on Jun 29, 2015 |
# ? Jun 29, 2015 00:21 |
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Sir DonkeyPunch posted:Tried out a build with my second Gladiator this afternoon against Reynold. He went fighter heavy with Gallant Haven, so my plan to rely on the Gladiators to help supplement my low fighter count went... poorly. We played Superior Positions and he got like 90 points just from that. It would have been less terrible for me, but Dodonna picked some real nasty crit effects that ended up with my Vic I killing itself on an asteroid when I couldn't turn when he killed my thrusters and he picked the double damage one from the asteroid damage It was a good match I think. I'm still not convinced that any rebel ships but the assault frigate are worth a poo poo, but I figured I'd try to go as strong as I could with my bombers and see what happened. This was my list: +++ SWA Rebel Bombers 300pts (297pts) +++ ++ Rebel Alliance (Standard) (297pts) ++ + Assault Frigate MkII (131pts) + Assault Frigate Mark IIA (131pts) [Expanded Hangar Bay (5pts), Gunnery Team (7pts), •Adar Tallon (10pts), •Gallant Haven (8pts), •General Dodonna (20pts)] + Nebulon-B Frigate (67pts) + Nebulon-B Escort Frigate (67pts) [XX-9 Turbolasers (5pts), •Yavaris (5pts)] + Squadrons (99pts) + B-Wing Squadron (14pts) Y-Wing Squadron (10pts) •"Dutch" Vander (16pts) •Keyan Farlander (20pts) •Luke Skywalker (20pts) •Wedge Antilles (19pts) + Objectives + Assault Objective [Precision Strike] Defense Objective [Fleet Ambush] Navigation Objective [Superior Positions] In the future I'd like to streamline it to something more like: +++ SWA Rebel Experimental 300pts (297pts) +++ ++ Rebel Alliance (Standard) (297pts) ++ + Assault Frigate MkII (198pts) + Assault Frigate Mark IIB (83pts) [Flight Controllers (6pts), XX-9 Turbolasers (5pts)] Assault Frigate Mark IIB (115pts) [XX-9 Turbolasers (5pts), •Adar Tallon (10pts), •Gallant Haven (8pts), •General Dodonna (20pts)] + Squadrons (99pts) + B-Wing Squadron (14pts) Y-Wing Squadron (10pts) •"Dutch" Vander (16pts) •Keyan Farlander (20pts) •Luke Skywalker (20pts) •Wedge Antilles (19pts) + Objectives + Assault Objective [Precision Strike] Defense Objective [Fleet Ambush] Navigation Objective [Superior Positions] This would give me a lot more firepower from my capital ships, let me activate plenty of squadrons, and take even more advantage of Dodonna's crazy good critical hit extravaganza.
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# ? Jun 29, 2015 01:01 |
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Honestly I think the corvette mob is the best rebel build.
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# ? Jun 29, 2015 02:00 |
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# ? May 15, 2024 17:32 |
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So just finished a campaign of Imperial Assault that dragged on far longer than it needed too (real live issues kept getting in the way) and even though we got the "rebel" version of the final level i convinced the group to do the other version since we had already done the finale we were about to get. What a loving mess it was Normally i like to look at the map and see what happens and kind of plan out what i basically want to do but here it just didn't happen Spoilers for the final mission i guess The first part when pretty smoothly, until they decided to just ignore pretty much everything i was sending in and booked it for the canyon and so they blocked off the pass with their AT-ST. A pretty smart move until i spawned in Weiss and read that he activated after EVERY Imperial activation and the only mercs i had where the elite Trandos that spawn in with him. Needless to say the person that ran ahead and left me with 3 uninterrupted moves got completely decimated . Now when Weiss spawns it also locks all the doors, meaning their AT-ST was stuck back in the hanger bay with my army of dudes that had nothing else to do other than just slam up against it while whittling away it's health. Since i kinda wanted to have the epics Walker vs Walker battle that the game kind of sets up for you i let them just move their walker into position next to Weiss so we could have a proper battle like was intended. Weiss takes it out and then dies a round later due to the Wookie being wounded and being able to throw out 8 damage in one turn Overall a nice idea for a level that didn't turn out so well, at least Rebels and Imp are tied in overall victories, we plan to have the tie breaker when the expansion comes out.
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# ? Jun 29, 2015 06:04 |