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Hoping FFG can bring the Interdictor cruiser in since Rebels brought it back to Canon, though I wonder what new mechanic it would bring
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# ? Nov 28, 2015 00:06 |
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# ? May 27, 2024 22:15 |
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Canopus250 posted:Yeah, I grabbed all of Wave 2 including doubles on the two smaller ships at my local stores Black Friday sale. Can't wait to get in some games with my roommate and have no idea what to do tactics wise again. Nope. It is there specifically to let you get Enhanced Armaments and Ackbar it at long range.
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# ? Nov 28, 2015 00:19 |
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Sushi in Yiddish posted:Hoping FFG can bring the Interdictor cruiser in since Rebels brought it back to Canon, though I wonder what new mechanic it would bring Not sure if it would really be relevant. The Interdictor kept things from entering hyperspace, which is a non-issue for Armada.
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# ? Nov 28, 2015 00:22 |
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jivjov posted:Not sure if it would really be relevant. The Interdictor kept things from entering hyperspace, which is a non-issue for Armada. Could give it a tractor-bweam type of effect.
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# ? Nov 28, 2015 00:36 |
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In the episode it pulls a CR90 from hyperspace and powers it down, maybe it could control an enemies speed/disable certain cards, like Princess Leia in ImpAss
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# ? Nov 28, 2015 00:44 |
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Val Helmethead posted:Nope. It is there specifically to let you get Enhanced Armaments and Ackbar it at long range. Hahah, oh well that would make some sense. That had not occurred to me. I guess I would have just used the Scout Frigate for that unless I had to trim 6 points that badly.
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# ? Nov 28, 2015 01:56 |
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Got my ISD today, g-d is this a big rear end model, not sure how to chop up my storage tray to fit it properly
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# ? Nov 28, 2015 04:25 |
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Sir DonkeyPunch posted:Got my ISD today, g-d is this a big rear end model, not sure how to chop up my storage tray to fit it properly You goin to Saltire on Sunday dawg? I've been itching to get my MC80 into action since I took the Sullust event like a bajillion years ago.
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# ? Nov 28, 2015 05:47 |
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Sushi in Yiddish posted:In the episode it pulls a CR90 from hyperspace and powers it down, maybe it could control an enemies speed/disable certain cards, like Princess Leia in ImpAss That'd be cool, plus those imperial cruisers have been in half the season and central to the blockade episode, I'd be shocked if they weren't coming in wave 3 as the second small based imperial after the raider, ie Nebulon b sized
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# ? Nov 28, 2015 08:47 |
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Ran the following list at the FLGS today vs. Donkey Punch: +++ SWA Rebel Experimental 400pts (389pts) +++ ++ Rebel Fleet (Standard) (389pts) ++ + Assault Frigate MkII (158pts) + Assault Frigate Mark IIB (79pts) [Electronic Countermeasures (7pts)] Assault Frigate Mark IIB (79pts) [Electronic Countermeasures (7pts)] + MC80 Cruiser (175pts) + MC80 Assault Cruiser (175pts) [Electronic Countermeasures (7pts), Leading Shots (4pts), •Admiral Ackbar (38pts), •Defiance (5pts), •Raymus Antilles (7pts)] + Squadrons (56pts) + B-Wing Squadron (14pts) B-Wing Squadron (14pts) B-Wing Squadron (14pts) B-Wing Squadron (14pts) + Objectives + Assault Objective [Advanced Gunnery] Defense Objective [Contested Outpost] Navigation Objective [Superior Positions] That wasn't a low initiative bid, I just put a Gunnery Team on my MC80 on accident, which luckily didn't get used at all in the game, sparing me the shame of cheating. How embarrassing. The gunline held up pretty well, with one of the assault frigates taking some pretty heavy fire before flying off out of range. I lost all of my b-wings to his raider and Boba Fett/IG-88 combo, though not before peeling the shields off the front of his ISD in preparation for some Ackbar'd up broadsides. I didn't get my MC80 into the fight until the last turn or so, so it's hard to say if Raymus would have pulled his weight at all. It definitely seemed like the assault frigates were the stars of the show, no surprise there given my track record with them before the new wave dropped. As a result, I think for the time being I will drop Raymus to put gunnery teams on both of the assault frigates for now, and see how the list does like that. I feel like I'm leaving myself vulnerable to enemy squadrons with this list, as my only real option is to turtle up against them, although this can be a VERY tough list to approach if I keep the fleet together like that. Any thoughts?
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# ? Nov 30, 2015 05:33 |
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I haven't played since the Cores for Armada dropped, and I'm super scared of the ISD. Does this look dumb? MC80 Assault Cruiser -Ackbar -Antillies -Redundant -Defiance CR90 B -Nav Team -Leading Shots -Dodonna's Pride MC30C Scout Frigate -Assault Proton Torps -Enhanced Armament MC30C Scout Frigate -Assault Proton Torps -Enhanced Armament -Gunnery Team
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# ? Dec 2, 2015 07:07 |
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The MC80 is way scarier than the ISD: I would suggest getting Engine Techs for it though since it is slow.
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# ? Dec 2, 2015 07:10 |
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Feeple posted:I haven't played since the Cores for Armada dropped, and I'm super scared of the ISD. Does this look dumb? Every instance where I've fought an ISD so far has gone very, very badly for the ISD. I can't wait to get one and try out my own formula for it and see how I do. Anywho, this list leaves you CRAZY VULNERABLE to bombers, like you won't be able to do much of anything at all to stop an opponent who utilizes squadron commands from peeling your shields off before laying down some heavy damage. Even just few a-wings would drastically reduce the effectiveness of enemy squadrons against your list. You're also building to straight up 400 points as is, which means your opponent will almost ALWAYS get to select whether or not they want initiative to go to you or them. I like to bid somewhat low (392-394, depending how bold I'm feeling) so that I have a little more control over that. Consider a situation in which you have more ships than your opponent. If you win the initiative bid, you can either elect to go second, which will result in your opponent picking the least effective of your objectives for him, and allowing you to activate more stuff after he is done with his ships (meh), or you can elect to go first, choosing as you will an objective of his which benefits him the least, and in which case both the first and last activations of each round are yours. This means you can pull some nasty tricks like maneuvering a ship into position at the end of the round to exploit a weakened ship, then activating it first the next round to lay down some hurt, or even activating the same ship back to back, allowing you to take advantage of beneficial position. Something to chew on. But let's get down to business here. Your MC80 with Defiance is BEGGING YOU for Leading Shots. Do it. You'll roll a bucketful of dice, and the ability to reroll the ones you don't want is CRAZY good. Engine Techs can be useful as well, but keep in mind you have to devote either a dial or a token to it when you want that extra little 1-speed boost. Redundant Shields is nice, of course, if you plan on your MC80 being in the thick of it. Antilles is good as well for engineering commands, as he will net you 3 shields + 1 from redundant per turn, nothing to scoff at. The other commands won't be as useful for him. And since you're running Defiance, you want enemy ships to end their moves before you do, and in range of you, so you're gonna be up close and personal if you can help it. Consider Advanced Projectors to maximize your shield manipulation, and Projection Experts, to help keep your buddies shields up as well. Your Scout Frigates, with Ackbar, have the option of hammering things at long range or getting up close and personal for some serious knife fighting. It's good to have options. Enhanced Armament on these guys might be paying too much for just one red die, though. I would drop those for sure. At that point Gunnery Team won't help much either, so away they go. I'm still not quite sold on Assault Proton Torpedoes over the raw damage of Assault Concussion Missiles, but give them a shot, a critical hit straight to the hull now and then could be quite frustrating for an opponent. Ordnance Experts will help you out there as well. Turbolaser Reroute Circuits can help you dish out some extra damage if you've got unspent Evade tokens, or the Foresight title can add a little more defense on your approach. Lastly, your CR90B. You're not really throwing that much dice, so I'd drop Leading Shots. Dodonna's Pride runs with the theme of dealing critical hits straight to the hull of enemy ships, but consider how few dice you have, or how many points you'd have to spend to make sure that ability goes through reliably. The Nav Team will add a little more agility to your ship, but it's already pretty nimble as is. At this point, you've also got some decent long range and close range firepower pretty well covered, and if you're going with the regenerating MC80 idea to keep your fleet close together, this CR90 might just get in your way. I'd drop it for that anti-squadron support I mentioned before. Now your fleet may look something like this: +++ SWA Rebel Fleet400pts (393pts) +++ ++ Rebel Fleet (Standard) (393pts) ++ + MC30c Frigate (172pts) + MC30c Scout Frigate (86pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts), •Admonition (8pts)] MC30c Scout Frigate (86pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts), •Foresight (8pts)] + MC80 Cruiser (188pts) + MC80 Assault Cruiser (188pts) [Advanced Projectors (6pts), Leading Shots (4pts), Projection Experts (6pts), Redundant Shields (8pts), •Admiral Ackbar (38pts), •Defiance (5pts), •Raymus Antilles (7pts)] + Squadrons (33pts) + A-Wing Squadron (11pts) A-Wing Squadron (11pts) A-Wing Squadron (11pts) + Objectives + Assault Objective [Advanced Gunnery] Defense Objective [Contested Outpost] Navigation Objective [Superior Positions] A little more well-rounded, I think, with a hard as nails flagship both in terms of offensive firepower and the ability to repair itself AND it's support ships, two heavy hitting Scout Frigates with great offensive AND defensive upgrades, and a decent fighter escort to tie up any enemy bombers, and lash back out at enemy fighters. Also, initiative bid for some control.
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# ? Dec 2, 2015 09:18 |
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Not mine, from reddit. Still look cool though
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# ? Dec 2, 2015 10:58 |
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After finding out I'm getting the starter from the in-laws for Christmas I've started buying ships and such in preparation of playing at my LGS--pretty excited! I've got so many questions though - I've been playing Heroclix for ages and ages and ages so I know what local gaming scenes can be like, but is there anything about the game, or the meta or anything like that that I should be prepared for, store scene wise? - Anyone got any good "small" tips and tricks that you've picked up over the years that give you an edge *in general*, not for a specific list but for the game in general? - Are Rebels or Imps the hotness in the gaming scene? Does it vary from store to store? - Which ships should I double-up on buying? Thanks y'all
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# ? Dec 2, 2015 12:45 |
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I still want to try this list against a proper fleet. It did really well against a 3 space whale fleet, but that was before Wave 2 was released, so he wasn't using Ackbar (but we were proxying other cards). I am still debating between 2 YT-2400 or 3 A-Wings for anti-squadron defense. I like the alpha strike capabilities of the YT, but 3 A-Wings lets me lock down more stuff. The whole point of this list is to have the CR90s run around at speed 3 or 4 and take shots at long range to help them stay alive. While you are throwing a lot of dice each turn (16 red if all the CR90s have a broadside), it can be a little tough to focus on any one ship. Luckily that usually means the opponent can't get more than a single shot on each single CR90 each turn. REBEL FLEET 394/400 1 • MC80 Command Cruiser - MC80 Mon Calamari Star Cruiser (106) - Admiral Ackbar (38) - Engine Techs (8) - Advanced Projectors (6) - Leading Shots (4) • Total : 162 • Code : r19c9s3d2i3 2 • CR90a Corellian Corvette - CR90 Corellian Corvette (44) - Slaved Turrets (6) • Total : 50 • Code : r1t6 3 • CR90a Corellian Corvette - CR90 Corellian Corvette (44) - Slaved Turrets (6) • Total : 50 • Code : r1t6 4 • CR90a Corellian Corvette - CR90 Corellian Corvette (44) - Slaved Turrets (6) • Total : 50 • Code : r1t6 5 • CR90a Corellian Corvette - CR90 Corellian Corvette (44) - Slaved Turrets (6) • Total : 50 • Code : r1t6 6 • YT-2400 - YT-2400 (16) • Total : 16 • Code : r23 7 • YT-2400 - YT-2400 (16) • Total : 16 • Code : r23
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# ? Dec 2, 2015 15:31 |
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I just played my first round tournament game for the FFG Forums Vassal Tournament, and with Rogue squadrons flitting about bringing only a handful of points for anti-fighter defense no longer feels like a viable option. I had brought 2 A-Wings and 2 YT-2400s, figuring they'd be fine for anti-squadron duties (or at least to tie up any enemies), but it turns out that 5 Aggressors can just laugh them, blow them up, and then go nuts on my ships while I lack anything remotely resembling anti-squadron dice. On one hand, I know that it's a single match and not entirely indicative of the overall state of the game. But on the other hand, I got my rear end handed to me in the squadron side, and then the squadrons were directly responsible for 3 of my 5 ships being destroyed. That... is a little concerning. I think more (point efficient) AA is going to be needed going forward, especially with Rogues on the board.
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# ? Dec 2, 2015 15:41 |
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I'm thinking of this: Empire Fleet (374 of 400 pts) Commander: Admiral Ozzel (20 pts) Flagship: (132 pts)
I don't know if it is still more useful to run Chiraneau on a VSD Corrupter thanks to Speed 3 instead of 2 but the ISD I seems to be made to be a fighter-carrier platform with the two offensive retros. I like Dengar escorting the Rhymer blob as well: boosted comms is also excellent and allows your bombers to be extra slippery. Thanks to Dengar you don't reeeeally need Chiraneau but it improves things if he goes down.
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# ? Dec 2, 2015 15:50 |
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I think the Firespray is really the star of the show IMO, much more so than the aggressor. Good at anti-fighter, good at being a bomber (especially Boba Fett), it can be pretty punishing in the right configuration. 4 Firesprays are like 8 blue anti-ship dice on something that's as fast as an X-Wing, more resilient than one and that doesn't require a squadron activation.
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# ? Dec 2, 2015 15:55 |
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Reynold posted:solid advice and analysis Thanks, man! That means buying another squadron pack, but sounds like a solid list!
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# ? Dec 5, 2015 08:04 |
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Feeple posted:Thanks, man! That means buying another squadron pack, but sounds like a solid list! You could always drop Admonition to free up more points for your squadrons there, I only added it in just because. It's really not that great of a defensive title, but it may save your ship from that last damage or two going through in a pinch. Doing so and dropping one of those a-wings (to get you out of buying another squadron pack) would leave you at 374 points, which is plenty of room for, say, Wedge Antilles or a YT-2400 and a better initiative bid, or a Veteran Captain/Leia Organa on one of those MC30s.
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# ? Dec 5, 2015 16:45 |
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So, I'm looking at playing some Armada tomorrow. Looking at one of two lists: Rebel list: MC80 Assault Cruiser Admiral Ackbar Defiance title Nebulon B frigate Salvation title Nebulon B frigate Redemption title CR90a corvette Dodonna's Pride title 2x A-Wing squadrons 3x X-Wing squadrons 397/400 Or: Imperial II Star Destroyer Grand Moff Tarkin Relentless title Victory I Star Destroyer Gladiator I Star Destroyer (x2) 4x TIE fighter squadron 1x Howlrunner squadron 394/400 I'm not too sure about the objectives, though. The imperial fighters are just enough to keep other fighters at bay, but the rebel fighters are enough to put out some decent hurt alongside the rest of the fleet...then again, literally anything that gets caught in front of any the imperial ships is going to get deleted pretty quickly so the fighters will just tie up ( ) anything that tries to come in close.
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# ? Dec 5, 2015 23:07 |
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Your Imperial list really needs some upgrades on those ships to really make them shine. I would recommend giving up the Victory, as it isn't nearly manuverable enough to keep up with the other ships. If your opponent hangs back, you either have to keep your fleet together and let him choose when the firing starts (usually a bad idea), or leave the VSD behind and have it potentially be wasted points. The ISD will probably want gunnery team and Leading Shots to maximize the attacks out of the huge front arc and your dice results. You can optionally throw on a turboolaser upgrade like X17 or Heavy turbolaser to reduce the effectiveness of defense tokens. Gladiators really want an ordinance upgrade like assault concussion Missles or assault proton torpedoes to maximize the damage they do when they get to the required close range. They also want ordinance experts to help them get crits. Optional for gladiators is engine techs. They make gladiators as mobile as CR90s when a navigate command is used (and Tarkin allows that to always be an option). Nothing is better than being able to get the extra range to put a gladiator right in perfect range to get a front and side arc shot on the same target as the first ship activated the following round. But engine techs are expensive at 8 points, so they are not always worth it. That could leave you some 40 extra points to add to squadrons (less if you added other upgrades or titles). That is enough for a Rhymer ball (Rhymer and 2-3 bombers), or some other interceptors/advanced/firesprays.
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# ? Dec 6, 2015 01:58 |
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Icon Of Sin posted:So, I'm looking at playing some Armada tomorrow. Where are you going to play in Wilmington?
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# ? Dec 6, 2015 07:11 |
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Carteret posted:Where are you going to play in Wilmington? Cape Fear Games, heading up around 1:30 or so. Are you going to be in the area?
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# ? Dec 6, 2015 08:37 |
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Icon Of Sin posted:Cape Fear Games, heading up around 1:30 or so. Are you going to be in the area? Nope. Bad weekend for me. However, good to know in the future! Do you play Wangs as well?
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# ? Dec 6, 2015 08:43 |
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Carteret posted:Nope. Bad weekend for me. However, good to know in the future! Do you play Wangs as well? Oh yea. We've got a little group here that play wangs, but I think there's a bigger following for both games in Jacksonville. Everyone here seems to love Warmahordes. e: new and improved imperial list. ISD II: Darth Vader Wing commander Expanded hangar bay X17 turbolasers (limits redirects) Relentless title Gladiator II Expanded launchers Insidious title Gladiator II Expanded launchers Demolisher title 5x TIE fighter squadrons 2x TIE bomber squadrons 397/400 Icon Of Sin fucked around with this message at 19:05 on Dec 6, 2015 |
# ? Dec 6, 2015 15:57 |
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So I'm looking for a playmat for Armada (and by extension X-Wing, I guess)...are there any cheap mats out there? Rubber, neoprene, etc? Or anything else non-slip, I'm not feeling paying up for something from FFG unless there isn't really a better option out there.
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# ? Dec 7, 2015 05:22 |
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Icon Of Sin posted:So I'm looking for a playmat for Armada (and by extension X-Wing, I guess)...are there any cheap mats out there? Rubber, neoprene, etc? Or anything else non-slip, I'm not feeling paying up for something from FFG unless there isn't really a better option out there. Most of the other playmats out there are at the same price point as the official FFG mats, and honestly I find the FFG ones are better quality. You can get one from another player, maybe.
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# ? Dec 7, 2015 05:49 |
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Icon Of Sin posted:So I'm looking for a playmat for Armada (and by extension X-Wing, I guess)...are there any cheap mats out there? Rubber, neoprene, etc? Or anything else non-slip, I'm not feeling paying up for something from FFG unless there isn't really a better option out there. Only real cheap option is gonna be trolling your local player Facebook groups or whatever for people offloading vinyl mats since they've bought the FFG ones or a similar mousepad product, those don't get much cheaper than FFG's retail price.
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# ? Dec 7, 2015 08:23 |
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Icon Of Sin posted:So I'm looking for a playmat for Armada (and by extension X-Wing, I guess)...are there any cheap mats out there? Rubber, neoprene, etc? Or anything else non-slip, I'm not feeling paying up for something from FFG unless there isn't really a better option out there. http://www.deepcutstudio.com/category/mats-size-3-x6 That's $55 for a 6x3 if you buy it in vinyl, should be cheaper than buying two FFG 3x3s. They have 3x3s as well, also cheaper, and can print on cloth instead, also cheaper but not as cheap.
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# ? Dec 7, 2015 08:45 |
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For Imperial Assault, I know that some of the ally/villain packs are tied to the different expansions/replacing tokens. As such, I imagine their missions would require the tiles or whatever from those expansions. Are the non-token replacement packs compatible with just the core set? If, for instance, I wanted to pick up the Stormtrooper/Hired Guns/etc. packs, would their missions be playable without any of the big box expansions?
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# ? Dec 7, 2015 08:59 |
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Icon Of Sin posted:So I'm looking for a playmat for Armada (and by extension X-Wing, I guess)...are there any cheap mats out there? Rubber, neoprene, etc? Or anything else non-slip, I'm not feeling paying up for something from FFG unless there isn't really a better option out there. I paid 20 (maybe 30?) for an extra wide black yoga mat. Certainly not as pretty as a space mat, but it's the right size and nonslip Edit: This is what I bought Sir DonkeyPunch fucked around with this message at 12:59 on Dec 7, 2015 |
# ? Dec 7, 2015 12:54 |
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Fantasy Flight posted a preview for the IA Dengar villain pack. https://www.fantasyflightgames.com/en/news/2015/12/7/the-punishing-one/
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# ? Dec 8, 2015 03:49 |
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New Wave 3 Armada gamefield obstacle http://i.imgur.com/HMK2KZG.gifv
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# ? Dec 8, 2015 12:15 |
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drunkill posted:New Wave 3 Armada gamefield obstacle This looks suspiciously like my daydreams about playing spaceships.
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# ? Dec 8, 2015 14:46 |
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Where on earth can I buy a space slug hand puppet, I need it.
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# ? Dec 8, 2015 17:48 |
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Devlan Mud posted:Where on earth can I buy a space slug hand puppet, I need it. Here on earth is where you can buy one. And it's called an Exogorth, apparently.
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# ? Dec 8, 2015 17:56 |
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canyoneer posted:Fantasy Flight posted a preview for the IA Dengar villain pack. I JUST realized our favorite space mummy wears the same chest plate as General Veers
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# ? Dec 8, 2015 18:10 |
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# ? May 27, 2024 22:15 |
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Sushi in Yiddish posted:I JUST realized our favorite space mummy wears the same chest plate as General Veers IG-88 is made from the tatooine space cantina drink machine
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# ? Dec 8, 2015 21:37 |