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Kharnifex posted:Nice, Foresight is quite amazing, I had a narrow loss with it vs an imperial fleet, due to me loving up deployment and movement again. I was amazed at how survivable it was once combo'd with Mon Mothma. Tried out some B-wings, they got slaughtered by Tie fighters. I think i'll stick to X-wangs. I suppose that's another option for my extra ten points -- switching Dodonna for Mon Mothma. I was going back and forth on which one to use the night before the tournament; either one has a good synergy with a crit-seeking fleet of little ships. I tend to err on the side of hitting things better and getting out fast rather than staying in the fight, which maybe partly explains my getting stomped by ISD/2VSD. The place for B-Wings seems to be in a fleet with a Cruiser or an Assault Frigate, or maybe if you're doing the mission where the station is important (so you know where the enemy is going to be). Theoretically an escort Neb-B with fighter-support upgrades like I was saying up above would be good too, but I think that'd require some fancy timing to get the B-Wings into a position where a squadron command on the Frigate can sic them on something. I'm pretty sure Boosted Comms isn't something the Neb-B can take, so, probably not worth it. Notgothic fucked around with this message at 05:55 on Mar 27, 2016 |
# ? Mar 27, 2016 05:53 |
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# ? May 23, 2024 19:23 |
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HOOLY BOOLY posted:Do you have a source on that news? Not that i don't believe that but i really,really want to rub it in 40k obsessed friend of mine that is convinced X-Wing would never beat Warhammer in sales because it's "to new" like having seniority automatically makes you better. It was discussed on Beasts of War maybe 3 weeks ago. Some annual report I cant remember the name of (but BoW seem to think is at least vaguely credible) ranked the top 3 selling wargames as X-Wing, 40k then Armada. I have no idea how accurate the numbers really are but even if you take it with a big pinch of salt it would suggest that Armada is moving a significant amount of product and is certainly far from being a failing product line. Or I guess the more cautious view would be that it at least launched in big way, either way I doubt that FFG will be turning up their nose at the money. Arquinsiel posted:Games Workshop stores and direct sales aren't counted in those stats. This would not surprise me tbh. Ugleb fucked around with this message at 11:44 on Mar 27, 2016 |
# ? Mar 27, 2016 11:37 |
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Just played in another store champ with this list. quote:Assault Objective: Precision Strike I swapped to Precision Strike from Advanced Gunnery to test it out before the FAQ goes into effect. I did not enjoy playing with it at all. I still would've lost a game due to it, but it just was not fun to get 'crit' after 'crit' on my ISD. This was also the first time I used a Raider since I felt I understood the game somewhat, and it still was just crap, especially in a tournament setting. Either someone hit it with a Gunnery Team ship so it didn't matter, or they just killed it for the 48 points. It's so close to being a good ship, but alas. Also black anti squadron is...really close range, another problem. And Rhymer never really paid for himself; sure it is confirmation bias but I felt like every time I got an attack off I just threw blanks. And in general facing a lot of high hp squadrons, I used most of my squad commands on ensuring I won the air war, not using my bombers. I just don't feel it was a big enough upgrade for what it did over just running two bombers. I got third, going 2-1, and I saw some more interesting lists, including one guy who ran with 130 points of YV-666s, thankfully I didn't have to play against him. A couple Ackbars and MC30s, and in general a lot of Rogue and Villain heavy squadrons, which really changes how you have to approach the air game, as they have so much hp. Assault Proton Torpedo remains the most fearsome damage upgrade, although TRC comes in a close second.
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# ? Mar 28, 2016 00:43 |
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I don't think it is worth bringing Rhymer without bringing either an Intel ship or Chiraneau. I had a similar list for a winter kit tourney and I used every single one of my squadron activations to either move my jumpmaster into position, or move the Rhymer blob out of engagement range so that they could get shots. The really good thing about using activations to use bombers is that you get the shots before the ISD/VSD can fire, and thus you either force your opponent to flip defence tokens or take hits on shields. If I'm running a Rhymer blob I mostly don't attempt to win the air war at all, instead just trying to get out as many shots as possible. Intel/Chiraneau allows you to do that.
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# ? Mar 28, 2016 06:06 |
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Tekopo posted:I don't think it is worth bringing Rhymer without bringing either an Intel ship or Chiraneau. I had a similar list for a winter kit tourney and I used every single one of my squadron activations to either move my jumpmaster into position, or move the Rhymer blob out of engagement range so that they could get shots. The really good thing about using activations to use bombers is that you get the shots before the ISD/VSD can fire, and thus you either force your opponent to flip defence tokens or take hits on shields. Yeah, I think that's fair to say, as my activations went to winning the air war which didn't really leverage them. Of course when I did it was massively disappointing; rolling 8 blank black die in a row. Of course the dice gods are fickle, that game involved a 2 shield 1 hp ISD surviving a point blank Guppy and Home One side arc shot. But for what I am using them for, I certainly did not feel an appreciable difference from using Rhymer and one extra bomber vs just using the two bombers as a distraction or forcing maneuvering.
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# ? Mar 28, 2016 06:50 |
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I honestly think that those points would be better served getting more air superiority squadrons, yeah. For me Rhymer blobs are either go big or go home, my last tourney I flew Rhymer, 3 Bombers, 2 Firesprays, Jumpmaster and 2 Advanced. I could use my stuff in an anti-squadron role but my main aim was to get my bomber squadrons (firesprays and bombers) into positions where they could bring out the damage. If you are bringing out stuff to win the air war, the bombers are just going to get in the way of that. It's better to focus either one way or the other.
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# ? Mar 28, 2016 06:55 |
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"Gunnery Teams Are Teaching Us Bad Tactics"quote:Specifically, it leads to an issue that I am going to call the Gunnery Team Mentality, that the only arc that matters is the best one your ship has. Players flying all medium and large base ships fall into this trap. Even the MC80, who doesn't have Gunnery Team as an option, has multiple upgrades that work to reinforce this type of flying (Slaved Turrets and Ackbar, who we will get to soon enough). Players want to line up and keep the entire enemy fleet in their best arc, and stop trying to line up the double arc shot. Why? What do you guys think? Are the reliance on Gunnery Teams unconsciously teaching us bad gameplay?
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# ? Mar 28, 2016 08:00 |
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lol just use x-17s and Intel agent and thta entire argument is void
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# ? Mar 28, 2016 09:46 |
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Intel Agent + NK-7 + XI7s is loving hilarious, I'll tell you what. Also it's XI-7, not X-17. EDIT: For example Empire Fleet (372 of 400 pts) Commander: Admiral Screed (26 pts) Flagship: (108 pts)
Tekopo fucked around with this message at 10:00 on Mar 28, 2016 |
# ? Mar 28, 2016 09:57 |
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Also holy poo poo at the amount of plastic I would have to buy to run that list. I'm really starting to hate the fact that such good cards are in such limited ships. NK-7s are only in the ISD and the XI-7s are only on the Nebulon B, and I'm not buying any rebels.
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# ? Mar 28, 2016 10:06 |
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Find someone with a decent printer and just make your own on card stock.
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# ? Mar 28, 2016 10:24 |
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Val Helmethead posted:"Gunnery Teams Are Teaching Us Bad Tactics" If you're going to use ackbar, you need to maximize his ability, so, yes, AF2s with gunnery teams. If you don't use gunnery teams you have to take angles that force things into the imperials' ideal range and in that case you'd be better off using small ships.
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# ? Mar 28, 2016 11:16 |
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The problem I see with not liking Gunnery Team or whatever is just the way Imperial arcs are set up. The Vic has a hope of catching stuff in both arcs but either has to be speed 1 or spamming maneuver. But the way the Imperial is set up double arcing is very hard except against large ships mostly, that's when you're passing. After that it's so hard to get that front arc back on target. At least with Rebel ships it's generally easier to catch someone in a broadside in general, so it's easy to recover a target if you mess up. Tekopo posted:Also holy poo poo at the amount of plastic I would have to buy to run that list. I'm really starting to hate the fact that such good cards are in such limited ships. NK-7s are only in the ISD and the XI-7s are only on the Nebulon B, and I'm not buying any rebels. Yeah the card policy really is a pain. Granted I'm more thinking of picking up Rebels to try them out, but that's because I want the ships, I don't know if I'll ever get to the point where I want to buy a ship just for the cards inside. Also on those two bombers I have in my normal list, I kind of see them as an air superiority tool. They aren't going blow up any ships or anything, but every time I'm used them some fighters break out of their swarm to intercept them, which is exactly what I want.
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# ? Mar 28, 2016 14:24 |
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Tekopo posted:Also holy poo poo at the amount of plastic I would have to buy to run that list. I'm really starting to hate the fact that such good cards are in such limited ships. NK-7s are only in the ISD and the XI-7s are only on the Nebulon B, and I'm not buying any rebels. Well XI7s are in the summer kit as a participation prize, so just run a couple of those or buy them from ebay for cheap when summer rolls around. That's one thing I will give FFG, they're putting in some pretty useful cards as tournament prizes.
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# ? Mar 28, 2016 15:04 |
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ranbo das posted:Well XI7s are in the summer kit as a participation prize, so just run a couple of those or buy them from ebay for cheap when summer rolls around. They did the same thing in X-Wing, with the C-3PO crew card as the "you showed up" prize. It normally only comes in the Tantive IV expansion, which retails for ~$80.
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# ? Mar 28, 2016 16:24 |
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Icon Of Sin posted:They did the same thing in X-Wing, with the C-3PO crew card as the "you showed up" prize. It normally only comes in the Tantive IV expansion, which retails for ~$80.
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# ? Mar 28, 2016 16:27 |
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I suppose I could have just written this article as "Focus Fire is Important" and honestly I almost did. I don't think that would have been controversial at all. And it really wouldn't have gotten people thinking or talking, now would it? After all "focus fire on the enemy" is kind of an obvious tactic, isn't it? And in the end, this is the problem that I have been seeing - people aren't focusing down their opponents, and too many poor navigation choices are relying on the Gunnery Team shots instead of giving themselves an option of a Gunnery Team shot. Click-bait title aside, I don't think that Gunnery Teams are a bad upgrade. But they are incentivising the wrong playstyle, and I think that hurts our overall play.
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# ? Mar 28, 2016 17:09 |
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Tekopo posted:Well, the "showed up and came in 16th or higher" card Supposed to be top 32, which was enough to cover everyone in every store champ I went to
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# ? Mar 28, 2016 17:43 |
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Hey, I've always been terrible at probability math, so I was wondering if anyone had looked into the average rolls for anti squadron, specifically what the difference between 2 blue and 2 black is. After seeing my Raider spectacularly fail me last weekend, I'm thinking of trying something crazy and testing how well a Glad 2 works in that roll of flank defense/ability to blast squadrons. I'm valuing that more just because of how often I'm running into people running 6-7 Rogue and Villain squadrons, that many squadrons with 6~ or hp each is...hard for my dedicated Imperial only fighter wing to clear out. I know blacks get the value of Ordnance and I was going to ask what value, if any, Point Defense Reroute has, but Glad's don't get that rendering it sort of moot. At least my math idiot analysis is that while it lets you reroll as much as Ordnance does, it doesn't really get more damage since blues have a 50% of being useless for Squadron. And that two blues average out to... .75 damage? I really don't know how to do probability.
Eimi fucked around with this message at 21:35 on Mar 30, 2016 |
# ? Mar 30, 2016 21:28 |
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Target icons still work I think, so blue isn't too bad when you have more than 1 die against characters
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# ? Mar 30, 2016 21:35 |
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gender illusionist posted:Target icons still work I think, so blue isn't too bad when you have more than 1 die against characters Target icons are only good against aces with scatter, otherwise its the same thing as them bracing. And often I'd prefer a scatter ace to scatter my ship's shot so that my fighters have it red already. But yeah technically they do work.
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# ? Mar 30, 2016 21:36 |
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How are people enjoying Rebellion? Shut up and Sit down recently put out a review that was generally positive but i like to take their opinions with a grain of salt.
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# ? Mar 31, 2016 04:40 |
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I dont think its even out yet. At least not at any store around here
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# ? Mar 31, 2016 05:18 |
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Street date is tomorrow.
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# ? Mar 31, 2016 06:01 |
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So in order to make my Armada regional I have to have a 2 hours and a half train journey. And this is a two day event. Thanks but no thanks.
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# ? Mar 31, 2016 06:02 |
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Eimi posted:Hey, I've always been terrible at probability math, so I was wondering if anyone had looked into the average rolls for anti squadron, specifically what the difference between 2 blue and 2 black is. After seeing my Raider spectacularly fail me last weekend, I'm thinking of trying something crazy and testing how well a Glad 2 works in that roll of flank defense/ability to blast squadrons. I'm valuing that more just because of how often I'm running into people running 6-7 Rogue and Villain squadrons, that many squadrons with 6~ or hp each is...hard for my dedicated Imperial only fighter wing to clear out. I know blacks get the value of Ordnance and I was going to ask what value, if any, Point Defense Reroute has, but Glad's don't get that rendering it sort of moot. At least my math idiot analysis is that while it lets you reroll as much as Ordnance does, it doesn't really get more damage since blues have a 50% of being useless for Squadron. And that two blues average out to... .75 damage? I really don't know how to do probability. 2 Blue: 25% chance of 2 damage, 50% 1 damage, 25% 0 damage(avg 1 damage, 75% of at least one damage) 2 Black: 56.25% chance of 2 damage, 37.5% 1 damage, 6.25% 0 damage(avg 1.5 damage, 93.75% chance of at least one damage) Point Defense Reroute of 1 Blue: 62.5% chance of 1 damage (PDR for black is irrelevant, black has 75% chance to do 1 damage regardless ) Zerf fucked around with this message at 12:07 on Mar 31, 2016 |
# ? Mar 31, 2016 11:59 |
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Zerf posted:2 Blue: 25% chance of 2 damage, 50% 1 damage, 25% 0 damage(avg 1 damage, 75% of at least one damage) Thanks a lot! For PDR with 2 blue, does that then take the average damage up to like 1.4? Basically making it worse than naked black die. Still gonna test and see how the Glad 2 does in an actual game.
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# ? Mar 31, 2016 14:19 |
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I love that people are actually hiding on Hoth and Dantooine and blowing up Alderaan
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# ? Apr 1, 2016 18:51 |
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Looking for Rebs in Alderaan places
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# ? Apr 1, 2016 19:03 |
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All those poor Wookies on Kashyyyk. Looks like Life Day is cancelled this year, Lumpy.
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# ? Apr 1, 2016 23:08 |
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canyoneer posted:Looking for Rebs in Alderaan places Why isn't this getting more acclaim
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# ? Apr 2, 2016 02:51 |
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Played a little bit of Rebellion today. It was fun for the most part. Having little insurgencies pop up on Imo controlled planets as the rebels was cool but combat is kinda tedious (Why FFG feels the need to make new dice with new icons for every single game ill never know) I dont know if i'd buy it at $100 though.
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# ? Apr 2, 2016 05:36 |
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Eimi posted:Thanks a lot! For PDR with 2 blue, does that then take the average damage up to like 1.4? Basically making it worse than naked black die. Still gonna test and see how the Glad 2 does in an actual game. For 2 Blue with PDR: 39% chance of 2 damage, 47% 1 damage, 14% 0 damage (avg 1.25 damage, 86% of at least one damage) Should be correct but my probability knowledge is a bit rusty, so could be worth for someone else to double check.
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# ? Apr 2, 2016 09:14 |
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Zerf posted:For 2 Blue with PDR: 39% chance of 2 damage, 47% 1 damage, 14% 0 damage (avg 1.25 damage, 86% of at least one damage) Thanks for that I guess it's a bit more consistency but I'm not sure if its 4 points worth of additional consistency, especially considering what can take it. I'd probably be more into it if Glads or Nebulons could equip it, but then a Nebulon with offensive upgrade would make Yvaris too good.
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# ? Apr 2, 2016 15:14 |
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Helion posted:Why isn't this getting more acclaim Sometimes I wish there were a like button for posts like that.
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# ? Apr 2, 2016 18:06 |
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Whelp I got some Armada games in today, and a game with Rebels for the first time. The first game was me testing the Glad 2, which sadly didn't amount to much because my friend ran a 3 ISD list. Having the ordnance experts on my VSD and GSD2 helped a ton, and I easily won, only losing my ISD with Insidious getting a couple key medium range black shots. Still I'm not sold if I want to keep it, I could drop it and Needa for Leading Shots on my ISD, and playing with Leading Shots on the Rebel list showed me...it's pretty good. The Rebel list I ran was quote:[ flagship ] MC80 Command Cruiser (106 points) I went second with Hyperspace Ambush, letting me deploy Han and a Corvette. I lost pretty badly, losing 2 corvettes, Han, Jan, and an X wing. I was playing against a Dual ISD list with just a metric ton of bombers, 2 advanced, and Soontir. The Fun Bus with Ackbar was great, just alternating Repair and Manuever, taking 90 degree turns every turn. I couldn't get round the ECM though, because of how I'd deployed my vettes , I didn't bring down either ISD because of a lack of focus fire. I deployed everything already running in one direction, which really limited my movement. As well I rammed myself, dooming one vette from that, and leaving the second stuck out of range the rest of the game. As well my fighters were massively out of position, I deployed them after my first vette like I would playing Imperial, but having speed 3 is pretty crippling compared to 4. As well I didn't commit in moving them one direction which made them a turn late for bomberpalooza. I almost think it would've been better to deploy my ships first and then do fighters and just use them in a more escort, rather than forward attack role. As well I'll be more careful about deploying Rebel ships already showing their broadside as well. I certainly learned a lot about Rebels, and getting a feel for their movement is kinda hard after being so used to Imperial. I split my vettes to go after one ISD and the Fun Bus to tackle the other, but two ran into bombers and one I was unsure of so it got stuck in the middle, got into blue dice range and died horribly. I wonder if I should've stuck em in a big flock or not. I'm still on the fence as to whether I want to add Rebel ships to my collection, Ackbar is a lot of fun, but I don't know how I'd use the other commanders. Riekan is too into swarms for my taste, Mon Motha is great but sadly doesn't work on the big guns, and I'm not sure what Dodonna is for. Even with Ackbar I feel he's kinda limiting, at least in my impression, since he cuts out Nebulons flat out for example. I guess I'd welcome any thoughts on any of the commanders, or how to tinker with that fleet, beyond try and find another fighter, I know but I want to use Han drat it. Oh and I learned that I was using Rhymer wrong, I thought he was just short range, and the guys I was playing with at the tournament last weekend with just agreed with me. Eimi fucked around with this message at 22:39 on Apr 2, 2016 |
# ? Apr 2, 2016 22:19 |
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Helion posted:Why isn't this getting more acclaim Because I'm still a little traumatized by my time playing the PC version of Rebellion way back when.
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# ? Apr 3, 2016 03:46 |
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Valatar posted:Because I'm still a little traumatized by my time playing the PC version of Rebellion way back when. gently caress you that is still a great game. I still play it
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# ? Apr 3, 2016 05:15 |
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Playing my first armada tourny at a brand new store (opened 4 weeks ago) with 5 others (including the store owner) Got slammed in the first two games and am coming last but having fun. Some neat lists here too. Only one rebel side. If there were 12 people the winner would have gotten a free copy of Rebellion, they had 16 at xwing yesterday and the winner got rebellion (he was here today too for Armada) So yeah, good store. All the players knew eachother and are quitew good at the game so i knew I wouldn't be doing too well today. Kinda glad we're only doing three rounds to be honest, only two other lists had squadrons and i faced two non-squad lists. Plus I hopped on a train from the store right after to go see the second half of a football match in the city ('we' lost that too :v) Third game I did alright, it was contested outpost and very close quarters, managed to do a great amount of damage to a x3 VSD list with two lucky 9 hit rolls in a row. Anyway, my 6th place winnings, not bad: drunkill fucked around with this message at 15:12 on Apr 3, 2016 |
# ? Apr 3, 2016 06:27 |
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# ? May 23, 2024 19:23 |
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bunnyofdoom posted:gently caress you that is still a great game. I still play it It's not a bad game, for sure. But the UI is in violation of the Geneva Convention.
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# ? Apr 4, 2016 23:05 |