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Eimi
Nov 23, 2013

I will never log offshut up.


Squadrons are going to be interesting as hell going forward. Very excited to try out Norra and Rogue squadron.

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jadebullet
Mar 25, 2011


MY LIFE FOR YOU!
Well it looks like I am getting into Armada. I just got gifted the base set, the MC-80, an ISD, and a Corelian Corvette. I haven't gotten a chance to open it and read up on the rules or anything, but points wise I'm assuming that I might need more rebel ships to balance things out, correct? Any tips for someone starting out for reccomended ships?

I'm tempted to grab an Interdictor at some point because I've always liked that derpy thing.

Thankfully my fiancee is excited to play with me.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





jadebullet posted:

Well it looks like I am getting into Armada. I just got gifted the base set, the MC-80, an ISD, and a Corelian Corvette. I haven't gotten a chance to open it and read up on the rules or anything, but points wise I'm assuming that I might need more rebel ships to balance things out, correct? Any tips for someone starting out for reccomended ships?

I'm tempted to grab an Interdictor at some point because I've always liked that derpy thing.

Thankfully my fiancee is excited to play with me.

You've got slightly more Rebels than Imperials. The base set of a Neb-B and a Corvette matches the VSD in that set, the ISD matches the MC80 so you're one Corvette up for the Rebels. That said, what you really need are some Rebel and Imperial Fighter Packs. Without that variety of fighters you'll find the X-Wings will tend to roll right over your base TIEs. Once you throw in some variety that equation switches around a lot. As far as other force balance right now you've got one Rebel large ship (the MC80) and three Rebel smalls (Neb-B, 2xCorv) vs one Imperial large (ISD) and medium (VSD). I'd try to balance that out. Quickest way would be to grab a Rebel Assault Frigate as a medium, then some combination of three Gladiators and/or Raiders for the Imperial smalls. Then you'll have balanced forces on each side with, more importantly, enough choices to allow a lot of different fleet builds. Pick up The Corellian Campaign and you're good to go!

Sushi in Yiddish
Feb 2, 2008

If anyone's looking to get a buddy into the game: https://twitter.com/Tabletop_Deals/status/812351128574820352

Reynold
Feb 14, 2012

Suffer not the unclean to live.

Sir DonkeyPunch posted:

Got any days between Christmas and New Years off?

I'm off Monday and usually leave work at about 2:30 every weekday now if you wanna get a game in. It's been a while!

Obama 2012
Mar 28, 2002

"I never knew what hope was until it ran out in a red gush over my lips, my hands!"

-Anne Rice, Interview with the President

What Armada products would I need to buy beyond the starter box if I just want to play through Corellian Conflict?

Yvonmukluk
Oct 10, 2012

Everything is Sinister


So having watched Rogue One, I kind of had an idea for a mini-campaign based on the rumoured original ending where they physically stole the plans and got them offworld before transmitting them to the Tantive IV. I.e. you start with the Rebels having an Imperial Assault Skirmish to get the plans back to their U-Wing, then an X-Wing game to escort the U-Wing to dock with/transmit plans to the Tantive IV, before finally an Armada game to let the Tantive IV escape.

Actually speaking of Rogue One, looks like Bombshell Miniatures are doing a very nice not-Jyn Erso mini as part of their latest kickstarter. Wonder if she works out to being about the same scale as Imperial Assault minis...

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

Yvonmukluk posted:

So having watched Rogue One, I kind of had an idea for a mini-campaign based on the rumoured original ending where they physically stole the plans and got them offworld before transmitting them to the Tantive IV. I.e. you start with the Rebels having an Imperial Assault Skirmish to get the plans back to their U-Wing, then an X-Wing game to escort the U-Wing to dock with/transmit plans to the Tantive IV, before finally an Armada game to let the Tantive IV escape.

Actually speaking of Rogue One, looks like Bombshell Miniatures are doing a very nice not-Jyn Erso mini as part of their latest kickstarter. Wonder if she works out to being about the same scale as Imperial Assault minis...


Yeah, I'd like to come up with something for Armada

Sushi in Yiddish
Feb 2, 2008

Obama 2012 posted:

What Armada products would I need to buy beyond the starter box if I just want to play through Corellian Conflict?

You could have a nice fleet by picking up am assault frigate and gladiator, plus rebel and imp squadrons

Eimi
Nov 23, 2013

I will never log offshut up.


I haven't got my copy so I haven't read through everything, though I know the final battle is 2000 points (normal are 400) so you'd have to buddy up with someone for that. It would also depend on whether your group is cool with proxying stuff. Since a lot of the good titles for the Nebulon/CR90 are in their expansion packs and not the core. The fighter packs and AFmk2 and GSD are good initial purchases to see if you like the game, but the campaign relies on having a lot of ships sadly.


Also that not Jyn mini is great.

drunkill
Sep 25, 2007

me @ ur posting
Fallen Rib
Sales also on amazon, CR90s for $7.20, NebB for $13, ISD for $35, Liberty for $29, AF2 for $27, Dice for $7. A fair enough chunk off prices for new buyers.

SuperKlaus
Oct 20, 2005


Fun Shoe

jadebullet posted:

Well it looks like I am getting into Armada. I just got gifted the base set[...]

Yeah I got Armada as a surprise Christmas gift too but I'm less sure if I want to keep it. I have a strong gut dislike for anything EU and that core game features an EU Star Destroyer. Thread can't talk me out of that but here's what thread can do:

Tell me why to keep and buy things for this game when I already have a lot of X-Wing I don't play often enough. How is Armada a different game?

How is Armada a better game? Less RNG perhaps? No horseshit turrets taking away the skill of maneuver? No horseshit blocking rules rewarding dipshit pilots for getting in the way of the galaxy's best? No binary "you're hosed / I'm useless" post-dial positional adjustments?

I actually still like X-Wing. How is Armada a worse game? Does it fail to capture the "clearly intended" feel of capital ships launching fighters and swapping broadsides because some stupid dogshit like, oh, I don't know, "slicing" is meta? Does it take for-loving-ever to play?

I'll admit I've always thought Armada was a super sexy concept but I need to be sold on keeping it, especially because keeping means money out of the wallet for real ISDs and Rebel flagships and fighter squadrons and...

Panzeh
Nov 27, 2006

"..The high ground"

SuperKlaus posted:

Yeah I got Armada as a surprise Christmas gift too but I'm less sure if I want to keep it. I have a strong gut dislike for anything EU and that core game features an EU Star Destroyer. Thread can't talk me out of that but here's what thread can do:

Tell me why to keep and buy things for this game when I already have a lot of X-Wing I don't play often enough. How is Armada a different game?

How is Armada a better game? Less RNG perhaps? No horseshit turrets taking away the skill of maneuver? No horseshit blocking rules rewarding dipshit pilots for getting in the way of the galaxy's best? No binary "you're hosed / I'm useless" post-dial positional adjustments?

I actually still like X-Wing. How is Armada a worse game? Does it fail to capture the "clearly intended" feel of capital ships launching fighters and swapping broadsides because some stupid dogshit like, oh, I don't know, "slicing" is meta? Does it take for-loving-ever to play?

I'll admit I've always thought Armada was a super sexy concept but I need to be sold on keeping it, especially because keeping means money out of the wallet for real ISDs and Rebel flagships and fighter squadrons and...

So, Armada is a longer game than X-wing. You gotta be at peace with that. It's also quite different from X-wing- it's almost inverted. You pre-plot your actions and can pick your movements using a tool based on your ship's current speed. The game has a lot more EU in it than X-wing does because honestly there aren't that many big warships that are not EU.

In Armada, you have alternating activations, you shoot, then move, there's objectives in every game, it's just really different from X-wing. The biggest commonality are little upgrade cards and the fact that it uses dice with funny faces on them.

As to the meta, the worlds winning list was a rebel list that used a horde of Y-wings supported by a couple of HWK-290s and YT-1300s. The rebel ships included were three transport flotillas, a single Assault Frigate Mk2, and an Mc30 torpedo boat. The gameplan was to bomb the poo poo out of whatever got close, while covering the bombers with the YT-1300s. The rebel transports provide really good support to the squadrons and the MC30 is there to hunt opposing flotillas and can easily one or two-shot them.

A lot of people fret about the fact that you can't just dump 3 ISDs into someone and win but I tend to think they just want to ignore whole aspects of the game and just fling dice at one another.

Is it being played in your area? I wouldn't buy into it unless there's a solid scene already.

NTRabbit
Aug 15, 2012

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

bitches




Panzeh posted:

So, Armada is a longer game than X-wing. You gotta be at peace with that. It's also quite different from X-wing- it's almost inverted. You pre-plot your actions and can pick your movements using a tool based on your ship's current speed. The game has a lot more EU in it than X-wing does because honestly there aren't that many big warships that are not EU.

On the other hand, we just got a big new ship in Rogue One, there's still the Quasar-Fire carrier from Rebels to come, and there's nothing to say that some of the other legends ships won't be revived on Rebels. If by "EU" you mean anything not movies, there's already been two ships that made the jump from TV to movies - the Ghost/VCX-100 and the Hammerhead corvette are both creations of Rebels that appeared in Rogue One, and the Hammerhead even got named and given a memorable role in the plot.

A 50S RAYGUN
Aug 22, 2011
the ghost was in rogue one? where?

NTRabbit
Aug 15, 2012

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

bitches




A 50S RAYGUN posted:

the ghost was in rogue one? where?

It was on the ground at Yavin, and seen in the space battle several times, though it wasn't called out by name; Chopper was even in a scene, and Hera got an audio call out

http://ew.com/movies/rogue-one-rebels-references/rogue-one-and-rebels-1/

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


A 50S RAYGUN posted:

the ghost was in rogue one? where?

It shows up at a few "blink and you miss it" spots of only a few seconds and never really near whatever you're supposed to be focusing on.

jadebullet
Mar 25, 2011


MY LIFE FOR YOU!

SuperKlaus posted:

Yeah I got Armada as a surprise Christmas gift too but I'm less sure if I want to keep it. I have a strong gut dislike for anything EU and that core game features an EU Star Destroyer. Thread can't talk me out of that but here's what thread can do:

Tell me why to keep and buy things for this game when I already have a lot of X-Wing I don't play often enough. How is Armada a different game?

How is Armada a better game? Less RNG perhaps? No horseshit turrets taking away the skill of maneuver? No horseshit blocking rules rewarding dipshit pilots for getting in the way of the galaxy's best? No binary "you're hosed / I'm useless" post-dial positional adjustments?

I actually still like X-Wing. How is Armada a worse game? Does it fail to capture the "clearly intended" feel of capital ships launching fighters and swapping broadsides because some stupid dogshit like, oh, I don't know, "slicing" is meta? Does it take for-loving-ever to play?

I'll admit I've always thought Armada was a super sexy concept but I need to be sold on keeping it, especially because keeping means money out of the wallet for real ISDs and Rebel flagships and fighter squadrons and...

If you end up deciding that you don't want to keep it, I would be interested in it depending on what you are looking to get for it. (Not to be a vulture or anything.)

You can contact me at lexlowmaster@gmail.com if you end up not liking the game.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





SuperKlaus posted:

I'll admit I've always thought Armada was a super sexy concept but I need to be sold on keeping it, especially because keeping means money out of the wallet for real ISDs and Rebel flagships and fighter squadrons and...

Armada rewards thinking ahead. The bigger the ship, the more turns in advance you have to plan your commands. You can always shoot and move on your turn so you're not completely hosed if you don't plan correctly, but note that it's Shoot THEN Move on your turn, so you're setting up your shot for next turn with this turn's move.

The main randomness is the dice for shooting. You'll be picking up large handfuls of dice on every shot, especially with big ships, and a few ill timed bad rolls can really wreck your game. There are upgrades that can mitigate that to a degree, and proper maneuvering helps a lot as well, but every once and a while you'll be staring at a bunch of blank dice on the shot you really needed to make or a shocking number of critical hits on your opponent's shot and that'll be game. Not often, mind, but it happens.

The game does an excellent job of handling capital ship combat, particularly with large ships being ponderous beasts that are devastating if they can set up the shot they want and are damned hard to kill while giving smaller ships a place with better handling and the ability to get where you need them when you need them.

MeinPanzer
Dec 20, 2004
anyone who reads Cinema Discusso for anything more than slackjawed trolling will see the shittiness in my posts

NTRabbit posted:

On the other hand, we just got a big new ship in Rogue One, there's still the Quasar-Fire carrier from Rebels to come, and there's nothing to say that some of the other legends ships won't be revived on Rebels. If by "EU" you mean anything not movies, there's already been two ships that made the jump from TV to movies - the Ghost/VCX-100 and the Hammerhead corvette are both creations of Rebels that appeared in Rogue One, and the Hammerhead even got named and given a memorable role in the plot.

It should be noted that other mid-sized Rebel ships that haven't popped up in Armada are also shown in the final battle in Rogue One, such as a Braha'tok gunship (http://starwars.wikia.com/wiki/Braha'tok-class_gunship) and another that hasn't been named.

Yvonmukluk
Oct 10, 2012

Everything is Sinister


So I've been thinking of the whole 'interlinked campaign' plan I have and by jove I think I've got it.

It can even be relatively modular.

So the intitial skirmish could be between the Rebel and Empire (obviously), with a commando team that infiltrated the planet beforehand stealing Imperial data/freeing a prisoner/pursuing some other McGuffin. If the Rebels win, it then goes to an X-Wing game, with the commandos taking off in their freighter (generic YT or VCX, or you could have 'named' pilots/crew - if they survived the skirmish) to handoff the data to a Corvette (with figher cover hyperspacing in) before the fleet shows up to cover the corvette's retreat until it can jump to hyperspace.

Or you could have an X-Wing game where maybe some Corvettes and fighters cover a U-Wing down to the planet where the ground team then captures the data/transmits it to a waiting ship, with the Armada game again covering the selected data-carrier as it bugs out.

Or a Armada battle for a planetary invasion, then going down to an X-Wing game to make a landing, before finally the ground team complete their final mission.


Of course the problem is that if the defender stonewalls at one of the earlier games then the campaign ends abruptly.

Then again, that could be thematic: 'We'll take the next chance, and the next, until we win, or the chances are spent.'

Yvonmukluk fucked around with this message at 22:33 on Dec 27, 2016

CPA Hell
Apr 15, 2007

I like to press the number six!

Yvonmukluk posted:

Of course the problem is that if the defender stonewalls at one of the earlier games then the campaign ends abruptly.

I think the scale up at each phase works better. The idea of a small ground skirmish that kicks off a chain of events that results in epic space battle is more satisfying. But I could see it go either way, or even both.
Armada>xwing>IA>IA>Xwing>Armada for example.

And to avoid it dying at any one inflict, structure it so can go either way.
Phase one: IA battle to capture/keep the mcguffin
Phase two: xwing battle as whoever has the mcguffin now has to get it out of the system
Phase three: Armada: mcguffin arrives at the fleet of who ever won the last battle, and the other side makes one last push with capital ships to get it/get it back.

Maybe give whoever won the last conflict some small advantage in the next phase so win/loss still feels like it matters.

Eimi
Nov 23, 2013

I will never log offshut up.


A lot of people have said the benefits of Armada so let me list some of what I see as the downsides. First the game time and general set up is WAY worse than Xwing, especially as the games have tilted squadron heavy, each turn has more things to move and thus will take longer. As well objectives can just be irritating, sometimes you just want to smash ships into other ships.

A big danger is what's called activation advantage. Unlike pilot skill in xwing ships are activated in an I go, you go system, giving first player the advantage, but they can move whatever they wish. This was exceptionally bad with the Gladiator star destroyer and the title Demolisher, this ship was so powerful it could even destroy an ISD in one activation, people would bid 25 points just to go first to use it. It has been pushed out thanks to meta changes, but in general the more ships you have the better. The big iconic and fun ships are active detriments to you winning.

This ties into the defensive token system. Unlike Xwing your defenses rely on the enemy roll on whether you can use them, but you can only use them a max two times per turn before the defense is gone forever. Thus more, smaller hits are the better way to play. Sure the 8 dice hit from your ISD is powerful and scary, but they can use their full defensive array to mitigate it. It's much harder to deal with 4 2 dice attacks, to say nothing of 8 one dice attacks. Hence the meta has gone for many small ships and lots of bombers.

Fortunately the squadron game is really interesting, especially with all the new options, and it totally feels Star Warsy to rely on the backs of your fighters. Unfortunately I'm not sure how the ISD or MC80s will ever really earn their place without a rules overhaul, which probably won't be coming. Also Imperial squads game is off to me as they feel very all or nothing, Rebels have lots of good fighter bombers while Imps can pretty much go either all fighter or all bomber with no inbetween.

I do prefer Armada even with all this bitching, but it's INCREDIBLY hard to find a game.

Eimi fucked around with this message at 00:28 on Dec 28, 2016

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.
Well, stonewalling is not necessarily a problem, especially by a) using victory points for each game that give a total score for each player and b), if the outcome of a defender win is "The attacker succeed but with delays/worse losses than expected". Then you either give the defender a little bonus, or spin the next map is a way that reflect that: for exemple, the last battle may either be a daring escape if the attacker did well, a desperate run if the defender got a few wins, or even a last stand to buy a capitole ship time to transfer data back home before being destroyed.

Meme Poker Party
Sep 1, 2006

by Azathoth

Eimi posted:

I do prefer Armada even with all this bitching, but it's INCREDIBLY hard to find a game.

I was in FLGS recently and they were having a Christmas sale on X-Wing and Armada stuff. I asked the guy at the counter if there were any groups that play either game at the store. He said there was an X-Wing group that plays sometimes on Mondays (lol) but that they are irregular so I might want to post on the facebook group before a session to see who's coming.

I did not purchase any X-Wing or Armada stuff.

twig1919
Nov 1, 2011
I am an inconsiderate moron whose only method of discourse is idiotic personal attacks.

Eimi posted:

I do prefer Armada even with all this bitching, but it's INCREDIBLY hard to find a game.

I have never played x-wangs, and I wanted so hard to like Armada. The problem is that the games don't vary enough. Between me and the person I play the most with, we spent close to $500 on the game, but we feel like we get poor variety for all those ships. The majority of the ships and squads are nearly identical, the only differences being which are the more cost effective choices. The objectives that come with the base game are also really lackluster.

The game was really fun for the first few games though. I suggest waiting for more waves to come out to see where the game goes from there. Maybe they will release more variety and interesting stuff, but for now I think if you really want to play armada, play a game or 2 on vassal instead.

LongDarkNight
Oct 25, 2010

It's like watching the collapse of Western civilization in fast forward.
Oven Wrangler
Got my starter set in the mail last night. Is there a trick for assembling the squadron bases? I nearly snapped the little peg off on the one I tried.

the fart question
Mar 21, 2007

College Slice

LongDarkNight posted:

Got my starter set in the mail last night. Is there a trick for assembling the squadron bases? I nearly snapped the little peg off on the one I tried.

They only fit in one direction - if you look they're not totally circular.

Eimi
Nov 23, 2013

I will never log offshut up.


twig1919 posted:

I have never played x-wangs, and I wanted so hard to like Armada. The problem is that the games don't vary enough. Between me and the person I play the most with, we spent close to $500 on the game, but we feel like we get poor variety for all those ships. The majority of the ships and squads are nearly identical, the only differences being which are the more cost effective choices. The objectives that come with the base game are also really lackluster.

The game was really fun for the first few games though. I suggest waiting for more waves to come out to see where the game goes from there. Maybe they will release more variety and interesting stuff, but for now I think if you really want to play armada, play a game or 2 on vassal instead.

I think it's a case of the small number of releases, but the new squadrons are nice and feel quite a bit more meaningful and allow you to have variety in there. Of course it is still a problem for ships in that most upgrades are just making that ship better in generic ways where it's easy to tell what's mathematically better. Of course there's a big drive to keep ships as slim and with the rules of the game you can't even have a fat Han or something, a fully loaded ship is bad. So you have all these options that you just cannot use.

Icon Of Sin
Dec 26, 2008



Just picked up a copy of the Corellian Conflict. This seems pretty cool, each ship in your fleet is only allowed one upgrade at the start and you've got to control various planets to get the resources to buy more upgrades over the course of the campaign.

ShineDog
May 21, 2007
It is inevitable!
How much poo poo do I need to buy to play it. Assuming I buy... both factions :|

Like, I'm looking at

Currently owned for RPG shenanigans

Rogue box
Imperial Fighter box
Correllian Corvette
Imperial assault carriers
Imperial Light Cruiser (in post)

I'm looking to add

Core set
ISD
Home One
MC30
Rebel Transports

Does that give both factions solid picks, or are there gaping holes in that? I think I can hit 400 points with that relatively easily

ShineDog fucked around with this message at 02:58 on Dec 30, 2016

Reynold
Feb 14, 2012

Suffer not the unclean to live.

ShineDog posted:

Does that give both factions solid picks, or are there gaping holes in that? I think I can hit 400 points with that relatively easily

Plenty of variety for a beginner.

Got me half a game in earlier today with Sir DonkeyPunch. Bought the campaign, Imperial light cruiser, and Imperial fighter squadrons II. The shuttle and light cruiser look like a lot of fun, and the campaign unique squadrons all look like they'd be fun to use as well. I tried out a few new things with my interdictor that I'd never played with before. Still not quite sure how that ship fits into things, but I've knocked some of the rust off and remember how to play the game again I think. It seems like there have been a lot of shakeups since GenCon with the options and variety of ships and play styles. The campaign looks pretty dope, but I don't think I'll ever get a group together for it (4 or 6 players recommended). Probably what has me more interested than the rest of the campaign stuff are the new objectives. I've been waiting for them to release some new stuff for quite some time, and these new ones look good.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Well in the campaign, the Interdictor is your Imperial "no you CAN'T run away" ship....otherwise known as the ship that everyone's going to shoot first and kill first. :shrug:

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

Reynold posted:

Got me half a game in earlier today with Sir DonkeyPunch. Bought the campaign, Imperial light cruiser, and Imperial fighter squadrons II.

I knew you bought the last one you jerk

E: ha, 4 to 6 players for the campaign? I think maybe stores are buying too many of those...

Icon Of Sin
Dec 26, 2008



Sir DonkeyPunch posted:

I knew you bought the last one you jerk

E: ha, 4 to 6 players for the campaign? I think maybe stores are buying too many of those...

I'm going to try and run it with 3. We'll have one person (me, probably :v: ) running 2 fleets for one faction as a test run. The fleet restrictions push towards swarmy builds to start with, and building out from there. I'm looking at these two, for the imperial side.

Fleet 1:

Admiral: Jerjerrod

Interdictor (suppression)
GX-7 grav well projector

VSD II (x2)
Wing Commander

Imperial Light Cruiser
-Centicore title

3x TIE fighter squadrons
1x Howlrunner squadron

394/400

Fleet 2:
Admiral: Darth Vader

ISD II:
Wing commander

Raider II
Instigator title

Imperial light cruiser
Hand of Justice title

Gladiator II
Demolisher title

3x TIE interceptor squadrons
1x Soontir Fel squadron

400/400

Orvin
Sep 9, 2006




Icon Of Sin posted:

I'm going to try and run it with 3. We'll have one person (me, probably :v: ) running 2 fleets for one faction as a test run. The fleet restrictions push towards swarmy builds to start with, and building out from there. I'm looking at these two, for the imperial side.

Fleet 1:

Admiral: Jerjerrod

Interdictor (suppression)
GX-7 grav well projector

VSD II (x2)
Wing Commander

Imperial Light Cruiser
-Centicore title

3x TIE fighter squadrons
1x Howlrunner squadron

394/400

Fleet 2:
Admiral: Darth Vader

ISD II:
Wing commander

Raider II
Instigator title

Imperial light cruiser
Hand of Justice title

Gladiator II
Demolisher title

3x TIE interceptor squadrons
1x Soontir Fel squadron

400/400

Why are you using Wing Commanders? I am genuinely curious as to how you plan to have them benefit you. I am not trying to come off as "Get Good", but there are other cheaper ways to ensure you can get squadron commands when needed.

Support officer is 4 points and lets you repick all your command dials once. This has the benefit of letting you scramble to get some engineering commands when you desparately need them.

Skilled First Officer is one point. To use him, you need to be alternating your commands. Then when you need that squadron command a turn early, you pop him to ditch whatever is on top of it. Also, if it turns out you didn't need the squadron command this turn for some reason, you discard it to get to something you hopefully can actually use.

Reynold
Feb 14, 2012

Suffer not the unclean to live.

Sir DonkeyPunch posted:

I knew you bought the last one you jerk

E: ha, 4 to 6 players for the campaign? I think maybe stores are buying too many of those...

I'm not sorry. There. I said it.

The campaign has a number of unique squadrons, new objectives, obstacles, and other less important things that I think everyone's gonna want a piece of. As far as actually running the thing, I couldn't say. It looks fun, what with slowly building up a fleet and such.

Finster Dexter
Oct 20, 2014

Beyond is Finster's mad vision of Earth transformed.

Sir DonkeyPunch posted:

E: ha, 4 to 6 players for the campaign? I think maybe stores are buying too many of those...

Welp, guess I'm taking that off my wish list, then.

Val Helmethead
Apr 24, 2009

Pittsburgh is stored in the balls.

Orvin posted:

Why are you using Wing Commanders? I am genuinely curious as to how you plan to have them benefit you. I am not trying to come off as "Get Good", but there are other cheaper ways to ensure you can get squadron commands when needed.

Support officer is 4 points and lets you repick all your command dials once. This has the benefit of letting you scramble to get some engineering commands when you desparately need them.

Skilled First Officer is one point. To use him, you need to be alternating your commands. Then when you need that squadron command a turn early, you pop him to ditch whatever is on top of it. Also, if it turns out you didn't need the squadron command this turn for some reason, you discard it to get to something you hopefully can actually use.

With Wing Commander you can just set pure navigates / engineering and swap into squadron commands when you are in a position to use it (usually turn 2 or 3 and then a couple turns after). Sure it is more expensive than a Support Officer / Skilled First Officer, but it is 100% Slicer Tools proof.


Edit: Got an idea for a CC Starter list - tell me how dumb I am:

Conflict Starter List
Faction: Rebel Alliance
Points: 400/400
Commander: General Rieekan
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] MC80 Assault Cruiser (114 points)
- General Rieekan ( 30 points)
- Advanced Projectors ( 6 points)
= 150 total ship cost

Modified Pelta-class Command Ship (60 points)
- Expanded Hangar Bay ( 5 points)
= 65 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

1 Hera Syndulla ( 28 points)
1 Biggs Darklighter ( 19 points)
1 Jan Ors ( 19 points)
1 Rogue Squadron ( 14 points)
3 X-Wing Squadrons ( 39 points)
1 E-Wing Squadron ( 15 points)

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Orvin
Sep 9, 2006




I am not quite as familiar with Rebels, but my initial reaction is that 3 activations is likely not enough. While you will be able to keep most of your squadrons around due to Biggs and all the X-Wings, red bomber dice are really inconsistent. I would seriously think about dropping Hera to put in a bomber command Transport. It will give you another activation, and be a force multiplier for all those bombers you are throwing around.

Also, usually Electronic Countermeasures is seen as a stronger defensive retrofit on large ships with a brace token (MC80). Being able to use that brace token when your opponent with a VSD or ISD is throwing 6 or 8 damage and an accuracy at you can be huge.

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