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Reynold posted:I'm not sorry. There. I said it. apology accepted in concept that seems like not enough for me to spend 40 bucks on, idk
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# ? Dec 31, 2016 04:21 |
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# ? May 26, 2024 14:48 |
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Val Helmethead posted: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. Nailed it. It isn't one-time use, I'm not spending a token to swap my command, and spamming engineer and nav commands with a carrier build (like I normally play) keeps my ships alive and in better positions far longer than they have any right to. With the Pelta frigate out now, a carrier build using an MC80 and a Pelta became buildable, but I haven't had a chance to
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# ? Dec 31, 2016 06:12 |
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Sir DonkeyPunch posted:apology accepted It's not quite that much, but still $30 MSRP for some squadrons and objectives is a little steep. Especially if you don't already have everything else. Honestly, a big part of why I got it is just being excited about new objectives, but also for some reason I thought the new squadrons like "Rogue Squadron" weren't unique for some reason, and were just slightly more expensive versions of the generic squadrons with a different ability. Silly me, you can only have one of those, one of Green Squadron, Gold Squadron, etc.
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# ? Dec 31, 2016 06:53 |
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Eimi posted: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. I had a suspicion that activation advantage would be a thing after reading the rules and meditating a bit on what it would be like to run a pure-movies Imperial squad of, well, like one ISD because two didn't appear likely to fit in 300 pts after accounting for fighters and admirals and cool kit. The defense token thing too. I was thinking of bending my anti-EU rule for Victory-classes because of game variety needs and because they ain't so ugly anyhow, and my biggest objection to EU is usually how fug-ugly the ships are (K-Wing: an abomination unto the Lord). And how I kinda don't have a choice but to own one, if I keep the game in any form! Thank you all, you have been very honest, informative, and helpful. I will mull over this a bit.
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# ? Dec 31, 2016 06:57 |
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SuperKlaus posted:I had a suspicion that activation advantage would be a thing after reading the rules and meditating a bit on what it would be like to run a pure-movies Imperial squad of, well, like one ISD because two didn't appear likely to fit in 300 pts after accounting for fighters and admirals and cool kit. The defense token thing too. Just an FYI, lists should have 400 points. That 300 point limit was just temporary when only Wave 1 stuff was available. Tournaments are now using 400 point limits. Obviously, you can play whatever you and your opponent agree on. At my local store, people occasionally break out 500 point lists just to see what craziness can happen.
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# ? Dec 31, 2016 11:37 |
Orvin posted:Just an FYI, lists should have 400 points. That 300 point limit was just temporary when only Wave 1 stuff was available. Tournaments are now using 400 point limits. Obviously, you can play whatever you and your opponent agree on. At my local store, people occasionally break out 500 point lists just to see what craziness can happen. If you're playing The Corellian Conflict fleets start at 400 points, with a 500 point maximum through reinforcements.
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# ? Dec 31, 2016 20:37 |
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I hope they put K-wings into Armada because I love how loving ugly and overgunned they look. It also gives me weird joy that electronic countermeasures are a meta-strong defensive option. Sir, we've been...jammed
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# ? Jan 1, 2017 03:47 |
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So it looks like I might be getting in on an Imperial Assault campaign. Anyone got advice for a first-time Rebel? Our GM apparently has most of the expansions so we have our choice of heroes.
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# ? Jan 1, 2017 11:24 |
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Yvonmukluk posted:So it looks like I might be getting in on an Imperial Assault campaign. Anyone got advice for a first-time Rebel? Our GM apparently has most of the expansions so we have our choice of heroes. Play the objectives and keep moving! The best thing a imp player can do is to get you to waste a turn. Only open a door or trigger an objective when your team is ready...there are almost always spawns when new areas open up. A melee, midrange , sniper and support party is ideal. Play with a full team even if someone operates a second character. More fun and better balanced for everyone. The commander Gideon is useful, but not super fun unless you are super tactically minded. The Bothan and Mon Cal snipers are both fun The two heroes from Twin Shadows were a bit 'meh' The wookie is a super fun wrecking ball and should definitely be the imperial priority to stop Haven't tried the bespin heroes The Twilek Jedi is neat but you should try to do her side mission as soon as you can to get a cool weapon Sushi in Yiddish fucked around with this message at 11:55 on Jan 1, 2017 |
# ? Jan 1, 2017 11:43 |
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Sushi in Yiddish posted:Play the objectives and keep moving! The best thing a imp player can do is to get you to waste a turn. Well we have a team of four (we might even wind up with a fifth), but thanks for all the other tips! The guy who's running it actually gave this list of what the options are: Diala Passal - Togruta[sic] Jedi, melee and support Jyn Odan - human Smuggler, rogue Gaarkhan - Wookiee melee berserker/tank Fenn Signis - human ranged fighter Gideon Argus - human Rebel officer, support type Mak'eshay - Botham sniper / spy Saska Teft - human engineer/technician, support Biv Bodhrik - human tank with short range and melee Verena Talos - human short range / melee hybrid rogue/fighter Loka Kanoloa - Mon Calamari sniper / support MHD-19 - medical droid, healer / support Davith Elso - human Jedi / melee rogue Murne Rin -ithorian spy / officer Kind of hard to choose from that list!
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# ? Jan 1, 2017 13:01 |
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Since we are talking ImpAss, Rogue One inspired me to start a skirmish team. Would something along the lines of Rebel Troopers, Saboteurs, Echo Base Troopers, Gideon and Signis plus either Luke or Leia be a good team?
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# ? Jan 1, 2017 15:23 |
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Yvonmukluk posted:Well we have a team of four (we might even wind up with a fifth), but thanks for all the other tips! I cracked open Jabba's Realm last week and the new options make it even harder.
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# ? Jan 1, 2017 16:46 |
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Orvin posted:Just an FYI, lists should have 400 points. That 300 point limit was just temporary when only Wave 1 stuff was available. Tournaments are now using 400 point limits. Obviously, you can play whatever you and your opponent agree on. At my local store, people occasionally break out 500 point lists just to see what craziness can happen. Oh really??? That actually really interests me on account of what it opens up for being "allowed" to take ISDs and Mon Cal flagships. I know it's super weird of me to care about point limits since I'm not in the meta because I typically don't buy EU and never go to tournaments, but, well, I get that soothing of the ol' autism to play official point values in X-Wing. E: makes it a little clearer why people say playtime is long too. With the ship counts I was forecasting and the six-round play limit I was surprised to hear people say it takes longer than X-Wing.
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# ? Jan 1, 2017 19:39 |
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Sushi in Yiddish posted:Play the objectives and keep moving! The best thing a imp player can do is to get you to waste a turn. Also only open a door as your first action if at all possible. You can usually take out something inside or hide as your second. Opening as your second action gets you killed. Weirdly for a living game, the core set heroes are actually among the best still. Fenn in particular is an absolute beast with the right upgrades. Also worth bearing in mind is that movement is INCREDIBLY important, and killing the imps relatively unimportant. Don't be confused: this is not a combat game. This is an objective-getting puzzle where the combat is there solely to block the objectives. Too much focus on killing stuff will make you lose.
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# ? Jan 2, 2017 10:22 |
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Thirsty Girl posted:I cracked open Jabba's Realm last week and the new options make it even harder. Wait is that out? My FLGS has it as 12th of january. Is the big aqualish guy cool? Because he looks super cool.
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# ? Jan 2, 2017 11:56 |
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Vitamin P posted:Wait is that out? My FLGS has it as 12th of january. Guardian Games in Portland, Or. had about fifteen copies sitting out. Could be the benefits of being on the water. And the aqualish is drat cool. He's got a hilarious card that enables him to just use strength tests on everything. There's also an imperial class card set that encourages you to use unique villains. Thirsty Girl fucked around with this message at 04:08 on Jan 3, 2017 |
# ? Jan 3, 2017 04:05 |
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Thirsty Girl posted:Guardian Games in Portland, Or. had about fifteen copies sitting out. Could be the benefits of being on the water. Nah, we got it here in Boston too. But the initial supply was not very large and much of it is sold out at the distributor level, IIRC. I don't know exactly when we expect it back in but I know we're expecting our Destiny restock on the 12th and it wouldn't surprise me if an Armada one were on the same time frame. EDIT: Wait, I lost track, we were talking about IA. No idea on that one, we just got Jabba's Realm and associated stuff in this week. Maybe they missed the deadline for ordering first run?
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# ? Jan 3, 2017 06:27 |
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Just started my first IA campaign, in Brushfire is it intended that the AT-ST is a prisoner within it's starting position?
Baron Porkface fucked around with this message at 13:27 on Jan 3, 2017 |
# ? Jan 3, 2017 12:51 |
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I have 3-5 Armada games in the next week, and I'm want to try out some new wave 3 and 4 stuff I just got. I'm hoping to make it to a regional this year, so I'm really pushing myself to "get good". I have three different fleet concepts I'm working on. Here's the one I have the biggest doubts about and would love some critiques on it. It's supposed to be try to keep things mostly at red dice range, with Admonition to get in close and slug it out. Squadrons are mostly for defense, but can go offensive against no/low squadron lists. AFIIB -Ackbar, Lando, GunneryTeam, ECM 128 MC30C Scout - Gunnery Team, TRC 83 MC30C Scout - Admonition, Support Officer, Ordnance Experts, APT, Xi7 96 Jan Ors 19 YT-2400 16 4 X-Wings 52 Opening Salvo, Hyperspace Assault, Dangerous Territory Total Points 394 Also, what the meta like currently? I'm guessing after Worlds people are pushing for more deployments and activations using 2-3 flotillas and lots of generic squadrons. If that's the case then I can see this fleet having some serious issues. CPA Hell fucked around with this message at 14:41 on Jan 3, 2017 |
# ? Jan 3, 2017 14:39 |
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Baron Porkface posted:Just started my first IA campaign, in Brushfire is it intended that the AT-ST is a prisoner within it's starting position? No. It can rotate to go down the 2 tile "hallways". See page 27 of the rules reference guide for examples on how it is allowed to move.
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# ? Jan 3, 2017 15:32 |
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CPA Hell posted:I have 3-5 Armada games in the next week, and I'm want to try out some new wave 3 and 4 stuff I just got. I'm hoping to make it to a regional this year, so I'm really pushing myself to "get good". I have three different fleet concepts I'm working on. Here's the one I have the biggest doubts about and would love some critiques on it. It's supposed to be try to keep things mostly at red dice range, with Admonition to get in close and slug it out. Squadrons are mostly for defense, but can go offensive against no/low squadron lists. A couple of comments about the MC30s. First, your gunnery team/TRC MC30 has to figure out what it wants to do. If you want to be lobbing red dice at long range, it should really be another AF2. If you want to brawl up close, then it should look more like your other MC30. With Ackbar, another AF2 is probably the better option. For Admonition, if you had any commander other than Ackbar, I would tell you to switch to the Torpedo (blue dice) version. The blue dice are much better at close range, and it saves you a few points. Hopefully this is obvious, but when you get Admonition to close range, it will generally be better to double arc the target, and forgo Ackbar's bonus for that turn. Lastly, only 3 activations a round is probably going to make things hard on you. But, the only way to remedy that would be to shoehorn a flotilla in there. And there isn't a good way to do that without either completely retooling the list, or dropping the YT-2400. If you have the new Rebel 2 squadrons, replacing one X-Wing with 2 z95s, and dropping the YT-2400 could work to get a flotilla in there. It would help you stall a bit in each round, and give you a way to help push squadrons around.
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# ? Jan 3, 2017 19:32 |
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Orvin posted:With Ackbar, another AF2 is probably the better option. Good point about swapping for another AF2. It would also improve my ability to command squadrons. I felt like something was making a mess of this fleet, but couldn't put my finger on it. Thanks! So, I was right about the activations. Thanks for confirming that too. I haven't played much this year and 3 was kinda average last time I played.
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# ? Jan 3, 2017 19:50 |
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Well, had my first game of Imperial Assault. That game is hard. We tried the first mission of the vanilla campaign and got our asses kicked.
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# ? Jan 4, 2017 09:19 |
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Yvonmukluk posted:Well, had my first game of Imperial Assault. The nice thing is that whoever loses generally gets a easier mission next time. Did you get characters knocked out or didn't beat the objectives?
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# ? Jan 4, 2017 11:12 |
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Sushi in Yiddish posted:The nice thing is that whoever loses generally gets a easier mission next time. Did you get characters knocked out or didn't beat the objectives? Got knocked out. That mission is redonkulous with the number of enemies. The door splitting the party in half didn't help.
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# ? Jan 4, 2017 19:39 |
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The first mission can be kind of a crap shoot on who wins so don't worry about it too much. That being said though the mission balance is all over the place so you can expect to win one easily fairly soon. Also if you lost by everybody getting wounded then you weren't resting enough. Remember that you can double Rest and recover a ton of health just like you can double move or double attack.
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# ? Jan 4, 2017 20:16 |
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Healing via rest makes it essentially impossible for the Imperials to ever actually down a hero. The rebels should only ever lose on time (certain obvious exceptions apply).
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# ? Jan 4, 2017 20:19 |
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This is why the 3 player variant breaks. You get a free action every turn, and while you can't use it on the same hero every time, over 3 rounds you can each have travelled an extra turns movement. That's HUGE.
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# ? Jan 5, 2017 03:37 |
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What's a good way to use the new imperial squadrons? I'm new to armada and grabbed them because they looked cool.
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# ? Jan 5, 2017 04:07 |
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So I just got my X-Wing starter kit yesterday and played a game last night. Man, what a well-designed, fun game! It would be a lot more fun with more than just 1 X-Wing and 2 TIEs, though. Would anyone recommend a couple of ships that are interesting or have abilities that change the game a little? I eventually intend to just buy all the ones I think look neat, but I'd like to start by getting 3-4 to play with that are cool/good. My Armada starter set comes in today.
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# ? Jan 5, 2017 14:12 |
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The X-Wang thread usually recommends for the first buys after a starter, if memory serves, Imperial Veterans, Imperial Aces, Rebel Aces, and Heroes of the Resistance
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# ? Jan 5, 2017 14:18 |
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Hencoe posted:What's a good way to use the new imperial squadrons? I'm new to armada and grabbed them because they looked cool. Lambdas and flotillas are amazing together. Command your squadrons from across the map! Defenders are good if you ever wished you had xwings, Whisper is a good 4die hero if you need her, and Decimators are the poo poo. You could probably run all decis like Rebels do all 2400s if you want. Less good v squads but murder ships. Morna has been in every list for me.
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# ? Jan 5, 2017 17:32 |
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What is the purpose of a ship's squadron rating in Armada
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# ? Jan 5, 2017 17:48 |
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Speaking of recommended first buys, is there a thread-recommended starting list for Armada? I just got the base set last week, and I'm really enjoying it, but I'd love to kick it up a notch!
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# ? Jan 5, 2017 17:52 |
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NTRabbit posted:The X-Wang thread usually recommends for the first buys after a starter, if memory serves, Imperial Veterans, Imperial Aces, Rebel Aces, and Heroes of the Resistance Yeah, pretty much. I think Rebel Aces has gone down in overall value since B-wings are kind of low to mid tier right now. Also, if you didn't get it, you'll eventually want the new TFA core set (with Poe Dameron) because it has a revised damage deck that is better than the old one. They are both 100% legal to use, though. But by all means, head over to the x-wangs thread it is good: http://forums.somethingawful.com/showthread.php?threadid=3657860&pagenumber=760#lastpost
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# ? Jan 5, 2017 17:57 |
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Niemat posted:Speaking of recommended first buys, is there a thread-recommended starting list for Armada? I just got the base set last week, and I'm really enjoying it, but I'd love to kick it up a notch! Probably the best advice is to pick the faction that you enjoy the most, and focus on that faction first. Everything is viable in some sort of list, and there is a lot of good upgrade cards mixed in with the ships. For Imperials, I would recommend a gladiator, Imperial Squadrons I, gozanti (Imperial Assault Carrier), and an Imperial Star Destroyer. That should get you started with the faction defining ships, and give you some exposure to different squadrons. You are eventually going to want to pick up the other squadron packs, but Imperial I is a good starting place. For Rebels, another cr-90, either Home One or Liberty (you probably won't run both at the same time), MC30, Rebel Squadrons I, and a rebel transport. I think the rebels get a bit more out of the Scum and Villans squadron pack, as Jan Ors is quite possibly the best utility squadron in the game. After you get some games in with your extra ships, start picking up more of what you enjoy. With the exception of the large base ships, having 2 or 3 copies of a ship will be nice to have at some point. I also left the newest wave of stuff off the list, as I haven't had a chance to play with it yet. From what I have read, the new stuff is all pretty good.
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# ? Jan 5, 2017 18:45 |
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Phi230 posted:What is the purpose of a ship's squadron rating in Armada Squadron Value is the amount of squadrons you can activate with a squadron command dial. Every ship can only activate a single squadron with a squadron command token though. So if you have a reliable way of getting a squadron token, you can activate Squadron Value +1.
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# ? Jan 5, 2017 19:33 |
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Val Helmethead posted:Squadron Value is the amount of squadrons you can activate with a squadron command dial. Every ship can only activate a single squadron with a squadron command token though. Wait what? Don't dials just = tokens? So if I spend a squadron token on my ISD I can activate 4 squads
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# ? Jan 5, 2017 19:36 |
Phi230 posted:Wait what? Don't dials just = tokens? No. If you activate a dial you get the full effect right then and there. If you don't want to use the dial right now, you can bank a token instead. In a later turn you can use the token, but at a reduced effect. So if your ISD reveals the Squadron Command dial you can command four squadrons right now. But if you don't want to do that you can save a Squadren Command token instead. In a later turn you could cash in that token to command a single squadron.
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# ? Jan 5, 2017 19:58 |
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# ? May 26, 2024 14:48 |
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In Armada, the command token effects are a weaker version of the command dial effect. That can be a helpful way to remember what the difference in effects are. Also, while you can use a command dial, and a command token at the same time, they literally have to be at the same time on a turn. So if you are using your squadron command dial, you have to decide before you activate any squadrons if you want to use the token for +1 squadrons. Concentrate fire can be a little confusing. You can only activate any concentrate fire effects on a single attack. So you can use the dial and token on the same attack to add a die (dial) then reroll any one die (token). But if you use the dial on your first attack, you can not use the token on the second, or the reverse.
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# ? Jan 5, 2017 20:34 |