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Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

The IA app also added (or is soon adding) a score attack mode. Pick your team, get a couple of xp and 1800 credits to buy stuff, then earn as much fame as you can in 6 rounds while it throws things at you.

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Icon Of Sin
Dec 26, 2008



New expansions for Legion. These are upgrade packs to Rebel Troopers, Stormtroopers, Phase I clones, and B1 battledroids.

https://www.fantasyflightgames.com/en/news/2019/8/6/beyond-standard-issue/

New sculpts and new weapons for everyone!

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
Apparently they can be fielded as their own squads? I guess a small heavy weapons team.

Failson
Sep 2, 2018
Fun Shoe

Icon Of Sin posted:

New expansions for Legion. These are upgrade packs to Rebel Troopers, Stormtroopers, Phase I clones, and B1 battledroids.

https://www.fantasyflightgames.com/en/news/2019/8/6/beyond-standard-issue/

New sculpts and new weapons for everyone!

Sandtroopers and more alien rebels, yaaaay!

Still soft, crappy plastic, booooo!

Icon Of Sin
Dec 26, 2008



ShineDog posted:

It'll be a few weeks but I 100% assure you FF will just send you one for free.

You were right, they're sending me one free of charge. They didn't even ask for proof of purchase, or anything. I even offered to buy it from them, but they said "no worries :)". I had forgotten how good they actually were, after needing new pegs for some ships in X-Wing ages ago.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
I got a replacement TIE Advanced free even after I said it's quite possible it was my fault the peg dock snapped off. They're good people 99.9% of the time

Icon Of Sin
Dec 26, 2008



Quoting myself from the Minis Painting thread. Will it be hot garbage on the table? Probably. Will it look drat good as they're dying by the dozen? Oh yes :black101:

Icon Of Sin posted:

Did a full-army glamour-shot for my Hoth-themed troops. Last squad in the back is WiP, but everyone else is done. When Vader is released as an Operative for Legion, this is what I’ll be running :getin:



Veers, Vader, generic random officer
4x snowtrooper squads
2x e-web heavy blasters

I’ve posted bits and pieces of this army here before, but it feels good to be closing in on the final piece before the whole army is complete. Just 5 more snowies to go :negative:

Exact list:

HQ:
Veers
-Commanding Presence

Imperial Officer
-Strict Orders

Operatives:
Vader
-Saber throw
-Force Reflexes
-Endurance

Corps:

4x of the following:
Snowtrooper squad
-extra snowtrooper
-flametrooper

Support:
2x of the following:
E-web heavy blaster team
-Overcharged Generator

796/800

It'll die horribly, but probably mangle something on the way out. The Vader operative can infiltrate then drop Master of Evil right in someone's face turn 2, before he does his best Rogue One impersonation with an enemy squad. Outside of that, there's no real gimmick apart from the theme :v:

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING

Icon Of Sin posted:

Quoting myself from the Minis Painting thread. Will it be hot garbage on the table? Probably. Will it look drat good as they're dying by the dozen? Oh yes :black101:


Exact list:

HQ:
Veers
-Commanding Presence

Imperial Officer
-Strict Orders

Operatives:
Vader
-Saber throw
-Force Reflexes
-Endurance

Corps:

4x of the following:
Snowtrooper squad
-extra snowtrooper
-flametrooper

Support:
2x of the following:
E-web heavy blaster team
-Overcharged Generator

796/800

It'll die horribly, but probably mangle something on the way out. The Vader operative can infiltrate then drop Master of Evil right in someone's face turn 2, before he does his best Rogue One impersonation with an enemy squad. Outside of that, there's no real gimmick apart from the theme :v:

You should get points just for execution on the theme tbh!

Icon Of Sin
Dec 26, 2008



Annnnd a full-army glamour shot. Everything is painted, but I may try to do snow on the bases at some point.

skateboardjesus
Oct 16, 2004

Slippery Tilde
Rebellion ISD's are pretty good scale for all your diorama needs with the Armada SSD.



AndyElusive
Jan 7, 2007

skateboardjesus posted:

Rebellion ISD's are pretty good scale for all your diorama needs with the Armada SSD.





:allears:

That looks so loving rad.

Asteroid Alert
Oct 24, 2012

BINGO!
Any new opinions on Outer Rim?

smug jeebus
Oct 26, 2008
I wanted to like it, but the down time is rough. If you've played Merchants & Marauders, it's that but in space.

Ultiville
Jan 14, 2005

The law protects no one unless it binds everyone, binds no one unless it protects everyone.

Adaptabullshit posted:

Any new opinions on Outer Rim?

We played my demo copy a few times in my store. It's in that pretty large category of games I'm glad to play and will enjoy, but won't be the one I say "I want to play that more than any other thing" very often if at all.

Asteroid Alert
Oct 24, 2012

BINGO!

smug jeebus posted:

I wanted to like it, but the down time is rough. If you've played Merchants & Marauders, it's that but in space.

Sound like it works as a solitaire game.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Adaptabullshit posted:

Any new opinions on Outer Rim?

It's a Star Wars version of the Firefly board game. If you like the latter, and especially if you like Star Wars, you'll like the former. It has the same advantages as Firefly, with your building your crew and ship, doing jobs, and feeling like a space scoundrel. But it has the same flaws too, in that you don't really interact with the other players very much save for some edge cases like they have a crew member you have a bounty on, or specific cards in play that let you steal from other players and the like. All games pretty much end the same way with either "oh poo poo, I'm about to win the game!" or "oh poo poo, that guy over there's about to win the game!" and since there's so little player interaction there's usually jack-all anyone can do to change the outcome at that point.

It's fine, and it's pretty expandable especially if they're willing to dip into Legends era lore. If someone brings it out, I'll play it. But I'm not in a hurry to buy a copy myself, and I probably won't suggest that the guy in my circle who has a copy bring it along anytime soon either. I've got a pile of unplayed games I'd rather go through first instead.

Icon Of Sin
Dec 26, 2008



Rules for creating your custom commander in Rebellion in the Rim are up for preview now.

https://www.fantasyflightgames.com/en/news/2019/8/20/take-command-of-the-fleet/

Pick a training path, spend xp to upgrade. They cost 0 to start with, so that's a good chunk of points freed up to do whatever with. The campaign fleet is also a task force (200pt limit), so I think running an Arquitens and 2 Raiders would be kind of fun :getin:

BuffaloChicken
May 18, 2008
FFG has Star Wars roleplaying games, a skirmish game (Imperial Assault), a squad-based game (Legion), a starfighter game (X-Wing), and a capital ship game (Armada). What resources exist for tying them together into a large campaign? Something like below? I've never been into roleplaying games or campaigns, but with the right people something like this might be fun.

1. Players meet in a backwater cantina and decide to band together to blow their Imperial-occupied planet. First, they must find the hidden location and acquire access codes to the Imperial base. (Edge of the Empire RPG)

2. After finding the location and access codes to the base, it's time to blast their way in and fight their way to the main hangar bay. If the guards aren't expecting them and they hit hard enough, they might stand a chance of making it to their goal. (Imperial Assault)

3. Finally fighting their way to the hangar bay, the group seizes a handful of starfighters and makes a break for the edge of the system as Imperial forces scramble to intercept them. (X-Wing)

4. Having escaped to hyperspace, the group is finally able to make contact with the Rebellion. The Rebels agree to take them in, on one condition... they join a task force in a larger conflict and help crack the same type of Imperial base they're now familiar with. Now the Rebels need to break an Imperial planetary blockade to land their troops. (Armada)

5. The blockade is broken and troops have landed. In the midst of a massive conflict, the group is escorted under armed protection to seize the critical Imperial base. (Legion)

Of course you could add plenty of steps in there, mixing up games further, and having game outcomes determine what happens next. Like if Rebels win the Armada game, they deploy their military forces successfully and you play Legion. If the Rebels lose the Armada game, and the group must deploy out of their destroyed ship via starfighter - escaping the space battle in a game of X-Wing, then landing stealthily on the planet and having to seize the base guerilla-style via Imperial Assault (instead of with massed firepower, like Legion).

I'm sure plenty of people have run things like this. Any examples to point to?

Val Helmethead
Apr 24, 2009

Pittsburgh is stored in the balls.

I whipped up an Armada / Legion game sort of like that back in an early Legion wave (Luke / Leia were the only officers up to that point). It had 4 players with the Armada and Legion games running concurrently.

Mission 1
Mission 2
Mission 3 - **Warning spoilers for previous 2 missions**

Thinking of coming up with a similar set now that there's a lot more Legion (and just about the same amount of Armada).

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady
Has anyone been playing the re-released West End D6 RPG? I've been having some fun with how incredibly minimalist it is.

Claytor
Dec 5, 2011

Arquinsiel posted:

Has anyone been playing the re-released West End D6 RPG? I've been having some fun with how incredibly minimalist it is.

I have a definite preference for the Fantasy Flight game, but the old WEG version has a lot to offer as an easy to pick up, quick to play game that would probably be perfect for running on something like Discord.

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
I'd be down to run it again

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady
I wouldn't mind playing it a bit more, but as a player. GMing is fun but my system mastery isn't enough to just wing things quite as much as I'd like so more practice would really help.

Farmer Crack-Ass
Jan 2, 2001

this is me posting irl
Anyone know of a design for a tray that keeps track of Armada squadron health, similar to this item?

https://www.etsy.com/listing/505627929/squadron-command-plate-4-piece-wide?ref=shop_home

The shop is on break and my buddy's got a 3D printer, would be neat if there was something out there that we could just download and print a few of. Would definitely prefer it to having to pick up squadrons, fiddle with the health, and put them down again.


Also just recently played my... fifth? sixth? game of Armada, finally managed to blow up most of my opponent's ships (although he still came out ahead in points total... stupid dangerous terrain objective :negative:). Setting a bunch of corvettes to speed 3 or 4 and just tearing around the board is great fun! :buddy:

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
Started up a six-player Rebellion in the Rim campaign yesterday, and let me tell you I CANNOT believe Armada doesn't have a half VPs rule for damaged ships. Oh well. In hindsight, attacking a base on the first campaign turn was a really bad idea, but that's what I get for only skimming the rules and cards before we dove right in.

The 200 point battles on a 3x3 mat feel far more my speed than full size games. I'm REALLY hoping that adepticon has a Task Force armada event (but I'm not crossing my fingers), although I may be tempted to do the world championship since I'm super unsatisfied with X-Wing right now, so why not Armada? Don't really relish the idea of two days of 400 point armada battles, though.

The campaign did prompt me to buy a bunch of KR foam so I'm not always throwing my ships in a wash basin or something to take to game stores and to have a much more solid organization to my collection. I'm oddly far more excited to get this than to get more ships, but I'm sure I'll get more ships too.

banned from Starbucks
Jul 18, 2004




Half points would make 0 sense in a game with a max of 6 rounds where you can just plink something then fly away and never get caught

Orvin
Sep 9, 2006




In Armada, I believe the SSD has a rule for half health giving half points. Granted, it is for half its hull value, which is more like getting that thing to 25% health due to all the shields it has.

I could also eventually see a rule where a half health large ship gives half its points. Especially when 2 large ship builds are pretty popular, and can be really tough to crack. ISDs usually floors it to speed three to get past some attackers once it starts getting hurt, which makes it tough to finish them off.

Farmer Crack-Ass
Jan 2, 2001

this is me posting irl
Imperial Starfleet Fleet Action Report
Jhared Montferrat, Commanding Officer, Star Destroyer
Devastator

My Lords of the Imperial High Command,

It is my duty to report the events and results of an action fought by His Majesty's Imperial Starfleet, near coordinates...



In the weeks and months that followed the Rebel Alliance's evacuation from Hoth, Alliance leadership discovered a silver lining to the loss of their primary base of operations: with Alliance forces scattered across the galaxy, the Empire was much more pliable to sending off small detachments in pursuit of Rebel ships, more arrogant in their assumption of tactical superiority. So then was General Rieekan able to bait two Imperial Star Destroyers, plus a pair of Gozanti cruisers, into an ambush that both dealt a blow to Imperial naval morale and demonstrated the striking power of the B-Wing starfighters.


Having sighted two Rebel transport ships near an asteroid field, one of which was positively identified as the Bright Hope and suspected by our Intelligence services to be carrying key Rebel leaders, Lord Vader directed the detachment of the following starships to pursue and capture:

Star Destroyer
Devastator
Star Destroyer
Avenger
Gozanti Cruisers
Pursuit and Inquisitor

The Rebel ships detected our approach and immediately took flight into the asteroid field. Lord Vader ordered the launch of our TIE fighters and directed the entire detachment to maintain pursuit through the field.



Rieekan believed his plan had good odds of successfully surprising and ambushing the Empire's forces, and argued that here was an opportunity to demonstrate the full offensive value of the Rebel Alliance's starfighter squadrons. He was granted command of one of the most powerful starships in the Alliance inventory, the MC80a Star Cruiser Republic. He also had the venerable Phoenix Home, a modified Pelta-class ship, and the two GR-75 transports Bright Hope and Sapphire Rain which were the bait for the attack.

All starships under Rieekan's command were fitted with augmented C3 equipment and personnel to better direct the large starfighter wing that was to provide a substantial fraction of the Rebel striking power in this battle: four B-Wing squadrons, led by Keyan Farlander; four X-Wing squadrons, including the famous Rogue Squadron; and an auxiliary in the form of a HWK-290 light freighter, piloted by Jan Ors.


Approximately half-way through our transit of the asteroid field, previously-undetected mines laying in wait in the asteroid field began to detonate. The mines were sufficiently powerful that they could have threatened even our Star Destroyers, but the freighters' movements appeared to confirm this had been planned by rebel forces. Lord Vader ordered the starships into a close formation and deployed the TIE fighters forward to screen the mines.


The twin Alliance transports charged out of the asteroid field at flank speed, then turned around to take position aside the Republic. They mounted only light laser cannons that would be useless against anything larger than a snub fighter, but their comm arrays would give them a vital role in the coming battle. The Republic launched its starfighters and all ships went to battle stations, signifying the start of the battle. The Rebel ships were ordered to all ahead slow, hoping to give the Republic's turbolasers as much time at long range as possible, while the starfighters would be charged in at the decisive moment.


Lord Vader had just given the order for all ships to advance slowly, in formation. Captain Nemet, perhaps out of unswerving belief in the inferiority of Rebel forces, took the initiative before our communications officer could relay the command, and sent the Avenger charging into the Rebel formation at maximum sublight acceleration, presumably anxious to bring the heavy short-range ordnance of his command to bear.



Avenger charges head-long into the Rebels


It was impossible for the Alliance officers and crew on the Republic to not feel at least some apprehension at the sight of the mile-long Star Destroyer bearing down on them at flank speed. By themselves, in a toe-to-toe slugging match, the Avenger certainly had the upper hand.

But Avenger had raced out of her fighter screen and the Republic was not alone. The orders went out: all B-Wings engage the Avenger! X-Wings, clear the way! Battle management officers relayed vectors and target cues to concentrate the fighter wing's firepower. As the fighters began to charge forward, Republic's batteries opened fire on the Avenger, hitting the great Star Destroyer right in the nose.

As the large formation of X-Wings and B-Wings raced into position, Captain Nemet sneered and said "Snub fighters can't seriously threaten an Imperial Star Destroyer. Continue our advance and..."

Then the defense officer's board went wild with warnings, the plot erupting with red sparkling icons. "...snub fighters can't carry that many proton torpedoes!!"



The Rebel fighter wing, clear of interference, mauls the Avenger's flank


"Starboard guns, engage attacking fighters! Main batteries, destroy that Pelta! We'll tackle the Republic in short order." Nemet's voice, though hoping to project a sense of bravura, had taken on a note of uncertainty.


From our vantage point on Devastator, we observed as Avenger took the first wave of proton torpedoes from the massed Rebel formations, as well as the battery fire from the larger Rebel star cruiser. Obviously believing it prudent to delete Rebel striking power as quickly as possible, Avenger directed her main battery fire not against the larger ship of Mon Calamari origin, but against the smaller Corellian ship.


The concentrated assault of turbolasers, ion cannon, and heavy proton torpedoes slammed into Phoenix Home. The onslaught by all rights should have destroyed the smaller ship outright, but by some miracle the ship's engineering team held the main reactor's cooling and containment system barely together. Phoenix Home returned fire to little effect; her greater contribution was the direction and coordination of some of the starfighter squadrons.


As the maneuver plot firmed up it became obvious to us there was no way Captain Nemet could avoid a collision with the larger of the two Rebel capital starships. We could only hope that the collision would un-nerve the Rebels and give them pause long enough for us to enter the fray and combine our firepower against them.



Republic lurches as Avenger crashes into her

(aside: yes, we're aware that the rules call for the ship to either advance only to the last tick that does not overlap other starships, or to hold its position. it was extremely close but we concluded the bases were only barely not overlapping on the first maneuver tick.

plus, this looks badass)


Avenger attempted to turn, only too late. The bow crunched into Republic's side, deflecting Avenger and tearing a gouge into Republic's hull. Both ships suffered shock damage, but the worst was yet to come for Avenger as the swarm of Rebel starfighters took up positions for another strike at her now unshielded hull.


The Rebel forces were clearly undaunted by Nemet's brute-force assault and the mauling he had given the smaller of their two capital starships. The larger cruiser opened up again with her fore and side arcs, shattering Avenger's shields entirely, breaking her armor belts, and compromising her damage control systems. Our sensor readings of this assault can be found in Appendix 4 of this report, recommended for immediate distribution to our intelligence and technical analysis divisions; it is obvious we have been underestimating the full firepower potential of these Mon Calamari-produced starships.

Our bridge overhead speaker crackled to life as a Priority Alpha broadband transmission from the faltering
Avenger came through. "Where the hell is our fighter support and Gozanti escort??" Lord Vader commanded our communications officer to engage the override squelch on the overhead. We would hear no further reports from Captain Nemet.

Our fighter squadrons arrived too late and in too few numbers to successfully break up the Rebel assault; the Rebel starfighters held our own off long enough for their bomber starfighters to strike again. Fighter-launched proton torpedoes struck deep into the damage already done by the Rebel starship. Appendix 6 of this report details sensor and communication logs correlating encrypted Rebel transmissions from their starships and immediately subsequent actions by their starfighter wing; further analysis of their C3 capabilities is, in this officer's professional opinion, highly warranted.



The proton torpedoes went right into the openings cleft by the Republic, and while Avenger's hypermatter reactor did not catastrophically fail (which would certainly have doomed the Republic), her ordnance magazines did; the resulting explosion and wave of debris splashed against the Republic's shields to little effect.

Tragically for the Phoenix Home, her engineers had been too busy holding the rest of their ship together to get the shields back online, and so the wave of debris from Avenger struck them unshielded and tore the ship apart. Very few of Phoenix Home's crew survived, but they were still luckier than the crew of the Avenger, which had gone down with all hands.

(In case you haven't yet twigged onto it, I figured this was a good way for Rieekan's commander ability to manifest in the narrative.)


A brief cheer went up as the Republic's crew realized they had survived the onslaught (and point-blank detonation) of an Imperial Star Destroyer. But they knew there was a second, fresh Star Destroyer waiting for them. The Republic's crew scrambled to repair the damage from the collision and bring the shields back to full power before Devastator met them.


Our Gozanti cruiser escorts met the Rebel fighter wing. Their weaponry was extremely well-suited to engaging enemy starfighters, and managed to score some kills on individual fighters, but were unable to break any squadrons before they had strayed into turbolaser and ion cannon range of the surviving Rebel capital starship. The Gozantis did not last long against the combined firepower of the Rebel bomber squadrons and their capital starship.

A squadron of Rebel bombers had found itself swept into the wake of their flagship, which our fighters nobly attempted to engage, but Rebel bombers are surprisingly effective in anti-fighter combat; see Appendix 7 for further technical details. Aided by light anti-fighter fire from the transports we had originally chased after - and whose continued participation in this battle, rather than fleeing into hyperspace, clearly indicated that this had been a Rebel trap all along - our heroic pilots were eventually lost.

But this participation would soon doom them as it did our Gozanti cruisers. The first barrage aimed at them from
Devastator missed its mark due to wild maneuvering on their part, but after getting a firmer sense of their maneuvering capabilities our second barrage was on the mark.


The Sapphire Rain exploded outright, while the Bright Hope staggered as turbolaser bolts tore into its systems. Her reactor's primary coolant loop had been fatally ruptured and the chief engineer gave the captain two options: shutdown now, or continue running for another minute before blowing up. The captain chose the latter; this battle was not over yet and she was determined to give those fighters support until the very last. By now Alliance forces had virtually finished off the Imperial fighter wing and could engage in anti-starship attacks at will, though not with impunity. Bright Hope's battle coordinators vectored B-Wings towards the Devastator to begin battering down the Star Destroyer's shields.

Incredibly, one of the transports had remained operational, although sensor techs reported dangerous thermal blooms within the stricken ship; they soon joined their brothers aboard the other destroyed Rebel ships in meeting Imperial justice, but not before we began to take our share of Rebel proton torpedoes.


Republic, with an unbroken starfighter wing, turns to meet Devastator


Seeing the damage that the Rebel fighter wing had wrought on the Avenger , and noting reports that the surviving Rebel starship's shields appeared to once more be at full power, I ordered our batteries to open fire on the enemy's starfighter wing before targeting the enemy ship. Having been worn down by our TIE pilots and Gozanti cruisers, some of their so-called X-Wing superiority fighters began to fall before us, and we scored some hits on the Rebel starship as well, weakening their shields.

The Rebel ship, in their fanatical obsession with doing violence to His Majesty's forces, blundered into an asteroid of substantial proportions, dealing substantial hull damage to their precious flagship. Meanwhile, we continued prosecuting the battle and firing on Rebel starfighters, while taking minor damage ourselves.



General Rieekan refused to tempt the fates by considering the battle as good as won - a well-placed barrage against a faltering shield facing could still inflict grievous damage to his sole surviving ship, after all - but still felt he had firmly achieved the upper hand and placed Devastator in serious jeopardy. The Fleet Action Report glossed over what were in fact serious blows dealt to the Devastator; a distortion which was distinctly hazardous to Captain Montferrat's career and liberty, but the alternative of embarrassing a Dark Lord of the Sith was even more certainly hazardous to his life.

Captain Montferrat had dared not utter even the suggestion of retreat before Rebel forces to Darth Vader, but fortunately for him, Vader turned and ordered the ship to come about and prepare for lightspeed. The starship's navigation team raced to compute a hyperspace trajectory as reports of shield failures and systems damage mounted; the B-Wing fighters had a seemingly limitless quantity of ordnance packed away in their diminutive frames, as well as surprisingly powerful laser cannon, as they continued to hammer and harry the wounded Star Destroyer.


Devastator, surrounded by B-Wing fighters and with the Republic turning for another pass, prepares for lightspeed. End of game.

Having judged that our primary objective in chasing down and capturing or destroying the Rebel transports had been accomplished, and that the costs to the Imperial treasury in sustaining further damage would outweigh the gains of further prosecuting the battle, we withdrew from the battle and immediately notified the nearest fleet base so that they could dispatch a task force to subdue or destroy the surviving Rebel starship. The results of this dispatch are outside of the scope of this Fleet Action Report and are therefore not included.


=============

I hope anyone who read this enjoyed my retelling of a battle I had on Wednesday with fellow forums poster Signal. I've forgotten a few details since then and may have fudged a little of the order of events for the sake of the narrative, which I'm sure he can clarify if desired.

Farmer Crack-Ass fucked around with this message at 08:23 on Oct 13, 2019

Class Warcraft
Apr 27, 2006


Awesome after action report. Thanks for sharing.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

I've been playing Imperial Assault weekly with some friends, playing our way through the various campaigns swapping out who's Imps for any given one. We've finally gotten around to the base campaign (some folks had played it already so we saved it for last) and I have to say I'm impressed. From what I'd heard I was expecting it to be badly designed but the levels have been interesting so far. Simple compared to later expansions (where you might have an empty map to explore or gimmick terminal mechanics), but tactically sound. It's felt like when the Imp player won he was the one beating us, not the map design, and it's been close too (Under Siege got the draw condition and while we officially lost Imperial Hospitality winning the side condition there felt like a draw as well).

In contrast the Heart of the Empire missions that we played just before this were big and cinematic but just felt too long, like they expected the players to know what was going to happen. Exploring a map blind shouldn't have dead ends, or should put a couple of extra turns on the limit to accommodate that. A souped-up boss fight against Maul or the Emperor is interesting, but not if there's been a full level before them so you reach it mostly wounded and with one round left.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Ignore, thought this was the RPG thread

StashAugustine fucked around with this message at 19:48 on Nov 19, 2019

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
So...new armada preview indicated that the new ships get super weapons now. I am sure that won't go wrong.

Signal
Dec 10, 2005

That was kind of the point of the Onager from the beginning. I don't disagree though, I'm always a little concerned when a game introduces newer, bigger, punchier weapons.

AndyElusive
Jan 7, 2007

bunnyofdoom posted:

So...new armada preview indicated that the new ships get super weapons now. I am sure that won't go wrong.

Star Destroyers with Death Star Tech lasers like they've been rumored to have in Rise of Skywalker? :monocle:

Hencoe
Sep 4, 2012

MY LIFE GOAL IS TO STICK A FLESHLIGHT INTO THE END OF A HOWITZER AND FUCK THE SHIT OUT OF IT
Honestly though, with the way the targeting token seems to work, and the fact that the version they showed has no weapon slots besides the super weapon one. Just throwing vanilla dice doesn’t seem that scary. Plus the hull itself seems kinda weak for something that’s 100 something points base with only a single brace and redirect.

Orvin
Sep 9, 2006




The Onager is very similar to an MC80 Liberty. Very similar shield and movement options. It just trades a brace token for the salvo token and 2 extra hull. And with the Superweapon laser, you don’t want to get in range of anything much anyways. You want to be chucking those 6 dice outside the range of anything shooting back.

Val Helmethead
Apr 24, 2009

Pittsburgh is stored in the balls.

Add in Hondo (officer) and the title that lets you drop a token at the start of the round and laugh as you snipe Raddus spotter ships Round 1.

Orvin
Sep 9, 2006




Don’t forget officer Ozzel for that sped one maneuver at the start of round 1. Get that little bit further out and pointed in a better direction.


It was also pointed out that the Onager can go from speed 0 to effective speed 4 in a single activation. Commander Ozzel, engine techs, a nav dual and token. Also a bit gimmicky, but will be fun to pull off at least once.

Val Helmethead
Apr 24, 2009

Pittsburgh is stored in the balls.

Orvin posted:

Don’t forget officer Ozzel for that sped one maneuver at the start of round 1. Get that little bit further out and pointed in a better direction.


It was also pointed out that the Onager can go from speed 0 to effective speed 4 in a single activation. Commander Ozzel, engine techs, a nav dual and token. Also a bit gimmicky, but will be fun to pull off at least once.

Or Entrapment Formation!

Ninja Edit: I think someone worked it out that you can deploy for a Turn 1 hit on a flagship with Surprise Attack, so keep that in mind too.

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canyoneer
Sep 13, 2005


I only have canyoneyes for you
Holy smokes, Star Wars Destiny is cancelled
https://www.fantasyflightgames.com/en/news/2020/1/14/the-saga-concludes/

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