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Phrosphor
Feb 25, 2007

Urbanisation

I am so stoked for Armada, do FFG do any kind of release events for their games?

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Phrosphor
Feb 25, 2007

Urbanisation

Feeple posted:

Not really. Winning helps the Rebels more, and losing helps the Imps more as the campaign goes on, but that's just options. Strong tactics and good dice rolls can swing the game either way. My play group are good tacticians (or, we're all at least on par with each other,) so there's a lot of fun moments. Sometimes I flip out over how goddamn crazy the Heroes get (that drat Wookie can get Surges from loving NOWHERE,) and sometimes they flip out about my unending tide of troopers or Nexu.

I think we all have a great time.

My first ever Nexu got dropped before it got to move by the Bothan Sniper :( some missions have really unfriendly deployment zones, especially for large based minions.

I get to drop Darth Vader on the party unannounced this weekend in the climax of the Last Stand scenario. Can't wait! I also managed to talk them out of going after Han Solo as an ally in a side mission.

Phrosphor
Feb 25, 2007

Urbanisation

Dulkor posted:

https://www.fantasyflightgames.com/en/news/2015/3/2/a-galaxy-at-war/

More details on how objective play works. Should put a very different spin on the game compared to X-Wing's typical war of attrition.

This looks really cool and addresses my biggest issue with x-wing. Would be cool to see more objective game modes in that as well.

Phrosphor
Feb 25, 2007

Urbanisation

Tekopo posted:

They aren't all objectives though. Some of them will actually give you bonus points, other are just setup options/extra hazards etc. Still interesting. Also, all of them just add stuff to getting points by blowing up ships, so you can't just go for objectives and not worry about your enemies

Just the variety it has the potential to add is pretty interesting.

Phrosphor
Feb 25, 2007

Urbanisation

So my group is now over half way into our Imp assault campaign. The rebels are starting to get extremally deadly and very hard to wound. I have gone from handily winning to really struggling just to stop them from easily racing ahead. My only remaining advantage is that they are still very cautious, which means that in time based missions I tend to do quite well. They are sitting on 2600 credits though which is a little scary.

I regret a couple of my influence buys as well. I grabbed the healing one that lets you roll 2 red dice and heal that much damage off of one figure but it is only once per game and I think it was a waste now.

Anyone got any tips for dealing with the rebels as the game matures towards the end-game? I am facing Fenn Signis, Jyn Odan, Diala Passal and the bothan. The first three are big problems but the bothan is basically just a turret. Fenn is so good at suriving, Jyn is everywhere and has a heroic ability that lets her look at the top two loot cards and pick the one she wants when she loots a chest. Diala is just a damage machine.

I am running Subversive Tactics, and it is helping a lot with keeping them heavily stressed. I bought savage weaponry early on and it has done me really well.

Phrosphor
Feb 25, 2007

Urbanisation

alchahest posted:

I found that adding as many small cards to my pile as possible helped create a lot more options for challenging the players. saving for big cards creates points (when you first get the cards) where you get a nice power spike, but by constantly adding the little stuff, you end up more consistantly challenging. for example, the one card in Military Might that lets you exhaust it to gain focus prior to a shot makes a big difference as soon as you have it, and for the entire rest of the game. I admit I'm not super familiar with Subversive Tactics, but I found that MM had enough small cards that I was able to improve my capabilities enough to remain a consistant threat the entire game.

Yeah I picked up savage weaponry right at the start of the campaign. It is an attachment with no restrictions. Gives Pierce 1 and Surge: Bleed. Very good card. I spent 3 Exp for Executioner a couple of rounds ago, which lets me spend one thread and exhaust to add damage equal to the number of strain counters on the target, up to a max of three. I kind of regret it now.

Phrosphor
Feb 25, 2007

Urbanisation

I can only talk about the ones that I am facing as an imperial. Fynn, the veteran is incredibly hard to put down, gives light buffs to allies and can operate detached from the rest of the team.

The Jedi girl is a beatstick, especially with snapkick which is an insane free attack whenever you attack. Big problems with strain though.

The smuggler girl is really annoying, getting a free attack and move when someone she can see activates and she is also really fast.

The bothan sniper is really boring.

The commander guy looks Really powerful, but might not be that fun to play.

Phrosphor fucked around with this message at 19:46 on Mar 4, 2015

Phrosphor
Feb 25, 2007

Urbanisation

Something else really important to make sure your imperial player is aware of. He can only deploy units from his hand.

So if the mission gives him a Stormtrooper squad at the start of the encounter. He can't deploy another Stormtrooper squad unless;

A. He has another stormtrooper squad in his hand,
or
B. The original squad dies and their card returns to his hand.

There is usually a really hard limit on how many deployment cards the imperial player can actually take into a mission. So make sure he is building his hand properly at the start. The setup will go over how many units start in play, how many are reserved for special events and then he may get the opportunity to bring a couple of cards of his own choice to his hand (and that first mission the imp can only use what he is given, he can't bring in any cards at all).

The reason I bring this up is that it sounds like he deployed a second Stormtrooper squad before you opened the door, and there isn't enough deployment cards in the box for that unless you wiped that squad out and returned the squad to his hand (because there is a reserve rd squad in the comms room).

Phrosphor
Feb 25, 2007

Urbanisation

HOOLY BOOLY posted:

Imp always starts with 0 threat no matter what?! Where in the rules does it say this because i guess i must have just missed it :(

Some missions have a special "After deployment the imperial player gains threat equal to the threat level (sometimes more) and gets to make another deployment before the mission starts". Otherwise you start with nothing.

If the rebels deploy allies you also get the threat and get a chance to deploy something in return as well.

Phrosphor
Feb 25, 2007

Urbanisation

We have just reached the final quarter of the campaign and things are getting really difficult as the imperial player. The rebels are capable of wiping out a lot of the things I deploy, on the turn that they deploy, so I never get to use them. The last side mission they did was the one that rewards Han Solo and I couldn't keep more than one unit on the board consistently because they were so good at killing things quickly. Now that they have cancelling surges automatically for them going to the effort of buying Imperial Industry has almost been nullified because they are using him as a battery that always touches their melee dudes, while the ranged guys are either always out of line of sight, or just so tanky it doesn't matter. The veteran guy has 15hp now and the skill that lets him roll a black and a white defence dice. It is such a turnaround from the start of the campaign.

Phrosphor
Feb 25, 2007

Urbanisation

Swagger Dagger posted:

Man, gently caress putting together the AT-ST in Imperial Assault.

The chin gun right?

Phrosphor
Feb 25, 2007

Urbanisation

It seems like people are buying ally packs and flipping them on ebay like crazy. I saw people selling them for rrp, but having upwards of £15 shipping on them! I really want to get a set but so leery of buying them off of ebay. And I can only find Han on the US ebay and US Amazon. That is crazy.

Does anyone know how often new stock becomes available? I also get the feeling I am going to have to pre-order twin shadows if I want it without having to buy it off some crazy ebay 'entrepreneur'.

Edit: I mean look at this, what the hell: http://www.amazon.co.uk/Star-Wars-Imperial-Assault-Solo/dp/1633440249

Phrosphor fucked around with this message at 11:38 on Mar 23, 2015

Phrosphor
Feb 25, 2007

Urbanisation

FishFood posted:

So, I found a great series on painting the figures from Imperial Assault. I haven't painted a miniature in about 10 years and don't plan on getting ImpAss, but this guys voice is amazing. It looks really beginner friendly: I feel like I could follow his instructions no problem, and I hope he paints the tiny little fighters for Armada so I can steal techniques and schemes for them.

Funny, I found these videos on the weekend and started following them. Just finished all my stormtroopers last night, they have come out pretty nice but you really need to patiently layer your white in the stage after the ink wash or they look really patchy.


alg posted:

Have you checked your FLGS? My store sold a TON of minis and got another shipment in. FFG was on the ball for this release.

Sadly in this city there is no true FLGS. We just have a huge two story Games Workshop and two seedy comic book stores that sell rpg supplements. One grudgingly sells mtg boosters on the counter.

Phrosphor
Feb 25, 2007

Urbanisation

Halverine posted:




But gently caress me highlighting white is hard when you are just starting out and your brushstrokes are awful and you either thin too much or too little.

Quoted for truth. Also nice stormtrooper, Looking better than mine.

Phrosphor
Feb 25, 2007

Urbanisation

Paper Kaiju posted:

Grudgingly? Is the owner somehow against the idea of making money?

Yeah, it is really weird up here. The other shop has banned card games in their entirety. When the World of Warcraft TCG had just been released and was selling like crazy I came back to this city from Uni and went to see if they had any boosters and the owner had no idea what I was talking about.

The one that does sell magic just makes sure to have the latest set and a couple of starters, but doesn't support play at all. Neither shop has games as anything more than an afterthought. I guess I can see if one will order things in but I will probably have to pay up front.

Phrosphor
Feb 25, 2007

Urbanisation

See neither of these places have spaces for people to play games. The one that does sell a bit of magic could get rid of their huge comic stand in the middle of the room and their weird glass display case with goth jewelry and 'wizard' knives and probably get 4 tables in.


Paper Kaiju posted:

At this point you should just order from CoolStuffInc. Good prices with free shipping at $100+, and there's no reason to pay MSRP supporting a store that's doing nothing to support the hobby.

http://www.coolstuffinc.com/main_search.php?pa=searchOnName&page=1&resultsPerPage=25&q=imperial+assault

Will give them a try if they do international shipping. Cheers.

Phrosphor
Feb 25, 2007

Urbanisation

Three missions left in our Imp Assault Campaign, then we are going to shelve and play some other stuff until Twin Shadows comes out and I have managed to track down all the ally and villain packs. Got a feeling that pre-ordering Boba Fett might be a good idea!

I think I have been pretty lucky as an imperial player, my rebels have been way too cautions all the way through the campaign. They have lost quite a few missions simply from not being fast enough, a couple of the players just go for bodycount, or totally stress themselves out early on the mission and spend the rest of the game suffering from it. Now that I have "Exploit Weakness" (Take a free move or attack against a resting hero as an interrupt after he rests) and "Oppression" (Gain a surge cancel to your defence roll to all attacks made by hero's with two or more stress (this is an awesome ability since a lot of them have special attacks that require taking two stress!)) they are really feeling threatened. Buying "Savage Weaponry" as my first upgrade was a really good idea, they HATE bleeds now.

Probably their biggest issue was fear of somebody becoming wounded. For the longest time they would focus really hard on keeping everyone healthy, and I had to point out to them that this was really slowing them down, and it doesn't matter if one or two of them get wounded. If you are starting a new game I would really make sure your players understand that wounding is not the end of the world, also make sure that people know you can spend a surge to remove a strain, it is so important.

Fenn is basically unkillable now though, Laminate armour, Helmet, "Take Cover", "Tactical Movement" and they are going for his side mission as their last one. Good job I saved a deploy Vader intrigue card!

Phrosphor
Feb 25, 2007

Urbanisation

HOOLY BOOLY posted:

Also as quick question anytime an effect says "is able to attack multiple time in an activation" only means you can "attack-then attack again" much like Heroes in the Campaign can and not "any time i can attack i get to do 2 attacks" right?

An activation is the models turn, with him being able to perform two actions during his activation. So your first definition is the correct one.

Also Fenn's 'Tactical Movement' broke every escort mission the rebels did completely. "Oh look the rebel prisoner can move 10 squares with a double move now, rather than 4."

Phrosphor
Feb 25, 2007

Urbanisation

I walked past the gaming shop in the middle of town and it had armada in the window. I thought it wasn't out retail till the 16th.

Phrosphor
Feb 25, 2007

Urbanisation

AndyElusive posted:

Retreat? In our moment of triumph? I think you overestimate their chances.

Bear in mind that for you to be fighting those Tie Fighters and Interceptors there needs to be some kind of carrier or base nearby and you never see them getting involved in the fight!

Phrosphor
Feb 25, 2007

Urbanisation

Quick Armada question:

The rule book states for critical hits - "For each (crit) icon rolled, if the attacker and defender are both ships, the defender suffers one damage and the first damage card is dealt faceup."

Emphasis mine.

Am I correct in interpreting that is you can only acquire one faceup damage card per attack? So if I rolled three crits. I would deal 3 damage, one of which would be a faceup card, rather than three faceup cards?

Edit: Ah never mind, they emphasise that you only get one on the next page.

Edit2: You need a 3x6 foot area for a full 300 point game? drat, I don't have that much table space!

Phrosphor fucked around with this message at 11:17 on Mar 31, 2015

Phrosphor
Feb 25, 2007

Urbanisation

SilverMike posted:

Wait, you couldn't get three crits on your dice and use 1 for face-up hull damage, 1 for an upgrade, and the other 1 for another upgrade? That's drat annoying if so...

I wouldn't call it annoying, it is more just a marked change of pace. The game is clearly a lot slower and I quite like it for that, taking things at face value without digging deeply into dice stats it seems to favor clever play like tanking damage on one side of your ship and then turning to take your damage on the other flank while you repair. Having the option to spend a dial or save it for later with a reduced effect seems like it adds a lot of depth and the special orders each ship just increase this.

Having my first game at the local games club tonight, looking forward too it.

Phrosphor
Feb 25, 2007

Urbanisation

ADudeWhoAbides posted:

Corvettes still seem pointless right now, but maybe I just haven't seen the right objective for them.

I would argue that Dodonna's Pride and Dodonna himself are very strong. Dealing the best face-up damage card from the top 4 directly to the Star Destroyers hull through it's shields seems like it can really mess up the Imperial players day.

Phrosphor
Feb 25, 2007

Urbanisation

You have to take Tarkin though, right? The rules say a fleet has to have a flagship, and Tarkin is the only realeased imperial commander.

Phrosphor
Feb 25, 2007

Urbanisation

Played two games last night, both times as rebels.

The first was a Rebel victory as I killed all the Tie Fighters (drat that Escort Frigate is useful) and he only killed one X-Wing squad. The Nebulon-B almost died but I accelerated it to top speed and just booked it out of range of the Star Destroyer and we timed out with the corvette shooting it in the back constantly. My maneuvering was right on and I was able to keep the Corvette at either max range or in his rear arc for most of the game.

Second game we each built 180 points worth and also picked objectives. I wanted to try the Dodoona's Pride so I took a Corvette with it and ECM, and the Nebulon-B Support Refit with the Turbolasers that let you switch a crit or hit result to a lock down. All of these choices were mistakes in hindsight. I put Dodoona on the frigate in the hope of keeping him alive longer. I also managed to afford 3 X-Wing squadrons.

I had less points (175, to his 180 exactly) so I got to choose who went first. I made him the 1st player, as I thought that getting to activate both my ships after he had used his Star Destroyers activation would be useful. He picked Hyperspace Assault for the scenario and we setup. It was very strange starting with just the Frigate on the board, but really cool when I jumped in the Corvette and 3-Xwings behind the Star Destroyer on turn 3. However I think I waited way too long.

Tarkin proved to be really strong, as he was able to use an attack token and reveal an attack dial on multiple turns. He managed to wipe out the frigate in one attack, but I played really badly and positioned it so that he could get a side shot with his front guns. His ship just proved to be an unkillable juggernaut - he could use Tarkin to get a free Engineering token every turn and that meant he was getting a shield back for free at the least. The X-Wings did a lot of work and were slowly bleeding him of shields but they just couldn't do it fast enough.

Thoughts:

The Escort Frigate is a really nice ship, but you can't let it get close to the imp ships at all. Those huge side arcs are amazing for cutting down fighters but they are also a huge weakness because you only have 1 shield in those zones.

Overload pulse, or just taking the Corvette variant with all red dice and sitting at max range so you can evade seem like much better choices than Odoona's Pride. ECM is really good.

Tie Fighters are scary in a swarm and surprisingly fast, but if you can get a good shot on them with anti-fighter fire your X-wings will be able to go to town on the Star Destroyer with near impunity. I will maybe be tempted to keep the X-wings close to the Escort Frigate in future until the Tie Fighters have been whittled down.

Phrosphor
Feb 25, 2007

Urbanisation

LumberingTroll posted:

I think you might be doing this wrong, ships can only fire on Squadrons with their anti squadron weaponry, and it doesn't matter what arc you use, it still counts as one of your two attacks as well.

Not sure what you mean with this. The Escort Frigate gets 2 blue dice with it's anti-squadron weapons, the most out of any ship in the core set. In addition it's wide side arcs mean that you can get an attack against a lot of squadrons in one attack action. You realise that when you attack with anti-squadron weapons you get an attack against EVERY squadron in range and in that arc right? (Page 15 of the learn to play book, last section on that page).

Phrosphor
Feb 25, 2007

Urbanisation

LumberingTroll posted:

I did not know that, thanks for pointing it out, it now makes sense that you said that huge arc was so important. They only fire at Range 1 though dont they?

Blue dice, so blue range is my understanding. I didn't realise this at first either, but it makes the "Escort" part of the name make a lot more sense once you work it out!

Phrosphor
Feb 25, 2007

Urbanisation

Weissritter posted:

The ISD I has black and blue anti-fighter dice. Not too shabby. Home One has six dice broadsides, so that is rather nice too.

Eight dice with Admiral Ackbar as your Commander. The Frigate in that expansion will get 7 dice with Ackbar as well. Add Turbolasers and it goes from 8 to 9 and 7 to 8 respectively. Holy crap.

One thing that took people I was showing the game a little to grasp is how much better the dice are compared to X-Wing. Going from X-wing where you have a low chanceto hit without focus followed by a defence roll to this game which has hit everywhere with a focus more on clever shield tanking caused people to think they were constantly getting "lucky" rolls.

Can anyone identify all the ships in this picture? I don't recognise the rebel ship in the middle or the two imperial ships that are not the Aggressor.

Phrosphor fucked around with this message at 11:36 on Apr 7, 2015

Phrosphor
Feb 25, 2007

Urbanisation


Thank you, I knew them all but the Havoc, Hound's Tooth and Punishing One.

Phrosphor fucked around with this message at 11:49 on Apr 7, 2015

Phrosphor
Feb 25, 2007

Urbanisation

My rebels are at the bad end of a string of losses and are a bit unhappy with the game now. They did their last side mission before the end of the game last night and on the final turn made four attempts to defuse a bomb, rolling green + blue for two attempts and blue on it's own for the last two and didn't see a surge in all the rolls, so they lost. It was really anti-climatic. As a GM more than a boardgamer I really want to just give them the win and penalise them in some other way but losing on a dice roll like that sucks a lot of fun out of it.

Phrosphor
Feb 25, 2007

Urbanisation

I know a lot of people in my area have bought armada because it has sold out twice at the gaming shop and the gaming club themselves have moved a lot of copies. Struggling to find people to play with though, hopefully after the x-wing store champs it picks up again.

Phrosphor
Feb 25, 2007

Urbanisation

Having the blue dice guaranteed to do something is pretty interesting. The other dice have more damage potential but it seems to encourage a strategy around floating around medium range so you can dip into that blue damage/utility pool.

Phrosphor
Feb 25, 2007

Urbanisation

We played our penultimate Imperial Assault mission last night for the first time ever, my Rebels finally realised that going for the objective is way more important than fighting. Hooray.

The mission was quite clever, giving them an imperial officer they had to escort through the map by interacting with him, but only letting him move two squares per interaction, so they had to plan their turns around daisy chaining him down hallways. I tried to surround the objective with mooks, but they managed to blast through and complete mission which really cheered them up.

Fenn in my game has become basically unkillable, he has been for a few missions now so I have been ignoring him over the other characters. In this mission he was the only non-wounded rebel left so I moved to concentrate on him and the player was so happy because he had been buying all this defensive gear and finally got to use it.

I cannot wait for Armada wave 1 to come out, the wait is killing me.

Phrosphor
Feb 25, 2007

Urbanisation

the panacea posted:

Oh my wave 1 Impass stuff arrived today.
Is the AT-ST still a pain to assemble?

Yeah, they are a bit of a bastard, it is just the chin gun that is awkward. I managed to get mine in eventually but a friend ended up soaking the socket of his AT-ST in hot water for a few minutes.

Phrosphor
Feb 25, 2007

Urbanisation

A-Wings in Armada look really nice, 3 blue dice and a free 2 blue dice attack every time they are attacked, even if the attack destroys them. Then I saw the Tie-Interceptors which are just monsters. 4 blue dice, swarm and the same counterattack as the A-wings!

Phrosphor
Feb 25, 2007

Urbanisation

Pash posted:

I think its going to be interesting to see how it plays out. You figure the interceptors really want to go after rebel bombers... but really most of the ties do. But the rebel bombers can be protected pretty well by x-wings, so the might hold up well. Meanwhile A-wings would wreak tie bombers, and if their are not any tie bombers i view their main roll as trying to tie up the Imp fighters before they can get to your bombers, in which case i don't really fear the interceptors any more than regular ties in that straight up fight.

The rebels get a ship commander in wave 1 that lets them reset a squadron after they use a squadron command. So they could have a bomber, Dutch for example, Move, and Attack at the start of the turn, then attack again in the squadron turn.

I think squadrons are going to be really important for rebels in wave 1, especially some of the characters.

Dutch 'taps' out any squadron he attacks, so it doesn't get to activate the turn he shoots it. It could be pretty crucial.
Keyan Farlander gets 2 black dice for his anti-ship attack (non character B-wings get a blue and a black). And if the arc he is shooting at has no shields he can re-roll any number of attack dice.

B-Wings are only speed 2 though.

Vader gets 3 blue and 1 black dice for anti-squadron, and his crits count for damage against squadrons as well. He seems a bit of a monster.

Phrosphor
Feb 25, 2007

Urbanisation

Cobbsprite posted:

The trick to this seems to be planning enough in advance and using Navigate orders. The extra yaw click Navigate offers you can give you the maneuverability to slip your front arc onto a target, and you pretty much NEED to be going Speed 2 in order to have the maneuverability to get them. It can be tricky, particularly if the rebels are flashing past at Speed 3 or 4, but it can be done.

Wave one has "Engine Techs" that gives you a free distance one maneuver after you finish maneuvering for ~5 points. I can see this probably being important for those all important space-powerslide-broadside enablers.

Phrosphor
Feb 25, 2007

Urbanisation

Kilo147 posted:

So you're all saying I need to model my ISD with a space anchor, right?

And poseable 3" guns.

Phrosphor
Feb 25, 2007

Urbanisation

Finished our Imp Assault campaign last night. The Rebels ended with the Last Stand finale which has Vader as a final boss with some insane special rules. Instead of activating, he gets a free action after a Heroes activation finishes, and he gets a new action that lets him move two squares and attack

It was a pretty fantastic last fight with the Rebels going all in for the kill rather than running and consolidating. My only complaint was that I felt it was way too forgiving on the Rebels. I only got to take 2 units into the final mission and the reserved groups came in drips and drabs. Combine that with the 12 round limit and they were able to clear each section and have time to rest up before moving on. Was really good fun though. Rebel victory in the end.

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Phrosphor
Feb 25, 2007

Urbanisation

Kilo147 posted:

:siren:NULN OIL. THAT IS ALL.:siren:

Nuln Oil is the poo poo.

In other news, I am struggling so much to find games of Armada in my city (we don't have a FLGS with room for games) I am now looking at traveling 50 miles via train to play on weekends. :(

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