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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I really dislike the look of that Assault Frigate. It just looks kind of blobby :(

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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


alg posted:

It looks the way it is supposed to. But that kind of speaks to the blah ships they chose to use.
The VSD still looks awesome though.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Products have been updated on the Armada page apparently: example

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Some Armada spoilers for the Star Destroyers: http://www.fantasyflightgames.com/edge_news.asp?eidn=5325

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Apparently armada beginner packs just updated to 'on the boat'.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


The latest news about the fighter squadrons for Armada looks pretty interesting, I have to say. TIE interceptors/A-Wing squadrons look pretty good.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Also Counter 2 sounds like fun :v:

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


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

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Yeah, I'm just afraid that they will be meta-ed away to only a few actual choices. Like for example the one that gives you dice for shooting the objective ship: one example is the 'you get additional dice for shooting the objective ship' one. If you are imperial and have two ships at most, you would never include it as part of your 3 potential cards and if you have initiative and are forced to choose an enemy objective card, I can't see an Imperial player choosing that particular one very often, especially since the Rebel lists that choose that card as an objective are likely to feature a lot of ships. So does it mean that it never gets played apart from casual play?

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Blamestorm posted:

Ideally they would sync up with your fleet building choices (or your opponents) so you can synergise your fleet with appropriate objective choices.
I get that, but since it is your opponent that makes the final choice on one of your three objectives (or you make a choice on one of his three objectives), there just seem to be some objectives that will likely never get play due to how powerful they are for certain fleets compared to others.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


But your opponent will choose 3 objectives that suit his fleet if you get to pick (and vice versa). If the objective doesn't suit his fleet composition, why include it in his objective hand in the first place? I mean sure, if you get to pick the objective, you'll always go for the one that hinders you the least, but it's still a case of picking 1 objective out of 3 that are all going to be beneficial to your opponent more than they are to you.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Objectives don't treat the person who picks and the person that holds the objectives the same, though. One example is the one where both players get points for going on hazards, but the second player (ie the one that doesn't choose) ignores all effects of hazards. I guess this does mean that choosing to be first or second is important in this case. Wonder if you are allowed to see the objective prior to choosing first player, the article isn't clear about this, it only has the following:

quote:

Setup Step 4. Choose Objective: The first player looks at all three of his opponent’s objectives cards and chooses one to be the objective for the game.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


X-Wing was made based on the Wings of Glory/Wings of War system, with some differences in terms of damage handling/criticals and especially actions.

A PTO miniatures game based on Armada would either be completely unrealistic in order to actually make taking stuff other than aircraft carriers be worth it, or it would attempt to be realistic and hence have only long range fighter/bomber fights.

There are already WWII miniatures games out there, I dunno if any of them are that good though. I think WWI would be more interesting tbh.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


300 Points limit, only a third of your points in squadrons, no 37 tie fighter squadron list :v:

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Yeah, one ship lists might actually be viable even in 300 point lists depending on ship costs.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Even 120 minutes is way too long. 150 minutes is pretty insane. They'll either have to cut down on the rounds of swiss or have 2 days tourneys only.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Round count for Armada is 3 for <32, 5 for 33+, if you do five rounds you have to do a two day tourney.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


HOOLY BOOLY posted:

In X-Wing we always justified going off the board deaths as some kind of anti ship turbo laser from the omniscient capital ships that targets ships that try to get away from fighting.

But since the capital ships are actually in the fighting in Armada we can't use that excuse.
You just aren't thinking big enough :q:

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I played Armada this weekend and I kind of liked it. I had 2 VSDs, 8 TIE Squadrons and Howlrunner, against 5 X-Wings, 2 Corvettes and 2 Nebulons (so yeah, we played with 2 cores). Managed to win after 6 rounds and had a lot of fun. The two sides 'felt' right. The rebels were zippy, their X-Wings pack as well. VSDs feel appropriately chunky, TiEs die really quickly though (as should be really). I might get into it if X-Wing stop making waves.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Cobbsprite posted:

Also close range is not the guaranteed buttload of damage that it sounds like at first, because Brace defense tokens mean you can half eight damage into four. Four damage is still bruising, but not crushing the way eight is.
But at medium/long range, you can use evasive tokens. Game is designed to have more than one ship firing at something at once in order to get over defenses, it seems balanced overall.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Yeah, when I played a 300 point game with two VSDs it seemed difficult for the rebels to totally avoid my firepower (also, two broadsides from VSDs are still nasty).

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


You can use a command token and a dial at the same time, so if you can't see anything that is useful to do on the first few rounds, you can save it up instead. I like banking squadron tokens for example. You can bank a number of tokens equal to your command rating, so the VSD can have up to three, but they have to be each of a different type.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


That's the thing, using tokens doesn't prevent you from using other tokens or dials. Also, a squadron command might be more useful when your squadrons are closer to the enemy than at the start of the game. And if you use a token and a squadron dial, you might be able to use the dial to move two squadrons and the token to move one more, for example.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Imperials in VSDs really need to place enough manoeuvre dials since that extra tick can make all the difference and can catch rebels unaware.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Big McHuge posted:

I'm a little sad that there are exclusive cards with the core set ships. I suppose I can just use printouts or something for casual play, or try to find someone who's buying multiple sets of the wave 1 ships who'd be willing to sell some cards.
What honestly made you think that it was going to be any different from x-wing?

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Cobbsprite posted:

I like the way the meta is getting shaken up and looks that it will continue to be shaken up. After X-wing's problems with single ships dominating the tournament-level meta (cough cough, TIE Phantom, cough cough), I like what I'm seeing in Armada.
This is the same way that X-Wing started though, and even the introduction of the Phantom shook up the meta, although in a bad way. A low number of cards/ships is much easier to balance than a high number of cards/ships, but hopefully they'll have learnt by the mistakes of X-Wing (B-wings/Phantoms etc) so they won't repeat them this time. Then again, this is FFG we are talking about, which has a track record for loving up expansions.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


nm

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I was thinking of flying the following but I have a question:

[ EMPIRE FLEET (299 points)
Victory II-class Star Destroyer - Grand Moff Tarkin - Dominator (135)
Victory I-class Star Destroyer - Admiral Chiraneau - Flight Controllers - Expanded Hangar Bay - Corrupter (99)

TIE Fighter Squadrons x 4 (32)
TIE Bomber Squadrons x 2 (18)
"Mauler'' Mithel TIE Fighter Squadron (15)

The idea is that I can just either bypass the enemy fighters with my bombers, while Mauler Mithel rips everyone apart by getting loads of free hits thanks to being able to move while engaged with Chiraneau/Flight Controllers. My question was this: Corrupter/Chiraneau/Flight Controllers all have the squadron token/command icon: if I use a squadron command, do all of the effects apply all at once?

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Taran_Wanderer posted:

Yes, but only while you are using the squadron command/token. Corruptor does not stack with Chrianeau, either, as Chrianeau's absolute overrides the relative bonus from Corruptor.
Really? It does seem to work as far as I can see. Chiraneau modifies the printed speed from 4 to 2 for bombers, and then you still get a +1 bonus from corrupter, for a speed of 3 on bombers. Chiraneau just modifies the printed value, otherwise it would say 'squadrons engaged cannot move further than 2 speed' or something to that effect.

EDIT: Yep, FAQ backs me up:

"Admiral Chiraneau
If a ship has Corruptor and Admiral
Chiraneau equipped, engaged squadrons with
bomber that it activates have a speed of “3.”"

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Yeah I'm just working with what I have at the moment, ideally I would get another pack of imperial fighters. If it was 400 points I'd probably add a gladiator and more bombers.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


So I had a couple of games today and went with this:

[ EMPIRE FLEET (300 points)
1 • Gladiator I-class Star Destroyer - Assault Concussion Missiles - Demolisher (73)
2 • Victory II-class Star Destroyer - Admiral Motti - Admiral Chiraneau - Flight Controllers - Expanded Hangar Bay - Corrupter (135)
3 • Major Rhymer TIE Bomber Squadron (16)
4 • TIE Bomber Squadron (9)
5 • TIE Bomber Squadron (9)
6 • TIE Bomber Squadron (9)
7 • TIE Advanced Squadron (12)
8 • Mauler'' Mithel TIE Fighter Squadron (15)
9 • TIE Interceptor Squadron (11)
10 • TIE Interceptor Squadron (11)

The first game was a disaster for me. I was the second player, my opponent chose my minefield but I didn't manage to cover all the lanes of approach, and I set up to simply walk in the middle, giving my opponent flanks on both sides that I couldn't really react to due to the mines. I moved my Gladiator in range of his two Support Nebulons and it was promptly destroyed and for some reason I didn't put enough Squadron Command Dials down (WHICH IS THE ENTIRE POINT OF THE LIST). It was an awful match for me.

We decided to try it again now that I knew how to do it properly. I had the initiative this time and chose Ambush from my opponent's objectives (which quite frankly didn't seem too bad). This time I advanced the VSD slowly, using the Gladiator to cover it. I managed to take out most of the enemy fighters except Luke and an X-Wing, but the star of the show were the bombers: this time, almost every single one of my command dials was a Squadron Command. It was impossible for my opponent to tie down my bombers: even if they were engaged, I could move away and still get a shot thanks to the range given by Rhymer. I managed a narrow win this time. Had a lot of fun though and the list was fun to fly. Mauler Mithel with Chiraneau seems especially deadly, since you just move, even if engaged, and do damage to a bunch of enemy fighters for free!

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I just picked Motti because he was the cheapest to be honest. If you build your list around bombers for the imperials, they can be extemely effective. I was basically getting 4 extra black dice no matter what while preventing the rebels from attacking my own ships with their bombers.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


That's a thing I discussed with my opponent actually: fleets with lots of squadron can work but you really need to build your ships to support that, both for imperials and rebels. I wouldn't fly bombers at all if it wasn't for how the corrupter/chicane au/Rhymer synergy worked.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


That can kind of work since usually you want to have Nebulon's slow-boat it up (i've seen a few Nebulon's go all 'need for speed' and they usually end up having their extremely wide, vulnerable sides facing the enemy), but you still need to build the nebulon to support fighters.

Something like having an Assault Frigate Mark II B with Adar Tallon and Gallant Haven and then have an Escort Nebulon with the Yavaris title can allow you to, for example, have the B-Wings hang around your ship, being protected by Gallant Haven, then you suddenly race them out and have them fire with a squadron activation, then you use Adar to re-enable one of them and then use Yavaris to double fire the re-activated B-Wing. This does mean that you need to go all out on a fighter focused build, though.

I think fighter builds can work (one of my friends played against a few of them in a tourney and they did well there) but you need to have an all-or-nothing mentality with them. Spending a third of your points on fighter squadrons when you don't really have anything to support them apart from the sporadic Squadron command dials won't work and you might as well just have 2-3 squadrons to provide interdiction and prevent the enemies from getting shots on your cap ships (A-Wings and especially Tycho are good at this).

EDIT: Also as a direct comparison I feel Admiral Chiraneau is better than Adar Tallon for a similar point cost.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I tried it against a 2 nebulon, two corvette fleet and was doing pretty well. Motti kind of helps as well.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Although maybe with that in mind, I just need to be more focused on my choices of fighter squadrons:

[ EMPIRE FLEET (296 points)
• Gladiator I-class Star Destroyer (56)
• Gladiator I-class Star Destroyer (56)
• Victory II-class Star Destroyer - Admiral Motti - Admiral Chiraneau - Expanded Hangar Bay - Corrupter (129)
• TIE Bomber Squadron (9)
• TIE Bomber Squadron (9)
• TIE Bomber Squadron (9)
• Major Rhymer TIE Bomber Squadron (16)
• TIE Advanced Squadron (12)
http://armada.fabpsb.net/permalink.php?sq=e5e2c3o10g1f5e9e9e9e8e12e5 ]

An extra gladiator (although I have to drop demolisher/assaults for it, which I think is worth it) and I still get a pretty nice blob of bombers, protected by an advanced. Strategy is almost the same but I can't really defend against enemy squadrons.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


They seemed to be worth it to me when I was running them in my first list. I could hit, for example, the sides of the Nebulons fairly easily, getting shots in at close range on the Corvettes as well. Also, due to the way that Defense tokens work, rolling 4 separate 1 black dice attacks is actually better than rolling a single 4 black dice attack. He either lets through the shots from the bombers without using his defense tokens, or uses up his defense tokens for a very small effect. So as a direct comparison, the 4 bombers are a much more effective source of damage than an extra Gladiator, the only problem being that you actually need to activate them to make them worthwhile.

The problem with bombers for both imps and rebs is that usually your opponent just needs to get 1-2 squadrons and engage the bombers to pretty much prevent them from ever targeting cap ships, which in a 6 turn format like Armada is a killer. Chiraneau/Corrupter completely negates that, however: there was never a situation in which I couldn't just re-position the bombers and attack at least one enemy ship.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


There are two shots, sure, but it's not always possible to target the same ship if it doesn't overlap the boundary between sectors and the game is all about focusing firepower. The TIE Bombers, as well, give you unprecedented ability to target specific sides as well as doing, statistically, more damage if the enemy has a Brace available, as well as being able to resolve more than one critical hit. You also get to resolve all the bomber hits before your ship fires, so potentially you can hit the enemy ship with the equivalent of two ships worth of firepower in a single activation.

I think you are broadly correct in that there are probably more advantages to just having more ships in the lineup, but I don't think squadrons are a lost cause and they have a lot of versatility and use when used in a well setup list. I think I'll probably do better with the 3 ship + bomber list as compared to rolling with having only 2 ships, but then again the most ships that you can currently get into a single fleet for Imperials is 3 VSDIs and a Gladiator, so 3 ship lists don't seem so crippling. I do agree that rebels have more issues running dedicated bombers though.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Well, there is space for changes in the list still: dropping the VSDII to a VSDI and getting demolisher and maybe even assault rockets on one of the Gladiators, or instead dropping Rhymer for a base TIE Bomber (although I'm reluctant to do that because it removes flexibility and limits choices). I did find that the Demolisher tended to get targeted pretty heavily, but I think that was a function of only having 2 ships, so I'll see how it runs with 3 ships.

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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


"I've got a problem here."
"Eject!"
"I can hold it."
"Pull up!."
"No, I'm all-ARGH!"

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