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Took some pics on my way out of GenCon, prolly nothing new to anybody here but what the hell
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# ¿ Aug 17, 2014 21:40 |
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# ¿ May 10, 2024 02:46 |
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Wrong thread
Reynold fucked around with this message at 04:41 on Mar 4, 2015 |
# ¿ Mar 4, 2015 03:52 |
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I see that MM and CSI both have Armada up for preorder for around $70, is that a good deal, and should they ship in a timely manner? I've heard all kinds of weird things about preorders is the only reason I ask. Also, I intend to buy this so that my gf and I can play it, so should I get an additional maneuver tool as well?
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# ¿ Mar 18, 2015 17:51 |
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A 50S RAYGUN posted:So, unless I'm misreading something, isn't having a higher command value inherently bad? The Victory has to plan 2-3 turns ahead, while the Rebel ships all play in their turn or plan only a turn ahead. Is that right? Shockeh posted:The price you pay for having vastly greater firepower & shielding! Keep in mind all of the token generating capabilities currently available to the Empire. You may have to plot the next 3 turns worth of tokens, but you can also hold 3 tokens to use when you need them. Tarkin generates one every turn as well.
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# ¿ Apr 4, 2015 15:04 |
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Blamestorm posted:I'm trying to decide how useful two core sets are. Assuming I'm planning to buy at least one of every expansion, it seems like two core sets aren't as cost efficient as in x-wing? I'll be mostly playing at home with friends. Any thoughts from those who have it? I'd like the extra range tool thing and damage cards etc for second players but maybe not worth the huge core set cost? I wouldn't bother with another core. Just wait for the expansions. Unless you want to run 3 victory destroyers or some such nonsense at some point.
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# ¿ Apr 7, 2015 01:53 |
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Some dude on the FFG forums has been working on a battlescribe file for Armada that seems to be alright.. https://community.fantasyflightgames.com/index.php?/topic/139260-armada-battlescribe-files-v10/
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# ¿ Apr 7, 2015 22:14 |
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Got my first game of Armada in (other than the "tutuorial" scenario in the L2P book) today at the FLGS. Split my core set between myself and another player, I ran +++ SWA Imperial 180pts (176pts) +++ ++ Imperial (Standard) (176pts) ++ + Victory Star Destroyer (136pts) + Victory I-Class Star Destroyer (136pts) [Enhanced Armament (10pts), Weapons Liaison (3pts), •Dominator (12pts), •Grand Moff Tarkin (38pts)] + Squadrons (40pts) + TIE Fighter Squadron (8pts) TIE Fighter Squadron (8pts) TIE Fighter Squadron (8pts) •"Howlrunner" (16pts) against +++ SWA Rebel Core 180 (180pts) +++ ++ Rebel Alliance (Standard) (180pts) ++ + Nebulon-B Frigate (90pts) + Nebulon-B Escort Frigate (90pts) [Engineering Team (5pts), H9 Turbolasers (8pts), •General Dodonna (20pts)] + CR90 Corvette (57pts) + CR90 Corvette B (57pts) [Nav Team (4pts), Overload Pulse (8pts), •Dodonna's Pride (6pts)] + Squadrons (33pts) + X-Wing Squadron (13pts) •Luke Skywalker (20pts) or something like that, can't remember the Rebel configuration exactly. I had the initiative, and we drew Superior Positions for the objective. I split my TIEs foolishly and ended up not doing much of anything with them at all, activated them in bad order and everything too, preventing myself from taking advantage of swarm and Howlrunner's abilities. They only managed to do 4 damage to a single x-wing the whole game. Definitely learned to keep my swarm together. Other than that I just scooted Dominator slowly across the board. He flew Dodonna's Pride in to range 1 of my port arc and got one shotted, I ended up taking a few damage from the nebulon sneaking around my aft, and the game ended with a narrow 7 point margin of victory for me. Also got an acrylic concentrate fire tokenand the alt art for the Nebulon-B Support ship. Good times.
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# ¿ Apr 9, 2015 01:39 |
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Yeah, every game I've played so far we've been pretty loose with the squadrons' positioning, just picking them up and twisting the dial, and putting them back. If somebody is worried about something being moved out of a firing arc it's barely in, or out of engaged distance, you can double check to be sure it gets put back within that distance fairly easily, but so far everybody's just been letting things go. This may change a bit once the squadron packs come out, but for now I'm liking the laid back approach, and have yet to encounter someone behaving maliciously with regards to positioning.
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# ¿ Apr 11, 2015 01:06 |
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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. Unless you're running a VSD-1 with Dominator on a concentrate fire order and you roll three accuracy dice and 8 damage with a black critical hit to trip concussion missiles OHMYGAWD it is so fun when you find an enemy capital ship at range 1 of your forward arc.
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# ¿ Apr 13, 2015 14:52 |
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I cannot wait for the Imperial Squadrons expansion to come out. Mauler Mithel is gonna be a beast in TIE swarms.
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# ¿ Apr 13, 2015 21:19 |
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I've gotten a decent number of armada games in at this point, and I definitely feel like the rebel side has it pretty rough until you figure out how to fly the corvette without getting one-shotted by a star destroyer. All of my games have been contingent on getting the x-wings safely into bombing range as well. If the TIEs are allowed to take them out, or I fail to get into the rear arc of the VSD, the game is pretty well lost for me.
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# ¿ Apr 19, 2015 20:32 |
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Prefect Six posted:Anyone have any ideas on how to best store the tarot-size cards? A buddy stored all his x-wing cards and tokens in deck boxes and I thought that was pretty slick, but that won't work for the large ship cards. A simple cardboard box like every TCG fits into will more than accommodate everything Armada releases for years.
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# ¿ Apr 19, 2015 23:45 |
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I've found that most of the time the CR-90 just gets blown the hell away after making a few bad moves, going too fast, and landing in range 1-2 of the VSD. But I'm sure this will be alleviated once everyone gets more experience in.
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# ¿ Apr 25, 2015 19:39 |
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WIth the core set, I've found the biggest mistakes Imperial players make is forgetting your free Tarkin token every turn, breaking up their TIE swarms rather than focusing down the enemy fighters in a massive blob, and chasing rebel ships too far, resulting in flying off the board (lol). For the Rebel side, you want to stay the hell out of range 2 of that star destroyer, try to draw out the TIEs and burn them down with the escort frigate and X-wings (if you pull a concentrate fire dial up, you can take a third blue die against ONE of the squadrons, not all of them) so you can go all bomber on that bad boy, and don't be afraid to use your engineering dial once you start slugging it out. The VSD is more than capable, in any incarnation, of putting some serious hurt on the rebel ships with just a single turn of shooting.
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# ¿ Apr 26, 2015 15:36 |
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Prefect Six posted:So if I've got overload pulse and a roll two blue crits and the target has no shields I can exhaust the targets defense tokens and then the target takes one facedown damage. I can't use overload pulse crit effect and then also deal a face up damage from a normal crit effect, correct? This is correct. You only get ONE crit effect, and a face up damage card is considered a crit effect. Note that each "crit" die counts as a damage as well, so you're not screwed if you roll all crits or something.
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# ¿ Apr 26, 2015 22:02 |
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sarmhan posted:CSI has Armada core sets for $55 today only. Limited to one though. Ugh. They have a pretty steep discount on everything for preorder too. I regret impulse buying at MSRP.
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# ¿ Apr 27, 2015 17:22 |
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Deofuta posted:That looks like a pretty solid case as well. I had used these sorts of containers in the past for warhammer figures, but with all the little tokens and extra pieces I'm really looking forward to using the actual tackle box components as well. The yellow dots are used to determine LOS only, as in, to ensure your shot is not obstructed or passing through the targeted ship's other hull sections. When firing at a target, you just need to measure from base to base, within the selected firing arc.
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# ¿ Apr 28, 2015 16:25 |
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I look forward to rabid fighter trading once the expansions come out. Gonna need more TIE bombers.
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# ¿ Apr 30, 2015 06:02 |
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The only dude I know who plays x-wing recently told me that he won't get into armada until the mon calamari ships come out. I need more nerd friends. There are a few FLGS that run star wars nights, so I'm gonna check those out and see if I find some games. And just after I finished building my game room and table.
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# ¿ Apr 30, 2015 16:15 |
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Super 3 posted:Let the wookie win. She is going to land her corvette in range 1 and get one shotted, and the next turn your broadside will pierce the side shields of the nebulon B and she will ragequit. Take the fall, bro. Turn that star destroyer in a stupid direction at a crucial moment. Don't be like me and destroy everyone so hard in the demo game that none of your friends want to play.
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# ¿ May 1, 2015 14:43 |
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Nash posted:A question about squadron combat. When a squadron comes within 1 inch of an enemy squadron, are they basically locked together until one dies? Pretty much. If a squadron is at range 1 on the distance side of the ruler from another squadron, they are "engaged." The rules state (on p.11 of the Learn to Play book) that an engaged squadron cannot move, and when attacking, MUST attack a squadron and NOT a ship. There may be special cards and effects that change this, but typically, that is how it goes.
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# ¿ May 2, 2015 20:27 |
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Sir DonkeyPunch posted:There was one apparently in the area here, but I wasn't invited I've got quite a few Nebulon-B cards if anyone is interested. Trying to get $3/ea plus shipping. Not sure if this is appropriate here.
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# ¿ May 5, 2015 15:50 |
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The pluck foam I have sitting around for 40k unit transportation is more than adequate for Armada, and the tokens, cards, and dial all fit just fine in a little locking Plano case. I swap the same cases out for X-Wing, Armada, and Warhammer with no issues.
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# ¿ May 8, 2015 05:50 |
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Phrosphor posted:Also some really important timing stuff, you add/remove/re-roll dice AFTER the defender has chosen and used his defensive abilities. I don't see how this is the case. I read the FAQ as implying that the Assault Concussion Missiles' 1 damage done to each hull zone is done separately from the attack pool, and page 16 of the L2P guide clearly shows in an attack example in which a Concentrate Fire dial is used to add a blue die before the opponent selects his Brace Token. Am I missing something?
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# ¿ May 11, 2015 15:04 |
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Phrosphor posted:Sorry, that is entirely a brain fart on my point. i meant that you add your dice after ROLLING, not sure where I pulled the tokens thing from. It's all good, I've been encountering fiddly rules interpretations lately and IT HAS SHAKEN MY BELIEFS TO THE VERY CORE. The other day I was playing x-wing with a buddy, both he and I have been messing with the game since release, and he insisted that he roll defensive dice BEFORE I modified my attack dice, which is straight up wrong, and as a result I've been questioning and rechecking everything lately.
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# ¿ May 11, 2015 17:43 |
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Just like X-Wing, if you don't buy everything there will be certain upgrade cards unavailable to you. It's not hard to figure out what comes with which expansion packs, and if it's something you're interested in picking up or not. And you can always borrow from friends or proxy when not playing in tournaments anyhow.
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# ¿ May 12, 2015 23:25 |
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susan posted:Well, bought the Armada starter set. Any thoughts on best next purchases? I'm definitely leaning Imperial. Get a gladiator and the fighter pack. A duplicate victory-class down the road, and probably another fighter pack.
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# ¿ May 14, 2015 01:20 |
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I picked up the assault frigate and both fighter squadron packs, got a game in earlier this evening at 180pts. I'm still waiting on my gladiator to show up before I bump it up to 300 per side. Here is what our deployment looked like: By turn 5 we had both overshot each other, and the game was pretty well tied up with a victory to the rebels by a decent point margin. I seem to be having trouble keeping my ships engaged in the fight, gotta practice my navigation more.
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# ¿ May 14, 2015 04:31 |
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Blooregard posted:This is my problem. I'm a sucker for the ships, I feel like I'm 9 years old again drooling over the Kenner toys. I accidentally ordered two expansion Corvettes and was like "Oh well, now I can run three corvettes off the table instead of two." Don't anybody even act like they didn't think about corvette spam. Once wave 2 comes out and the game jumps to 400pts, you can fit SIX CR90s into a list. gogogogogo
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# ¿ May 14, 2015 14:29 |
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Orvin posted:Looking at the cards, it looks like an imperial player will need multiple imperial fighter packs to be viable. The TIE intercepter does the job so much better than the fighter, that it seems rather foolish to bring fighters along, even though you will have a ton of them. Between the extra attack die, and the counter 2 ability, is there ever a reason to run fighters over interceptors (barring having exactly 8-10 extra points)? Dutch is only 16 points, I don't see why you wouldn't at least take him over a 13-point x-wing. But yes, my list includes the regular y-wing as well, just because I like bombers that much.
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# ¿ May 14, 2015 16:17 |
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Orvin posted:My fear with Y-Wings is that with only 2 anti-fighter dice, they will not be able to take care of any ships that they are engaged with. Even a lowly TIE fighter should be enough to lock down a Y-Wing for long enough to render them ineffective. And an intercepter will rip them apart between 4 attack and a counter 2. Eh, if you're running bombers, you will have to have x-wings pulling escort duty, or a-wings running interference anyhow. Only a fool would allow 2-3 bomber squadrons to approach his fleet without resistance. If you're keeping your bombers close to a capital ship to await a mid-field squadron command activation, I think they will still perform their role as well. Same goes for b-wings, if you try to send them out on their own, they won't make it far, but keeping them close by and using a squadron command when close to the enemy capitals will work. The trick then is clearing any enemy fighters first. Once again, something your x-wings, a-wings, and anti-squadron armament on your ships must deal with.
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# ¿ May 14, 2015 17:18 |
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Waldorf Sixpence posted:..so with the tiny unpainted figs, are you supposed to paint those, or leave them blank or what? Like are they even feasibly paintable? I've no idea how small they are. Doesn't matter. I don't intend to ever paint mine.
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# ¿ May 14, 2015 18:14 |
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Orvin posted:Reading the thread, it looks like it is pretty easy to stop something like that from happening turn 1. Major Rhymer doesn't change anything about engagement, so if you have a screen of fighters in front of your ships, they can't get close enough without being engaged. While the potential for a first turn alpha strike is pretty slim, Major Rhymer + Corrupter is an excellent combo. Keeping just a few bombers held back near the VSD waiting for a well timed squadron command can put some serious hurt on a ship a good distance away. Edit: Beaten like a rebel fleet without a fighter screen
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# ¿ May 14, 2015 21:30 |
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Strobe posted:Even more, because Soontir himself has Scatter defense token and Counter ability, so you're looking [b]at minimum[/]b toward another 6 dice even if someone attacks him hard enough to burn off the counter and do damage. Squadron vs. squadron, accuracy dice still count, right? Pretty much every time I've faced down x-wings with Imperial characters, scatter gets shut down. Don't know that I'd count on it very much at this point without a large numerical superiority. Placement of Howlrunner + generic TIEs can keep you from being in range of course, but Mauler and Soontir gotta be all up in that shizz. Gotta take Advanced to keep em safe.
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# ¿ May 15, 2015 04:37 |
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Eh, people are figuring out combos for stuff that has been out for less than a week. I still have yet to get in a game at 300pts (Gladiator arrives Monday!), or master even basic movement yet, just haven't gotten enough games in. I don't really see anything that's overpowered in the game, so it will be cool to see what sort of strategies emerge once we've all had a while to sink our teeth into the game.
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# ¿ May 15, 2015 20:58 |
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Battlescribe is updated now and works just fine as well.
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# ¿ May 19, 2015 00:20 |
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FuSchnick posted:Umm... does this work? Not mentioned in the FAQ, and as worded it looks like it could go either way.
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# ¿ May 19, 2015 01:39 |
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Big McHuge posted:Played my second game of Armada last night. The first time we had 5 of us and it was awful and annoying and we pretty much just dumped everything from the two core sets onto the table and had a go of it. I believe the official multiplayer rules dictate that players should discuss what they are doing with their commands/movements before executing them in order to help prevent things like this from happening. EDIT: Also, one player is like SUPREME ADMIRAL GRAND MANS and can overrule the others in case of disagreement. A position which is agreed upon beforehand.
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# ¿ May 21, 2015 22:27 |
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Until I get more ships for the rebel side, my list just has the CR90 with Leia on board keeping proper distance from the assault frigate for a little extra fire support, as well as access to that dial-changing ability if the need presents itself.
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# ¿ May 22, 2015 08:07 |
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# ¿ May 10, 2024 02:46 |
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I don't see how people are experiencing drastically longer game times with armada. At a limit of six turns, and with players not suffering from extreme cases of analysis paralysis, my 180 point games typically run less than 40 minutes. I can't see 300 point games lasting much longer than an hour, and once we bump to 400 when the next wave hits, an hour and a half is not that big of a deal either. Then again, I can totally see the COMPETITIVE PLAYER crowd agonizing over every dial and movement for like 5 minutes. Even when I play x-wing, id much rather play two games back to back to try different things that play one game and call it a night, anyhow.
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# ¿ May 24, 2015 18:57 |