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Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Gladiators could also have improved anti-fighter defenses, or just be cheaper than Victories.

Also check out that sexy Assault Frigate Mk. II. I want one.

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Strobe
Jun 30, 2014
GW BRAINWORMS CREW
It showed up in Droids, and then in Force Unleashed II. Not exactly the greatest pedigree ever, but it's a nice looking ship.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I doubt it'll be in-scale. The Tantive isn't, and I really doubt that they'd make such an iconic capital ship out of the reasonable price range for their player base to actually use. Plus I'm pretty sure compared to that Victory (which looks roughly YT sized) it'd be Rebel Transport sized, at worst.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Or they don't have anything Victory sized. The ship you're talking about is an Assault Frigate Mk. II. It's basically the Nebulon B's bigger, meaner younger brother.

A Mon Cal cruiser would be a pretty even match for a full on ISD, and we haven't seen one of those yet either.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Valatar posted:

Various authors have taken different directions with it. The most common view currently is that star destroyer is just a general weight class of ship without any kind of ethical burden attached, as the old republic had star destroyers before imperial times. But some authors have put out things like 'the new republic named its big ships star defenders because star destroyers sounded too eeeevul', which doesn't match with star destroyer just being a ship class.

Because apparently naming something after a real class of naval vessels is 'too eeeevul' but Star Cruisers are totally fine.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Oh my God! It's almost like you guys didn't have the same box set to share! How horrifying. Everyone knows that the contents of one box are identical in the composition of everything to another. There's no such thing as product variance. :rolleyes:

It's probably not as bad as that first guy said. If you're unsure, or have any other fans of the game in the area, I suggest asking to take a look at the minis to see if they're worth it.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Line of Sight is a bitch, and you should definitely define well beforehand how your group is going to use it. Even the examples in the book don't cover everything, and it's incredibly frustrating when folks disagree over what constitutes cover. I don't particularly like the book definitions, quite honestly. There is exactly zero in between stage from completely unable to be targeted and open season, which bugs me quite a bit considering that there are situations where your figure can be 90% hidden behind a wall and still be shot as if they're standing right out there in the open.

Personally, I'd really, really like some sort of house rule where if you're 'in cover' where at least two of your character's space's edges are obscured you get to add a black defense die, or something like that.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

alg posted:

I agree this would work as an optional rule. I can see why they didn't do it this way. They want a fast paced action game. The tedium of checking corners each time you attack and a game based on cover, where everyone tries to end their movement hiding as much as possible, would be a boring way to play by default.

Strictly speaking you already check corners every time you attack as part of determining LOS in the first place. All my proposed amendment would do is give characters that are partially obscured some advantage to good positioning.

It also makes regular Imperial troops less hosed-in-the-rear end by Rebels with their white dice since they could get a second black and not crumple in moments. The difference in defensive capability between black and white dice is absurd, especially since it feels like 90% of Rebel characters get white dice and their 1/6 chance to dodge all damage period.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The white defense die gives a 1/6 chance to dodge all incoming damage, period.

Even Darth Vader's saber, or an E-Web laying down what otherwise would be eight hits. Had that one happen in a game. Was not happy in the slightest. There are exactly three characters on the Imperial side with white defense dice. Imperial Officers of both the normal and Elite variety, and then the Royal Guard Champion. Not even Darth loving Vader has the chance to wholly avoid an attack in this game. In contrast, in one skirmish I played five out of the six Rebel characters had white dice, and the one that didn't was a three point gimmick that gave folks extra movement speed and a focus every turn. That's insane in terms of buffs on the small skirmish map and with Imperial characters being as fragile as they are.

Skirmish is not balanced. At all. Imperials need all the help they can get, and getting an extra black die while in cover is at least a step toward that.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Probably. As is, it's still lots of Imperial grunts against Luke Skywalker and Han Solo and their merry band of scoundrels and Jedi.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
the pitiful cries of a man who doesn't understand probability.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I think they'll hold off on the ISD until the MonCal cruisers come out as well. When will that be? Haven't the foggiest.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Played a couple games earlier today. Was Imperial both times, got my pick of upgrades. Went with the Victory II, Dominator title, Gunnery Team, Weapon Liaison, Expanded Hangers, Enhanced Armament, and Overload Pulse; and then as a fighter screen brought Howlrunner and four squads of Fighters.

Both times I absolutely obliterated the Rebel side. The first time I outright one-shot the Nebulon B (admittedly because of a misunderstanding on defense tokens) and blew the Corvette away with a double side/front salvo while my TIEs absolutely murdered the X-wings. The second time I used a well timed Squadron activation (with token) to activate all five of my fighter squadrons and blow two X-wing squadrons out of space before they could respond. He then wasted two of his shots on the TIEs that now had very little purpose in life (aside from keeping Luke engaged) and let me get a double side/front salvo into the frigate's side to blow it out of space.

I sort of realize, conceptually, that there are ways to counter my slow, plodding death march across space as Rebels, but goddamn if Imperials aren't just easier to pick up and play with some modicum of competence.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

zVxTeflon posted:

Having only played about 4 games so far (2 imp, 2 rebel) my Imp strat seems like it will be to start in a corner with my Star destroyers, bank in slightly round 1 then stall to speed 0. Force rebel ships to eat your forward arc guns then when they bank away speed back up to 1 to chase after them. I really dont see an advantage to speeding out to mid map as Imps.

My strategy was to start in the corner and then just do one speed banks all game. With Dominator you don't even really need to keep them in the front arc and you really want to get to use those defense tokens.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
But you can only get one of those. You can either use Overload Pulse or get a face up damage (if it gets through shields, which seems to be the primary factor in determining which to use, AFAICT).

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

HOOLY BOOLY posted:

Armada is finally here! :woot: cant wait to get home and try it out! Any kind of commonly misunderstood rules/effects that i need to watch out for?

You can only use one crit effect per attack. That includes upgrade cards that use crits. When you manage to land a crit on the hull (and don't use it to do something else) you only flip the first damage card faceup, all the others are face down regardless of how many crits you got.

Exhausted defense tokens don't count as "used" on that attack, so Overload Pulse doesn't mean you can't use anything. You can only use one of each kind of defense token against an attack.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

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...

Correct, you can't. It's probably for the best, because once the Dominator starts throwing 6 blue dice and 3 red dice out the front you're looking at like four crits on a normal roll and it'd just be ridiculous. If you could force exhaust all defense tokens and *then* lay down like three crits on the bare hull it'd be absurd.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
No joke, but that's the point. Dominator with Overload Pulse would be absolutely overpowered if you could both do that and crit the ever loving poo poo out of someone on the way.

Fighters not getting to use crit or accuracy results is interesting. You're throwing a good amount of dice at each other, but they're (at least so far) all blue so you've got a 50-50 chance to deal a damage with one. Against capships, you're throwing (again, so far) a maximum of one with the same odds unless it's an X-wing that can get like a 75% chance to do one solitary damage and a 25% chance to get a crit effect if you hit the hull. Luke is the outlier here, who can do two damage and a crit effect to the ship he hits through shields. He's not better against TIEs, though, and with the points disparity between TIEs and X-Wings the fighter edge is massively Empire right now. TIEs will just overwhelm and destroy X-wings with an even semi-competently deployed squadron activation from the Victory. Once Y-wings and other fighters that can credibly threaten capital ships that the X-wings can actually escort instead of paying what are essentially dead points, the fighter balance might work a bit better.

tl;dr right now TIEs outclass X-wings point for point and that won't change until we get fighters that the X-wings can actually escort (or you fly next to the Escort frigate).

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Taran_Wanderer posted:

I'm not sure I would go that far, as X-Wings have dominated TIEs in my local group so far. As you said, though, this might be more about our relative inexperience than anything else.

What's everyone doing with their fleets so far? I'm looking at this so far:

Imperial Navy (180)
-Victor I-Class Star Destroyer (85)
--Grand Moff Tarkin (38)
--Dominator (12)
--Assault Concussion Missiles (7)
--Enhanced Armament (10)
-"Howlrunner" (16)
-TIE Fighter Squadron (8)
-TIE Fighter Squadron (8)
-TIE Fighter Squadron (8)

Idea is to go straight through the middle and limit the Rebel's maneuverability options, as they won't want to get close, and plink away at them with red dice. Played with it twice so far, and have been pretty pleased, though I need to get better at using my TIE Fighters. Both times I managed to get a ship in my front arc and demolish it, but we'll see if that keeps up as my opponents get better. Might swap out the Missiles or Enhanced Armament with the Hanger Bay, to activate all my TIE Fighters at once, or some crew, to give me some more flexibility with commands. Need to work on my Rebels next!

The Victory I is only 73 points. Tarkin is not worth 35 points for one token per turn unless you're really bad at planning and need it to overcome the command in your Victory.

I'd up to the Victory Ii and grab Overload Pulse and Gunnery Team and another TIE squadron.

Remember that fighters, once engaged, cannot move until not engaged. If you send your TIES around as a big blob you can gum up all of the X-wings and subsequently murder them all with a lot of dice that also get rerolls. X-wings are paying a lot of points for Escort right now when it means literally nothing.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Taran_Wanderer posted:

Oops, yeah, the Victory I is only 73. I can't remove Tarkin, though, as each Fleet requires a Flagship.

My group totally missed that part. 35 points would have significantly impacted the Victory's effectiveness. I still recommend Overload Pulse, though, because it's really good at bludgeoning through defense tokens.

The way to use the TIEs requires a bit of planning. First turn, bank a squadron activation. Second turn, whatever the gently caress you feel like. Third turn, if you think the Rebels are going to be aggressive do another squadron activation (with Expanded Hangars) and activate like five of your TIE squads at once to just blow a squad or two of X-wings out of the sky. If you time it right you'll get them before they can return fire, and that shifts the balance in space significantly.

EDIT: tl;dr he who activates first generally wins in squadron fights. If you win the squadron fights your victory can just murder one of the Rebel ships and then it's pretty much downhill from there.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

The Gate posted:

Yeah, I think for Rebels spreading squads out so they can't be all tied up at once and alpha struck with be a big deal. Honestly the points limit on squads instead of a number limit means that will be really hard for rebels.

Pretty much. Splitting up is pretty much mandatory, but while you keep your fighters from being the Marianas Turkeyshoot en miniature you lose out on being able to use your squads to actually support and screen your ships. As the Imperial player, it's totally my poo poo to shoot down a pair of X-wing squads and then strafe the ever loving poo poo out of a Corvette. It's more difficult, based on how things move and in what order, but a single squadron activation at a good time on the Imp side is a total game winner. When you can get four squadrons to activate at once with no preparation (especially with a Weapons Liaison) to a maximum of four on the Rebel side if you spend three turns saving up for it the fighter war is really tilted toward the Imperials.

Like I said before, right now the easy option works for Imperials but gets Rebels killed. In order to win as Rebels you have to take the not-easy option (i.e. don't slug it out).

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Cobbsprite posted:

I don't think I agree. Rebel squadrons are more than 50% harder to kill with their 5 Hull rating to the TIE's 3, and they're rolling four straight dice instead of 3+reroll. I've had a lot of success with dumping them onto a Victory and Bombering them into bits, and the Victory's low maneuverability means it's easier to juggle their positioning to keep them in front as the Imperial player keeps running them over every turn. I've avoided tangling with TIES that way with pretty good success.

A decently flown TIE blob is shooting 4+reroll with Howlrunner, and you're flying four squads against one or two. It adds up fast. Remember that being engaged means you can't move or shoot at capships until you're not engaged anymore. It only takes one TIE squad to totally much that up for turns at a time.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

General Battuta posted:

Get to check out Armada tomorrow :toot: What are the big first-play mistakes, the Armada equivalents of X-Wing's bump and obstacle rules?

You only get one crit effect per attack. including upgrade card that use crit effects. If you do not use upgrade cards' crits effects, you only flip the first card face up, the rest are face down.

You can only use one of each kind of defense token per attack. Accuracy results pick one token but one class of token. Overload Pulse does not stop the December from using tokens that attack.

Uh, a couple other things I'm forgetting.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
The perils of posting on a phone. There is no such thing as a December in this game either

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Same Engineering, lower Squadron and lower anti-fighter.

For six points, I suspect that the answer to that will be in upgrades that aren't out yet. X17 Turbolasers seem like they would actually be a pretty good thing for the Support Frigate that would fit into the exact same cost as an unupgraded Escort Frigate.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

HOOLY BOOLY posted:

Finally got to play Armada tonight! Strangely even though this is suppose to be the "slower" alternative to X-Wing the game itself went pretty fast and we have pretty much no problems although i do need 2 clarifications

1.When using anti-squadron weapons and you roll 2 dice, if you are trying to shoot at range that doesn't allow that color you simply can't hit them right just like when shooting at regular ships correct? (The Nebulon Frigate shooting with 2 blue dice at Range 3 was the offender here)

2. The first round is the only one where you set all command dials for all ships and reveal them all right? In the rounds after that you set your orders at the beginning only get to use one dial per round? I suppose it would prevent the situation we had where my Corvette got taken out early so the Star Destoryer would get 3 moves to my Frigates 1.

1. Correct

2. What. One dial per round, always. The Victory never gets to bank three tokens on the first turn. One dial per round.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Cobbsprite posted:

I've got these too, and they're the same.


Edit: Oh my GOD, ISD is going to roll EIGHT dice in the forward arc. Three red, two blue, three black. That's just not funny.

A Dominator already rolls eight dice in the forward arc, in the exact same configuration (for a Victory I) or an arguably even more effective 3R/5U arrangement (for a Victory II).

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Blamestorm posted:

The question is probably more like how likely am I to want to run multiples of ships in the core set, I suppose - it was kind of clear with x-wing that a bunch of ties and xwings would be useful to bulk out lists but I'm not so sure about VSDs etc. The sets are even more expensive in Australia so I think I'll just stick to expansions for now as suggested. I was thinking a bit proactively as there can be a big time lag between order and delivery from the places I usually get this stuff from, so if I do end up wanting a second core set it could be months depending on local stock.

Get a friend to play with and split the factions between you when you play opposites.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

General Battuta posted:

You might think again if you imagine trying to use the maneuver tool in that pic :(

Even without building it backwards, start at speed (4 - current speed). Your tool will only extend as far as you're moving anyway.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
No argument, though the problems are at least lessened compared to using it as it was 'intended'. Having multiples of varying lengths is a less simple, more effective measure.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Cobbsprite posted:

The hell is that gif from?

Battleship.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Holy poo poo those are from the old Star Wars electronic Battleship game. I have a copy sitting upstairs with half the pieces missing and the required-to-play manual gone.

The big problem with those ships is that every ship that came in the game was almost the same size. A Victory is the size of one of those transports, and fighters were big enough to be individually comparable.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Bottom Liner posted:

Can someone explain the difference of strategy vs tactics to me? I keep seeing those two used mutually exclusively and I always equated them to be the same. Like generally and specifically (concept vs game mechanics)? I'm trying to decide which game I want to buy into still and that'll help me understand more.

Strategy is what happens before a battle.
Tactics is what happens during a battle.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
If you're playing a game with figures on the table, it's tactics. List building is the equivalent to strategy here (which I suppose makes buying figures logistics. :D).

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
All of the named Rebel pilots add up to exactly 93 points. Clearly, this is a cosmic decree of what should be taken at all times.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Big McHuge posted:

So while I haven't been able to actually play much of the game, that hasn't stopped me from theorycrafting some stuff. These two lists are from using 2 core sets.

Rebels
Dodonna 20

CR90 B 49
(Dodonna's Pride, Nav Team)

CR90 B 51
(Overload Pulse, Nav Team)

Nebulon B Escort 80
(Redemption, Enhanced Armament, Engineering Team)

Luke Skywalker 20
6 x X-Wings 78

Leader: 20
Ships: 180
Squads: 98

Total 298

I really like the idea of using cheap CR90's to abuse blue crits along the sides/rear of the imperial forces, clearing the way for the Neb B to broadside them. No freaking idea how it would work in practice though.

CR90s die to everything that looks at them and Nebulons should avoid broadsiding at all cost. Get an Assault Frigate if you want to go toe to toe with Victories.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Cobbsprite posted:

The Baron plus two TIE Advanced squadrons is just 42 points. It'll take AT LEAST four attacks to wear down the TIE Advanced squadrons, average is going to be more like five. And for each of those, the Baron plinks another hit point off a rebel scum. You're essentially getting a free squadron's worth of attacks right there. Give him a third TIE Advanced squadron along with him, and you're at 54 points, just over half your allotment, and we're talking between six and eight damage PLUS what you roll on your turn. Don't knock it, that's pretty serious.

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.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Honestly at this point I feel like two Imperial Fighter packs and one Gladiator is all you need extra to do some truly hilarious things with 300 points. Two Gladiators or an extra Victory would be sweet though.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Reynold posted:

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.

Not that I've ever heard. Squadron versus squadron, it's hits or gently caress you.

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Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Two hull less and two shield more evens out, especially since you can just use an Engineering command to shift things around pretty quickly.

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