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  1. Grumbleduke
    Boarding Troopers off in a meaningful way. Second game was against a Rebel Cracken MSU list (a bunch of CR90s, and MC30 and some transports); again they were able to stay out of the front arc at close range, so I ended up using my BTs on a rear arc obstructed shot against a CR90... not really worth the points. I ended up winning 56-54; we both killed two flotillas but theirs had more stuff on. Third game was against a Mon Karren, Neb-B and some Hammerheads. Here I was really lucky with the Mon Karren getting two front arc, close range shots off at one of my flotillas with 0 accuracies (after re-rolls) - forcing them to decide between staying double-arced by a Demolisher, coming into close front arc of the BTAvenger, or flying away and doing nothing (they chose the third option). My fleet ... didn't end well for me (2nd player). ----- So, yeah... BTs are a lot of points, but you have to fly it well to get off a good shot. It is most useful as a threat; forcing the opponent to fly in ways they don't want to to stay out of arc. I also had a Suppressor in there, which was useless against the MC30s, but did let me kill off the odd flotilla by exhausting their scatters. I don't think I'll be running BTAvenger in the future; I don't think it is worth not having Gunnery Teams. Slicer Tools did cause problems in general, but with Comms Net flotillas nearby and a Veteran Captain on the ISD, there was never any risk of me not getting the BTs off as needed
  2. ExplosiveTooka
    think that the separatists will immediately get the Lucrehulk. I think that the republic might get the arquitens soon, since the molds exist already, and the republic is lacking a frigate, unless there is a battle refit pelta. (which I very much doubt) I hope that the seperatists get a corvette or flotilla soon, because the hardcells seem very expensive. I know the pass tokens will probably minimize activation advantage in the future, but activation count is super important, and I see seperatists being even more limited than the imperials when it comes to activation count. But a flotilla each would keep things asymmetrical, so I hope wave 3-11 is the arquitens and a separatist corvette(and if it is a big wave maybe also flotillas) to level things out a tiny bit. Although maybe they're going for a huge asymmetry thing, and seperatists will never have corvettes ... flotillas
  3. Hrathen
    This is a question that can't be answered. It is a game and it is a fun game. (If you don't like Armada, I can recommend some forums where you might enjoy reading more) For anyone who has played this game much of all. Ship activations and activation order a a HUGE part of the tactics of this game. Why are Flotillas great because people are willing to buy them just for the extra activations. Why are life boats and relay annoying? Because it makes use of those ships we were perfectly willing to just buy for the activations in a pretty effective way. But why are we so annoyed about these little flotillas being so good. I think it is because in that little part of our brain that likes to pretend we are actually commanding Star Wars cruisers in space naval engagements doesn't think these ... there are two more CR-90's half way across the battlefield make it harder for my ISD to chase down this Corvette right in front of it. From a narative sense it doesn't make much sense. But it does from a game play sense. I lets little, far less powerful, ships compete against big nasties like ISDs. The "Game" part of the game works. And if the buying a couple (or more) flotillas lets me have an ISD and have 5 activations, then they are a hugely welcome part of the game for me. (Since I love ISDs, they are the reason I play this game). So for the record, I don't think Flotillas, or any of the things they can do are overpowered. It's not something only one faction can do, and it doesn' push other ships out of the game. In fact, I think
  4. anonymousguy
    Tokra uses 5 imperial flotillas, 1 Gladiator with Demolisher, and a blob of squadrons. He flies it very well, and he got into the top 4 of the Euros nationals with it. If you are using bombers, for me, a flotilla with Bomber Command Center is a must. I also always want to have at least 1 comms net flotilla. Whenever I run an all ships list, I want to bring slicer tools/ Comms net flotillas with me. They help
  5. RobertK
    When I first saw this list, I thought you might be trying to do for the Rebels what the North American Champs Runner-up (dual ISD) list did for the Empire. A couple features of that list that might bear some thought: 1) There were no flotillas, 2) The ISD's were generalists that could shoot, run squads, etc... 3) The squadron group was quite potent. Now, the MC80L isn't an ISD. But the Liberty title with Commander Leia lets you hit with 4 squads. So Liberty can be a generalist if you want to follow the theme of the successful Imperial version of a low activation list. If your aim with this list is to run a dual MC80L list with Leia Organa, then you might want to consider paring that concept to the bone. Specifically, if you ditch the flotillas (heresy!), you'll have more room ... bigger squadron group and you'll probably STILL be able to command all of them with your MC80L's. The VCX's seem like they are there so you can shuffle the Planetary Ion Cannon tokens and (maybe) provide Relay 1 so you don't have to put your flotillas in harm's way. What if you didn't need objective manipulation or Relay? Could you put those 30 squadron points toward a more offensive squad group? Without the flotillas, you'd have 102 points to play with to make a squadron group and a bid. 85-90 points in squadrons is squarely in the "medium-sized" squad group category and leaves you a competitive bid for first (which you probably sort of need with a 2-ship list). A Liberty-led squadron alpha with Dutch+Wedge+"others" is no joke, especially with Toryn Farr in the area. A-wings
  6. Hastatior
    have at least a little faith that FFG has considered the possibility of flotillas devolving the game into as-many-flotillas-as-can-fit plus squadrons plus 1 real ship. Basically making it about a race to most activations. I think flotillas will be tweaked in point cost to not make this too much of an issue. I expect them to clock in at 30-35 points. Low enough that they are cheap, but not so low that it isn't a very real choice between a toothless support ship and a naked raider or cr90. It may add a couple of activations to a MSU list,and result in pulling some of its teeth in the process, potentially a net push. Combine that with FAQing away the engine tech thing and DeMSU is still viable but reined in as it will make more sense for lower activation lists ... flotillas rather than MSU lists
  7. Zoombie
    41st Millennium. The Imperium of Man spans the galaxy – the last bulwark against the mutant, the alien and the heretic. The first – and often last – line of defense from the enemy is the Imperial Navy. The empty void of space has become a battlefield. ### Part 1: Sailing ### Chapter OneVyn TO: Commander Vyn, hon. master of Pax ImperalisFROM: Lieutenant-Admiral Lisael Hernadia It is my pleasure to assign you to the Flotilla Castigarum Lupis, in the formation Wolfpack 1, which will be assembling in the star system Tchernobog – the capital system of the Tempestros Sub-Sector. An orkish raiding fleet has shown up there and I believe that you could make a world of difference considering your last encounter with the greenskin savages. The Pax has served with distinction, and you are due a chance at real promotion, Vyn, and I hope that you take advantage of this little spot ... support of the Imperial Navy. Under no circumstances are you to ever address one in any but the most perfect High Gothic. I know that you will take care to touch up on your studies while on route, for we cannot go about offending his Holy Majesty’s Angels of Death, now can we? Good luck, good hunting, L. -Transmitted 432.M41Received by Astropath Krern TO: Lieutenant-Admiral Lisael Hernadia, hon. leader of the Flotilla GerhundFROM: Commander Vyn Good to hear from you, L. We shall make sail in 2 weeks. Put my Lt. Cmd. Victor Janus on watch for promotion to his own command. God-Emperor speed you on your way. V. -Transmitted 433.M41Received by Astropath Choir 44.31.Aplharus (assigned to Fleet Command Obscura) Commander Vyn shivered as hoarfrost gathered around the pitted and ancient stone statues that loomed out of the shadows of the Astropathic chambers. The chambers
  8. geek19
    mean, we have attack flotillas already. You let me know when you see a Combat GR75 on the table. And if you say "no, something like a flotilla but with guns on 3-4 sides or something and it could put out a good hurt but be relatively cheap and still command squadrons and stuff too" then i say "go play Leia with a hammerhead." If you use her commands right, it IS an attack flotilla. What else really is THERE for an attack flotilla to be that doesnt exist already
  9. Truthiness
    designers didn't want ramming to be a solution to flotillas, then they won't have the rule that they do. Anyway, straight ramming lists have never and will never be a truly viable list. That's why I've made my list able to ram, but not the primary thing it wants to do. And yes, the lists are a problem for me. There a some people that no longer post that left the game because they were seeing this emerging flotilla problem. This isn't a new thing and it's not getting better. So call me lame or cheap for ramming the **** out of flotillas, because I'm gonna call 3+ flotillas lame right back. Edited September 28, 2017 by Truthiness
  10. Muelmuel
    breakdown a little more, both flotillas and the CR90 can only hold one token at a time due to their command values of 1.The comms net requires the token to be removed from the flotilla, meaning the flotilla must be holding on to the token at that moment in time. The flotilla ends up with no token after it uses its comms net to pass tokens.On the other hand, Tantive IV says:"Before you gain a command token...", meaning it is possible to pass the new token you are about to gain to another friendly ship, instead of replacing a current token that you have. this means your Tantive CR90 still can hold on to its current token. Perhaps this is a benefit of the Tantive IV, though a small one. Edited April 21, 2016 by Muelmuel
  11. Drasnighta
    Technically the rules would allow you to have a flotilla of ships on a large base. The only determiner for flotilla is they have multiple ship models instead of a single one. There is no other indicator. in fact, the rules are wide open on base size - we just only happen to have small ones, and it would be a little funky... for example, if you had a flotilla on a large base, presumably of medium or small ships, but on a large base, they would still confirm to the flotilla rule and would not give a damage card to a CR90 if rammed
  12. Grumbleduke
    suspect it was less about getting rid of them, and more about trying again to fix the problem they were an attempted solution to; activation advantage. They tried fixing it by limiting to 2 flotillas, but that just meant almost every competitive list had two flotillas in. They tried with SA - but that just meant almost every large ship list had to "waste" an officer slot on SA (and you had SA-SA match-ups). Bail didn't get much use, and Pryce created the monster of Imperial 2-ship, but was probably the closest to a solution for the Empire. I think if they'd wanted to fix SA, Pryce and Bail they would have modified those cards; changing the point costs, changing the mechanisms a bit, maybe requiring a token to refresh SA. But instead they went back to the original problem of activation advantage and tried something ... different, which they had seen kind of work with the SSD. Hmm. With pass tokens, does this mean we might go back to more than 2 flotillas? I suspect not, as flotilla spam is boring, but it might not be quite as necessary in a world with pass tokens
  13. Patrack
    Here is a brief Report Round 1 - Empire Sloane - Benito75 2nd Player on Intel sweep Quasar + ISD + 2 Raider + 4 Tie-F + 2 Tie-I +Howlrunner He spread to much his fleet on deployment. I've threatened directly is raider objective ship and set a trap with all my fleet by waiting his ISD. It quicky died followed by a raider. Just one flotilla crushed on my side and I take intel sweep. Activation superiority made all the job. 9-2 Round 2 - Empire Motti - Corsarmike 2nd player on Contested Outpost ISD + 2 Arquitens (with load of stuff) + Gozanti + a small squadron support Deployment is more balanced. He tried to flank me but let me the station in the with my MC80 in long range double board. On my left flank I manage to block his arquitens and kill one of them with 2 corvette + MC80 long range support ... disappointed because Hely is one of my playing partner and we have done is fleet together just the night before the tournament. And I know that he can beat me easily. ISD1 avenger + boarding trooper Demolisher + ET + APT + OE 3 Gozanti (BCC, Comm Net) Rhymer, Jendon, Marek, Tempest Squadron, Bomber, Jumpmaster I can't afford to brawl against Demo + Avenger that are close each other. I tried to kill some flotillas but the bomber ball + targeting beacon managed to kill 2 CR90 plus my slicer flotilla. I succeed to kill a squadron and two flotillas. On the other side I knew that if Hely wanted to enter on the final he has to win big and to commit all his fleet. I simply avoid a big defeat by fleeing. I don't know what would have been the result in case of big melee in the center but I think
  14. Undeadguy
    whole idea of using large ships with IO to kill flotillas seems like bringing sledge hammer to put in a nail. I assume you are just taking shots at flotillas when you get them and not prioritizing them, but doesn't seem the most cost efficient option available. Unless you have GT doing work for you. And you still need to take 2 shots to kill the flotilla is it can scatter. Any other thoughts on this? I personally think Glad/MC30 + APT is the best way to kill flotillas, aside from using bombers
  15. MARVIN THE ARVN
    seen previously. Still, the Omnissiah was clear providing His blessings and speeding us on our way...The collision alarms blared the instant we reappeared in normal space. While Navigator Proscesu had been outstanding with the navigation of the route, it appeared that he had miscalculated the final stage badly; as we appeared in the Saphirus System we found ourselves on course for a head on collision with the rest of the ships in the Flotilla. I felt the violent manoeuvres through the structure of the Furnace of Redemption as she responded to commands from the helm, and later was given to understand that we missed a collision with The Lux by just three kilometres... Apparently the bridge crews of both ships were left ashen faced by the close shave. I'm sure that the crew of The Lux would have been more worried had they known that we were seconds ... data, even if it is only to confirm the gullibility of the unenhanced. Whatever my future plans, the Interrogator seemed impressed with Hartek's performance, even suggesting that he may have missed his true calling within the Ecclesiarchy, which I believe drew some hastily hidden smiles from those who overheard the comment.Overall, however, I am just pleased that I did not have to oversee another round of repairs caused by the carelessness of others.The Flotilla began the journey from the outer edge of the system, and over the next few days Hartek worked the troops hard, running them through the plan for the forthcoming battle until every action became second nature, following the old Terran maxim of train hard, fight easy, but nobody believed the upcoming fight would be easy.Hartek was interrupted in his training by a message from Orbest Dray. "Sir! Officer of the Watch reporting! Your presence
  16. Snipafist
    most bang for the buck out of both of them. That's my guess, anyways. The more I think on the Assault Carrier Gozanti the more I warm up to it. It has huge synergy with the Opening Salvo objective, as has been touched on already earlier. Opening Salvo + Concentrate Fire = 28 points just bought you 1 red and 3 black dice for that one attack (and a respectable 2 red afterwards), and flotillas don't seem likely to end the game in the "damaged but not dead" state, making the points-scoring alteration to Opening Salvo less of a problem for them. You get more consistent if less explosive results from Most Wanted, as Assault Carrier Gozantis can 3-red-dice nibble away at a Most Wanted target and a flotilla itself is a fair target for the objective, not giving up many extra points if (...when ... destroyed. In terms of other objectives, flotillas in general are going to be easy Contested Outpost babysitters and could ping Fire Lanes objectives if all other ships have floated out of range. With enough of them at speed 3 you can make a solid run for Dangerous Territory tokens, and would seem to be a good (if somewhat dangerous) fit for an Intel Sweep ship, likely dying shortly after picking up token #3, but still getting the job done. Edited May 1, 2016 by Snipafist
  17. anonymousguy
    Definitely buy those smaller ships, and the ships that have the useful upgrades. I'd recommend Raiders, CR90s, Hammerheads, and MANY flotillas. Flotillas tend to be the things you want to have at least two of in a list, they are SO useful. I'd recommend 4-5 of each flotilla expansion(Rebel Transports, Imperial Assault Carriers
  18. ryanabt
    Actually, I think if the meta goes this way, people will go with lots of smaller attack ships (raiders and cr90). If you have tons of flotillas and I have lots of raiders, demolished kills a raider and my raiders kill your flotillas. Then the meta realizes that corvettes can beat flotillas well because they don't waste big shots on one ship that scatters it. As corvettes become more used, shrimps and gozanti are used to kill them. Then it all rebalances. Again, the only real unbalanced issue is demolished
  19. Vexx77
    other strategy games before, I'm fairly new to armada so I could use a veteran's insight on my fleet for possible improvements before I submit my list. The list I'm aiming for is as follows: http://armadawarlords.hivelabs.solutions/view_list.php?token=135151&key=5726e8fc02dc61f77d1924ffa6a26963 So I've got 6 activations and a 9 point initiative bid. The plan is to deploy the CR90s on opposite flanks with the hammerheads and MC80 making up the centre and the flotilla at the rear. I've got a low amount of squadrons and Tycho/Shara are basically there to slow down enemy squadrons - the plan is to have the A-wing aces positioned defensively, ready to tie up enemy fighters while I flak the enemy squadrons with the flotilla, hammerheads and MC80 (the MC80 has gunnery teams so that it can both flak and attack a ship out its wide front arch). The CR90bs have a wonky ... experimental build. The idea is to have them activate last/first and engine techs ram an enemy ship. This allows them to double ram at speed 4, use reinforced blast doors to repair the damage, shoot and then double ram again (this move basically automatically takes out an enemy MC30's and the like). With Madine the corvettes can be incredibly maneuverable making them suitable for flotilla hunting which are probably going to be there The list is light on upgrades in order to afford as many combat ships as possible. I included Leia on one of the hammerheads so that it can change the MC80's commands in case of emergency. The hammerheads are otherwise without upgrades and basically serve as long range gun platforms with 1 blue die and 3 red dice (with concentrate fire). The general idea behind the fleet is to push the MC80 and hammerheads slowly
  20. Blail Blerg
    think this game is gonna be pretty good with flotillas. And I do expect it's going to be much tougher to play perfectly now. Also I think MC30s gain the most from flotillas. They gain enough other small ships to get serious activation advantages and also that the flotillas are good for AA and commanding squadrons for AA. Mc30s lacked squadron defense the most. So happy to see two shrimp lists. I have two and now I can see them totally being double killers in competitive play
  21. Ardaedhel
    think there's a distinction to be made between people who were putting naked flotillas on the edge of the map and doing literally nothing with them other than activating, and those who actually used them for all the stuff they offer other than that. For a brief while in previous waves, that worked, and was really easy to do alright with, so lots of people jumped on that hype train. Others actually use them for anti-squadron, for blocking, for bounding and herding the battle, for obstructing more important ships, as well as for the activation. If you actually use your flotillas competently instead of outright trying to cheese with them, they're (shock!) actually pretty good additions to a fleet in their own right, and also fun to play with. So, I agree that parking across the table and doing literally nothing is mostly dead weight ... thought that of the flotillas pretty much since they came out, so... I personally wouldn't really say I think something has changed in that respect. But that's just personal opinion
  22. NebulonB
    dont mind the bullets heading my way for saying, again: Change relay. There is not a single other aspect of the game, for me, that needs further changes. Yes, occasionally I was thinking to bind the number of flotillas to the number of non-flotillas, but then again, I dont really mind. There are several numbers to improve the situation, surely, but dont let those flotillas command with total impugnity from wherever they happen to be on the board, using the same shuttle over and over and over again. Sloane just worsened this, but I dont mind Sloane herself, on the contrary. There are far better players than me that think relay is too strong, so I feel confident that this issue is not just something that I personally cant manage. I used it myself, there is no choice than to howl with the wolves in competitive play
  23. BrobaFett
    size difference from Zanti > Transport > CR90 are all ```roughly 30m jumps. IMO if the transport is at the tippy top end of flotilla size then it bears at least a little thought that it could end up a small base in it's own right thanks to sliding scale. If we see the two ships together and this one is even a little bit bigger then it might end up going small instead of flotilla. That said, it could also end up being a combat oriented flotilla, which I would also be fine with
  24. Church14
    Switch the first to flotillas don't count towards tabling (like how squads don't). If players want to bring an MC80 or ISD and 4 flotillas, they then accept that they lose if the solo combat ship dies. It prevents a squad heavy lost from sending a solo flotilla towards nowhere to prevent tabling. I dont actually agree with any of those,posted Edited October 1, 2017 by Church14
  25. Grujav
    Cracken than the Hammerhead does. I've been trying to theory craft these Hammerheads for how I play and ... I just can't. People say you can run them with Ackbar but TRC90s do it better and cheaper. You can take gobs of them because they are cheap but they are only 3 points cheaper than a comparable CR90 and the CR90 is for me just better. I can try to run down flotillas with a CR90. With a Hammerhead you have to rely on a really good front shot because your side arc means diddly. Its also not fast enough to reliably or as reliably as a CR90 can ram that flotilla. I get it is a different beast, the CR90 is happy at long and medium range while the Hammerhead wants to get in close but it just seems like it will be doing is dying ... Because otherwise you aren't getting rerolls. I think a Hammerhead as you have it with TF Organa is as strong offensively with a CR90 and I think TF Antilles Hammerheads with a StM Pelta is as strong defensively as a CR90 but both of these options are more expensive than a CR90. So, I still prefer the CR90 because it is defensible, its cheaper, it synergizes better with a few admirals, can hunt flotillas if need be and more maneuverable . Hm, for some reason what I copied and pasted is in bold and I can't get it out of it. Weird. Edit: Got the bolding fixed. Edited June 3, 2017 by Grujav