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  1. GrandAdmiralCrunch
    ship Wave: ISD-I "Command" Destroyer Chimera with Grand Admiral Thrawn Commander MC75 Cruiser Profundity with Admiral Raddus Commander If 4 ship Wave: IGV-55 Surveillance Vessel Flotilla Braha'tok Gunship Flotilla If Epic: Executor Class Dreadnought SSD with Admiral Piett Commander that should cover all bases
  2. itzSteve

    Best two ship combo

    itzSteve replied to itzSteve 's topic in Star Wars: Armada
    ships was very underwhelming as well. What to do? My opponent suggested that I add FCT to my Glad to help the YV along. That would work, but then I sacrifice Engine Techs...nope, can't do that. As a result, I moved some points around in my list and decided to go with Green Knights suggestion and use Valen Rudor + Bossk together. I also swapped out the Suppressor title on one of my flotillas and put Vector on instead. The flotilla can now push the combo together at speed 4 and should be able to protect the fleet better
  3. Squark

    Expansion numbers needed

    Squark replied to Mormal 's topic in Star Wars: Armada Fleet Builds
    third raider, and possibly a fourth, is definately a good buy. With that many ships, a third copy of each flotilla is a decent choice (Four of each... is competitive, but I'm not sure 4+ Flotillas and One Ship is a good choice if you're playing with friends). A fifth CR-90 Might be nice too, but it depends on what sort of lists you like. I wouldn't go with more hammerheads unless you know you like them en masse. You might also consider buying more Yt-2400s, but you should definately buy them individually off ebay. With 4 Firesprays already, it's the only squadron in R&V you'd want more of. Some alt art promos of upgrades of important upgrades only found in one expansion like Xi7 turbolasers and turbolasers reroute circuits might be a good idea
  4. Vandegraffe
    hits a ship, it does not do any damage to hull integrity. Roll 4d10. If the total rolled exceeds the ship’s armour, then the torpedo has penetrated. Otherwise, the torpedo bounces off harmlessly. A melta torpedo strike causes fire critical hits to random components. Roll 1d10. 1-3 = 1 fire. 4-7 = 2 fires. 8-10 = 3 fires. The GM is encouraged to place multiple fires in adjacent components.Launch BaysAll ships carry a flotilla of small flyers and shuttlecraft to carry cargo or passengers, but these civilian flyers are of little use in combat. Naval vessels have military grade launch bays, and those are a different matter entirely. Naval launch bays hold heavily armed and armoured small craft, and have the catapults, arrester fields, munitions hoists, and other specialized hardware needed to deploy their squadrons quickly. Each launch bay can have one squadron ready to launch at a time ... 2d10+10 3 15Launch Bays, Single All ships 2 4 1 n/a n/a n/a n/aLaunch Bays, Double Cruiser + 4 8 2 n/a n/a n/a n/aLaunch Bays, Triple Heavy Cruiser + 6 12 3 n/a n/a n/a n/aLaunch Bays, Quadruple Battleship 8 16 4 n/a n/a n/a n/aSwiftdeath Fighters 1 4 1 n/a 16Doomfire Bombers 1 4 1d10 2 12Dreadclaw Assault Boats 2 4 H&R n/a 15Ordnance Rules: Torpedoes and Small CraftMany warships carry a flotilla of heavily armed small craft (fighters, bombers, and assault boats), or torpedoes. These autonomous vessels are small but potent, and offer long range striking power. The term “ordnance” applies to both small craft and torpedoes. Ordnance is subject to the following rules:Launch Ordnance: Ordnance has its own counter and maneuvers independently on the map. Each counter represents a small craft squadron or torpedo salvo. Launching ordnance is a free action for a ship, although
  5. itzSteve
    were mostly clustered in the center of the table. JJ then made a triangle with the Ion tokens on the left side of the play area. I deployed to the right of the tokens and JJ deployed all his ships on his far right going right into the middle of the tokens. For the first couple of turns, I tried to skirt the edge of the tokens trying to get an angle on his flotillas with my Liberty, but once JJ sped them both up, I was forced to speed up and chase them. The first casualty was one of my A-wings at the end of the third round. At the beginning of the fourth round things began to get interesting. I activated Admo first and one shotted both of JJ's flotillas to even up the ship activations and eliminate his main source to activate squads. JJ used
  6. Spook

    Epic Ship Names

    Spook replied to Niqvah 's topic in Rogue Trader
    flagship of the flotilla in my game is the Lethean Dream, an ancient pre-heresy Cruiser. A few of the other ships are The Incalescent a sword class frigateThe Mezzony another sword class frigateThe Bazalisk Gaze a tempest class frigateThe Inkhorn a Hazeroth class Raiderthe Solemn Trade a vagabond class merchant traderSaint Isara's Radiance another vagabond class Some non flotillas ships that will be showing up eventuallythe Delenda Mori a Light Cruiser of some sortthe Black Comet a reputedly haunted frigate that stalks the warpthe Red Worm a infamous Xenos Light CruiserDa 'Nukle Busta an Ork Freebooter vessel
  7. Alasseo

    What exactly is it that Rogue Traders carry?

    Alasseo replied to The Wyzard 's topic in Rogue Trader
    itself, it gets fairly mauled, both by the tau ships (the early ?Explorer class?, just prior to the launch of the Damocles Gulf Crusade- in fact, pretty much simultaneously with the causa belli), and by a (rogue) Imperial space station refitted with tau railcannon batteries, before luring the tau ships onto the station's guns. The other actions, it was always the Oceanid and at least one of the other ships in the flotilla (the Rosetta and the Fairlight. The Fairlight, iirc, is a CL, the Rosetta a CA, although it could be the other way around) acting in concert.None of them used ordnance weapons, and there was, in fact, only one torpedo left in the entire flotilla (aboard the Rosetta, if my aforementioned recollections are correct).And in BFG, I'd say the RT cruisers are fit to stand in the wall of battle, and I'd actually rate
  8. thecactusman17

    Rogues

    thecactusman17 replied to Coldhands 's topic in Star Wars: Armada
    thoughts on Rogues thus far: The main thing that lead to Rogues disappearing isn't Rogues, it's Relay. With 1-2 Relay squads giving every flotilla in the game the ability to activate 2-4 squadrons from across the map the need for Rogues that could operate independently from supporting ships has been completely disappeared. The value of Rogues right now is as squadrons that can harass ships after the ship phase once enemy squadrons have been neutralized. As anti-squadron support, they are at a disadvantage in the current go-anywhere-without-penalty meta. This is why Decimators have a place in the current meta as a giant floating brick that has a decent chance to do 2-3 damage vs enemy ships. Where the current Rogues fall apart is their limited response to enemy squadrons. There are currently only 3 really good anti-squadron squads with Rogue ... likely to punch through scatter tokens and all three have enough damage output to deal with high-hull generics like Defenders and YT-2400s. The problem with the other options is that they either don't roll enough dice to be effective, roll the wrong kind of dice, or their abilities restrict them to only specific types of targets. For example, Decimators are only good against two types of targets: enemy light ships like Flotillas and Hammerheads, and generic light squadrons that they can rapidly kill without the target running away through Heavy. Firesprays have only 3 blue dice without rerolls, so any squadron fights are going to be a long slog. Aggressors are too slow to effectively intercept enemy squadrons, and YV-666's are too slow to engage ships or squadrons. On the Rebel side, Lancer Patrol craft are too fragile. YT-2400s on the other hand
  9. LordMunchkin

    What is your character's personal combat/shipboard loadout?

    LordMunchkin replied to Lightbringer 's topic in Rogue Trader
    cruiser+ vessels. The navy is going to loan, even dust balled as ships are never thrown away in the Navy, cruisers to what may well be a pack of pirates in their eyes? I don't look forward to the trouble you're going to have when you have to make new threats to your "cruisers are expendable" party.To be more on topic though, my players are rank 4 and have a conservative flotilla of ships. It consists of their Archeotech fitted Havoc-class Merchant Raider the Final Remark, Free Captain Cann's Sword-class Frigate the Righteous Scorn, Free Captain Cobalt's Vagabond-class Merchant Trader the Penance of Iocanthos, and Vassal Captain Amadeus Jericho-class Pilgrim vessel the Rusty Aquila.I've pretty much taken a liberal view on chartist captains, having one the loopholes in their charter stating that they can form a flotilla with a Rogue Trader
  10. ovinomanc3r

    Making Palp palpable

    ovinomanc3r replied to Back Seat Admiral 's topic in Star Wars: Armada
    will depends on the number of attacks you may put onto the ace. The higher the less you care about Palpatine's effect so here I would splash as many hard hit on as many skatter aces as I could. Worst scenario: they don't commit their aces that round what sounds good to me too, specially of that means a free round of decimators decimating ships. It's basically the same with flotillas. They want to use the skatter. However the can live through small long range pools with the evade. That's where intel officer proof himself. And you can easily coordinate attacks on aces and flotillas alike the same round. From that point, things are more tough. I am not sure what depends on Palpa and what on the ships you bring. Maybe kind of both, I dunno. To me arquitens are pillow fighters, which means
  11. Cpt ObVus

    Cataclysm, are you serious?

    Cpt ObVus replied to DarthRulesLawyer 's topic in Star Wars: Armada
    Yeah man. You... with all respect... need more practice playing against this thing. The whole Varnillian business... where’s she just automatically getting a double red from? My experience flying both with and against Cataclysm is that it’s pretty hard to line up multiple shots with it, and if it’s busy focusing on a flotilla you’ve baited it with in the center, just launch your flankers in at high speed and wreck it. Trade that flotilla for a 150 point warship that’s probably the centerpiece of the opposing fleet. It feels good. Which isn’t to say that the Cataclysm isn’t good! It is. But it has weaknesses, and as the opposing player, your job is to exploit them. I’ve had great success flying Cataclysm, and also had it come up a big disappointment, as my opponent managed to arc-dodge
  12. geek19

    Is the Quasar Too Fragile?

    geek19 replied to Norsehound 's topic in Star Wars: Armada
    still on the "2 flotillas are better than a quasar" argument? Cant put Flight Controllers on a flotilla, can't flak to red range with 2, and can't push 6 squadrons in one activation with them. I say this all as a jealous Rebel, the Quasar is great at its role. Its role is "PUSH SQUADRONS" and "technically have guns" and it does them both admirably. Sorry @Marinealver, i'm not critical of you, i've just been hearing this argument so much recently and it's so aggravating on a ship that came out what, 2 weeks
  13. KrisWall

    Triple ISD build

    KrisWall replied to EagleScoutof007 's topic in Star Wars: Armada Fleet Builds
    played three ISDs in a tournament. I don't remember the specific build, but all three have Boarding Troopers and one was an Avenger. Add in the standard other ISD cards and you can imagine how the list was built. It did mediocre. The first game was against a single ISD with BT/Avenger, 3 Raiders and a flotilla. I was massacred. Dude tabled me. 1-10 loss. The second game was against a Rebel Ackbar/Bomber list. Again, big loss. This time 3-8. The last game was against a guy with two ISDs, a flotilla and a few squadrons. I tabled him. That last game was super fun and worth the first two fights. He had Motti. I had dealt 13 damage to one of the ISDs and wouldn't be able to take another shot all game due to positioning. I had clean shots on the other ISD (Motti
  14. Truthiness

    Rogues

    Truthiness replied to Coldhands 's topic in Star Wars: Armada
    Decimators and Valen have been popping up some. And by some, I mean one guy did pretty well with it around me. YT-2400s still pop up too. A Hammerhead swarm made it into the top 8 at Nationals using Rogues as support. Relay and flotillas are the main culprits of the scarcity of Rogues. Rogues pay a tactical advantage by for using their ability, because it means conceding the initiative to squadrons activated in the ship phase. Sure, you can activate Rogues with commands anyway, but that effectively means you are wasting the points the squadron pays for the Rogue ability. The primary advantage of Rogues was being able to operate away from carriers, which Relay now covers. Flotillas provide cheap ship activations and cheap squadron commands. Put the two together, why pay the extra for the Rogue ability
  15. Church14

    Rogues

    Church14 replied to Coldhands 's topic in Star Wars: Armada
    think relay, flotillas, and better carriers have enough cheap activation now that Rogue took a hit. The relative ease now to activate squads encourages more relentless efficiency over flaxibility. I actually think rogues are in a healthy spot now. Try not spamming them, but putting 2-4 in a squad ball that has escorts and intel. Something like: Jan Biggs 2xXWing 4xYT-2400 128 You could then run a fleet with a single EHB flotilla to push squads. Xwings eat the initial damage and fight well on their own. The 2400s either reinforce your Escorts to win squad battle or move off and hit enemy ships
  16. Truthiness
    wants to waste that jump on a flotilla, no problem. I already push a ship ahead of the main effort as Demolisher bait. It's easy enough to set a trap if you're willing to lose a ship. The reason it works for me right now is because of Rieekan. A flotilla makes that tactic feasible for everyone not named Rieekan. You can force the choice between either sucking a slicer tool/tractor beam combo to the face, or you expose Demolisher to fire in exchange for a 35 point ship
  17. Drasnighta

    End of Tournament Round timing

    Drasnighta replied to Grumbleduke 's topic in Star Wars: Armada Rules Questions
    only answer comes when you first answer “are you using the tournament regulations or not”? If you are using them, then regardless, the game doesn’t end until the status phase, which leaves squadrons to activate, wether there are ships or not, Rieekaned or not... This will generally have the follow on that you cannot have more than 2 Flotillas and they do not count as “ships” for this purpose, as those clarifications are in the tournament regulations. If you are NOT using the tournament regulations, then the game ends either immediately when ships are destroyed without Rieekan, or at the end of the Status phase when you remove the Rieekan Zombie and it was the last “ship”. However, the trade off is, generally speaking, that Flotillas will count as ships, and you can have more than 2 of them in your fleet. Of course, another thing to realize
  18. PT106
    more interesting one is to limit the number of flotillas to a number of non-flotilla ships in a fleet
  19. Cusm
    would help those bump builds is not allowing to shoot with ships that are in contact and not being able to use the arc that is in contact. I wish the squads were not as relevant as they are, they should be a bother and not a main threat, I think they could have done a better anti-squad mechanic, maybe more dice; but this is something I gripe about (not a fan of flotillas as ships, think they should be separate or included with squads) and accept. The different dice for different range is BRILLIANT. X-Wing would be much better if it used this mechanic and I like the defensive tokens vs green dice. My community is not super active and we are not meta at all so some of the stuff that bugs me in X-Wing tournaments I do not see in Armada ... know if there will be a regionals around me this year and I will try and make it if there is and would probably get my first exposure to the meta - I have never seen a Rhymerball, Reikan zombies or 3+ flotilla builds. X-Wing is 70-90% build and Armada is more forgiving of unbalanced match ups of builds; I much prefer player skill meaning more to a match
  20. Visovics
    Braha'tok flotilla Venator SHIELD GATE! (Or an imperial gunship flotilla
  21. thecactusman17

    List of Canon Ships for Armada

    thecactusman17 replied to Piratical Moustache 's topic in Star Wars: Armada
    against a new Imperial flotilla, but that's more because Imperials need more ships that aren't subject to "the Imperial tax" than a need for a new Flotilla. Id rather get a real ship that feels properly costed for its abilities rather than an undercosted ship to give Imperials an edge
  22. Vergilius

    Final Gencon standings

    Vergilius replied to jamie nasmyth 's topic in Star Wars: Armada
    much-feared DeMSU was 5 ships, and that not quite as plentiful rebel MSUs were typically 5 ships as well. I'd say that 3 and 4 activations were most typical then, with 2 surprising nearly everyone at GenCon, and 5 always being possible. 6 and 7 were extremely well and outliers. Yes, flotillas are a huge game-changer, but I think on the whole, they moved the activation count slightly. So that's why the 2 ship list became 3, and the 3 and 4 ship lists became 4 and 5, and the 5 ship lists became 6 and even 7. When flotillas dropped, I won a tournament with a 3 activation list, beating Justin Curtis (5th above, and twice top 4 Worlds) to do it, which is to say that I didn't just waltz into a cheap tournament. So the low activation well-played squadron game
  23. iamfanboy
    still think that the simplest solution is the best one: Make flotillas non-scoring. If your fleet consists of one big ship with six near-naked flotillas to give activation advantage, but you LOSE if that one ship dies, then that's a high risk/high reward strat - yes, you have the activation advantage, but Force forbid your opponent catches you in a bad place or even gets lucky. As it is, it's low risk/high reward, with very few downsides. This also has the benefit of not needing to change the core mechanic significantly
  24. Snipafist

    My Admiral Ozzel Gladiator List

    Snipafist replied to Shadow345 's topic in Star Wars: Armada Fleet Builds
    Agreed, the OP is not working with nearly enough activations for a fleet like this. It's got 3 non-flotilla ships keeping it on the table and those are 2 Glads and 1 Raider, which is fairly flimsy. A 30 point bid is crazy big and the squad component isn't great either. Against no-squads it'll do okay but against squad cover it'll get stuck pretty quickly. I also don't understand why the flotilla has so many expensive upgrades when it only has one non-Rogue to command
  25. Crabbok

    Finally some info on Wave 3 GOZANTI

    Crabbok replied to Mogrok 's topic in Star Wars: Armada
    hope future Armada stuff will go in the opposite direction of these flotillas. I mean it's fine and all, and I especially like the way they seem to be implemented, but I want more medium and large bases on the table. I want more large ships. I wanna see 150-point, or even 200 point ships! I want to have a massive centerpiece to my build, that is perhaps capable of having 3 attacks in a turn, and possibly destroying a medium ship in 1 turn, or multiple small ships / flotillas