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  1. Church14
    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
  2. Green Knight
    Idea: put Raymus on Tantive IV, have it spam those eng tokens over to 2 Flotillas w/Rep Crews. Now those flotillas can both repair and command squads. Or concentrate fire. Yeah, totally CF (didn't say it was a GOOD idea
  3. Crabbok
    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
  4. Triangular
    Squadrons are very powerfull. Armada is about capital ships fighting each other. The squadron cap keeps the game centered around its meant pupose. Another Tournamental rule: Only up to 2 flotillas per 400-FP-fleet. If you lose all non-flotilla ships, you lose the game this instant
  5. Caldias
    These flotillas will actually make the massive centerpiece ships more viable as you aren't hamstrung by a lack of activations, and the flotillas (at least what we've seen so far) have some awesome abilities for just landing next to things or things getting close to them, which is a pretty interesting shake
  6. Church14
    Mothma, Rebel squadron-less fleet: 3xMC80 Battle Cruiser/Gunnery Team/ Leading Shots/Engine Techs Rieekan. It suffers from low deployments (3), but everything is a functional speed 4 and can adjust. Against squads, triple double black flak adds up. Usually, anything 5HP or less is driven off or killed easily. Scatter aces give it trouble. It does better against heavy-ish bomber lists than I'd expect due to engine techs. double ramming flotillas frees up shots against the bigger carriers. It's especially fun when the flotillas activate and then die ramming you like in Rogue One. It hasn't faced Yavaris double taps
  7. Ritalbringer
    said everything with "+ squadrons", which totally changes that list, making it much more impactful imo. I don't know what would impress me the most. The fact of facing 11 flotillas, or the fact that you own 11 flotillas Good luck with the list anyway, and looking forward
  8. Undeadguy
    think you are walking a fine line of activation padding vs quality activation if you have 6 flotillas. I'll say 2 Slicers is defintely not activation padding since you need to activate those at the correct time in order for it to be effective. But Repair Crews is not doing anything until you take damage, so you can easily pass that activation. And 3 Comms Net is a lot. It's hard to make a case as to why those are not padding since they pass tokens to the Liberty and can be done before or after it has activated. I also think 7 activations is way too much. 6 is a lot but still good. Drop a flotilla for Leia and Ahsoka. More upgrades on the Lib and have a massive
  9. IceQube MkII
    tech against him... but the probabilities were that we would not match up so I needed that 3rd TRC for the rest of the field. His list is really innovative... Tarkin is a super force-multiplier. He has plenty of Squadron Commands and it's very hard to score against him! There is a stereotype that the Germans are very pragmatic and efficient people - I would agree. Tokra has a super efficient build. Lesson: Flotillas (they have a high point to points needed to take them out ratio). They are the ultimate tarpit unit. Do you really want your 150 pt ship with Gunnery Team killing 40 points in one turn. Not an efficient trade off... WWPD - SkyshufflerWe're friends IRL... as can be seen through Twitch, he flys a Corvette Swarm like an X-Wing Tie Swarm. He's very precise. The Shrimp is really the biggest difference ... builds. His list is more consistent but I felt that my list had a greater chance to exert pressure and win big. Jon R - 2015 World Champion We heard of Clonisher or DeMSU builds... well, what about a Super Big+MSU build. I think he had Jan + 3X, Ackbar Defiance, + flotillas. Line up a big shot and destroy things. Luke - I think he was some combo of Guppy/Flotillas/Y/As. UPDATE: In Flight 1B... I just wanted to point out... I think in Round 4 at Tables 3 and 4... the Canadians from Toronto were pitted against each other. Norm, Kristian, Carlo and Victor... looks like a strong local meta. ------------------------------------------------------------------------------------------------Round 1 - BYE... I stress until the dice drop... as such, I felt "cage rust" onsetting... too much rest! Note: There were 4x 10-1s so I was in chase mode so I needed to win big. Round
  10. IceQube MkII
    turtle lists but can't really force "tempo." (e.g., Rieekan Aces) They are consistent but could not really win big, especially if somebody just cuts and run.) 3. Wave 3/4 a) Interdictor - I tried it at a local tourney and did not do too well. 25% for support/control just hampers your offensive capability. You need to kill ships to win big. Perhaps, the Coreilian Conflict objectives will change this.b) Liberty - the Rebel ISD.c) Flotillas(!) - Cheap ship activations but no combat potential. In short, I didn't think Wave 3 and 4 would be that game-changing. At a very small tourney (4 peeps)... I tried a 3x Glad, 1x Gozanti... Tie/Adv (8?) RhymerBall.I won but the list didn't feel "right." I don't think Tie/Adv can do enough ship damage.Additionally, Imps were doing well in Germany, Canada, and GenCon 2016 so I was expecting a heavy Imp representation ... that you net deck (netdecking is fine to but I stand by this statement.) Move Like a Butterfly.... Sting Like a Bee... Corvette A - TRC, Jaina's Light + Mon MothmaCorvette A - TRCCorvette A - TRCMc30 Torpedo - APT, Ordnance Experts, Lando, Admonition8x YT-2400 I got my buddy Treb, a carrier specialist, to be my sparring partner. For Weeks 1-3, leading to Worlds... it was standing up to various builds, including Home One + 4x Flotilla + X/Bs. Then I heard about Tokra's 8 Gonzanti Build so we tested against a Demo + 4 Goz + Rhymerball and I had a slight disadvantage, which prompted... Week 4: The Newest Hope [ REBEL FLEET (398 points)1 • MC30c Torpedo Frigate - Lando Calrissian - Ordnance Experts - Assault Proton Torpedoes - H9 Turbolasers - Admonition (92)2 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits - Jaina's Light (53)3 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)4 • GR-75 Medium
  11. Church14
    Most Wanted without flotillas. At regionals I took it because trading up a CR90 for an ISD or even just an AFmk2 made it a solid objective for me. Flotillas just make it a more extreme difference.Honestly, I would like to see how few RED objectives were chosen. Advanced gunnery is a crazy benefit to second just like Most Wanted. Precision Strike is usually coupled with an impressive bomber wing so nobody picks it. Opening Salvo is the only one not overwhelmingly in favor of 2nd and that never makes it into fleet builds
  12. BiggsIRL
    Very much so. He had a nut I couldnt crack, but he could probably outgun mine. Decided to farm squadrons and flotillas and go for a 7-4. He had the same plan.His flotillas were cheaper and he had the best squadron play I have seen. Well worthy of his former title
  13. Vergilius
    Austin community, I believe several of our players were playing in their first tournament. Some of them had played five games or fewer. As you'll note from Justin and Cory's list, both of whom are known on the forums by reputation as skilled players, they didn't exactly bring bad lists (these were both well-built lists for their purposes), but they tried to break some of the stereotypes: activations, flotillas, commanders, large bases. Apparently the only long-standing player who didn't bring an experiment or something for humor was me. Third, we even had a player drive down from the Dallas community, which is doing quite well, but doesn't have a regular poster on the forums in the same way Ard posts from San Antonio, or I post from Austin. I was actually all set up to play for the first round when he just ... player drop at the end of the first round, and I decided to play bye games in rounds-2 and 3. So that was fun. I gave the players a full 8-3 bye for the game, but it made sure I got some casual games in, and it ensured that nobody else had to sit during those rounds. Most people just want to play 3 games. The prizes were wonderful. With flotillas being so prominent, the alternative art cards are going to be useful to everyone. The rulers are actually measured and sectioned correctly. We had a few humorous jokes about the objective ship tokens, which are rather large and goofy. We also enjoyed a few jokes about the data from this tournament throwing off the larger data. After all, it really wasn't a large group of people trying to out-compete each other in the current iteration
  14. 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
  15. Truthiness
    think my dream of replacing the CR90 in my list with two flotillas is mostly dead. Oddly enough, it's not because of the flotillas in my list. Instead, it's the worry of the slicer teams in other lists that are making me lean heavily toward wing commanders on my carriers. Those extra 12 points really muck up my plans. I might instead just get more upgrades and go Independence, Yavaris, and Transport
  16. Tokra
    Demolisher titel or MC30). With lots of upgrades to increase the damage (really common these days is Avenger + Boarding Troopers). And other small ships to fill up the activations. But these small ships were replaced by big ships in a few lists. MC80 Liberty Battle or ISD were used for this. But to keep these 7 activations and the high ini bid, that you need, you will have to fill up the fleet with flotillas. Small ships are to expensive for it. And this is why you might see some lists with 1 MC80 Battle Cruiser and 6 Transports that are around 380 points. Or one ISD with 4-5 Gozanti and maybe another combat ship. Imperials fleets have more problems to get the 7 activations, because the Gozanti is more expensive than the Transport. This means the rebels have it easier to get the 7 activations. Second tactics ... activate the important ships. This gives you more options and targets to choose. And maybe some opponents have to fly already into your range, so you can attack them. If you have only a fleet of 2 ships, you have to activate these really early and your opponent can react to this move, and try to get out of the way (avoide the front from an ISD). But if you have a few flotilla, and can buy yourself some time, you might be able to react to some movement and get your ships back on a target. The main intention of this is not to have the last and first but to have some options and targets. And not stand there without being able to attack anything
  17. Drasnighta
    that might not be neccessary now. It would be easy to make it universal and side-agnostic with its effect - but then on a squadron, its kind of a suicidal piece, as you're no longer escorting it... On a Ship, it loses some of its utility because its now not able to be exactly where it needs to be when it needs to be - and honestly, as a fleet support, encouraging flotilla play (even flotilla play to get into the midst of things) is a touchy subject
  18. Ardaedhel
    Agree. I was just thinking of how I'd kill it with the two fleet archetypes I'm flying right now, and it wouldn't really present much of an issue for either. - An H9 MC30 is going to double arc you, force you to exhaust ECM with the front arc shot, and then kill you with the side arc. It's annoying to have to waste two shots on one flotilla, but hardly qualifies as near unkillable. - A Sloane Avenger list is going to, depending on the flow of the game, either plink you with squadrons until you're forced to exhaust the scatter and then kill you with Avenger or just position a fighter screen to lock down your squadrons as soon as they come out. I mean, sure, the ship takes some resources to kill, but at this point you're talking about like 90 points invested ... flotilla. If I can kill it before it dumps its load, that's totally worth
  19. Rocmistro
    That being said, it does not necessarily mean that all flotillas (i.e., future ones) are small ships. It's possible we get a future flotilla that is medium sized (or bigger). Edited April 30, 2016 by Rocmistro
  20. Kendraam
    Next was a very nasty list that was my worst nightmare: Avenger ISD II, Quasar, two Goz with Motti again. Squads were Jendon, Maarek, Dengar, Howl, Mauler, Zertik. Then an interesting 3 activation list: Avenger BT ISD, Demo and a Goz with Screed. Squads were again a nightmare to try and chew through; two Decis, Jendon, Maarek, Dengar & Zertik. Much closer but still lost 8-3. Leaders are a 6 activation Pelta, Yavaris, four flotilla list with max bombers. ISD, four flotillas, 8 Tie bombers, Rhymer, couple of Ties and two Jumpmasters
  21. Truthiness
    that makes a lot of sense and is definitely the type of list flotillas I think will enhance the most. To be clear on my end, I doubt the flotillas will be usable ONLY for activations. They could relieve your ISD from carrier duty, or toss around those awesome repair teams. I just don't see the lower variants (meaning the ones with only squadron "1") being brought buck naked with literally the only job to be an activation. For even as low as 20 points, I want more than that
  22. RobertK
    this situation is of very limited use since you area already limiting the number of defense tokens that could be effective either via accuracy or XI7 making redirect pretty ineffective. Of course, it doesn't have quite the synergy with Dodonna that XX-9's have, but this combo costs the same as XX-9/Spinal and really lets you drill a into hull pretty quickly. If your local meta uses a lot of flotillas, H9s are pretty darned useful to have while XI7s won't help against flotillas at all. Your MC80L build is 137 points. For comparison... While Station Assault is super interesting, it pins you to a particular part of the board. I think this fleet wants to maneuver. Since you don't have a Gunnery Team on your MC80L, what would you think about Advanced Gunnery as your red objective? Edited September 8, 2017 by RobertK
  23. Ginkapo
    Exactly, so the only flotilla I want to see with Leia, is an expanded hanger version, with or without slicer tools. Flotillas are even more empty activations with Leia unless they have squads to push, and even then Hammerheads are almost as good once Leia
  24. thespaceinvader
    That doesn't really answer the question - I'm not really up at all on the Armada rules, but the real issue with fixing the Jump is that it doesn't have special abilities to amend - it's Just. Too. Cheap. So it either needs points changes, slot changes, dial changes, or all three (and the latter is probably out of the question, errating dials just seems likely to be too complicated). The Flotillas one sounds closest, to me - it seems like they kind of removed an upgrade slot option from Flotillas
  25. Tokra
    part: Relay. This is (imo) the most overpowered feature for a long time. Being able to activate squadrons from any distance is just insane strong. At first i thought that the relay squadron has to be in range of the activating ship (and this would have been way better). But The way it is right now, it is total op. The sad part is, that the Shuttle is such a great synergy with the Flotilla. You can activate two squadrons, the shuttle has relay 2. Perfect. This is only topped by Jendon, who has the relay and give a bonus. And he is rather cheap. Rebels have the bad luck on this. Only Relay 1 on the VCX and Hera is pure crap (in Armada; sorry for her, but true). So Rebels need two VCX for 30 points to get the same bonus as imperals get with only 15 points ... many points were blasted into the relay. From what i would say is one shuttle (or relay 2) more than enough for most cases. A Carrier (ISD or Quasar) would use Boosted Comms to stay in range of the ships. I would not use 3 Shuttles to activate 6 squadrons via relay. It is just to expensive. This means the whole "abuse" of the relay comes from the great squadron activation ships called Flotilla (yea i know, and from the unlimited range). I really hope that they "fix" the relay with the range. And this is from someone who loves Jendon with his relay. And is abusing it at its best