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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 -
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 -
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
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good questions. I would say that FO would focus on very few but very powerful large based ships supported by their swarms of bigger, tougher, special forces ties and maybe flotillas of yet to be revealed ships. They would be squadron masters with maybe 1 large based ship per fleet making sense. Their SDs would be more balanced on firepower on the front and sides meaning that double arcing would be key and it would have a high squadron value and be more points hog than ISD. They maybe can have Admirals that increase the squadron point cap or otherwise buff squads and flotillas. Hell, I don't know. If FFG realizes there needs to be a third faction, they are MUCH better equipped to figure -
Because I still am a SW Rebellion (the video game) fan, I vote for: - Imperial AND Alliance Dreadnought - Imperial Strike Cruiser - Alliance Liberator Cruiser as carrier - Corellian Gunship flotilla as flak ships - Lancer Frigate flotilla as flak ships I know it is only a dream but o well -
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 -
Demolisher with the same build style can kill anything and not need as much to go in Demo's favor. There is no other title, or ship that can do that. Sure people are going on over flotilla's. Yes they will be a speed bump but this will just make the DeMSU player adjust. The flotilla won't be worth sending Demolisher in for the kill so it will be easy to expect something else like a Raider to do the job. Yes the Meta will change soon but as it stands, from Wave 1 to now, Demo has gotten far worse in terms of balance. All one has to ask to find out is if there is any reason not to take a Demolisher title 9 times out of 10 when you have a Gladiator in your list -
especially with Steve's loss to Justin in 2016 Worlds, where a real weakness in that list was shown. I haven't seen much that made really good use of Rogue in the wake, as almost everyone is picking up some good activations from their ships. If I had to take a stab at where to work Rogue in, I'd probably look for one good ship squadron push OR two good flotilla pushes, with Rogue flexibilty at the end. One of the biggest and most beautiful benefits of Rogue is to clean-up stragglers in the squadron phases after both sides have made their main push of squads during the ship phase. I think when you put Hera plus two other cheap squads that can get where they need to be, that you gain a lot, whether those be A-wings in Broba's list above or something else ... Anyway, I'd take lists that could run the old 8xYT2400s as a starting point, and then start substituting squads that can do a similar thing from a flotilla or ship activation, such as A-wings (both the YT2400 and A-wing have a defensive squad approach). I think the central idea is rather than a straight-up blunt force approach that YT2400s provide, you're looking to get an assortment of tools that can handle some different situations in game. In that way, Hera is extremely niche -
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 -
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 -
like the change to Evade, but that kinda diminishes Mon Mothma's ability. Sure, she still allows Evade to cancel 1 die at medium range, which is still helpful, but MM's close range/distance 1 rerolls were super helpful at protecting ships from squadrons, especially flotillas, and now all ships, flotillas, and squadrons can do that with Evade. I wonder if this means that Mon Mothma will get a points reduction? Or if her ability will be updated and enhanced
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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 -
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 -
Current base game rules are tabling all ships immediately ends the game. Flotillas aren't special in this case, so having a single GR-75 Transport floating around away from the fight means the game continues. TOURNAMENT rules change this to having the game continue to the end of the round, and tabling is destroying all non-flotilla ships -
back you on this. I disagree with you on flotillas and activations, as you saw from my statement, but I hate it when people are dismissed as "casuals." As for the ship cap, I agree Ardaedhel. A ship cap wouldn't do anything. I think the most reasonable action at this time, if there is any action to be taken, is the simple soft nerf suggested by the OP. Limiting the usage of the Demolisher title to not include Engine Tech movement does a lot to limit the flexibility and threat range of Demolisher. This, combined with the wild card of flotillas, should be enough of an adjustment for wave 3. If Demolisher is still king after that, then it's time for more drastic action -
things that caught my eye in the new multiplayer scenario, this was the one that stood out the most. What do you guys think? Does this mean there might be more ships, squadrons or flotillas after all? Or will these previews focus mostly on the cards coming with the Flotillas themselves -
closest thing the game currently has to a dedicated attack flotilla that is not a non-flotilla ship is the Decimator. Aside from that, the Hammerhead is apparently fulfilling that duty rather well -
worst of the worst for mould lines though, literally having near 1mm offset front to rear, so instead of cleaning up these travesties, I literally used them as colour lines to hide them as best I could with minimal work. A bad shot of some x-wings So I'm out of fighters, surely by this point I've seen some of folks ship repaints, but I am very gun shy. Thanks to flotillas, I get my start, and have a chance to build some confidence on relative cheap, small ships. These predate my fleet plans, unfortunately, but more on that later. Gozantis! The blueish/silver was fight, and more straight forward, came out alright. With a rush of blood and glory, I decide to try something monstrously ill advised, 'dark line' the gozanti with red, opposed to grey/black. First it came out pink, that would not do. This was round ... tossed sepia in with the red and we got the bloody hue I wanted to play with ivory and black. The hunters moon I shall dub it, likely due with some stripper in the future as well. It never really grew on me, but I like the blue/silver. Flotillas: Quantum Storm Bright Hope: I make no secret my love of metallic paints and the contrasts they provide. These were more experiments, and learning to glaze/gradient to some extent. They came out pretty well. I like em. So, trial and tribulation behind I set foot onto real ships, starting with my favourite to field. The gladiator. No shots of gladiator trial 1, or 2 (which was a stripped redone 1), but mk iii, came out pretty dandy. I still was not adventurous enough for windows, but I may go back and add them now that I feel I can do them -
That would actually be a good idea, though I think you should have at least 2 flotillas, maybe 2 flotillas
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Guys, I had a dream last night. In my dream, Wave 7 was a four-shipper: Dornean gunship as a Rebel combat flotilla, Carrack as an Imperial combat flotilla, MC75, and SWM20. I'll admit, dream-FFG undersized the SSD and validated everyone's complaints about it, but I think real-FFG will do a whole lot better. Yeah, I might have designed a more cohesive wave if I was doing it awake, but 'tain't bad for an unconscious brain -
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
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kind of considering Close Range Intel Scan for my red objective. Gunnery Teams mean I can't take Advanced Gunnery and we have pretty much agreed no one that brings a bid is willing to pick most wanted when I can choose a flotilla. If I don't want every opponent to just toss the red one and pick from the other two, I have to mix it up. With a list skewed to red and blue dice, you should have an advantage against lists that run more black. It probably won't get blowout scores, but you can add to your total here and there, and creates a weird long/medium range optimum engagement. It will probably do well against Gladiator and mc30c fleets, but they may be tempted to pick it over fire lanes. I want to make blockade run work, but I think the tournament rules strongly favor ... blowouts (I saw store championship results where the only 3-0 player was in third because their wins were too close) which means you need to have six or more activations to make it even slightly worthwhile. To close, there are clear leaders for objectives, but it is probably due to all the previous mentioned reasons (strategic, flotillas) and heavily influenced by tournament scoring rules. FFG could mix it up if they feel the need, by adjusting scoring values. If there were no longer 6-5 games outside of exact ties, you could afford to squeak out three wins and end a tournament at 21 points. As it is, 10-10-1 wins the day over 6-6-8, and that influences tactics and objective choice. Edited August 17, 2017 by AEIllingworth Spelling -
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 -
actually really glad to see rebels doing so well. On paper I still see the Imps as having a slight edge, but clearly its nothing significant. As to the flotillas, I think its cool and thematic that the imps have seemingly shied away from heavy flotilla usage in favor of larger ships while the rebels are still bringing their transports. Looks like Star Wars -
Five flotillas? Jinkies. I started playing after the flotilla rule change but I can see they were being abused