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  1. flatpackhamster
    Five flotillas? Jinkies. I started playing after the flotilla rule change but I can see they were being abused
  2. Stasy
    game for a 4 ship wave. Two more flotillas and then two other small ships. Show me, that would show FFG is doubling down on flotillas being a good thing for activation advantage
  3. AllWingsStandyingBy
    really hope this is true. We'll need to wait and see what the costs of flotillas turn out to be, but I'm afraid of a meta where every list is packing 4-6 flotillas to control activation order. This was the sort of the thing that, along with other issues, ruined the old WotC Star Wars mini game. Since people took turns activating a few models of their force, controlling the activation order was super important and so every squad was packed full of silly 2pt Mouse Droids and 3pt Ugnaughts just to inflate the number of activations a squad brought to the table. This was pretty silly looking on the table: "Lord Vader, you may begin your ground assault to kill the Rebel leaders." "Good, bring me my crackshot commando team of weaponless ugnaughts and mouse droids and prep my shuttle."I trust FFG a hell
  4. Truthiness
    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
  5. Madaghmire
    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
  6. Darthain
    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
  7. KAGE13
    cannot be Tarkin, he is wearing a Security Bureau uniform. That would be cool if the missing numbers are because of the rogue one movie. All the rage quitters will be sorry... Even if it is just these flotillas, i'm super pumped about them. Remember how we all said Wave 2 competed the game? I actually believe wave 3 will complete the game. these Flotillas just stink of Rieekan. **** Rebel Scum
  8. GalacticFist
    more of a novel idea that's really fun when it works than a list I expect to win more than 50% of games with. But yea, the general comp would be an Interdictor, decked out Demolisher, a flotilla (maybe 2) and a 134 points of squadrons. There are a lot of assumptions, and I think I can safely rely on Fleet Ambush being chosen, but I think my opponent having initiative will really sink this idea since they can put the Big Important ship and a flotilla in the Grav Well and then just move their Big Important ship first thing. Although in my meta I see a lot of MSU lists and very little lists involving large ships. Edited November 1, 2016 by GalacticFister
  9. anonymousguy
    That would actually be a good idea, though I think you should have at least 2 flotillas, maybe 2 flotillas
  10. Mikael Hasselstein
    hard to say. The flotillas may allow for squads with one or two big ships (and a swarm of flotillas) to also get activation advantage, thus giving you two ways to do an end-run around Demolisher's triple tap: point bidding for initiative (which you can currently do) as well as activation up-bidding. Edited April 27, 2016 by Mikael Hasselstein
  11. IceQube MkII
    round of dials. I had to rule "Missed Opportunity" and he still won it all! META Analysis: Best Ship in the Game: GR-75 Medium Transport! Recap for newer players: For 18 points, you get an activation and the best tarpit in the game. Large ships may waste a big attack (opportunity cost to fire on your more important ships) and still do no damage. Everybody that follow these forums knows my disdain for flotillas. Kudos to @Tokra... peeps don't analyze your 8 Gozanti build enough... so brutally efficient! I love Brawlers (Gladiator/MC30) but... (Note these are "napkin" calcs)... Glad I (2 Red on approach, 4 Black on Demo.... first turn 2 Red/2 Black, 4 Black) = 1.5+4+3.5+4 = 13 damage... requires bidding for first, surviving the approach, double-arcing, getting into black range... Boarding Avenger (3 Red, 2 Blue, 3 Black).... 3.75 + 3 = 7 damage... no defense ... Blue + 2 Red Ackbar + Black) = 7 damage... with Leading Shots + X17, etc... I think you are consistently getting 10+ damage. Much safer. Long story short... the Defiance builds can 2-shot most things in the game... hence, Brawlers which can hunt them and trade up are showing up less! Boarding Avengers can survive things are easier to set up. Which leads to... You need to be able to kill Large Ships AND Flotillas... what does both the best? H9 MC80, Large Ships, Squadrons! Best Title in the Game: Yavaris! I get that Avenger is the new hotness... but with Rieekan and Relay... If you take 2 rounds of Yavaris squadrons double-taps, you will lose a Large at the end of the game. Yavaris, the bullet magnet, trades up against Larges most of the time. With Relay, it's signifcantly easier to set up squadron double taps. Rieekan usually gives
  12. BrobaFett
    your carriers alive, as its the more effective use anyway. Dodonna I'd shift the biggs ball to. Sure he can't zombie with Rieekan, but that isn't as good of a play as it used to be. Luke, Wedge, Biggs, and max points generic X-Wings can shuffle a lot of damage around, especially if you can get the X-Wings bouncing on the station. I would turn one mc30 into another flotilla with boosted coms and all the rest of the points go to X-Wings. The Rieekan fleet bombs with intel while Dodonnas flotilla and X-Wings provide a deep barrier of escort moving damage to the generics and the Mc30 wolfpack waits for injured targets and hunts them down. P.s. Redundant Shields is really bad. Literally anything else would be better in that slot. Edited August 27, 2017 by BrobaFett
  13. eliteone
    would run it without the known title, it's hull zones are evened out and I like the different threats it projects from the front and sides. It looks way more useful than the Liberty which is a shame because I love the Liberty and want it so desperately to work. Hope some of the cards will make the MC80L a contender. What I would really like next is a second type of flotilla. Maybe Lancers for Imps and something like the Corellian Gunships for Rebels, focused on anti-squadron duties. Two flak, with the ability to equip flechette...3 Hull, crappy shields. Lancers would be costed like the GR-75s and CG costed similar to the Gonzatis. Have a new cards that takes up the specialized flotilla slot - works something like an Adar that allows you to "unactivate" a squadron but one that was activated by your opponent
  14. Ginkapo
    rogue can be very good. Non rogues supported by flotillas can be very good. Rogues supported by flotillas tend to just be points waste.When activated a squadron slider is toggled to the activated side
  15. AllWingsStandyingBy
    that point, though, I feel like your better off just having another MC30 or something. You're talking about a 70pt Pelta and a 20pt flotilla. Almost a quarter of your fleet, just to give a slight HP protection to the other third of your fleet. Alternatively, you can bring a kitted out MC30 and plenty of change for that price point, and that MC30 is going to push damage and draw enemy fire. To put it into perspective, odds are the fire that the MC30 draws is going to total to more enemy damage than the shields that you'd repair with Shields to Maximum. So the net effect is that your fleet effectively soaks more damage with the MC30 than with the STM bonus, and you've got the ability to actually dish out way more damage than the Pelta (or Pelta + Net Flotilla) would ever deal
  16. ShoutingMan
    photo shows the end of round two. My Quasar had finally gotten into the action and chewed off shields on the top MC75 over round 2 and three. But the Rebel had his big ships converged onto my ISD. At the start of round three, the ISD had a brilliant roll (show below) that killed that top MC75. But due to the GR75 position, the ISD could not navigate out at speed 2. The flotilla took a card and the ISD moved forward at speed 1. The remaining two big ships rolled and stripped the shields from the side, top and bottom, and put on seven cards of hull damage. The Quasar used a squad and front arc to kill the GR75 and moved at speed three, almost vertical and ahead of the ISD. Round four the ISD launched a feeble side attack on the remaining MC75. But the Quasar ... dead. That MC75 flew onto the station. Round five, The Gozantis I'd prepped with squadron commands and they put some squadrons onto the second MC75. The Quasar still had reach to several Defenders and it chewed on the MC75 and taking it down. However, its final vector was too vertical, and it couldn't stay on the board. It was lost. And I was tabled, having only squads and flotillas remaining to my opponents remaining MC80. Edited September 16, 2018 by ShoutingMan
  17. thecactusman17
    fighter screen, then proceeded to focus down his Victory Star Destroyer. Due to some daring maneuvers by Moff jerjerrod, Doppelganer's Demolisher couldn't escape the front arc of Avenger at short range and was destroyed with the help of a boarding trooper party. However, this maneuver ended with Avenger out of place to properly engage the Victory-2 and Avenger was lost with all hands. Thankfully, from their distributed command centers throughout the flotilla swarm, the remaining squadrons combined their efforts to severely damage the VSD. Then Morna Kee delivered the killing blow. With their flagship lost, and a severe blow struck to both the enemy combat ships, Doppelganger's fleet couldn't regroup in time to finish off the Flotillas before they escaped engagement range. Edited August 29, 2017 by thecactusman17
  18. Ardaedhel
    really only ever pass one token per turn, immediately after flipping your dial and either tokening or keeping it. The advantage is that you can pass one token every turn, regardless of whether you got it that turn. So if, say, you were holding onto a nav token from a previous turn and then decided you needed it, you could activate the Comms Net ship to pass it regardless of the dial on the flotilla. It also opens up the possibility of "stacking" Garm Bucks, where you activate an MC80, dump all the Garm Bucks, and then load it back up with the tokens from three flotillas (not that I can imagine this being a good fleet build, mind you... Just an option).So I guess broadly soaking it's a difference of higher theoretical throughput (Tantive) vs slower but slightly more reactive output (Comms Net). And I've gotta
  19. Patrack
    alex You're totally right I completely fall in love of your list and tried to adapt it to my play style. Since January I test different builds around Ackbar but I never succeed until you just enlighten the good path by shattering my Madine at Euros These small flotillas are a nice addition even if I lose 1 CR90-B compare to your original concept, I upgraded 2 CR90-B to TRC90 and they're doing a very good job against big ships. I don't know how this list can manage heavy squadrons lists except by using the radical full face approach and killing the big carrier with slicer help. But even with that, Jendon relay is a major pain in the *** I think. Because flotillas will never be reachable. In that sense I follow Tokra opinion, I will certainly loose against relay..... Regarding French final, I already
  20. Muelmuel
    speculate on the upcoming comms net upgrade, will it supersede the Tantive IV title? What does the Tantive have over it? Does the comms net now effectively allow both sides to have the same ability to pass tokens? An interesting setup could be to have comms net flotillas in the rear tossing tokens to the tantive and the tantive itself acting as a relay piece to pass those tokens to the main combat force, allowing command tokens to fly up to twice of distance 5 across the field. Comms Net:After the Reveal Command Dial Step, you may remove 1 command token from this ship to assign a matching token to another friendly ship at distance 1-5.Point cost: 2Fleet support upgrade (currently only available to flotillas) Tantive IV:Before you gain a command token, 1 friendly ship at distance 1-5 may gain that token instead.Point cost: 3CR90 title upgrade
  21. Church14
    Except it’s not. Not even close Flotilla change was not related to squadrons. Commanders not on flotillas was not related to squadrons. Relay and Rhymer got errata. Most card errata was with ships and their titles. Some of those supported squadrons. Some didn’t. Just in case you can’t handle the factual truth
  22. Hastatior
    Problem with this stuff is it will add a tremendous amount of overhead to one of the already most fiddly bits of the game. I mean, no one is stopping you from playing it in your living room, but the squadron affecting upgrades already revealed for the flotillas shows that the FFG approach is one of "all or nothing within a radius" of the card bearing ship. The actual upgrades have potential as ace pilot abilities or flotilla buffs
  23. Bertie Wooster
    turns to do so--obstacles and PIC tokens were in the middle of the board. I deployed my SSD pretty far away from the ISD, so Giraffe decided to split his forces and go after both. I thought the game was going his way midway through, but the SSD's final turn 6 shot deleted Mon Karren with exactly what it needed, and then he was left with his other Liberty and flotilla. He activated his flotilla, getting it out of close range of the ISD. But then the ISD took its close range shot at the shieldless rear of Mon Karren, got an acc and 13 damage after ER and LS (with a CF dial), and finished it with a ram. I really thought his two Liberties and squads would take down the SSD. Instead it was only crippled and he got tabled, 9-2 my favor. Great opponent
  24. Darthain
    Pfft, close the distance with a suicide flotilla, then drop a liberty or 75 on their side and watch em squirm. Unlike HA, doesn't say small/medium. Bonus points if the flotilla survives and prevents them moving. Edited August 25, 2017 by Darthain
  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