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other. Nothing else, but if I were going to tack on an upgrade, it would be EHB. I often find myself throwing a pair of pinning A-wings with my Slicer flotillas, because the way the pacing goes in my games, both often want to go first -
Quasar-II, Starhawk MkII, Assault SSD, and (as I mentioned above) Munificent have red flak dice, so its gradually becoming more common. And I guess there's Heavy Fire Zone. As for ships with no blue flak: Onager Testbed, Arquitens Light Cruiser, Raider-I, Cymoon ISD, Torpedo Hammerhead, Ordnance MC75, both LMC80s, and the cheaper Flotillas, plus the new Acclamator-I. So thats 5 ships per faction that the evade would be completely useless against. But its definitely mainly there as fuel for his effect
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right and I did manage to kill his carrier flotillas before his B's were useful so didn't get my points worth out of the change. Also I dropped Dangerous Territory when I ran it last for Solar Corona but apparently not in Warlords -
this case, the crit was causing the damage, not the flotilla itself.He covered that in the OP.@Tom, yeah, I believe that the crit only applies when you yourself overlap the obstacle or ship -
Sorry dude, regardless of how much you trust the TO, you're both wrong. A flotilla causes no overlap to a ship or vice versa. Check the preview announcement from way back.https://www.fantasyflightgames.com/en/news/2016/3/16/bigger-battles-better-tactics -
Triple Goz list with a whack of Aces. The Nose Punch was abridged, ebcasue all targets were covered by fighters, which means the first fighter in was the Jumpmaster. But Rhymer and Tempest thing put a Face up and Face Down on a Gozanti... I just couldn't finish it off. Game ended with me trading my Tagge Interdictor and Squall for his Christmas Tree of an ISD... I also splattered two of his Flotillas, for the cost of my whole fighter wing. So it ended up being close (~20 odd points), but still a win, given, again, the worst of circumstances I ran with. But the list will need more tweakings... (Station assault ended up a draw since his ISD was able to put 6 damage on with one turn - had I had a better position, that would have been much less.) But learning -
Which is why debris fields are particularly devastating for flotillas, who always take a hull damage from -
What if the Flotilla blocked the VSD, so the VSD ends its movement on an obstacle -
Flotillas - are you talking about the ships from the Last Jedi Trailer? The resistance Bombers? these guys: http://starwars.wikia.com/wiki/Resistance_Bomber Edited August 17, 2017 by GrandAdmiralCrunch -
Mithel is king of autodamage, especially with Intel around. Howlrunner makes little 8pts hit like freight trains, while also providing a ridiculous buff to anything with Counter (which thanks to Dengar, everything has now).Rebels are a lot less Intuitive and also a lot less potent at their price range. In fact, they're unplayable given their high cost and so-so abilities. Luke's ability is great, but at least for now (pre-flotillas) there is no way to reroll his Bomber die so he's as likely to blank out as he is to bypass shields with a crit. Wedge is even worse, as his ability is nice but you'll want to be activating him with squad commands, which means unless you bring Dutch too, he's not likely to get that bonus very often. And so forth.So how do you use the Rebel Aces? Well, there -
Just wondering having seen the new lego sets... http://www.brickfanatics.co.uk/lego-star-wars-the-last-jedi-75188-resistance-bomber-official-images/ Were these the ships in the teaser trailer which we wondered might make flotilla or new small capital ships? Assuming they are, the lego might suggest more squadrons than that. Do the resistqnce not have any capital ships in this film either? I guess leia and ackabar are on the bridge of something? But evem that could be a beaten old home
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Regardless of how it's introduced, there needs to be a bit more variety. I will enjoy working the flotillas into fleets when they hit da streets (I'm the real Slim Shady haha). If there is a third faction, my vote is for the mercenary concept. It would provide an opportunity to incorporate the capital ships from the Clone Wars into the Galactc Civil War from both the Republic and Separatists w/o too much of a stretch of the imagination (beyond what it's already stretched to haha). In a galaxy where shipyards ring an entire planet, there is room for a "contractor" to amass a fleet of old warships and droid fighters . . . as long as they have the proper permits from the local governor of course. To make it interesting, in order to incorporate any "contractors" into your fleet (ships or squadrons) you must have a merc officer -
will give it a go. Changes here:Classic fireball, engine techs, token upgrade on the gozanti. It basically becomes an activation piece. +++ (400pts) +++++ Imperial Navy (Standard) +++ Gladiator Star Destroyer +Gladiator I-Class Star Destroyer [Assault Concussion Missiles, Engine Techs, Ordnance Experts, •Demolisher]+ Imperial Star Destroyer +Imperial II-Class Star Destroyer [Electronic Countermeasures, Gunnery Team, Leading Shots, •Admiral Ozzel]+ Squadrons +Firespray-31Firespray-31Firespray-31Firespray-31TIE Advanced SquadronTIE Advanced Squadron•Dengar•Major Rhymer+ Gozanti-Class Flotilla +Gozanti-Class Cruisers [Jamming Field
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With flotillas it's now much more difficult to ensure you have both activation advantage and low bid. To get both you need 6+ activations. Five doesn't cut it anymore -
deliver effects to ships. It's been my experience though that while squads are doing okay right now the Onager, and StarHook, as well as many large ship builds are seeing significant showings. Clone wars changes are going to shake everything up, I'm sure. (And in all fairness, let's also keep in mind the last FAQ before the one issued in March this year was the Wave 7 errata that changed how Flotillas worked, as well as Relay and changed both Yavaris and Gallant haven. They have been touching problem stuff, it's just the changes in Armada come pretty slow, so if Rieekan and Sloane are still showing strong after the clone wars updates I'm sure we'll see adjustments -
Sato Salvation with the black dice, spinal (it's a difference of 4 points from DTT), CF, token reroll—definitely a low cost high threat combo. But I'd also consider taking black/blue with Toryn on another ship for a free reroll. Perhaps. Also throw in a home one accuracy for those flotillas -
like that ship visually. I think Flotillas have some possibilities as anti squad vehicles. That way it's not just two new ways to put fleet support on the table. Although that would mean more fleet support options being available. I agree that the Glad II and Escort Neb kind of fill those roles. But it's a bit too expensive for what -
ability only removes 1 attack die if the defender is at Speed 3+, but the Onager's Special Arc can roll between 3 and 7 attack dice (more with Romodi). At long or extreme range, Evades are far more useful than Cracken. At medium or close range, the Onager's attack pool will be large enough that reducing it by 1 die is unlikely to be the difference that saves a small ship or flotilla from being one-shotted. If there is a Rebel Commander that is best at countering the Onager, it's probably Kyrsta Agate, because she can give an extra defense token to the ship that is dangled out in front of the Onager to draw its fire, letting the flankers whip around and attack it from the sides or rear. Mon Mothma is probably the second best Rebel Commander against an Onager. Cracken is near -
will find some intriguing designs. I'm sure ILM owns the submissions now. I know both Disney and Lucusfilm are known for be tight with material, but a polite request for one or tow designs from the art challenge might net some new vessels. Something that gives scum the edge in new ships is that the imperial and rebel fleets are limited in the range of ships they use. They send up squadrons and flotillas vs small bands and raiding parties composed of whatever flies. It's a big galaxy but the major players have budgets and contracts. A pirate, rogue, mercenary, or adventurer can make anything work Edited August 13, 2017 by IronOx -
Island Games SC with a 8-3, 6-5, 9-2 using Madine: ++ Standard (Rebel Fleet) [394pts] ++ + GR-75 Transport Flotilla + GR-75 Medium Transports [27pts]: •Bright Hope, •Toryn Farr GR-75 Medium Transports [18pts] + MC30c Frigate + MC30c Torpedo Frigate [88pts]: Assault Proton Torpedoes, H9 Turbolasers, Ordnance Experts, •Admonition + MC80 Cruiser (Liberty type) + MC80 Battle Cruiser [172pts]: Engine Techs, Gunnery Team, Leading Shots, Spinal Armament, •Endeavor, •General Madine, •Raymus Antilles + Squadrons + A-Wing [17pts]: •Shara Bey E-Wing [30pts]: 2x E-Wing Squadron VCX-100 [15pts]: VCX-100 Freighter X-Wing [27pts]: X-Wing Squadron, •Rogue Squadron + Objectives + Assault Objective: Most Wanted Defense Objective: Planetary Ion Cannon Navigation Objective: Salvage Run ++ Total: [394pts] ++ Created with BattleScribe Jonathan Kwak got 2nd place with Motti on Warlord Vic2 with Disposable Capacitors, H9, Tua ECM (I think), Demolisher (ACM, OE, Nav team), Raider with OE and flechettes, Morna Kee with 4 Decimators -
additional layers to how a station functions or the book keeping needed to keep them functioning. I do certainly agree: a campaign pack would be a good way to add such a model as I don't think it would be much of an expense as a production piece. X-wing's terrain limitation might very well be its orientation towards the 'deathmatch' as a standard where as Armada's Objectives expansion and flotilla addendum allow a material segue into modification of the core components. Beyond an 'Epic' expansion, I can't imagine any other method that would allow that without complete integration into the main game, much like the CCCP's squadron components -
choose option 2, unless I had Dodonna. With Dodonna, I could fish for structural damage, thereby requiring only one collision from any ship to kill the flotilla -
likely to be able to fly out of trouble. The relative difference between Red / Blue dice on the Battle / Star Cruisers is useful and, as I'm after predictability rather than range, I've ditched Spinal Armament to free up some more points. I've also abandoned the idea of a dual fighter / bomber screen and gone for a smaller sharper alternative. This has freed up points for another activation with a flotilla and Leia to give me some responsiveness. Here's the revised list: Faction: Rebel Alliance Points: 400/400 Commander: General Dodonna Assault Objective: Most Wanted Defense Objective: Planetary Ion Cannon Navigation Objective: Solar Corona [ flagship ] MC80 Star Cruiser (96 points) - General Dodonna (20 pts) - Gunnery Team (7 pts) - Nav Team (4 pts) - Skilled First Officer (1 pt) - SW-7 Ion Batteries (5 pts) - XX-9 Turbolasers (5 pts) - Mon Karren (8 pts) = 151 pts MC30c Torepedo Frigate -
dice Ignition attacks in the face, but got through the gauntlet without any hull damage at all. I don't recommend that method though, my opponent had blanks on half of his red dice! Double Onager is probably a much better fleet but one is even better, allowing it's fleet to be more balanced and able to take on anything (in theory). Generally, a CR90 will live through one Ignition attack. Flotillas won't, unless they get an accuracy - which is why I prefer Sensor Team and don't use Varnillion on my Testbed (Ordnance Experts get the other slot). Once even one CR90 gets behind the Testbed, it will beat it. Send 2, one gets shot up badly and probably dies, the other one kills the Testbed. An MC30 laughs at it and kills it. Demolisher probably does the same, but might need to last-first -
Some sort of anti-squadron flotilla gunship for both factions. Red & Blue double flak but weak against capital ships