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Gladiator can manage same squadrons as a flotilla with better upgrades
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Also, GR-75s cannot use Ackbar for the same reason DiabloAzul said. The flotilla cannot form an attack pool so the attack is cancelled -
stripping possibility. Had I remained in position (and lets assume you could not have moved past my front arc), you would have had 5 squads with your ISD if you had activated her first. Those 5, I cant remember if they all would have been able to disengage from the squad fight AND reach my ISD. And then you would have needed accuracies to stop both redirects and the brace. Had you activated your flotillas first you would have had 2 squads before I could activate two (and another two after your two) of my own and maybe sacrifice them to block more of your squads (you had Chiraneau, yep, speed 2 might not have been enough, cant remember anymore). So if my ISD would have survived this one round, next would have been 9 dice with leading shots. I think you had two damage cards, so 9 hits -
explain how you've had success with it instead, or if you don't feel like typing it all out, don't engage. b) the 96 point version with the red cannon is significantly more cost effective than the 110 point version. I feel the 110 point version is more or less balanced. The big issue I have with the testbed is that at 96 points, you can effectively run three with two flotillas and strat advisor. While they don't have deployment advantage, it is extremely difficult to arc dodge 3 ignitions at once with small ships(unless you're running a 7 activation first activation fleet, but that's huge skew too), and generally large ships will be forced to take multiple shots. c) corvettes cannot take that much fire from onagers. Getting hit once will either kill it, or insure that it will be killed next turn
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down a hammerhead, transferring Raddus to that, and then Raddus dropping an MC80 pickle between two high value targets, or an MC80 wedge in range of something like a quasar suddenly shutting down their entire fleet game. Chain dropping that MC80 wedge in front of an MC80 pickle in order to block his movement while putting your best arcs in his weakest. Chain drop that hammerhead behind the larger ships to threaten those pesky flotillas. Drop an anti-fighter ship next to a swarm. Combine with rapid launch bays to pack some extra punch with that small ship. Just the threat of such scenarios is going to change the play of your opponent. How likely are they to bring that big ole ISD in for a heavy slugging fight if they know you could end up dropping enough firepower to take it out with a surprise move? It's kind -
like how every time I encounter a Demolisher with my Slicer Tools flotilla, I help him become the squadron pusher he always wanted -
still don't understand how a flotilla can be both A.) navigating in a direction that it can even be hit by that narrow onager extreme arc without either exposing the sides of the Onager without being sacrificial already B.) and be the lynchpin of a rebel fleet. Have Mc30's stopped being a thing? Yeet that torpedo monster in that 2 shield side zone and laugh in rebel First/Last double arcs? Has Lando disappeared? If that GR75 is so important why is Lando not on it? He can have all the doubles and accuracies he wants Lando's still gonna laugh. I don't get it. The onager is more of a pest than a threat. I don't even main rebels and it's not that tough. I can think of a particular Craken list I faced before the onager even dropped that would straight -
maximum distance forward. Then place a large ship of your choice at the longest possible range forward from either ship with a molecule of plastic at distance 1. That's where you deployed, in any facing and speed you could want, on turn 2. Oh, and you're still first player, so you can jump one of those CR90s (or maybe an MC30, or a Hammerhead, or even a slicer tools flotilla) out of the way of enemy guns or into a position to completely disrupt your opponent's turn. Edited August 28, 2017 by thecactusman17 -
attacked in the side. Position it/deploy it differently, put a flotilla there, don't rush forward with the thing. B) bring some actual fighters slash a real fighter screen so you don't get so many bombers in the side. Also see point -
other two boxes separate the assembled bases of all my squads by faction. All of the squadrons models are stored in two separate tiny plano cases. I typically lay the range rulers, maneuver tools, RRG, LTP, and CC RRG over everything once it's packed. The very bottom is basically all my upgrades in baggies and all my tokens in boxes/baggies seperating all my ship models on one side and 6 always assembled flotillas on the other. As it currently stands.... Getting 2 Mc75s and at the very least one Chimera ISD, I simply will not have room.... Anyone have a better system to carry all their gear? (I'm kinda the leader in my group, I lend out ships for newer players, so I like to have everything with -
Intel officer on as many as you can and they become flotilla killers as well -
found that 2 ISD's with some smaller supporting ships (read, flotillas) is much more effective than triple ISD's. Managing three large bases is very difficult, and you often end up either way out of position and unable to bring all your firepower to bear on the same target, or the enemy just sets up on one side, chews down one of the ISD's while the others are stuck on the other side of it, and then scram out of there. And don't even get me started on what would happen if you came up against a serious bomber force... try playing around with 2 isds and 2 comms net gozantis. You can kit out the isds much better, it will up your activation count, and you can fit in a squad screen even if it's just 6 tie fighters -
agreement with you on all of this. I am actually thinking it might be a "learning curve" thing with the imperial ships. The ISD and Demolisher put out the pain no matter what. The VSD and the Raider require more technique. I would argue that both are excellent in certain situations but can royally suck in others. I also think patience is needed. The VSD will see a resurgence with Flotillas and bomber command. Two activations to spit out 4-7 rerollable black bomber dice will be no joke. All at a price of about 100 points -
VSD1 is 73 points, which is one upgrade away from Demolisher. But the VSD is slow as hell, and everyone knows that and exploits it. The Imperials, at four ships (vs the Rebel five, who in the same points neighborhood have the Neb B escort with its titles, the MC30, and the AF2), simply don't have other options. This is not to deny the power of Demolisher, but also to say that as flotillas (uniquely equipped to block Demolisher) and more ships arrive in the next two waves or so, this problem may solve itself. Patience is probably the correct response here. In a technical sense, if all the Imperial ships were equally liked and played, you'd expect to see it in 25% of lists, so it's not totally crazy with the showing here. Edited April 26, 2016 by Reinholt -
Armada is absolutely fantastic. What really gets me every time with it is how good the balance is (aside from the time flotilla spam was the king). Sure the releases are hella slow, but with how viable everything is I never really feel like it gets stale -
Great for blowing up flotillas though -
remember when flotillas were first revealed there was a lot of attempted witchery regarding the badly cropped and positioned home page cover photo also. We were somewhat vindicated for that one by the reveal of Wave 4 shortly thereafter. So, might be we'll get more reveals. Something is coming after all. Something -
meta in my area is pretty weird these days... Everyone is playing these 200 point fleets on 3x3 boards. You get just 1 upgrade per ship and no unique upgrades so there isn't a Demolisher or Yavaris in sight. You have to take at least 1 non-flotilla ship. Other than that, you include as many squadrons as you like, but you can only have 2 unique squadrons maximum which means lots of generic TIE Fighters/Interceptors, X-Wings and Lancers. Like I said, pretty weird 😅 Edited November 5, 2019 by Yipe -
Bees go innside the bcc flotilla...innside the profundity. Just because -
Yavaris and B wings then Raddus Profundity and Profundity a Flotilla with BCC on someone's face -
reminder, Profundity's stocked ship must have a command value of 1. So sorry, no MC30's.....you get flotillas, CR90's, and Hammerheads as options. Edited August 25, 2017 by Maturin -
this game, depends of the fleet and your strategy. I think is very powerful with or without some objective. And profundity title can save some points or you can continue with your strategy. I imagine now, Adar Tallon change to flotilla or a cr90 to continue helping bombers, you save 10 points and can do a lot/bit more -
Gozanti's are done (sadly too small for hourglasses on the bottom). Close up of a single ship:http://flic.kr/p/Ludt4C Whole Flotilla:http://flic.kr/p/KGViYD Interdictor is still being painted (I am out of some of the colors I wish to use, so I am stuck at "Phase 2").http://flic.kr/p/Ldkvqb Gold side areas on the Interdictor, to give some accents besides red and black:http://flic.kr/p/LdkvZs It will be getting green gravity manipulator ports (ring in the bubbles), some hints of blue for canopy glass, two stripes (that will form an arrow) down each side from airbrush. Lastly it's 'Hourglass' on the belly! Edited August 29, 2016 by drdoom28704 -
Just to save points drop to a Star cruiser and trade SW7 for leading shots. If you roll too many blue accuracies discard one to reroll the others and any blank reds. If you really need an accuracy against a flotilla then discard a blue hit and reroll all the other blues. APTs and ordnance experts are a must for MC30s especially with Dodonna in command. Admonition I think is better than Derlin and you can drop an X wing or downgrade one to a Z95 if you need more points -
Quasar, ABT, 2 or 3 flotillas and squadron mass swarm