Search the Archive

Found 1,000+ results

  1. Snipafist
    That is true about the Boarding Troopers, I'll get that in there because it is one other area where you might prefer an ISD-I over a Kuat. I'll let @geek19 talk about the Pelta. I think it's got some legs, but it generally means you need to give up 2 cheaper ships to fit the Pelta in there (a flotilla and Hammerhead or so), which has its upsides and downsides
  2. geek19
    CR90? MC30? Flotilla? None of those
  3. Emirikol
    post with Hobgoblin tribes to ensure that there are Hobgoblins around to use against marauding steppe nomads. During its rebuilding it was the center of a slave revolt, which nearly put an end to its reconstruction, but the slave revolt was put down and the Flayed Rock was constructed as a warning.Black Fortress is also a resupply point for Chaos Dwarf vessels heading South along the River Ruin, and there is also a small flotilla of Chaos Dwarven Ironclads here patrolling the river to keep nomads and Old World expeditions from crossing the river. After the disastrous attempts to relieve the Black Fortress by foot the Chaos Dwarves had built up this river fleet to allow safer supply and lines of communication.Daemon’s StumpThe Daemon’s Stump is a Chaos Dwarf fortress that is principally used as a staging area for the capture of slaves. It has a small
  4. Stasy
    real issue, doesn't the upcoming flotillas potentially make it worse
  5. Truthiness
    Raiders in the list are much more of a threat than anyone seems to want to acknowledge. Taking them out in favor of a couple flotillas would increase the activation count, but significantly decrease the firepower. Plus, none of the fleet support upgrades revealed thus far synergize all that well with the DeMSU. Meanwhile, they'll definitely help three ship lists get more activations. Again, it will cost firepower. However, the fleet support abilities, especially BCC will offset some of that
  6. DonKarnage
    part of the raider specifically... The anti squadron.Also, they will act as cheap blockers/speedbumps to prevent the demolisher from getting up closer to its target on the initial charge in.And finally, since demolisher can't get rid of defense tokens easily...flotillas are going to be hard for a demolisher to kill. Actually, they're maybe the best ship to be able to survive a demolisher triple
  7. Indy_com
    Wave 8 should be a wave of squadrons, so a squadrons 3 pack for both sides containing 3 types of small squadron and 1 type of large squadron each with a fix to the flotilla problem as well (with possible alternatives to GR-75's and Gozanti
  8. GiledPallaeon
    shield piercing damage either. My only serious reservation is that the Gozantis will be following the squadrons fairly closely. That's not necessarily a bad thing, but something you'll need to practice so that they don't wander too close to a large combatant. You also lack a way to keep Mauler moving short of just destroying anyone he initially engages. If you had the points margin, I'd suggest swapping the flotillas for a Quasar with Flight Controllers to help guarantee winning the squadron war, but things have to get trimmed for that to happen
  9. Amanal
    entirely convinced. Wave 1 saw the whole Demolisher, Engine Techs, Assault Concussion Missiles, Intel Officer take hold, wave two changes the ACM for APT. Around here wave 2 was supposed to affect the Demolisher Meta by introducing the Tractor Beams. Yet, except for one opponent, in one game I have never seen a tractor beam used. So here is the question why do you see the Flotillas changing this? They aren't fast enough to chase down Demolisher, they need A-Wings or Interceptors to push around as even a Speed 4 fighter will only get a shot off most of the time as a second shot can be rather situational. The next wave brings with it a few upgrade cards, some of which may upset Demolisher, but there could just as easily be an unspoiled card that gives it a boost. I don't disagree entirely, Wave 3 will
  10. mikemcmann
    Amanal - I am of the opinion the very inexpensive flotillas will make the demolisher even more broken. Not sure what people think they will do to three attack paradigm. Doesn't change that. As soon as they are out, I will have 9-11 deployments and 6-7 activations, with a demolisher and a 100 pt rhymer/bomber/anti squad.Flotillas will only help the high activation demolisher list
  11. Rocmistro
    guys also seem to think Demolisher is the only one who has to take shots on the flotillas. Clon might just adapt playstyle to have raiders clear the chaff and spend the scatter token
  12. Amanal
    going to attack the Flotilla? If they are 1-2 ahead and to the side of the ship you are hoping to attack they'll do their job to some extent or another
  13. emsgoof
    original fighter thought was to have everyone able to run as a Rogue. I guess I could always just drop the flotillas and fighters, make it 8 HH, and Tycho / Shara
  14. Drasnighta
    think its a bit unfair to say "only" help the Demolisher list... I mean, I can put a wall of flotillas up... I'll play points denial all day, since I'll out-bomber still
  15. Vergilius
    agree about QTC and QBT. It almost looks like you don't need to depend upon the Liberty for your main damage, just finishing off what the MC30s cannot quite get at. I'm also fond of getting something onto flotillas (comms net on two of them, push the two squads with the third). The SFO is remarkably good on the Liberty as well, and Lando on your non-Admo MC30 per many of your builds elsewhere. If you can get two more points of bid, it can really make a difference against squadron lists with strategic, where I'll often just go second on objectives that deny strategic much benefit. And for our Classical reference of the day, this is the anapest fleet
  16. Ginkapo
    Pointless. Use 5 VSDs. 20 red dice. Get some nuts. You're not you when you use a flotilla
  17. Rekkon
    whole point of the setup is that the opponent gets no choice. They have to place ships in the deployment zone, they have to start them at speed 0, and you can slice at least one to keep them that way for at least one turn.6. With at least half of the enemy fleet going into the ambush zone, chances are something relatively important will be there. Of course, it does not take many flotillas before you reduce the ambush zone to one important ship, which activates first to not be the trapped one. It is very easy to execute, that is the whole point. Your opponent gets no choice in whether or not it happens. It effectiveness is entirely suspect given the amount of deployment/activation order control the opponent still gets. No, I have not tried it, because the theory is mediocre. I just played with the geometry
  18. Ardaedhel
    Coincidence? Build style? My name attached to it? I don't generally bring big, slow bricks or strategic squadrons or Comms Net or... much of anything else in an MC30 list. I'm not really sure what you're getting at, other than "I don't like all those flotillas." Edited October 3, 2017 by Ardaedhel
  19. Ginkapo
    your big hitters strike at the right time. Except, we are talking about VSDs which are not maneuverable enough to reliably be in the right place at the right time. You are right that Vics have high hull, so can go through things. What we want to try and do is shepherd enemy ships into the front arc which is best done by overlapping threat zones rather than delaying activation. Thats my point. Flotillas without bombers have no way of shepherding your enemy so offer very little here
  20. ovinomanc3r
    there is also a threat (one of them) about riekaan flotillas and squadrons that turned really hot and I spend joking around. It would take more time to find
  21. Gottmituns205
    then beat the snot out of the smaller little ships. I would have won...but sadly I didn't move the ISD up fast enough to clear the carrier's way and the carrier got rammed and couldn't escape the MC30 coming up from the back of the table. Yet I digress....I find that the fixes to the game have breathed fresh life into it. I kinda don't like the flotilla's influencing activation...but I think we're slowly moving in the right direction. .......and yes I will be painting squadrons again. Photos from the game: Edited September 5, 2017 by Gottmituns205
  22. Truthiness
    Wings, 4 X-Wings, Wedge, Dutch, Keyan, Jan, 7 Flotillas, and Rieekan
  23. thecactusman17
    already sinking 44 points into something that does nothing but buy me an activation. It's called a Raider. I will happily swap it for 2 flotilla that might actually be useful
  24. Divad
    problem I see is the potential lack of synergy with the commander and upgrade cards. Remember that using Leia means you can not use regular tokens. And not using Leia on any turn is a huge waste of points given she is only really affecting 2 ships. Suggestions: Something like this: http://armadawarlords.hivelabs.solutions/view_list.php?token=132949&key=5f2ba8f40f9f75bbfabca1d41e56dac0 13 points left for bid, upgrades- Gunnery team, Ion cannons, Flight controllers, Repair crew, another A-wing, upgrading to Combat Flotilla (for the blue anti-squadron, with Torryn re-rolls), etc. Objectives could change, but picked Most wanted for obvious reasons, Capture VIP, for 2nd turn pick-up, which will be hard to kill going speed 3+1, and Solar Corona to fix the likely activation disadvantage, plus the MC80s can swing wide into the Corona and fight coming away from it. Liberty's hate accuracy, so win-win. Edited September 6, 2017 by Divad
  25. Divad
    surprised that the liberty is referred to as the worst ship in the game. I don't hate the Quad Turbolaser Cannons on the Battle Cruiser. With 5 red dice, you have a approx. 50% chance of rolling a red accuracy, before re-rolls. This means you can often pop flotilla at long range, which changes how opponents fly against you. I would suggest including spinals instead of QBT as you will want to go speed 2 and 3, plus spinals would maximize red dice. The alternative, which I prefer particularly on a Dodonna ship is the combo of XX-9 and XI7. Much cheaper and great at drilling. The MC30s can grab XI7 too for more drilling action. Lando or Blissex are great on an MC80 Liberty too. Comms net would be a welcome addition to feed those Nav tokens. Being able to go speed 4 on your main