Search the Archive
Found 1,000+ results
-
complaining about two things that typically oppose each other? He doesn't want point bidding, but he also doesn't want activation padding. If you take away point bidding, won't a considerable amount of people in the 375-380 range just drop another flotilla into their list? Is point bidding an important part of the game? Absolutely. But I've also seen games where the low bidder lost the match and that could have been easily avoided with 20 points of upgrades/squadrons that would have tipped the scales in their favor -
think it's around a flotilla size, if you take a rough estimate of the size of the turrets, and try to use it to measure the ship, I think it definitely comes around the 90m mark -
feel like Imperial ships have this reputation unfairly because of their ship selection in wave one and wave two (the Raider being a sneaky exception). The Empire was the first faction with a support ship (the Interdictor) and now has added the Quasar. It has a slippery long-ranged ship in the Arquitens and a flotilla that needs to thread the needle between fleet support and minor combat support to justify its cost over the GR75. The Raider is still best utilized as a reactive short-ranged ship and it's tough to get the hang of. It's okay to generally prefer Rebels, of course; I just no longer think the "Imperial ships are simple to use, they're just point and click" stereotype bears out. I'm tentatively excited for it. At the very least it's a Rebel ship that wants -
thick of it, but so should Bright Hope. Place here there. Drop Dodonna's Pride. You don't want your admiral going all out offensive and getting killed early. I'm missing stuff like Admonition, Flight Controllers and Fighter Coordination team. The last two for Yavaris - huge force multiplier there. You have trouble activating all your squads in a meaningful manner. Placing Dodonna on the MC30 (with Admonition), then making the CR90B a second flotilla would greatly improve your game -
support most of that. I run 2XMC80A and a flotilla a lot. It's an aggravating build to face just due to the sheer amount of abuse they take. I run 2xMC80B/S with a support ship a lot as well. Sometimes flops, but shines when it goes off and works. I struggle to mix MC80A/C with MC80B/S. it can be done, but I always end the match thinking I needed to commit one way of the other. I keep doing it because of the aesthetic of the Mon Cal fleet. MC75s seem like they can kind of go with either Home Ones or Liberties. MC30s are the MC-bacons. Just drop them on everything and it gets better
-
Given the nature of the current meta (3 activations being on the low end, with most fleets going for 4 and some for 5+), I think it's a relatively safe bet to assume at least 1 small ship on the other side of the table. This seems especially true with flotillas coming out in wave 3. One of the problems with tractor beams in the early days of wave 2 was there was always a chance you'd face an all-large ship fleet and then any tractor beams you had on your medium ships didn't do anything -
started a CC in Juli, the first guy I played against, had only IG88 as Sqd, 2x Gozanti's, 2x VSD2 and 1x ISD2. I had 9 sqds, the 3x B-wing uniques, 3x A-wings, 2x Xwings. 1x Hwk-290, with Yavaris, MC80 Battle cruiser, 1x Hammerhead and 2x GR-75's. Guess who only had a Flotilla left when the game ended? He did, only one Gozanti was left at end game. So even if you have a minimal fighter screen, going below 6 sqds, is IMHO not a good idea -
lucky. And Intel sweep because I could rush out and grab a bunch of tokens real fast with the three CR90s. I'd like to know if there are many good alternatives to the objectives I picked. As for the ships, I picked an MC30 because I think it's cool and I want to practice using it. Admonition, Lando to keep it alive, and OE + APTs for damage. H9's for flotillas because I hear they're really popular and I don't have another way to kill them reliably. CR90s because I hear they're good with Cracken, dodging arcs and dealing solid damage with TRCs. GR-75s with A-Wings because I keep hearing about fighter screens and bombers being really good right now, and I wanted fighters fast enough to keep up with the rest of the fleet. Toryn Farr and Bright Hope on one transport -
thoughts on the MC80L. Take them with a grain of salt. Like Vergilius says, Mon Karren and XI7's don't play well together. I'd dump Mon Karren. A lot of people like Engine Techs on the MC80L, but I'm not sold. My problem with MC80L usually isn't getting somewhere fast; I find it easier to overextend in my MC80L with Engine Techs. Engine Techs is valuable for double-ramming (flotillas!), but otherwise I am underwhelmed. Consider Raymus Antilles in the officer slot and a Nav Team in the support slot instead of Engine Techs. The Nav Team lets you either change speed OR gain an extra yaw for the token. Antilles lets you swim in tokens. That means your navigate command (which Antilles guarantees will also get you a nav token) will let you either: 1) change speed by 2 and get 1 extra -
Carrier, 1 Destroyer, 1 Cruiser, 4 Fighters, 4 Ground Forces, 1 Space DockLeaders: Admiral, Diplomat, Scientist Krogan ClansStarting Techs: Enviro Compensators, Stasis CapsulesRacial Tech: Evolved Reproduction (3 resources) – There is no limit to the number of Ground Force units you may have.Homeworld: Tuchenka (1,1) Kruban (3,0)Trade: 1,1Starting Units: (12.5) 1 Cruiser, 1 Destroyer, 1 Carrier, 3 GF, 3 Fighters, 1 PDS, 1 Space DockLeaders: General, General, Admiral Quarian Flotilla Starting Techs: Antimass Deflectors, XRD Transporters,Racial Tech: Overload (2 resources): Before any Space Battle or Invasion Combat in which you are participating, you may choose one Technology advance held by your opponent. Your opponent loses the benefits of that advance until the end of the combat.Homeworld: Leyya (2,0), Migrant Fleet (1,2)Trade: 1,2Starting Units: (12.5) 2 Carriers, 1 Cruiser, 6 Fighters, 3 GF, 1 Space DockLeaders: Admiral, Admiral, ScientistBatarian HegemonyStarting Techs: Enviro Compensators
-
yeah, forgot about how Jamming Filed works. That's what happens when I never use a card Interesting point about the flotillas. In Kaashifar's list, one could remove both and insert another HH with TFA and ER, or trim some of the upgrades on the Lib and perhaps a squad to add a Pelta with Shields to Max and potentially even Projection Experts. (Which I assume stacks with regenerating shields or repairing hull on the Pelta with the remaining engineering points? That's another card that I've never had the opportunity -
course, the take away from this is: The Resistance Bomber is a large ship in X-Wings 1/270 Scale Which would fit it as an Irregular Squadron in Armada, rather than a Combat Flotilla... Unless they really tinker with the Scalings -
reasons: While every other ship is capable of moving speed 1-3 every turn with a nav command, Pelta starts falling way behind or you need to slow down your MC80/HHs. The idea of regenerating shields is fine, HHs are so flimsy I find it's a wasted effort. On paper it sounds great, in reality I've found managing my activations and first/last placement helps a lot more. I could indeed remove both flotillas, add a HH. I could even put expanded hangars on two HHs and voila! control 3 squads per ship. or give the MC80 the Liberty title and control 4! or .. lol. Honestly, I'm not a good enough player to micromanage down to that level -
very much like all of those cards. Once I understood how Yularen worked, I was fine with the elder wording, but this is equally effective. Next chance I get to run a GAR flotilla I'll break one of these out. I have a base concept for Delta-7 Aethersprite and Eta-2 Actis fighters for Jedi aces to build on if you are interested -
rather have actually good looking, original ships from the prequels than those ugly-as-sin looking First Order abominations. Just give us the imperial Venator finally! Acclamator is also a possibility, we saw it in Empire at War and some comics still beeing in imperial service and for the rebels theres still plenty of choices from the OT and EU. Brahatok Flotillas, the Assault Frigate MK I, and the Mc40 would be a great aquivalent to the quasar so that rebels have a dedicated carrier too... We are not yet THAT desperate for new ships in armada that we have to put those stupid carbon copy ships from the new movies in the game. Edited September -
Raiders and light cruiser arquitens are nice to have too. Flotillas, I'd suggest buying two for each
-
fled leaving Nomad to face a single TIE that had him in arc. With escape so close, Nomad was distracted and before he knew it, his T-65 was breaking up and he had to punch out. Miraculously, he had a safe eject (2 blanks!)A few hours after the battle, a rebel operative managed to jump into the system and pick up the two pilots and make it back to the tiny Rebel flotilla hiding out in a massive nebula within Aturi Cluster. Warlock was unceremoniously dumped into a bacta tank. Nomad found JuiceBox and Guru on the flight deck of thei Rebel's modified GR-75 cargo ship. "You sons of ******* left us behind." He said flatly before throwing a haymaker at JuiceBox. The Y-wing pilot took a heavy blow to his jaw and reeled back. Before Nomad could throw another punch, Guru and a half dozen -
they give us some kind of jammer upgrade or squadron key word. That would be kinda fun. An expensive squadron or a flotilla able to prevent enemy squadrons at distance 1-2 from activating with a squadron command -
find it hard to believe 4 counts as low now. And you make me sad. You basically just said that the flotilla spam is necessary to have "ships combat lists -
their success depends at least somewhat upon their squadron wing and how its flown. The squadron wing is making up the deficit in that case that the extra activations get. The data we've seen coming in puts the average between 4 and 5, so 4 is at least below average, whether that also makes it low is an open question. His list above has 5 activations. Only one of them is a flotilla, so that is hardly spam. I wouldn't start calling it spam until it hits 3. Depends upon the list and what other ships you're running. Of course, that's just my opinion and you can always take it with a grain of salt if you'd like -
Armada is pretty popular in my area, I don't know if it is getting more or less popular. I will say that I love the meta right now. 2 ISDs coming in second at a huge tournament in time where people are complaining about flotilla spam is just a great sign. I would say that ISDs are pretty popular, but that ship is so core to the Empire, I have no problem with that -
flotillas the only way to get scatter? and that sounds like a good way to keep a cannon like an ISD safe. What is a good source to read on the subject of "buying" activations -
range THIS round, but you get a better position for NEXT round. Plus, the threat of having 5-6 Sloane-powered squads thrown at them, means the opponent cannot take advantage of early squadron activation during the round. Again just one example. Another is a multi-MC30 list, using activation padding to force the opponent to move into black range of unactivated MC30s. All of the above is made possible through "activation padding", using flotillas. Edited September 12, 2017 by Green Knight -
Seriously just make relay only work when the relay squadron is at activation range of the ship activating it. It effectively doubles your range of activation. I played a list where the enemy just deployed all their flotillas on the other side of the map and ti was annoying -
hoping there will be anther game for vehicles. I'd rather the game was in one scale, like 1/270, but focused on the vehicles. It could include squadrons of Infantry and Flotillas of speeder bikes, but it's the tanks, walkers and atmospheric craft that are the focus of the game