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Which “flotillas and small ships” are you bringing against it that are getting cleared in a single shot? You do know that Evade cancels two dice at extreme range, right? Most small ships have Evades. Also, you don’t have to deploy facing the Onager, nor sail straight into its teeth. Back up! Turn sideways. Do unexpected things, and try lots of them. One may just work. Also, accept that some ships are good in certain environments, and some are not. The Onager is making things a bit tough on smaller Frigates and Corvette class ships, no doubt, and the Starhawk is doing the same. It may just be a tough time to be a light warship. I expect things will change. This too shall pass
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person (people) who thought the Flotillas should be out super-quickly, because they "Share the same molds" as the Rebellion Game: SW:R Gozanti Wingspan = 17mmSW:A Gozanti Wingspan = 21mm There is a significant size difference overall, not to mention the detail difference as well -
Demolisher (10) Gozanti-class Cruisers (23 + 2) + Comms Net (2) Gozanti-class Cruisers (23 + 2) + Comms Net (2) Gozanti-class Cruisers (23 + 2) + Jamming Field (2) 8 x Tie Fighter Squadron (8) Most Wanted Solar Corona Hyperspace assault I am trying to improve this list as much as possible. I think is quite solid with Avenger as a main threat and Demo as a plan A' or B if something happened to Avenger. 3 flotillas not only as activation spawn but as token suppliers and squadron pushers. A good bid (at least in my meta). My concerns: 1. The screen. I like the number cause gives me a ninth deployment but I wonder if 6 more durable squadrons would be better. I don't worry about bombing unless I would change my commander. Ciena Rudor and 4 Int.; Ciena Rudor Jendon 3 TIEs.; etc. 4 squadrons would -
still don't think there are any other ships coming in Wave 3. I could definitely see them previewing the flotillas in more detail, though. They did say to "stayed tuned" for more Armada news in the near future when they release the new free-for-all scenario -
really hope they announce a few more ships. I want some more huge ships with fire power, as well as the flotillas. I can hope anyways -
want my Flotillas and people to be nice to each other... I mean... World Peace. Yeah. That's what people are supposed to want, right -
case anyone wanted to know, 3rd place list was an ackbar fleet with 2x assault frigates with intel officer + TRC, 3 flotillas, and something like 8 a-wings and 6 z-95s or something, and 4th place list was the Rieekan Gallant Haven aces list -
first fleet definitely inspires more confidence in me. Unless you’re going in an “everything is cheap and disposable, it’s MSU!” sort of direction, I feel like a fleet needs at least one piece of survivable beef in it, especially if that fleet is using squadrons. A Neb-B, CR90, Hammerhead and a couple of flotillas is far too flimsy for my tastes. They’re some of the softest targets in the game. So yeah, I like the first fleet better. But I think B-Wings are so horribly slow that you really need Wedge Antilles (Officer) to keep them moving. Fighter Control Team can help too, but this sort of effect is necessary to have a redundancy of, because if you can‘t get your B-Wings on target, they’re nearly worthless
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Against its voley: Lando, Targeting Scramblers, Admo, Derlin, obstruction, TFA. To avoid the voley: maneuvering (avoid double arcs or front arcs, it is something you did before BTs right? RIGHT?), flotilla blockers. As vengeance: Riekaan as always. To prevent BT uses: slicers, ICBs To screw the whole mechanic: better bid, activation advantage (he shoot first but you moved last the round before!) To reduce the meaning of the combo: little ships that actually don't care about BTs or Avenger at all. To reduce the lost: objective points parties. To try ONE thing ONCE and fail doesn't mean anything. Unless what we are looking for was a no-brainer counter to a combo we blame for being no-brainer -
Really need the Rebel flotilla to be cheaper. Imps can't have the easiest time underbidding AND the cheapest ship at the same time -
comms net flotilla. Use it as a speed bump in front of Avenger to buy you one more turn of lighting up AvengerBT before it gets to you. So far has been far and away one of the best local counters for cheap
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Consider the Blue-on-Blue Engagement... Having Red-Dice lets you threaten an enemy Flotilla at Maximum Range, and make it spend its Evade, or lose its shields - and if it happens to roll that Double... Urgh... I mean, Concentrate Fire, Double Red... You've got the chance to both lock down the Evade and hit them hard enough that they may have to scatter or lose half of their effective health... Against a Star Destroyed? Absolute Rubbish. But nothing is going to help you there. Blue AS vs Black AS... Black AS is more Reliable, but Blue AS does have the Range Advantage - and when against Squadrons, Distance does help -
Yeah this is exactly why 5 more points. even with 10 flotillas all throwing CF that's 20 red dice, if you can get a significant portion of those on the same target and roll decently (or vader) suddenly it starts getting ugly. Imagine if they were cheaper and you could cram in some more -
forth its deadly force of TIEs. If the Empire is the defender it can have a few stands on sentry duty. I generally play on a slightly larger game area so there is more time for Imperial fighter deployment. I don't apply this option to Rebel fighters as they are generally hyperspace capable and can jump-in alongside their capital ships. This of course can be varied for scenarios (e.g. an ambushed Rebel flotilla that has the bulk of its fighters on-board to conserve fuel) or if non-hyperspace capable Alliance fighters like Z-95s appear in future. I suppose a squardron command or token could be used to recover a damaged fighter-stand (to preserve valuable units and denie the enemy victory points)...but I haven't tried this myself. I can understand why the official game omits the concept, as it keeps things simple and might -
WHAT!I cant put an admiral on a flotilla! Devestated -
Amazing. I dont look at the cards just let the list building websites prevent me adding illegal cards.Leia and Rieekan on a flotilla spamming cf commands. Salvations best friend -
think - as much as we want 3 flotillas, we're going to have a hard time fitting that many into a 400 point fleet. Just like how I want multiple Xmas tree ISDs plus a heavy fighter complement - the points just aren't available for all the ships and upgrades I would like to equip -
that what we're talking about? The Jammer Field is effectively an Intel field coupled with a -1die protection? In addition to nerfing interceptors (TIE Interceptors and A-Wings), it sounds like the Intel ability effectively got nerfed by a much cheaper option, even if it is localized around the flotilla -
like Jamming Field more after a bit of thought. It is the counter to Flight Controllers. Keep your squadrons in the Jamming Field. Your opponent uses a Squadron Command to jump in and engage them. The Jamming Field takes away one die per Squadron. You then activate and move the Flotilla away.Your Squadrons Counter-Attack free from the Jamming Field effect. or with the help from some Intel, you activate and attack with your squadrons from outside the Jamming Field -
broadside into his rear. Avenger dead at end of turn 2. Match 3: This was a double ISD build, both with BT, but no squadrons. Avenger got the BT off, and the attack took away all shields on the side and put a few damage cards through. My broadside reply and squadron attacks then killed Avenger and I sailed away from the other ISD for the win. Match 3: Another double ISD build with flotillas, no squadrons. I had engine techs on Defiance, so I stacked Nav commands all game, effectively making Defiance speed 3. I made him chase me, which led to Avenger getting stuck behind his other ISD. I killed the other ISD and flew away and out of Avenger's arc on turn 5. Match win. An MC-80 with Engine Techs can outmaneuver an ISD-you just have to stack those Nav commands. I find
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shooting for 4 or 5 of each flotilla which should run around 26 CAD per blister. Probably buy 2 of each at a time supplies permitting. Edit: the rapidly rising Canadian dollar gives me hope they may even approach 22 each Edited April 29, 2016 by Hastatior -
Just read this and have to say that I'm a little disappointed there isn't a weapons team slot. Flight Controllers would have been my goto choice on flotillas. I can still hope my rebels have one I guess -
Slicer tools + tractor beam (on a bigger ship as flotilla< small ship?) should basically turn off Demos nav commands. It only works at distance 3, but is after you move, so should be effective, and with scatter token you should probably survive the angry nuking demo then unleashes! Sorry if someone has already made this point -
Well, Flotilla = Small Ship. For ALL PURPOSES barring ONE exception, as listed in their Rules re: Overlapping. Edited April 30, 2016 by Drasnighta -
Fair point, and again, I agree in principle. I do doubt we'll see medium-or-larger sized flotillas, however, but the possibility is there