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mean that and the article they posted today that says, "As we noted in the announcement of Armada Wave III, the flotilla from the Imperial Assault Carriers Expansion Pack enters the game as a new type of small-base ship that features two miniatures and uses all the standard ship rules with an exception for the way that they function in collisions -
Thanat Churyd sells 6 Trade Goods at Corpfodi, Buys 6 Trade Goods and 2 fuel, and jumps to Granica. Gunkev Storhepw sells 6 Trade Goods at Darbagh, Buys 6 Trade Goods and 2 fuel, and jumps to Granica. Jamidar Heriros and her flotilla of ships sell 22 fuel at Granica. Three of the ships buy 13 Dedlanite and jump to deep space. One (the Scurrg) buys four trade goods, and jumps to Ulmu. Jamidar buys the A-Wing and hires a pilot. They jump to deep space. Caster Senn jumps to deep space with Jamidar. Jaijasp Causspra sells 6 Trade Goods at Granica, buys 6 Trade goods, and jumps to Ulmu. Braynar Tromans sells 6 Trade Goods at Granica, buys 6 Berubian, and jumps to Corpfodi -
your game. The best objectives are the ones where your opponent has little control over them, which is why MW, CO/HSA, and SC is so good. The best you will get is someone taking 2 strong objectives for standard play, and 1 off objective for niche play. For example, I play a lot of JJ Glads. My objectives are MW, HSA, and Nav Hazards. MW is obvious with Demo and Insidious. I pick my flotilla and their most expensive ship. HSA is obvious with Demo and Insidious. Both get the best position possible with the longest reach of black dice in the game. Demo attacks after moving, Insidious has medium range into rear. Nav Hazards is my niche objective because I have JJ and I want to force large ship fleets to pick MW or HSA. It's my anti-large/medium ship objective where I only get a huge -
giving YT2400s a points bump. Really though, those Hawk & Rogue builds aren't using many Generics, the ones I see are pretty much all aces give or take a couple with Hera, and you can still fit in a couple flotillas to push squads and pad activations, so I doubt the changes you're proposing would really make a huge impact. Where are you running into horrendous Generic Rogue deathwings though anyhow? I haven't seen them since pre-Wave -
someone tell me how Cataclysm is 5 points? Seems like more dartboard scoring. Barring the fact that it shouldnt even exist as it creates terrible, uncounterable, agency denying, 1st flipping turn NPE, it should have been at least 25 points as it let's you one shot flotillas and small ships right off the board. Even if it was just playtested ONE time anyone could have seen the ridiculous, obvious, clear as day greater than 5 point impact it had on the game. Which makes me wonder, was it playtested at all? Until they make ignition shots every other turn, or some other errata, the game is broken
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mean that I ran into super effective Liberties, but they were point sinks. I believe both lists had only 2 ships with 1-3 flotillas. Had I managed to kill one off in those fights, it would have been a lot of points to me. I did not manage to kill either one I faced, but that could have changed based on some better play on my behalf (the VSD fleet I ran didn't have any tricks that could manage -
really like the movement of these. Jamming Barrier is already a defense objective though. Most wanted needs a big change I think. Its just too good for anyone to ever pick. Even limiting it to non flotillas it's still so many extra dice at an expensive target -
going to jump into whataboutism with different units how about we jump to that place where souped-up rebel fighters/aces can make fresh ISDs vanish using Yavaris and an entourage of flotillas carrying key officers and upgrades? Or we can not go down that rabbit hole and keep discussing the Imperial's need for a light combat ship that doesn't break the bank. As an Empire player I desire to see something that's simply, a ship. A small ship that doesn't have something wrong with it. Can I trade away the exceptionalism of the Gozanti (scatter) and Raider (above-normal hitting power) for something trusty and steady? Something like a 2-red dice ship that caps at speed 3, doesn't have a lot of clicks, command 1, with slots for an officer, a turbolaser, and maybe another upgrade -
months -The release of wave 5 and CC -Became the leader of a 7+ member group when the old leader moved -Played a CC campaign -Joined the forums -Watched 4 more people lose interest and leave the group -Created the Squadron Command Plates -Hosted my first tournament (and played in it) -Played in my first store championship (and got last place) -Gained new players in local group -Survived the "death" of Armada.... again... (Flotilla hate finally locked behind the floodgates after nerf) -The release of wave 6 -Hosted a store championship (Got to meet Bigs IRL!) -fell in love with wave 6 -Won a store championship I had a ton of cool stuff happen, and a lot of firsts, anyone else feel like Armada has been an Adventure -
going to argue something: Assault (red) is too stale and too locked down. There is only one truly "must-take" objective (Most Wanted) and only one solid backup objective (Advanced Gunnery). This is one of the reasons why flotillas have continued to dominate the meta, they make your red objective a no-brainer and force most players to choose the yellow or blue objective. It also means that many of the very interesting red objectives aren't actually playable in competition. Blockade Run, for example, should clearly be a Navigation objective yet was shoehorned into Assault. I would argue that the following objectives need to be reclassified: Blockade Run: Reclassify to Navigation Superior Positions: Reclassify to Assault Capture the VIP: Reclassify to Navigation Jamming Barrier: Reclassify to Defense -edit- Just so I'm equally clear, this has also lead to fleets being too good at all three objectives. Most Wanted -
Miniatures orders have arrived, (HOORAY!!) and I've begun painting them up. First up are a couple of little Rogue One fighters: TIE Strikers U Wings (finally a reason to shoot at the X Wing Escort squadrons first): Next we have the Imperial landing forces; Sentinel Landing Shuttle & Gozanti's carrying AT-AT's (there are two for the Flotilla stand, I am yet to finish the second one). Finally I've painted up a few more of the Imperial Squadrons II. The Decimator was a particular joy to work -
interesting to watch that objective data. If Most Wanted keeps being such an overwhelming choice it might be worth changing Flotillas so that they can't be the target of an Objective -
enough of these rebels and have sent a fleet to "pacify" the planet. They were able to land some ground troops before the planetary shield gate activates trapping the forces. The Cult has seized the starports on the planet and conscripted them to fight in the defense, including the PCs ship. Over the course of a month the two sides will do battle both in space (the cult has pirate allies plus their own flotilla plus Golan defense platforms) and on land (the shield will go down), such fighting will decimate the populated parts of the planets and hundreds of thousands of innocents will die in the cross fire. Both sides are quite hostile with the Cult conscripting civilians to build defenses and other bad things while the Invaders are detaining at best all they encounter. The PCs have to navigate the battlefield to find a way off system -
Thorinrazer! Just wanted to say that thanks again for the nav team idea. I played my 4 arq tarkin nav team fleet you inspired and it rocked. Tabled a dual vsd, dual goz defender spam list. Most fun I've had flying a ship in a long time! I think you are really onto something with this fleet, as the vsd likes the coms net flotillas too. The squads could still be tweaked, as you would get more out of soontir and advanced than ciena as she does thing unless she is the target -
Wave III was two flotillas which may, or may not (odds are not in my estimation), even be useful and we are hoping for a scum faction...that is a prime example of reaching. Hope is a powerful thing -
much more important is gunnery teams now, given you'll likely have a flotilla with a pretty insane ability to pop, but then also a fully armed and operational ship to shoot as well, or squads... not to mention some way to fish for accuracy -
fish for accuracy will be important for ships that don't get them fairly reliably anyway. Your MC80 or ISD with built-in rerolls can probably forego the H9's--your MC30 will probably want them if you want to use it for flotilla-plinking.I don't expect GT to really increase in importance. I don't see much difference in the incentivization to take them if you expect to have 2 ships in one arc or 15--either way, you want to take two shots into that arc. Edited April 30, 2016 by Ardaedhel -
this is all legit and correct. 2.) there is an issue. The ramming ship does as well get a damage card (unless one of them is a flotilla). Well, not really an issue, but a drawback on ramming. If the rebel player had this much luck (or skill) to move a CR90 in range and double arc (front and side) of the Gladiator, and rolls a crit on both attacks (on close range, with double crit on blue dice or even after the evade reroll) AND had the luck to get 2 structure damage, it was well deserved to kill the Gladiator this way. I have seens Dodonna who was not able to get a structure hit on 12 cards (on 3 hits). There are even legit lists that only lived from doing ramming attacks. 6-7 CR90 with Engine Techs, and just double ram the heck -
would be in the flotilla blocker category. Super-blocker subcategory -
made here... i gree the demolisher is overpowered is certain situations, but thats not the whole issue, the question is, will a nerf to the demolisher balance the game? i think no, for several reasons. and i could be completely wrong, but thats my opinion.... but as a final note, i think wave 3 will balance the demolisher just fine anyways... (at least what has been released so far) with the introduction of flotillas, it allows rebel players to have more ships, to counter the last+first move of the demolisher, and lets them actually utilize their savage bombers, so even if the demolisher gets a 1+2,3, itll be short lived -
This one is only working when the TuaECM is moving into the Suppressor (something you try to avoid, and something you can easy avoid). And now you are bringing more and more upgrades in for a special setup. I use Sloane with the Avenger ISD. To make sure these Flotilla are an easy target. But the question were about counter for the BTA combo. And not against a combo of 5+ cards and all their permutations in wild combinations -
Happy to trade squad markers for contain tokens. Also if I can manage a fancy green box or medal I would trade those for alt-art flotillas -
guess he mean to bring the Supporessor with the BTA ISD. To make sure the Flotilla in range lose the scatter token. But as i said. It starts to become a combination of cards around the BTA. And not something you mentioned earlier, to just add the BT and Avenger to a existing setup to improve a normal -
carrier-flotillas, bombers and a little and maneuverable flagship. That's a counter -
photographs for today, one of which was taken of my Shadow Squadron skirmish with Darth Lupine's Blood Squadron.Skirmish going into the top of round two.And a pair of shots of my flotillas. One prior to dry brushing and one of the completed job.That's all for today