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  1. Ghostofman
    craft's function and ability. So yeah... comparing the ARC-170 to the TIE/LN works, as it's a shift from big complex, expensive, multi-crew, multi-mission craft, to a small, cheap, quick, single seater, narrow mission profile craft that can still be described as "better" than many of it's contemporaries. The ARC-170 vs. TIE/ln represents the star wars fighter equivalent of the real world argument over a cruiser vs. a flotilla of corvettes. But explaining some of these other things is a lot harder
  2. ovinomanc3r
    ships so when you ended your movement next to my sgips they are getting away. Wait! Aren't they? 3. They have scatter. Wait! Do you trigger BTs? 4. Without gunnery teams you will get 18-23 points. That's all. 5. Now you hope your screen was enough cause I am go into bomb you to death. However it was just a quick theoretical exercise. Tokra always remind me his flotillas everywhere fleet
  3. Concise Locket
    Engineering company, on behalf of the insectoid Xi Charrians, were the primary manufacturer of the Vulture Droid, the Hailfire-class droid tank, the Sheathipede transport shuttle and C-9979 landing craft. Not every noteworthy world supported the Separatists. Planets like Balamak remained staunch Republic loyalists. Balamak was a key food production world for the GAR’s Mid Rim armies as well as a Republic HoloNet node. During the height of the war, a Separatist flotilla formed a blockade of Balamak and attempted to jam its node. Their efforts were smashed by a Republic fleet led by the Jedi and the Confederacy retreated from the system. Following the Battle of Coruscant, which saw the death of Count Dooku, the Separatist’s fortunes quickly evaporated. Over the course of a few months, Separatist worlds surrendered as Republic clone armies scored win after win between the Colonies and Wild Space. With the surrender
  4. thecactusman17
    think his problem, and I agree with him, is that the game dis-incentivizes medium and large ships for competitive play. All the best titles and upgrades are designed for small, agile ships with particular emphasis on upgrade combos to make them punch way harder per point than most large and medium ships. Similarly, a cheap flotilla with the right upgrades and a large core of squadrons can hit significantly harder than a ship of equivalent cost
  5. Drasnighta
    going to be using your boosted comms to stay back... Fragility is moot if you're out of Range at all... And with Evade + Scatter, when you're only dealing with Red Dice, I WANT an enemy to try to fire enough dice to kill me in a salvo or two... because I won't be letting them plink and plink and plink as much as possible...Every massive barrage shot at a Flotilla is one less shot at my MC80
  6. Snipafist
    normally I'd agree with you but once your flotilla is pushing 40 points I have to ask if it might not have been better to put Chiraneau on a ship with a higher squadrons value that is more durable. Why not just use a Jumpmaster and have Vector push that around at speed 5 rather than tie your Mauler Mithel plan to a single fragile ship
  7. Snipafist
    mean it seems pretty appealing but once an Accuracy enters that dice pool things are going to get pretty bad pretty quick, especially if you're at medium to close range where the Evade is less useful. All you need is a total of 4 damage successfully hitting you in one non-Scattered attack and things end poorly for your flotilla
  8. KrisWall
    move, but it's literally the only strategy you have. Having said that... Cracken is rarely seen these days, so it's very likely you'd go to a tournament and play versus ZERO Cracken lists. Same with Montferrat. If you play versus a Montferrat player, target everyone else and then run. Either that, or try to force a ram and then start firing. Trying to force a ram with umpteen flotillas versus one speed 3 ship should be pretty easy. In other words, it's theoretically a no go with a hard counter list. In practice, you'll rarely if ever play against that hard counter list in today's meta
  9. Tokra
    know why these player are doing it? The tactic behind it? These fleet, with 6-7 ships, will kill one of your gladiator each turn. And there is nothing you can do against it. These 2-6 flotillas are not a waste of points. They are important for the concept of the fleet. And trust me, this concept is deadly. Nothing against the list. But i just don't find a list with 4 small ships strong enough anymore. This list will get outplayed by: Ackbars MC80, Liberty Swarm, Heavy Squadron and maybe the BTA ISD. So basically by 60%-80% (my guess) of all the tournament lists
  10. Viperous
    from their respective carriers/friendly ships) with a reserved repair token, actiavate Mauler and an escort. If I get attacked at long range I won't take much damage due to Scatter (which will obviously be acced out by the attacker if possible) and evade. Then I can repair myself next go using repair crews (assuming it can be used on the user). And as Dras said, every massive barrage shot at a Flotilla is one less shot at my MC80 ISD... These are just my own thoughts and theories (and I may be going in totally the wrong direction). But the way I see it, you only really learn by trial and error Edited April 30, 2016 by Viperous
  11. CaribbeanNinja
    This is my thinking: You pay a lot for these ships, but I'd say risk wise The Liberty is the riskiest. Against certain fleets that thing goes down like a flaming sack of sweet potatoes. It can also blow things away though. The ISD is really a great overall ship and can do anything. The MC80 is more niche but has gained favor in the Flotilla age. (Basically Ninja'd by Norsehound
  12. LTD
    Thanat Churyd sells 6 Trade Goods at Granica, Buys 6 Trade Goods, and jumps to Corpfodi. Gunkev Storhepw sells 6 Trade Goods at Granica, Buys 6 Trade Goods, and jumps to Darbagh. Jamidar Heriros and her flotilla of ships sell 17 Berubian at Ulmu, buy 42 fuel, and jump to Granica. Caster Senn jumps to Granica. Jaijasp Causspra sells 6 Berubian at Ulmu, buys 2 fuel and 6 Trade Goods, and jumps to Granica. Braynar Tromans sells 6 Berubian at Ulmu, buys 2 fuel and 6 Trade Goods, and jumps to Granica
  13. Cusm
    disagree some when it comes to FFG. They have a history of releasing stuff that is so broken it makes the game unfun. I played X-Wing and between the Triple Toilet Seats, Sabine K-Wing, Palpatine Aces all of which led them to revamp and release 2.0. I play Armada and lived through the Flotilla and Squad spam that was not fun. When the only way to win is to play a broken list it is not about facing a tough list, it is just not fun. There is a balance that FFG has not been the best of achieving for releases. I do not like seeing erratas, to me it always seems like they did not play test enough and/or power creep due to being shortsighted. I do not have issue with point adjustments and I really like their approach with X-Wing 2.0, the adjustable points
  14. reegsk
    dice, or hitting six smaller ones. If you manage to focus fire a single fast-moving target with all three ships, you're talking a guaranteed fifteen damage from blue dice alone, even if the Reds try to screw you (not very possible with Vader). So you're looking at an average damage output of, what, 24 at long range against a single target? On turn two/three? If you run into mass flotillas, even if they match your speed, with a CF command you'll need a single Accuracy and two damage dice from Red. The only thing I'm debating is dropping Vader for Jerry or Motti and swapping SW-7s for Leading Shots to keep up the re-rolls. It reduces the damage output by one per shot, but either lets you soak up a lot more incoming fire or make it a lot harder to maneuver around
  15. CDAT
    want the Skipray Blast boat, either as a heavy fighter, or flotilla
  16. Megatronrex
    enable me to swap the 4 TIE Fighters for 3 Interceptors. That's because of speed 5 and counter. 1 less overall AS attack dice but 9 AS counter dice. They can deal a lot of damage even when they're getting taken out. You can also then alpha strike with all 4 of your squads from 1 Vic with a token and push 2 at a time while they last with the flotillas after ship to ship combat begins
  17. deDios
    like the Madine Liberty, and have been play testing this fleet. It is fun, but seems like it is one or two upgrades, or a flotilla off of regional quality. We are hoping to invade Canada this week, and I wonder if there is something easy I’m over looking. Ghosts On The Void Rebels Commander: General Madine Objectives: Most Wanted, Solar Corona, Capture the VIP [flagship] MC80 Liberty Star Cruiser (96) - General Madine (30) - Mon Karren (8) - Leading Shots (4) - Strategic Adviser (4) - Engine Techs (8) - Spinal Armament (9) - Gunnery Team (7) = 166 total points MC75 Armored Cruiser (104) - Aspiration (3) - Electronic Counter Measures (7) - Heavy Ion Emplacements (9) - Bail Organa (7) - External Racks (3) - Caitken and Shollan (6) = 139 total points GR-75 Medium Transports (18) - Comms Net (2) = 20 total points Squadrons (64/134): 1x Moldy Crow - Jan Ors (19) 1x Biggs Darklighter X-Wing Squadron
  18. RogueCorona
    True though a roving fighter squad would be hard unless they have the really rare hardware, due to most common Imperial starfighter models lacking hyperdrive unless you drag a carrier or cruiser along or use captured rebel, and captured or purchased Independent or pirate models. Also not sure if we mean the same thing by task force, flotilla would probably be a better term for what I'm thinking. Typiclly 3 to 5 capital ships with fighter compliments and ground troops, though in one Rebel campagin I saw one with over a dozen corvettes and frigate and a few small cruisers and carriers all loaded with fighters plus its own intel, supply transports, and troop ships. We were basically cut loose and told supply your own needs from now, and do whatever you can within the Alliance's rules of war to damage the Empire and convince the Imperials
  19. Ginkapo
    moving parts I have to disagree. There WERE moving parts. Two comms net flotilla giving two squadron tokens turn 1 removes the difficulty in lining up a squadron. Acknowledging that sometimes it is preferable to commit to winning the squadron fight rather than use Satos effect, lessens the reliance on the moving parts. I went three rounds without using Sato, however his presence was still forcing my opponents to make difficult decisions. I was very satisfied with the lists performance, though I have to say Toryn was the MVP punching well above her weight game after game. The mc30s whilst threatening were more of a deterrant than a threat delivered, which I found unexpected. Honestly, I think this list could be evolved in so many different ways. Whilst when all the parts come together it creates a formidible Sato force, each individual part could be utilised in other lists
  20. ovinomanc3r
    Ciena, Rudor, Mithel can deal with Tycho, 1 a-wing and a couple of HWKs or they won't worth the points. 4. Navigation: with activation disadvantage I must fly Avenger to where I hope you will be activation after movement obviously. It is hard but with JJ and a squadron token I could give navigation commands to it. However JJ+Nav Command is harder to predict than your ships I think. Use my flotillas as obstacles to restrict the movement of the mc30s. Demo must hunt Satovation. APT and ramming should help. The hard thing would be how to get him inside your formation. No idea about it until I saw how well I was smashing the mc30 barrier. Anyway I would try to get advantage from opening salvo. Demo double arc would be 3+3 red dice. Avenger would roll 5/6 reds or 4+4 red. Gozantis could
  21. ovinomanc3r
    want the initiative. 2. You want activations. Without those two to avoid Avenger is almost humdrum. So you have points committed and you will have to deal with the weaker points. And you have to add some kind of dice control. And at the end, BTAvenger is a combo whose purpose and only achievement is "to choose and kill one ship" in his most op concept. If you go with 1 ISD/MC80 and 6 flotillas you will suffer pain of course but any fleet that didn't depend on 1 ship to win will be able to deal with it. BTAvenger punish the lack of a plan B and only if your plan A is one ship and if it gets its shot (I am able to avoid frontal arcs with my glads as I wish and I am not the most skillful player here
  22. geek19
    have a very similar list in mind myself! Less flotillas, more a Pelta and StM. Have you considered DCaps for the Sato power? I'm trying it the next 2 days, so we'll see what the result
  23. Vergilius
    where certain builds are absolutely brutal on certain objectives, making those objectives an almost automatic no-go. Now, what you do have in your swarm list is the possibility of going first and if your opponent has brought Opening Salvo, the extra red dice on all of those ships will still be absolutely brutal. Depending upon how he's built his fleet, the extra dice of any color might not help him kill your flotillas
  24. Hygric
    Given how the GR-75's were allegedly used at Endor, I hope one of their fleet support cards is something along the lines of this: Fire-Ships: When overlapping another ship, instead of resolving the overlap normally do two black dice of damage to the overlapped ship per hull point left on the overlapping ship then destroy the overlapping ship. Lets use these flotillas as flying bombs