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  1. MARVIN THE ARVN
    looked like they were about to be destroyed. The Rogue Trader Regent relayed the story of our detection of the Eldar ship, and the brief conversation with her arrogant Captain, and it seemed likely that the Xenos had intervened in both battles for some obscure reason of their own.I accepted copies of the battle report from the Astartes destroyer, and they made interesting reading; The Light of Purity had barrelled into the enemy flotilla with a single aim; to get close enough to the corrupted Frigate, the Bringer of Desecration, to teleport the Grey Knights on board. Once this had been achieved the fate of the enemy ship was effective sealed; two of the Space Marines fought their way to the warp drives, and once they reached their target placed explosive charges, while the other three warriors headed to the bridge. Justicar Poscar slew the enemy Captain in single combat
  2. CaribbeanNinja
    Sensor Teams might get some anti-flotilla love in Wave 3. And I have to agree with GK. PDR is a card I've never ever even considered building around. Edited May 2, 2016 by CaribbeanNinja
  3. n00bzilla99
    second player is actually pretty hand in doing that. Morna Kee and Maarek Steele will help a ton as well. I'm not seeing any significant bid? It seems that your list was 400/400. I'm not a fan of using Jendon in this list. While he doesn't hurt it, I prefer to have a 6th more powerful squad, rather than have 5 and one repeat it's attack. I also run my flotillas behind my squads so they have black flakk back up. ------------------------ Just
  4. PT106
    than 1 at a time and if he's running rogues you may end up with no flak at all if you're not careful. Don't get me wrong, I run squadronless fleets pretty often and I ran min squadrons double Liberty list at some point, so I do want these to succeed, however I feel that there too many disadvantages in this type of fleet (although it is efficient in killing mass flotillas fast
  5. Megatronrex
    Then it worked out just fine. I would love to make them waste BTs on a Flotilla. Beats the h*** out of having one of my Vics or an Interdictor deleted from the board
  6. Snipafist
    That seems somewhat self-defeating insomuch as you can't really use both of those upgrades at the same time, but I can see the argument for Projection Experts earlier (when shields are being lost) and Repair Teams later (once hull damage starts happening) but the question becomes if it's worth spending that many points on one flotilla for the versatility. Assuming GR75s get a Support Team slot, you can always help Projection Experts out with Redemption nearby for the 3rd Engineering point. Transfer up to 3 shields at a time or transfer+regenerate a shield. Edited May 2, 2016 by Snipafist
  7. Daht
    think Thrawn's tactical genious is overrated... who puts Konstantine in a fleet of one small base ship and some flotillas
  8. Thraug
    still feel that lowering max squad point allowance fixes everything with this game, including activation spam. If you don't have to worry about 12+ deadly squadrons then you can hunt down these flotillas that give activation spam, and best of all, games would be much easier to manage and not take forever to play one game. Our group used to each play two to three games on night, now we are lucky if we can squeeze in one game on due to the number of squadrons on each sid and the time it takes to play manage 24+ squads. it has literally doubled the amount of time our games have taken, and probably more. Edited June 11, 2017 by Thraug
  9. Forresto
    taylander shuttle could easily be another rebel flotilla along with that gunship class at Endor. So there's two perspective rebel ships
  10. Snipafist
    play with GIWillys and this came up in a recent game involving Fleet Ambush, which is why he was curious about it. We all realized that it seemed extremely unlikely, but it is possible with some combination of obstacle placement (from both players, likely), large number of ship deployments (flotilla spam, let's say), and bad ship deployments (taking up as much space as possible between obstacles) that player 1 could run out of legal room to deploy his ships in the ambush zone. We couldn't figure out what to do if that ever happened, as there is no "if this is impossible, do X" clause on the card. I freely admit this seems very far-fetched, but on the off-chance it ever happens we'd like to have some idea as to what to do. If even Dras doesn't know for sure I have to assume
  11. Archon Dan
    very unforgiving of mistakes. As for the size of the Rhymer Ball, bigger isn't necesarily better. They become unwieldy and easy to separate and pick apart. This small force works with the Fighters as a screen and the Advanced actively protecting Rhymer while still lending a Black Die to damage ships. I could field more Bombers but I don't think I need to. At least not until I can take Flotillas that can command up to 4 squads a turn
  12. Ginkapo
    Take a step back there Snipe.Max 2 ISDsOr max 10 Gozanti in the deployment zone.Even if youre not trying you will manage it. Unless you have somehoe managed to fit 40 Flotillas in 400pts
  13. Maturin
    Generic pluck foam is cheap, protects well, and you can customize to your collection. This 15x10x3in foam holds: 2 pickles, 1 Liberty, 2 AFs, 2 Nebulons, 2 shrimp, 4 flotillas, 2 Peltas, 2 hammerheads, 3 CR90s, their ship cards, and enough bases for everyone
  14. Darth Sanguis
    scaled like X-wing. It's designed to be more inclusive. So that an Imperial class and a CR-90 can both be on the mat and still have room to play. The scale is designed to create a perspective. The fact that you're experiencing so much bumping makes me question how your meta plays. I think I may see a bump once a game, usually my own fault when pushing a flotilla too ambitiously. Even when people bring ram fleets, they don't tend to do well enough to justify an sort of frustration. Though, I will say, I agree, I think there should be some form of silhouette when it comes to ramming. In the rogue One movie we see an Imperial class ram a GR-75.... and the GR does not fair well. The idea that a large ship can ram a small ship
  15. Muntman
    played it today woth my usual buddy. It was a very narrow loss... but the damage was done; the sheer amont of firepower this list has is ridiculous! Questions are deployment... and speed. I wen at Speed 3 and it was ok. I did not use the Flotillas properly. The CAP did very well, holding
  16. Drasnighta
    There are only 2 Continental Championships - North America (at Gencon), and Europe (at UK Games Expo). They share a common prize pool (of, this year, Screed and Rulers amongst other things) Nationals are held in quite a few more places. Those will have the Contains and Rhymers and Double-Sided Plastic Flotillas. Of course, I am petty, and bitter... Technically, despite living in Canada, US Nationals is closer to where I am than Canadian Nationals... I just hope in the future they get a little wider-moving
  17. Darth evil
    just took the time to look at the prizes since i signed up for our Nationals, and wow do they stink no dice, double sided flotilla alt arts but of the Assault Carrier and Combat refit, Alt art of Rhymer( lol), contain tokens(really ?), and speed dials. that has to be the worst kit i've ever seen
  18. Drasnighta
    time. Madine needs Nav commands to really shine, not Squadron Commands. Garm is my absolute favourite of all time. Hence why I'm not allowed to play him for the time being. I've been instructed to break out of the "Garm Default" rut. Ackbar and Leia are also very expensive. Essentially, Ackbar is a potential, because he needs bombers to assist, but I also refuse to fall into the "1 combat so many flotilla" arctypes that tend to follow around him. Also, I want to look at Bs and Ys, not Rogues... Leia on the other hand, well, most of the carriers want to be doing Squadron and something else. Which is counter-productive with Leia... But still. Unsold. So yeah, that basically leaves me with Sato, who actually requires those Squadrons to be there (and I find hefty bombing is instant synergy with him)... Since I'm investing
  19. iamfanboy
    base size smaller than the current Small would be great for the actual SMALL ships - you could easily fit the CR90, Raider, Hammerhead, and flotillas into a 30mm x 50-60mm base, and it would differentiate the 'tiny' ships from the ACTUAL small ships without having the bases themselves look strange. The main problem would be the dial, but I'd probably design in two shield arcs and keep the weapon arcs - that way tiny ships would HAVE a disadvantage compared to the bigger ones, with much weaker shields. Plus, it really sucks that a Raider or CR90 occupies so much real estate for maneuvering; last Friday I trapped an MC80 with my ISD one way and a Raider the other way. If the Raider were a bit smaller, he might have been able to fit a turn in and not be stuck ramming the ISD for multiple points
  20. Rocmistro
    sure of that, Cactus (and/or others). We don't know how the meta will fully shake out. We've talked about flotillas blocking Demo and such; I could also see them being used, (perhaps in conjunction with Jamming Field to stop nav commands) to channel ships into VSD front arcs. Even the very wise cannot see all ends (except Tzeentch, who is the only one truly capable of knowing how all the tendrils of possibility reach out and affect this
  21. Triangular
    thecactusman17 wrote: "It depends..." It can be fun to combine a Home One and a MC80 Star Cruiser with Quad Turbolaser Cannons and SW-7. But do you like to play big ships with lesser activations? You can combine a Pelta with other small-based ships and flotillas and spam activations under the command of Mon Mothma. (But then buy another MC30 as well!) Or use it together with an AFII and Yavaris to boost your B-wings. Good possibilities to make more use of your squadrons will give you Fighter Pack II and/or Corellian Conflict. I never will fly without at least 1 VCX-100 since I was tabled, because I had no chance to manipulate objective tokens and no means to stop my opponent to do so. (So bad idea to bring TIE Bombers only.) Or you ask yourself what kind of Star Wars do you like best
  22. Madaghmire
    After seeing the gozanti preview I have a little more hope that flotillas will provide tactical options for dealing with Demolisher. I have high hopes for a slicer tool/tractor beam laden gozanti. Maybe it pans out, maybe not, but at this juncture I want to see how the meta shifts post wave three, although I think as a community we should keep our eyes on certain cards that appear over-represented in the regionals data
  23. Chortles
    capital ship (at 115 meters, whereas you start seeing Silhouette 5 as low as 50 meters) so you'd be looking at multiple starfighters, transports or armed freighters, or even capital ships being used to attempt a raid, so you can determine that the players just don't have enough allied NPCs to actually crew all of the ships to fighting effectiveness without being a rinky-dink not-even-a-flotilla that the Empire can squash whenever the players don't or can't flee
  24. Nameless2all
    usually went with the below criteria for ships and their fleets. Squadron - A small number of vessels, usually of the same or similar types.Flotilla - A small number of vessels. Hardly ever a capital ship (Cruiser +) leading it.(Name) Group - 2+ flotilla's. Usually with 1-2 capital ships.Fleet (Name) - 2+ groups. 3-6 capital ships.Battle Fleet - 2+ fleets. 7+ capital ships. I my mind, the way I worked it was thus.Battle Fleet Koronus was in charge of the entirety of the Koronus Expanse.It was broken into 3 fleets. 1 fleet guarded the entrance, while the other two were separated Spinward and Trailing areas of operations (respectively).It was hence broken into 8-9 total Groups which (on paper) covered each sector. Not that they really ever did though, when some groups only had 5-6 ships.However, there is no evidence to support it as so, and is simply
  25. Desslok
    glimpse of their larger world is coming out on the roof of their dormitory complex. Below them is a vast facility stretching for miles. If their dormitory is anything like these other buildings, there is easily a million slaves housed in this facility. Beyond the compound, the landscape is nothing but a sea of vegetation as far as the eye can see. The center of the complex is a spaceport-like area with a flotilla of imperial ships leaving. Dozens of Shuttles, troop transports, cargo ships lift off every second, with only a few ships inbound. Clearly if they want to get off this planet, this is the place they have to make for They are going to have to find a terminal and get a map to this place or they are going to get lost. SECURING WEAPONS -At the first security checkpoint the characters come to, they