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small set of upgrade cards at a time allowing easier integration to the existing knowledge base. Once you get to Waves 3 through 6 you can introduce a new wave all at once as they are smaller waves. But make sure you give each wave several rounds of play to really try things out and learn the new local meta that is developing. Wave 3 for instance could see you throwing 2 sets of flotillas and your kid thinking they are a waste, but then learning how valuable activations are and adding one while you figure out 2 might be too much. This slow drip feed of content will keep things interesting for much longer without being overwhelming and will make sure everything gets considered instead of great things getting lost in the shuffle due to a lack of understanding or simply being overlooked -
thought exactly. Any time you give a powerful opponent a choice between 2 bad options you win. Slicer tool, tractor beam and the title to have a chance to potentially burn a def token could be a powerful incentive to take out flotilla vs other target -
Figured Centacor would help with fighter activation without the need of boosted comms. Also comms net to handball tokens where and when I need them most to the fleet of Arquitens. ++ Standard (Imperial Navy) [396pts] ++ + Arquitens-class Cruiser + Arquitens-class Light Cruiser [101pts]: Reinforced Blast Doors, Slaved Turrets, •Darth Vader Arquitens-class Light Cruiser [63pts]: Slaved Turrets, •Centicore Arquitens-class Light Cruiser [60pts]: Slaved Turrets Arquitens-class Light Cruiser [60pts]: Slaved Turrets + Gozanti-class Flotilla + Gozanti-class Cruisers [25pts]: Comms Net Gozanti-class Cruisers [25pts]: Comms Net + Squadrons + TIE Fighter [45pts]: 4x TIE Fighter Squadron, •Valen Rudor TIE Interceptor [17pts]: •Ciena Ree + Objectives + Assault Objective: Opening Salvo Defense Objective: Planetary Ion Cannon Navigation Objective: Solar Corona ++ Total: [396pts
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really worth it though, besides attacking a flotilla? You get to roll 4 blacks and 1 blue. That's about 68% to roll a hit/crit and an average of 4 damage. Assuming you roll 1 hit/crit, 2 hits and a blank, you end with 4 damage, ACM, and no Brace. Where as taking OE, Ard has 94% to crit, and I have an average of 6.9 damage if you only reroll blanks. An average damage of 7, you still Brace to 4 and get ACM but you have a higher max damage. ST is probably great on the Ackbar MC30 where you have plenty of dice to spare. But unless your opponent picks OS, which I certainly would not, you don't have a large enough dice pool to use ST and deal damage reliably -
swapped out the rogue fighters) as a commander. The OE on the GSD make Screed only needed in the occasional duff role and the ICB is a nice bonus but this is now your main benefit from the commander and I would rather have the extra hull or turning or squadron improvements. Put Disposable Capacitors on the Interdictor at any rate. Gets you a long range shot and chance at clipping a flotilla or at least softening up targets for next turn -
already have squadron upgrades which happen when certain squadrons work together or are boosted by ships that give them orders. Flotillas will expand that even further. No need to have upgrade cards for squadrons as I see it. There are plenty of ways to enhance them -
Imperials I would go Squads 2 before Squads 1. Defenders are awesome and shuttles highly useful. I'd suggest a flotilla for both factions as well. Other than that get what you like, unfortunately most packs have that one card you will find wanting but if you are just playing casual at home you can always proxy. For example I only have 2 Nebulon B's for the Yavaris Title, I have never flown 2 in a list, kinda wish I had just bought the single online even if it was half the cost of the pack -
What do you guys think about squadron upgrades? Cheap, largely 1 use only type upgrades (I'm thinking mostly ordnance and such). Here's some ideas/examples I came up with. The balance may need some tweaking, but I think this could help keep the meta fresh. Some of these ideas might end up being subsumed by fleet upgrades with Flotillas, we'll have to see. -Engine Upgrade. 2 pts. When you activate this squadron, discard this card to treat your speed as "4" until the end of the activation. - Torpedoes. 1 pt. Bombers only. When you activate this squadron to attack a ship, you may discard this card to re-roll one of your attack dice. -Self Guided Missiles/Torpedoes. 1 pt. Bombers only. When you activate this squadron, you may discard this card to extend your squadron's battery attack to close range (instead of range 1). Critical effects cannot -
right and I did manage to kill his carrier flotillas before his B's were useful so didn't get my points worth out of the change. Also I dropped Dangerous Territory when I ran it last for Solar Corona but apparently not in Warlords -
Triple Goz list with a whack of Aces. The Nose Punch was abridged, ebcasue all targets were covered by fighters, which means the first fighter in was the Jumpmaster. But Rhymer and Tempest thing put a Face up and Face Down on a Gozanti... I just couldn't finish it off. Game ended with me trading my Tagge Interdictor and Squall for his Christmas Tree of an ISD... I also splattered two of his Flotillas, for the cost of my whole fighter wing. So it ended up being close (~20 odd points), but still a win, given, again, the worst of circumstances I ran with. But the list will need more tweakings... (Station assault ended up a draw since his ISD was able to put 6 damage on with one turn - had I had a better position, that would have been much less.) But learning -
will find some intriguing designs. I'm sure ILM owns the submissions now. I know both Disney and Lucusfilm are known for be tight with material, but a polite request for one or tow designs from the art challenge might net some new vessels. Something that gives scum the edge in new ships is that the imperial and rebel fleets are limited in the range of ships they use. They send up squadrons and flotillas vs small bands and raiding parties composed of whatever flies. It's a big galaxy but the major players have budgets and contracts. A pirate, rogue, mercenary, or adventurer can make anything work Edited August 13, 2017 by IronOx -
great suggestions. I run it as, most planets and ships with access to astropaths are aware of the Imperial timing system. But every planet, and likely many ships will have their own completely separate dating schemes. Some flotillas may share them, certain organisations may have their own universal time, star systems. Then there's planets where they have 5 calendars on one continent. 40k is kinda dumb, and doesn't always do the smart thing, but they always do it with style. Personally I would if I was talking for an NPC just use our dating schemes, and then OOC afterwards say "Well yeah he doesn't say actually Tuesday, but like space Tuesday, like Saint Tyranius' day." The same way I use accents that I know how to do, or obscenities and slang I'm familiar with. That's not the exact term the character is using -
surprised that you don't see them in competitive games. There is a much bigger variety among non-rogues to choose from. You pay a extra point cost on rogue squads for the keyword. Generic rogues start at 16 points and the price only goes up. You pay the above mentioned initiative price against activated squadrons. If you kit out ships for squadron support or if you add flotillas you might as well use those ships to push non-rogue squadrons. And finally: how good are those squadrons really? The generic Agressor, Firespray and YV-666 don't get me excited at all on the other side i doubt I'll ever use Han, Ketsuo, Hera or Dash. That just leaves very few squadrons and very few cases where you would want rogues -
Fascinating! Our Light Cruiser normally gets around in a small flotilla of ships. So we do generally have solid support ships on hand to help out. I will consider this further -
Rogue are expansive, relay and flotilla makes it way too easy to activate, flight controller is powerful. Rogue feels undervalued now. Compare Maarek Stele and Boba Fett. Whos gona pay 26 for Boba when Maarek is 21. Dash and Ig88 are the only rogue unite i ever see in play. Dash because hes probably the best alone squadron in the game, he still see considerably less play then before. IG-88 is the only unit that can 100% ignore escort aside from saber squadron in snipe range on the empire side. Edited September 21, 2017 by mintek917 -
formal greetings, much to the consternation of several passers-by (Calldia suggests that they were discomforted by the three way conversation, when they could only see two bodies), we spoke about our recent travels, with ours being more successful than his. He passed on a strange piece of information that he in turn had picked up from another Enginseer; while passing through the Maw, the Navigator of this Enginseer's vessel had detected a flotilla of between a dozen to two-dozen Imperial vessels, consisting of around half a dozen frigate escorts, a couple of cruisers, and a number of heavy transports. Unusually rather than passing through the Maw, these ships were travelling laterally across the Maw, through the Warp Storms.Although this was interesting, and slightly worrying, he could tell me no more, so I steered the conversation onto the subject of the Black Dragon Society. He had heard
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Captain capable of independent thought, and for three years her vessel constantly moved around the Malfian Sub-Sector on one task or another. She found herself pleased to be doing something that she could see a tangible effect from, but it was not to last, and when the she returned to the control of Naval hierarchy she discovered that she was still persona non grata, and found herself ordered to resume lone, or small flotilla, patrols around the Koronus Expanse.As a result the Aegis became a regular visitor at Asteroid Base Alpha, either for social visits, or on occasion, for repairs after battle with one of the enemies that abounded in the expanse. She was always warmly received, and her crew and the members of House Dureen grew to be more than allies. There was more than one wedding where bride and groom came from the different factions. Knowing that
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Rouges used to be so that you could run squads independantly of ships, this had two benefits, ability to avoid using squadron commands, and ability to run independantly. Now flotillas covers the ability to activate squadrons cheaply, meaning that MSU's (multiple small units) can take a cost effective carrier and still have multiple threats on the board. Previously carriers were expensive allrounders. Relay mitigates the need to have your ships near your squadrons, however, VCX's are exceedingly expensive relay units, whilst Lambdas arent particularly cheap either. Sure Colonel Jendon is heroic in his own right, but if you are not running fire lanes/sensor net, then is 30pts for two VCX really better use of your funds than affording the rouge costs? The answer is not exactly clear cut and I am not going to attempt to argue that it is. The biggest advantage rouges have is in timing -
concept--I'm ALL ABOUT that B-wing spam--but I think you want just a little stronger bulwark against the alpha strike, particularly given the prevalence of Sloane right now. You're already bringing speed mitigation, maybe switch that X-wing to a YT-1300? I'd suggest JF too, but you don't really have a platform available for it because I do think BCC is more important on your single flotilla -
cannon she carried. The Pride was lost in early M37 during a warp storm while on patrol in the Vincies Sub. She was found drifting through the outskirts of the Tambrah system by Yssarille Dellarque Passer in 638.M40, completely undamaged, her crew dead of old age. He claimed her as salvage, much to the annoyance of the Admiralty, and since then the Night's Pride has served as the flagship of the Passer Flotilla. In that time, the Passers have captained her through a number of truly epic actions, most notably the Breaking of the Tenhoyser Blockade, the capture of the pirate ship Seabeam as her hull burned with plasma fire and the Harrying of Rogue Trader Wilhardt Flederman.Despite the ship's excellent pedigree, her officers and crew complain that her systems just don't seem to work properly unless she's at General Quarters -
success in a SC (24 points) running 3 HHs as pocket flotillas, Yavaris, and BCC, commanded by the Princess. Part of the key with the HHs was setting up so that I did not need to use every HH for squadron activations every turn. Once the bombers were in a good position, they didn't need additional squadron commanders. That allowed me to rotate 1-2 of my HHs with non-squadron commands--who needs to CF or Navigate this turn -
think there are just enough shuttles to evacuate the nearest two and a half villages - the third being half flattened by Bastille's indiscriminate orbital bombardment. Liatris and Charlabelle have both called for everything that can fly, minus the ponderous halo barges as they have no hope of making the round trip in time.It is only a short distance back along the beach to the Sanctarchs' village, but before they can get there, a flotilla of four gun cutters appear over the trees and fly along the beach. They aren't Liatris', nor do they belong to any of his allies. Memories of what their single gun-cutter did to the late Lord-Admiral Bastille just a couple hours before flash through their heads, as the bogeys' turrets start tracking their group. Nathin identifies the livery as Jeremiah Blitz, just as Liatris spots Blitz himself. Blitz is in the lead -
most of what they need is on the ground at Egaria Omega. So, back to Omega they go... Navigator Katain gets them there after a mere eight hours in the warp, and her exit is spot on. Another fruit basket mysteriously appears outside the Navigator's door. (It is courtesy of Astropath Winter, who really hates the warp.)However, Winter soon has reason to be grumpy. Seated at the auger arrays, she spots a flotilla of Rak'Gol ships. Three raiders and a cruiser are in the way. But, Rak'Gol are poor to manoeuvre, and there are plenty of asteroids to hide behind. Angevin's Phoenix evades the Xenos scum with ease, and soon arrives at Egaria Omega. Shuttles are sent down, and the large pieces of the hab blocks retrieved. They have enough time to pick up everything, and head back before the Rak'Gol return -
played something like this last game, where everything was secret other than the ship types until something was used, at which point it became common knowledge. It was really cool and we plan to play this way again. The much less frequently used upgrade cards all of a sudden become really cool. Is that flotilla a bomber command slicer tool wielding menace? Nope he's got flaming jamming fields. The defensive retrofits like cluster bombs and QLTs are more likely to be activated during play simply because your opponent won't know you've got them until it's too late!! Rapid launch bays become a real surprise! As do things like tractor beams. The location of the Commander can also be a puzzle too Edited September 22, 2017 by Jambo75
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minority, but I think the smaller ships like the CR90 should have been flotillas. Their power would be better represented coming from 2 ships instead