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  1. Formynder4
    Island Games SC with a 8-3, 6-5, 9-2 using Madine: ++ Standard (Rebel Fleet) [394pts] ++ + GR-75 Transport Flotilla + GR-75 Medium Transports [27pts]: •Bright Hope, •Toryn Farr GR-75 Medium Transports [18pts] + MC30c Frigate + MC30c Torpedo Frigate [88pts]: Assault Proton Torpedoes, H9 Turbolasers, Ordnance Experts, •Admonition + MC80 Cruiser (Liberty type) + MC80 Battle Cruiser [172pts]: Engine Techs, Gunnery Team, Leading Shots, Spinal Armament, •Endeavor, •General Madine, •Raymus Antilles + Squadrons + A-Wing [17pts]: •Shara Bey E-Wing [30pts]: 2x E-Wing Squadron VCX-100 [15pts]: VCX-100 Freighter X-Wing [27pts]: X-Wing Squadron, •Rogue Squadron + Objectives + Assault Objective: Most Wanted Defense Objective: Planetary Ion Cannon Navigation Objective: Salvage Run ++ Total: [394pts] ++ Created with BattleScribe Jonathan Kwak got 2nd place with Motti on Warlord Vic2 with Disposable Capacitors, H9, Tua ECM (I think), Demolisher (ACM, OE, Nav team), Raider with OE and flechettes, Morna Kee with 4 Decimators
  2. JasonMarker
    setting her adrift and afire, damaging and depressurizing her engines, destroying her life support, her internal gravity, and depowering her communications. Victrus promises beer to all the gun crews when next they get liberty. Litvyak offers us the chance to take the last raider, and when we decline, she takes out the last one herself. That leaves three hulks to salvage (one of the raiders being utterly atomized), and there's a Machariel trade flotilla at Port Wander that might be available to help strip the wrecks. Seneschal Corvus negotiates for the rights to salvage two of the hulks. Jotham, Livienne, Bors, and Marneus all go aboard Litvyak to negotiate.The Yefremovas welcome us with full honors. A few of us glimpsed Lidiah Yefremova at SR-651, but seeing her in the flesh, we're struck by her commanding demeanor. Her XO, Yuriy, is the size of some small vehicles, which
  3. Ardaedhel
    does depend on the rest of the fleet. If you're pushing squadrons with flotillas, the alpha strike is less important, but the value of survivability goes way up. If you're pushing with an FC/EHB Quasar Fire (like you should in an all-out squadron duel), though, just take every TIE Fighter/Interceptor unique and three vanilla Interceptors for 133 points. Howlrunner Mauler Mithel Valen Rudor Black Squadron Soontir Fel Ciena Ree Saber Squadron TIE Interceptor TIE Interceptor TIE Interceptor In my opinion this is the absolute most devastating anti-squadron force available in the game right now. All of my Vassal opponents ( @moodswing5537, @Matt Antilles, and @DoubleDown217) can attest to just how vicious this alpha strike is. Whether it results in a good fleet is an open question, but as far as anti-squadron goes, it's tough to match
  4. SJE
    complete. Humbled by his Superiors graps of the tech-liturgies and science-mysteries, the Chief Enginseer consents to the installation of Carnatech onboard his ship. And all too soon, he to discovers the Red Ruins machine spirit calls him ‘Dave’ too, and becomes known as the Little Spirit.With both ships now fully repaired and functional, and groaning under the weight of salva and A-G engines which they’ve traded for, the small flotilla of the Trading Company return back to Ultramar.At Macragge, they release the crew who wish to leave the Red Ruin (many of them) and strike a deal with Guilder Crassus to join the Trade Guilds Salva monopoly. They try for a transport, but it’ll take a few decades to build. But by securing a near-exclusive deal and long term salva production from the High Shah and a monopoly supply in Ultramar, their Profit Factor
  5. BrotherHostower
    look for reasons to put you on the pyre for simply coming in contact with the unclean, or some up and coming Inquisitor might look to make a name for himself by bringing down an "infamous" rogue trader house. The Eldar are likely to wait, patience and longevity is their virtue. THEY might not take a stab at the RT, but that doesn't mean they can't rig it so an Ork Freeboota flotilla doesn't stumble upon some of your cash worlds (if they can do it to Armageddon... well, you can see where I'd go with that), they could simply give aid to one of the RT's rivals, lots of behind the scenes dealings that doesnt' put them in harm's way at all and may take years or decades to set up, they have the time afterall. These outcomes aren't punishment
  6. Captain Harlock
    religious leader who leads the descendants of a missionaria galactica outfit from before the age of apostasy have taken a disliking to the dynasty. After a great deal of politiking and underhand dealing we got ourselves some trade ararngements in exchange for possible imperial compliance (The Seneshal was on top form for this one. We only had to kill one person...macrocannons were NOT a option: we randomly rolled for the size of their flotilla.... and it was best to keep the situation sweet)A Ork Held world - lots of Blood axes who are actually just minding their own buisness...thats going to change soon.A Ruined Xeno held world - (Melta gun wielding tusked warrior rabbits...) whose automated weapon systems still bedevil some of the other uninhabited planets. After which we found another channel out of the sub sector (they dont have any navigators so they can only do calculated jumps
  7. BaronIveagh
    dock, heavily damaging navy facilities Several deactivated necrons are found among the debris. The RT party agrees to a mutual defense pact with several other lesser Rogue Traders and offically form a joint venture, the Comission. The Comission approaches the Navy, and convinces them to sell them several decomissioned ships. The party gains a sword, a cobra, and the Hades class Fell Tidings. The Navy attaches observers to the Comission. Commodor Smythe's sixth flotilla is assigned to support the Comission's forces. Smythe brings his flagship, the Long Serpent Glorieux, the gothic class Hammerdown, and the Dictators Atropos and Hunter.Rogue Trader Simpson Aurum limps into Port Wander, his cruiser, the Gold Horizon, had come under attack by strange crecent vessels near Footfall and barly escaped. The Navy delivers the promised ships. All parties are horrified to discover that in thier centuries in mothballs, much of the weaponry had been
  8. Ardaedhel
    thanks. That actually just hit me today as I was thinking back through the game. There are a couple of other minor errors in that game too, but none should be too earth shattering. I noticed yesterday that he uses CF to get a flotilla flak shot at Ciena at one point, and I think I recall another error as well. I don't think either was a major game changer though
  9. Ardaedhel
    costs me a whole interceptor's damage, both AS and AA. Jendon is 21 points. Two Interceptors are 22. The only thing Jendon gains you is a non-FC double tap with Saber, and the increased range for the flotilla which I'm generally not activating squadrons with anyway. BC keeps the QF far enough away, and Jendon alone can't support the QF's full complement anyway. And the QF is the only ship that really needs the range boost, because Avenger wants to be in the fight with the squadrons directly supporting it. Btw, I appreciate the feedback. I don't mean to be dismissive, just explaining why I made the decisions
  10. JustModelDads
    likely to be able to fly out of trouble. The relative difference between Red / Blue dice on the Battle / Star Cruisers is useful and, as I'm after predictability rather than range, I've ditched Spinal Armament to free up some more points. I've also abandoned the idea of a dual fighter / bomber screen and gone for a smaller sharper alternative. This has freed up points for another activation with a flotilla and Leia to give me some responsiveness. Here's the revised list: Faction: Rebel Alliance Points: 400/400 Commander: General Dodonna Assault Objective: Most Wanted Defense Objective: Planetary Ion Cannon Navigation Objective: Solar Corona [ flagship ] MC80 Star Cruiser (96 points) - General Dodonna (20 pts) - Gunnery Team (7 pts) - Nav Team (4 pts) - Skilled First Officer (1 pt) - SW-7 Ion Batteries (5 pts) - XX-9 Turbolasers (5 pts) - Mon Karren (8 pts) = 151 pts MC30c Torepedo Frigate
  11. ImperialCaptain2017
    particular fleet, or me as a player? I can tell you that popping flotillas and carriers isn't that hard for me, but I have a lot of trouble with aces if they're played correctly, and as for large ships, it depends on the game. Honestly, I'm probably not going to use this fleet. It seems like it might be more trouble than it's worth
  12. Norsehound
    give up your officer slot for unique defense solutions on your VSDs gives them exploits when you're trying to increase their defensive potential. Sure, I have Tua on one and Needa on the other- that means my opponent is going to concentrate fire on Needa and close with that VSD to destroy it first, since it's the one with more vulnerabilities. So long as the Rebels have more of their cheaper flotillas, they can deploy-delay until the target VSDs are in position. Since Empire stuff is more expensive across the board, Rebels can force Imperial deployments into bad position a lot easier. And VSDs still have nothing to prevent getting slammed with critical effects. Even shooting barrages of XX-9s at them is something the VSDs can't handle. All that's for the Armada forum, I was just pointing out how Imperial suffering isn't unique
  13. Privatr16
    universe.Their are other options: Making your players work on a smaller picket ship or frigate with a crew of only a few hundred. Replacing the crew with servitors which was mentioned in some of the 40k novels (but has a whole list of its own problems to deal with). Having ships run by other/alien means (look out for inquisitors and arbites).I can't wait to see what happens: Like building your own flotilla and running an actual rogue trader empire. Taking part in epic space warfare. Exploring the limits beyond the empire.Despite all this I know that the game I run for my players will be challenging and fun for them and luckily for me the 40k universe is filled with more than enough fluff to keep the characters entertained and if needed scary enough to put them back in their place if needed
  14. Radwraith
    idea on this subject awhile back. Venkelos, I believe you might have been part of that conversation! Anyway: My idea was, A RT has one primary vessel (His Flagship) which is his base profit factor is assumed to maintain and thus does not cost any any additional PF. Transports dedicated to trade runs also do not cost PF as they are maintaining themselves off the profit of the run. Escorts within RT's flotilla however, can be costly. An Escort costs the RT it's tens digit in SP as a PF reduction. A Standard Sword class frigate, fitted out essentially as a naval warship, Is approx 50 SP. Thus it would reduce the RT's PF by 5 to bring it along with his cruiser. If he wants to bring a squadron of two or three it will start to get expensive
  15. strikenowhere
    Some sort of anti-squadron flotilla gunship for both factions. Red & Blue double flak but weak against capital ships
  16. MandalorianMoose
    found that 2 ISD's with some smaller supporting ships (read, flotillas) is much more effective than triple ISD's. Managing three large bases is very difficult, and you often end up either way out of position and unable to bring all your firepower to bear on the same target, or the enemy just sets up on one side, chews down one of the ISD's while the others are stuck on the other side of it, and then scram out of there. And don't even get me started on what would happen if you came up against a serious bomber force... try playing around with 2 isds and 2 comms net gozantis. You can kit out the isds much better, it will up your activation count, and you can fit in a squad screen even if it's just 6 tie fighters
  17. Adam France
    Avout are adherents of the Hullwright Hermeticae, particularly insular adepts of the Akolouthos Mekhane who revere Isopsephy, the mathematical mysteries from correlating numbers with events. They see the datatides from the warpspace and the ship enginarium Machine Spirits as the ultimate numerical challenge. Their leader, the Gematriarch, seeks to achieve perfection and the state of Ipsissimus through these formulae. The Avout are bound by treaty, entered into by the Mechanophile, to serve the Rakespur flotilla in return for pilgrimage rights to the Rakespur space-borne archaoetech. The Avout usually refer to the crew, and all non-Mechanicus, as devices.ArchiviumFashioned in grey-green ashlar with Phyrrwood panels it contains a wide array of dataslates, crystal infovaults, electrotomes, silversheaf, specialist cogitators, autoledgers, pict-libraries and vox-records. A hermetically sealed display cabinet contains a signed first edition of the history poem detailing the Macharian Crusade, The Pacificar by Sky-Slayer Warlord Arminius
  18. comatose
    activations at the end of the turn, and he selected my Fighter Ambush. As soon as we finished placing obstacles, I realized I had made a mistake: I didn't give myself an obstacle that was a little farther back from his speed 4 squadrons. I split my squadrons into two groups, but the main squadron furball was a grind for both of us. By the end of the game, I only had a flotilla and B-Wing left. Sloane's ability never really made a difference because his squadrons were stuck fighting my squadrons. I killed the VSD, a number of squadrons, and collected some tokens to put us at 7-4. At the time, I felt like I lost the game because of my poor obstacle placement as well as some unfortunate rolls from Dagger squadron on a chance to kill Soontir Fel with Swarm and Toryn Farr
  19. Undeadguy
    which is another fleet I ran for months back in wave 4, you can easily catch up to your bombers by moving speed 2. This is what you want to do anyway after you use DC. Don't wait for your opponent to move into medium range, rather force medium range on them. H9 is the better turbolaser too. The bombers will be ripping shields off, so H9 let's you auto kill flotillas at long range. If you don't roll enough damage, LS will get it for you. It also let's you hit Brace, and in this case, you want them to Redirect because next turn you have another 3 bombers attacking unshielded hull zones. Much more valuable than pushing the Vic damage in. I'd suggest PS, HSA, and SP for objectives. PS is obvious. You have a ton of dice. My Vic normally gets
  20. kmanweiss
    think I finally may understand the problem that at least a few people are having. It's the fact that part of the game is representational, while part of the game isn't. The capital ships are basically 1 to 1. One ISD means one ISD. Flotillas are the only possible exception, however I think we could safely assume that they are 1 to 1 for the most part. Fighters however are not 1 to 1. It's actually 4 to 1. An actual squadron of fighters is 12, not 3. The game can't give a faithful representation of fighters due to size. Players are expecting SWARMS of TIE fighters and only seeing 4 units of tie fighters making up 12 total fighters on the board....while in reality it's actually 48 fighters. Same thing with the single fighter units. The Scurrg isn't 1 scurrg
  21. Mad Cat
    Redundant shields, Raymus and switch Vet gunners to Gunnery Teams. Add a GR75 to move squadrons around and get you a 4th ship activation. For the squadrons you need to redesign a bit to afford the GR75 and take a little pressure off the ships by using a few more rogues. This means you can also drop Liberty for Endeavour. Luke, Han, Dash, Rogue squadron, Jan, X-Wing. Bank a squadron command with the flotilla turn 1 and maybe do the same with the CR90s
  22. Ginkapo
    gunship its pretty darn awful as its guns are so weak for the cost and speed is an issue..... However, as a carrier platform its lovely, has all the right upgrade slots and a nice squadron 3 value. The rub is that flotillas exist so it depends if you want things like Figher Coordination teams
  23. anonymousguy
    have so much raw firepower coming from the ships that you don't really need heavy bombers like Keyan and Nym, them out for 3 x-wings. Swap Veteran gunners for gunnery team, and take out Redundant shields and Raymus(or put him on the Liberty) Find points for a Flotilla with Expanded Hangar Bays to help out with squadron commands. Dodonna doesn't exactly jive well with Liberties, Madine or Leia. If you switch to madine, put engine techs on the liberty, as you can trigger that with the navigate command you will already be using to use madine's ability. I also like using H9s and QTC to create 2 accuracies to lock down defense tokens, but XI7s are pretty good too. Liberty title doesn't really work a lot, unless you have something like Raymus or comms net. I think Mon Karren is really good, and Endeavor
  24. Dr alex
    Well @Rearadmiralsdoitinspace won with an MoV of 100. We played his minefields and I deployed poorly with My MC80 off to one side. I caused damage, he repaired it. His flotillas led a charmed life with all but one just surviving. I lost two CR90bs and a scout hammerhead. 120-20 to @Rearadmiralsdoitinspace What was this about go big or go home