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  1. Darth Veggie
    have a strong opinion about this topic. And I have written here about it For brevity I quote myself P.S.: If somebody don't like flotillas (or MSU in general) because using them simply for activation padding feels to him like "abusing" the activation game, I would ardently point to the fact that this does not speak against the activation game in itself, but against the possibility to "abuse" it. There are rule modifications discussed in this forum that make activation padding senseless, but nevertheless keep the activation decision making intact. We are not X-Wing. Our setup of the map does not change completelly within one or two game rounds due to super versatile units. We need the activation game to even this out. Dropping the activation game in favour of a more "narrative" mechanism would make armada a lot more boring. Edited June 1, 2017 by Darth Veggie
  2. PT106
    necessarily. You may still be within the rules but abuse some game mechanic. The discussion about flotillas, relay etc was done multiple times, so I don't want to beat the dead horse again, I just wanted to point out that a proposed change won't do anything in this particular area
  3. thecactusman17
    problem with this is that it really punishes large ships. There aren't many other options to get more ships on the board, especially for Imperial players. Gladiators and MC30s can rival their large ship counterparts for damage output and field more combat ships, flotillas let large ships compete in that meta
  4. PT106
    This is one way of doing it, another way is a requirement for relaying squadron to be in range of the ship. I personally prefer "Flotilla can't relay" solution, but now we're talking potential fixes with each one having its own pros and cons
  5. BrobaFett
    take out Hera and Han. They are both great, but you have more than enough carriers to activate squads so the rogue ability (which is a point premium on squads) is mostly wasted. If you replaced them with a huge swarm of generic Y-Wings with this fleet and its plethora of carriers it would be a great match! Also, with no combat ships you will want bomber command center on the flotilla to increase your damage chance
  6. Vergilius
    list for that. I'm not sure a Nebulon-B really needs an SFO, but that's only a point shaved. And yes, Derlin, Raymus or SFO can really help out the Liberty. And I'm still convinced that even outside of Madine, Engine Techs is still a better buy on the Liberty itself. And if you're going to run low on squadrons, you might find that dropping that second Nebulon-B into flotillas really adds a lot by setting up your Liberty's shots, and by getting more points for upgrades and/or additional squadrons. So there you have it. Knock yourself out with some
  7. Parkdaddy
    Good point. Opening Salvo itself is incredibly fun to play, and I usually take it when I see it in a casual game. But I wouldn't choose it in a tourney setting, unless I had a lot of low cost ships and was fairly confident that I could keep the damage to my ships on only the lower costing ships. Flotillas and Corvettes, namely. I'd also rationalize the choice by saying that if a 3-4 hull ship gets to the point where it has damage cards, it's probably going to die anyways
  8. Mad Cat
    turn break. Something like... 400/400 Arquitens CL: Romodi, Needa, TRC, RBDs 88 Arquitens CL: TRC, RBDs SFO, 67 Arquitens CL: TRC, RBDs SFO, 67 Raider-II: HIE, D-Caps, Vet Gunners, Titus, 67 GSD-I: Demolisher, ACM, OE, Brunson, Aux Shield Team 85 Gozanti, Comms Net, Vader 26 Drop an RBD and switch TRC to DTT on one or both vanilla Arquitens if you want a bid. If you do this consider upgrading the flotilla to the red dice version who can get a decent 3 red with an obscured ConFire shot. SFOs are good on Arquitens who can alternate between CF and Nav commands for example using the SFO to switch easily (once). SFOs can also be choked by officer Vader to get you a reroll. Both Titus & Needa have already done their game effects before turn one begins so they can be choked for free, you can even
  9. Mad Cat
    Change the H9s for Gunnery Teams and put Titus/SFO on the other VSD and Demolisher then put officer Vader on the flotilla to get each of your main ships a reroll to deal with bad dice or to fish for accuracies by rerolling all blues and any blank reds. You have Screed and HIEs rip shields very effectively so eat into the fighters a little to get ACMs on Demolisher. Or drop D-Caps or Repair crews to Comms net on the Gozanti. Howlrunner doesn't benefit Black Squadron as it hasn't got swarm and she should really have 4+ other swarms in a list. Valen, Cienna and a TIE-F or TIE-Int will last longer and a single VSD can throw them
  10. TheCallum
    Tagge ECM Gozanti makes people cry, now they’ve taken all their anti-flotilla tech
  11. Godgolden
    read through the leadership bit, yeah, it's turning into its own roleplay! lol, but its entirely within RT, this is gettings very deep indeed. How will this work for a GM with a group flying a few flotillas with Fleet Officers coming out the wazoo? Who knows
  12. Marinealver
    There is still the large flag ship with squadrons and flotillas to support the squadrons
  13. ricefrisbeetreats
    want the rules to be simple. Both list building requirements suggested put the responsibility of list composition requirements on the shoulders of the tournament organizer. I don't care for that. The flotillas having the rule that says they aren't counted when checking for tabling is a simple fix that's been suggested often and doesn't need to get discussed here. It's something that could be added to the game rules, causes no invalidation of all but the craziest (all Gozantis) lists. When suggesting rules changes, the less disruptive they are to ease of gameplay the better
  14. Ardaedhel
    high throughput until you've finished winning the squadron game; which, while large single activation counts are still very helpful in doing so to stay one step ahead, is no longer an alpha strike because you've already committed and been subjected to reprisal. At that point you're just talking about the general case of winning the squadron game--wherein there is a case to be made for the strict cost-efficiency of flotilla-activated squadrons--rather than the special case of the alpha strike, which is where the Quasar gets its best value
  15. Kadros
    piece with good armour and impressive Hull Integrity. The Stygies Bombardment Cannons are thematic but could be quite fun. Once all the upgrades are done, which should be possible even with a starting PF of 20 in relatively short order. Built her on 73 SP from the Warrant Path + Child of Dynasty. The planned upgrades make this ship, in my opinion, a viable flagship even if the putative campaign ends up seeing a small flotilla of additional vessels come under the dynasty's auspices. Indeed, a raider or frigate with a deep space auger and a good turn of speed would be desirable as an early acquisition to serve as an "eyes and ears" consort, but I do not forsee a problem in that happening from what I have read online in terms of how people seem to accumulate ships relatively rapidly in the course of play. Comments and criticisms
  16. Kadros
    Maze (if you can get your head around such a fundamental hull redesign as an "after market" enhancement). Standard Ship Upgrades such as Ostentatious Displays of Wealth, Crew Improvements and a Starchart Collection. Further in the future, a Targeting Matrix and Turbo-Weapon Batteries to increase the ship's "teeth" a bit, which will probably only be possible around the same time that suitable (and hopefully formidable) consorts and escorts are added to the flotilla. A Storm Trooper Contingent might also be a nice addition at some point to represent an elite house-guard unit. Once all is done, it still has bad armour for its tonnage, but really would be amazingly luxurious with great bonuses to social skills on ship (especially the bridge), the ability to defend quite reasonably against anything up to and including a stock light cruiser. AP bonuses would be even better after all of this
  17. eMeM
    people painting DiscoMasters, I'm still waiting for someone to paint it as an actuall U-boot, two-three tones of gray with some rust and wash plus a flotilla emblem and/or U-something designation.I'd do that, but I don't have any JumpMasters.Nor painting equipment.Nor skill
  18. CaptainRemiVandigrath
    brought back into the Emperor’s light through the efforts of Rogue Traders and Missionaries about a century ago. Khasis is only a few days warp journey away, and the Forge World quickly built relations with the King’s Council that controls the system.Thesius has survived thanks to its well armored Hives, heavy orbital defenses, and a fleet of system ships that guard the planet from marauding raiders. They also have a small flotilla of specially designed system ships whose sole job is to collect resource rich asteroids and comets from around the system, and return them to the large orbital platforms above the main planet. At the orbital docks, the resources are mined out of the asteroids and either used for production, sent down to the surface, or traded with the other planets in the system.With the arrival of emissaries from Forge World Khasis, the King’s Council
  19. Ginkapo
    turn dice blue for anti flotilla. Hwks. Where are your hwks
  20. Knight of Dark Renown
    spent manouvering to keep out of the ram ships' forward arc, and getting their broadsides lined up on it. Needless to say, once they had it in their sights, they blew the holy crap out of it - causing a warp drive explosion in fact, which also eliminated the attack ship. By this time the Kroozer had it's sensors knocked out and was wandering blindly into the void and the rest of the Ork flotilla were destroyed or dispersed.The captains of the Celestia and the Blade of Rubycon both voxed their thanks, with the Naval captain also suggesting that it might be best if no word of this battle or the convoy in general should be spread around the taverns of Port Wander. The explorers briefly tried to suggest that silence needed to be bought, but Captain Vursahti countered that a Naval interdiction squadron and a quarantine order would
  21. Akodo_Aoshi
    hard-ass or merely desperate for competent crew, they enforced discipline and training among everyone aboard ship. Depending on how you were trained, you might have learnt how to do starship maintenance (fix the waste recycler, you bum), handle logistics & supply (I requested a large jacket, does this look large too you?) or organise others (Stand around yelling while others do the work). Characteristic Modifiers: +5 Willpower; +3 Fellowship; –5 Perception Starting Skills: A flotilla or rogue trader fleet that travels together speak the same language: Speak Language (Rogue Fleet), Officer / Tech-Priest / Quartermaster on Deck: Unlike most void-born, your ship captain believed in discipline, efficiency and training. Every youth was given training or apprenticed to a senior to learn their craft. Gain +5 to one of the following skill checks when on (or regarding a space ship): Command, Tech-Use, Trade (Voidfarer). Void-Born Ancestry: Choose between Navigation
  22. Major Kimenth
    informed Speaker Tal that he was helping with the Ork problem and that the plan was to exile him afterwards, so that he could not bother Svard anymore… especially given that Thelonious had killed him before and it hadn’t stuck! Back in the conversation regarding what to do with the stasis pod, Thelonious and Constantine had a discussion regarding whether they could keep running for the 7 days it would take the flotilla to reach Svard, given that the Ork and the Psykers would need to rest. Thelonious’s idea was to fly somewhere, stay there for a couple of hours to give people a rest, then fly somewhere else, always keeping it moving, and only stopping again when they were far enough away for another two hour rest… he didn’t know if it would work for the time it needed, but he couldn’t think
  23. Jondavies72
    Black Friday deal but Wayland game ( UK) have missed prices waves 3 and 4 then given 20% of the wrong price, so liberty and interdictor are £23.99 each and the flotillas
  24. Sna
    warp storm surrounding the Gothic Sector. His recruitment by Captain Horst represents one of the last chances of his bloodline to maintain pre-eminence in this sector. He has yet to take the Radiance into the Empyrean, but serves his Captain with startlingly accurate navigational calculations, which not only resulted in recovering the Radiance, but also in plotting a slingshot maneuver past Telestro that utterly surprised the Great Enemy as the flotilla that they were leading seemingly appeared out of nowhere. His other expertise lies with communication and Auspex systems.Lieutenant JescoThe newest member of the Radiance crew and career Naval Officer. He first served on the Dominator-class cruiser Warrior under his father, Flag-Captain Jesco, but was placed on the Radiance as part of a deal with Captain Horst to provide an experienced gun crew to replace his depleted crew. His expertise remains unknown, but as part
  25. Cynical Cat
    There are hungers in the darkness. Reavers stalk the void, stalking the flotillas of predatory merchant-princes while would be conquistadors look for fresh territories to conquer. Some of the hunters are human, many are not. Some are princes or warlords in their own right, others owe fealty to a greater master, and some hold a place in eclectic hierarchies that is not easily defined. They all have appetite in common.But having gorged themselves on the kill, these sharks of the blackest needed a place to dispose of the the less digestible parts of their kills. Throughout the dark edges of the frontiers between powers can be found dark ports that serve and service the marauders and opportunists. Davin's Folly is one.Centuries ago it was half hollowed asteroid that served as a pirate base and repair yard, but it had grown since then. Nestled in an asteroid belt located