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  1. CaribbeanNinja

    Road to Worlds - "Y" Losing, err... "Contending" is OK! :-D

    CaribbeanNinja replied to IceQube MkII 's topic in Star Wars: Armada
    Reserved to blame Gink for taking the thread off course] Gink, please stop derailing this thread. I agree with you Q about Justin's patented "Flotilla-Cage-Express" move. It worked beautifully versus Steven, but JJs Ys+Intel squads were set up perfectly to absorb it. If you were not there, you will probably hear all of us go on and on and on and on about the camaraderie and fun that we had this weekend, especially during the Armada World Cup Final Four. This was quite an amazing scene which was about as much fun as I've ever had NOT playing Armada. (You people local to the FFG mothership are lucky as $%#*) Biggs gallery photo says it all. My smart move was to pay a little more attention to the Nathan/JJ match, since I figured I'd watch the other one on replay. Next smartest move
  2. moodswing5537

    Luke, poor Luke...

    moodswing5537 replied to moodswing5537 's topic in Star Wars: Armada
    would come down to flotillas and when do I get to alter my dice, before the scatter? If the scatter happens before I choose the crit effect, then it seems sw-7's are more effective. This is me thinking out loud. Shoot holes if you wish
  3. SkyCake
    Good job with placing second! Glad to see lower activations putting up some data points post flotillae. Hopefully this will shake things up for those who have wrongly rejected the game for being all about activation spam. Perhaps the "pass rule" people will calm down and maybe try some of these type lists out as well. Not holding my breath on that one though. If the past serves as a rule, we are more likely to get "NERF DOUBLE ISD" threads than anything... Ha! I'm sad you didn't get to experience strategic more often in the run up to this tournament... AG, or any red for that matter becomes easy auto pick when you don't have strategic. One of the holes in this game imo. Cheers
  4. WGNF911

    Time for some scum?

    WGNF911 replied to Gottmituns205 's topic in Star Wars: Armada
    Regardless of how it's introduced, there needs to be a bit more variety. I will enjoy working the flotillas into fleets when they hit da streets (I'm the real Slim Shady haha). If there is a third faction, my vote is for the mercenary concept. It would provide an opportunity to incorporate the capital ships from the Clone Wars into the Galactc Civil War from both the Republic and Separatists w/o too much of a stretch of the imagination (beyond what it's already stretched to haha). In a galaxy where shipyards ring an entire planet, there is room for a "contractor" to amass a fleet of old warships and droid fighters . . . as long as they have the proper permits from the local governor of course. To make it interesting, in order to incorporate any "contractors" into your fleet (ships or squadrons) you must have a merc officer
  5. Admiral Calkins

    Task Force Admonition vs. Task Force Romodi

    Admiral Calkins replied to Admiral Calkins 's topic in Star Wars: Armada Battle Reports
    things now). While not specifically about Admonition (it was really about fully upgraded large ships, specifically a Starhawk build with three Salvo tokens that almost encourages disengagement), one of our group members recently floated the idea of having the tournament more closely follow RitR rules for starting fleets. This would mean that each ship could have only one non-unique upgrade and only two unique squadrons (there is still no squadron limit and the flotilla rules still applied). The proposal would adjust the strategy more towards deployment, maneuver, and objective play. To say the idea was not well received would be an understatement. At least in my community, people seem to really like their big, fully upgraded ships and they don't particularly care about objective play. Absolutely nothing wrong with building a list and playing like that, but it just seems that maybe we should just be playing
  6. Undeadguy

    What is the main role for the squadrons?

    Undeadguy replied to Seabook 's topic in Star Wars: Armada
    packs, since they add a ton of new options to the game. I typically fly bombers very aggressively, trying to get in attack position on round 2, and strike by round 3. I normally run a few Escorts to protect my bombers, and with Intel I can punish my opponents ships. I will ignore enemy squads to maximize my killing power, since I will run Bomber Command Center to get rerolls for my bombers. Flotillas are great carriers for squadrons, and can take a variety of upgrades to make them even better at it. If you don't have any, you should plan on picking up 1 or 2 in the future
  7. copperbell

    Campaign Idea - Suggestions?

    copperbell replied to popeoldham 's topic in Star Wars: Age of Rebellion RPG
    Outlaw Tech to the Cloudhammer project? How would you players react to the reveal they already had someone very familiar to this Imperial Project in the heart of their base? However returning there will lead "Wraith" to their base and they will attack shortly after they confront the Tech as by that point "Wraith" will be revealed as having spent months trying to locate that Tech and they now have to escape an Imperial flotilla specifically coming after their rebel cell and they need to escape with that Tech if they want to get to the bottom of this scheme. Would that help? Edited August 29 by copperbell
  8. thecactusman17

    Weight wait

    thecactusman17 replied to axe238 's topic in Star Wars: Armada
    seems to group their waves by announcement, not release. So Wave 3 was flotillas and Wave 4 was Liberty/Interdictor, even though they effectively released at the same time
  9. GrandAdmiralCrunch
    Dreadnought/Assault Frigate Mark I, Finalizer, and various other Legends ships. If someone wants to start dedicated request topics for them, be my guest. here is the Clone Wars ship request list. I think the Empire should get the bulk of the former Republic ships. They share sharp triangular hull sections. The CR-20, and Combat Consular also share a layout similar to the Arquitens. Imperial (In uniform grey of course): CR-20 Troop Carrier (Flotilla) http://starwars.wikia.com/wiki/CR-20_troop_carrier Consular Class Cruiser-Combat Refit (Small) http://starwars.wikia.com/wiki/Consular-class_cruiser_(Charger_c70_retrofit) http://starwars.wikia.com/wiki/Republic_light_assault_cruiser Stealth Ship {Carrion Spike} (Small) http://starwars.wikia.com/wiki/Carrion_Spike Acclamator Class Assault Ship (Medium) http://starwars.wikia.com/wiki/Acclamator-class_assault_ship Venator Class Star Destroyer (Large) http://starwars.wikia.com/wiki/Venator-class_Star_Destroyer The Seperatist shared a similar organic design to the Rebellion. I also think that the varied designs help give the Rebels a rag-tag aesthetic. Rebel: Hardcell Class Interstellar Transport (Small) http://starwars.wikia.com/wiki/Hardcell-class_interstellar_transport/Legends Diamond Class
  10. Coyoti

    All the things Imperial

    Coyoti replied to Coyoti 's topic in Star Wars: Armada Fleet Builds
    will give it a go. Changes here:Classic fireball, engine techs, token upgrade on the gozanti. It basically becomes an activation piece. +++ (400pts) +++++ Imperial Navy (Standard) +++ Gladiator Star Destroyer +Gladiator I-Class Star Destroyer [Assault Concussion Missiles, Engine Techs, Ordnance Experts, •Demolisher]+ Imperial Star Destroyer +Imperial II-Class Star Destroyer [Electronic Countermeasures, Gunnery Team, Leading Shots, •Admiral Ozzel]+ Squadrons +Firespray-31Firespray-31Firespray-31Firespray-31TIE Advanced SquadronTIE Advanced Squadron•Dengar•Major Rhymer+ Gozanti-Class Flotilla +Gozanti-Class Cruisers [Jamming Field
  11. Grey Mage

    "Something Big is coming"

    Grey Mage replied to CaribbeanNinja 's topic in Star Wars: Armada
    Sorry, but I gotta say Im confused. No one doubts the rebel alliance has access to dozens and dozens of warships, and is able to make a rough stand against the empire. And *that* is based, as noted by the 3rd faction detractors, as charity. Exactly where do these ships come from? Planetary governments, economic guilds and merchant clans, and affluent gentry with their own personal flotillas. In a galaxy full of pirates, full or smugglers, and full of death star destroying extremists you dont think theres room for local system navies etc? That they wouldnt have a need? I mean, would you rather have a small flight of fighters to protect your GR75s taking materials to market through hostile territory or would you prefer to have them comfortably backed up by something like the MC30, or 75? Could your head warship not also double as a base for those
  12. Bertie Wooster

    Viable joke list? 14 x GR-75s (Combat Retrofits)

    Bertie Wooster replied to Garrett17 's topic in Star Wars: Armada
    flotilla can't equip a commander. That's not just tournament rules, that
  13. SnowWulf

    The Case For or Against a 3rd Faction

    SnowWulf replied to Piratical Moustache 's topic in Star Wars: Armada
    there is a third faction I think it should be a MERCENARY faction...Fighters, small and flotilla class ships that can be used by either side or separately if you wanted to make that pirate group you've always dreamed
  14. Nagasadow
    worry too much about numbers and "balance" and instead focus on the mechanics. After you gamify a mechanic make sure to include an idea for the next responder to tackle so that they chain together (feel free to respond to yourself and double post as long as you leave an open concept at the end for the next guy). Example: Skeleton Crew Upgrade: Title Text: modification This title can be equipped to any non-flotilla ship. The fleet point cost of this ship is reduced by 5 times its command value. The command, squadron and engineering values of this ship are reduced by 1 (to a minimum of 0). This does not reduce the number of command dials set by this ship. I would like to see gamified: Self destruct mechanisms
  15. Mad Cat

    Dumbest Change Ever!

    Mad Cat replied to KAGE13 's topic in Star Wars: Armada
    Play an Ozzel fleet. You hardly ever need nav tokens. btw I only yesterday realised that an Ozzel fleet Raider can now change speed by three on the following turn. Ozzel fleet ability + Nav dial + token. I'm really liking the new ability, especially in carrier fleets where Quasars flotillas and ISDs can plot lots of Squadron commands while Ozzel lets them change speed at will for 12 points below Thrawn and for all six turns
  16. Alzer

    Well, I quit...

    Alzer replied to ryanabt 's topic in Star Wars: Armada
    torn on my next purchase. I really want an ISD, buthe I feel like the quasar or one more of each flotilla would do me better. Irrelevant either way, as I start student teaching tomorrow and won't have regular income for the next 4 months
  17. Alzer
    roll boosted come on the flotillas, you can token first turn to get your second turn alpha, and it allows you a bit of room to stay back without losing squad commands on those Spd5 A-wings
  18. ManInTheBox

    Point for Point what is the best upgrade?

    ManInTheBox replied to Shadow345 's topic in Star Wars: Armada
    Another vote for Bright Hope. 2 points that has kept a crucial support flotilla alive far longer than it should have done and makes it almost immune to single dice bombers
  19. thecactusman17

    Point for Point what is the best upgrade?

    thecactusman17 replied to Shadow345 's topic in Star Wars: Armada
    points for inexhaustible -1 damage from all sources (as long as it doesn't hit from the rear). This is the be-all end all of defense options and should be stapled to at least one GR75 in any Rebel fleet. Comms Net: The definition of the undercosted effect that takes a unit from decent to ubiquitous. It's impossible to decouple the power of Comms Net from the cost-benefit of the flotilla platform it attaches to. A low- cost multirole support platform that can spend the early turns feeding valuable command tokens to bigger combat ships waiting to move into optimum position may not always be thematic but it is absurdly effective for the low cost of 20-25 points depending on faction
  20. Hastatior
    that i don't believe it is necessarily OP as it IS, just as it's ABUSED, using the term loosely). I like some of the proactive ideas like FAQing away the engine tech thing which is totally reasonable and just takes the thing down a notch without having to re-write history or nerfing it to the point where it becomes yet another over-priced title card (looking at you, Devastator). I think Flotillas may just become a brilliant Demo buffer, if they are cheap enough it might be worth taking even just ONE for activations and to flank a critical ship to prevent the demo pounce or the MC30 shark attack. I use a totally pimped out Demo with Montferrat in my go-to tourney build but I prefer to go second, so when I use demo its usually like a coup de gras dagger and less like
  21. Snipafist

    I Quit...

    Snipafist replied to ryanabt 's topic in Star Wars: Armada
    currently own 4 Raiders and that's probably where I'm going to stay. Probably. I regret nothing, Raiders are great. At one point I owned six Gozantis and four VSDs. The Gozantis for silly Tarkin flotilla spam fleets for funsies. Turned out it wasn't actually much fun (for me or the other guy), so two of them got sold off. The VSDs because they just kind of piled up over time. I did use all 4 once in a 500 point game with Jerry and it was all right, but four is at least one too many and so I sold down to three. I'd actually counter that Mon Mothma MC30s are superior against squadrons ( @GhostOfArdaedhel can tell you/us more if he wishes), she has more synergy with the titles, and is maddening when you also add in Lando on one of her MC30s. I've been
  22. Hedgehogmech

    What is the least effective upgrade?

    Hedgehogmech replied to Shadow345 's topic in Star Wars: Armada
    used them to good effect on Vader Cymoon ISDs. They're great at killing smaller ships - you're able to shut down both tokens on a flotilla, or both evades on a CR90. You'really need vader to give you a good chance of an accuracy, but when you do they're better than H9s as you don't give up damage to generate an accuracy - very important on swingy red dice
  23. >kkj

    What is the least effective upgrade?

    >kkj replied to Shadow345 's topic in Star Wars: Armada
    Tantive IV is great if you want Coms Net but dont have place for a Flotilla in your fleet! (Assuming you already use a CR90 in that fleet
  24. thecactusman17

    List of Canon Ships for Armada

    thecactusman17 replied to Piratical Moustache 's topic in Star Wars: Armada
    Another Rebel flotilla? Not without a major change to the purpose of the ship. They already have a light support freighter
  25. Alpha Xg1

    "Something Big is coming"

    Alpha Xg1 replied to CaribbeanNinja 's topic in Star Wars: Armada
    agents are still on their toes! Have you updated Imperial Blog thing - we've got GUNBOATS now! The Emperor's reach extends further yet!!! Back on topic - I don't know guys, I've said this before but. I think that if something is requested enough...it'll eventually happen! Look at the Interdictor/Liberty and Gunboat. Remember when the Interdictor came out? We sort of got half a wave released with the Flotillas. (Some cluey forumites noticed the 'photochopped' appearance of the announcement article.) It was only in hindsight that we learned that the Interdictor was held back by it's appearance on Rebels. Now I'm also wondering about the timing of the announcement of the Gunboat - the "Bring on the Alpha Strike" X-Wing article mentioned this tidbit: "The ship was often assigned to Imperial Navy specialist units that needed a starfighter they could outfit for multiple roles