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Don't worry about it. It's all good. I've misread things plenty of times as well And I'm already predisposed to being blunt and up front with my opinions so some people get rubbed the wrong way. One of the outcomes of being a scientist. -
I Get it. I ran it for a long time when ISDs first came out its good. That being said the guy didn't really hit any poor match ups for him till the end. Match ups are a big part of tournaments. I am not saying his list will crumble against these super joust lists but its not perfect. I did mention in my post that someone did very well at GenCon with only -
Flotillancitos and Flotillancitas happen -
I have the perfect solution. It eliminates and equalizes the whole uneven activations making them equal, as well as ensure no matter what the bid each player has an equal chance to be first player. Finally if also eliminates slow play as a nice side effect so every game is played to completion. Each table flips a coin. One side is heads, the other is tails. Winner of the coin toss wins the conflict. Tally -
Imo they are the best in the game for it. -
Thanks we had a game last night and didnt note that change. Ffg need to update rules book online for them
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That's great I'm glad to see big ships getting some love and tournament wins. It has definitely seemed to be getting somewhat better with wave 6, although it doesn't look like wave 6 had a whole lot to do with the winner there. -
@ Brobafett: You aren't wrong, and that is not a bad set up either. I was just working out ways to keep activations up, but still have something to deal with those threats. @ MandalorianMoose: That is true, OE is powerful, but on a Mk2 it's not so much of a loss. Even threatening one, might cause the opponent to rethink his deployment and give the heavy hitters time to do their jobs. -
what I was thinking... people wont take them just to be activation padders if they can be taken apart by one or two sqns -
I'm sorry. I'm being facetious. I get your complaint, but I watched a 2 ship fleet clobber its way to the top of a SC event.... which had fleets with activation advantages.... it really depends on the fleet, the player, and a little luck. This guy was good, and could negate high activation through quality. 'nuff said. -
with sloane they can already be taken apart by few squadrons. an tie interceptor with flight controllers can one shot them by using AS. I kinda like it still but it is probably way too power. -
This makes objectives pointless. Yea, tell this to your opponent who bids hard and then still wrecks you going second. This is not an RTS game. If you want to play an RTS game, go play an RTS game. This is just not true. A skilled player will make the best of any situation. You don't rely on a gimmick to win. You win because you outplay your opponent. This is why objectives are -
i felt pretty dirty saturday when having 3 gozantis and fighters won me the game because my opponent couldn't catch me or didn't get an accuracy. I think if they jump the points to 450/500 it could help but also may make it worse. Also I have yet to find a very reliable way to kill them that wasn't just a huge point sink or poor trading. -
Touche. -
Oh come on, it was fun the last 4 times. It's a cycle. If we don't complete it without at least 1 locked thread, is this really the Armada forums? But yea I get it. It's a game with mechanics. Disrupting them is very fun and I expect Raddus owns the fun boat. -
Might make them too good at blocking, which isn't something I'd like to see. -
How is Raddus getting a ship at the top of turn 2 behind my opponent? Don't you deploy at range 1 of a friendly ship? A speed 4 CR90+ET can cross half the board it deployed at range 3 of edge, but I don't think that's far enough behind your opponent. Certainly a flanking deployment. Otherwise I agree. Raddus is going to counter the deployment and activation game. No longer do -
I took his statement to be directed at people who rely solely on last first to win. I don't see anything in your highlighted parts to contradict that. No you didn't come out and tell him to play better. That's me being guilty of reading too much into what you said here... This is just not true. A skilled player will make the best of any situation. You don't rely on -
RADDUS BOMB! Brought to you by GrazyShiznitIndustries, maker of the Nose-Punch(TM) brand Armada Experience. (Well, you asked, mate ) Edited August 29, 2017 by Drasnighta -
see Don't you know that that's the only way to play strategically? Slugfests are the only legitimate way to play a strategy game, using other mechanics is just gimmicky, and anyone who plays that way is not smart. [SARCASM SELF TEST COMPLETE] -
QFT. Mechanics like this benefit the game by giving learning players a path to do well. It's a fun thing to discover, takes a bit of skill to master, but won't consistently win in competition. A list completely reliant on last/first can be tuned to do very well when it wins the bid while ignoring a wealth of weaknesses, but in doing so will usually crumble when it loses the bid... But because -
I think the difficulty with that is having the correct bid. It's fairly easy to go all in on first player and bid 20 points, or the equivalent in ultra bid metas. But finding the balance of bidding against lists you want to go first against, and allowing the ultra bid to have first against you, is difficult. Because different areas have different bids, it's really hard to anticipate what is too much -
I like to deploy them to where they will end up trailing the main conflict. Since they're slicing takes place after movement, they can trail bigger ships and jack them up for the next turn -
You mean, like the Nose Punch? Great while First, has stupid advantages while Second...