Is that normal from the learning setup? I feel like I’m missing something because the Vic just annihilates the Rebel ships. Especially the Corvette.
Just Bought a Core: Empire 5-0 So Far
"The odds of surviving a direct attack on a Star Destroyer are..."
Don't attack from the front. The Victory turns very poorly, so it's not usually that hard to get around its sides, where its offensive capabilities drop off sharply. Remember that Armada is shoot-then-move, too, so you want to set up your ships for the enemy to fly into your arc - don't try to chase them, as the order of movement is wrong for that.
And as activation order is not fixed from turn to turn, the Rebel player with more ships has a potentially enormous advantage in that you can move a ship in at the end of one turn, and have it fire and move out at the start of the next - before the Victory can react to it at all.
Ah I see now. I didn’t realize you alternated activations like Legion. I was doing all Rebels ships then all empire. Yea that does change some things.
4 hours ago, TasteTheRainbow said:Ah I see now. I didn’t realize you alternated activations like Legion. I was doing all Rebels ships then all empire. Yea that does change some things.
Yup, quite so - it always alternates until one side runs out of ships. And that's true into the squadron phase, too, if you didn't activate everyone during the ship phase. 2 for one side, 2 for the next, etc until all are done.
It isn't my favorite game mechanic for the system, but the game is definitely built around it and it does work.
(And do note once you start really getting into picking the best objectives, which is really what the game IS...the player who gets first activation is the first player...they have to pick one of the *second* player's chosen objectives. So it balances the activation difference between them, as you'll note most objectives have a much more favorable setup for the second player, neverminding it was their initial set of objectives picked in the first place. OBJECTIVES ARE KEY TO THE GAME - definitely pick up at least 'Rebellion in the Rim' with the 'Rogues and Villains' expansions early on.)
Edited by xanderfalso 200 pt task force format seems to be more balanced than the core 😃 and prepares you in every way for the real game
29 minutes ago, Blail Blerg said:also 200 pt task force format seems to be more balanced than the core 😃 and prepares you in every way for the real game
It does feel like an extremely interesting format to the game, and the campaign does it so well, I wonder if there should be a thread on that.
IE., "So I've got the core set, 'Rebellion in the Rim', and 'Rogues and Villains'...what are the next choices to give me some viable options for task force format?"
For the Empire, I think I'd go Quasar Fire , the Raider , maybe a Gozanti , and Squadrons I (sadly out of print temporarily) - for so much Imperialness, there. More than can be run at once, of course, but it gives you a LOT of choices for builds in that format.
huh?
5 hours ago, xanderf said:It does feel like an extremely interesting format to the game, and the campaign does it so well, I wonder if there should be a thread on that.
IE., "So I've got the core set, 'Rebellion in the Rim', and 'Rogues and Villains'...what are the next choices to give me some viable options for task force format?"
For the Empire, I think I'd go Quasar Fire , the Raider , maybe a Gozanti , and Squadrons I (sadly out of print temporarily) - for so much Imperialness, there. More than can be run at once, of course, but it gives you a LOT of choices for builds in that format.
I'd recommend the Imperial light cruiser if you can get one, it's an excellent ship.
Also the fighter packs are good, it's great having some tie interceptors and bombers available
11 hours ago, xanderf said:It does feel like an extremely interesting format to the game, and the campaign does it so well, I wonder if there should be a thread on that.
IE., "So I've got the core set, 'Rebellion in the Rim', and 'Rogues and Villains'...what are the next choices to give me some viable options for task force format?"
For the Empire, I think I'd go Quasar Fire , the Raider , maybe a Gozanti , and Squadrons I (sadly out of print temporarily) - for so much Imperialness, there. More than can be run at once, of course, but it gives you a LOT of choices for builds in that format.
Don’t forget the gladiator, the little beast.
20 hours ago, TasteTheRainbow said:Is that normal from the learning setup? I feel like I’m missing something because the Vic just annihilates the Rebel ships. Especially the Corvette.
The only thing you’re missing (beyond alternating activations), is practice - after a while, the core set games swung the other way, with the Vic never getting its front arc on target and the little guys needling it’s rear to death.
Just now, Drasnighta said:The only thing you’re missing (beyond alternating activations), is practice - after a while, the core set games swung the other way, with the Vic never getting its front arc on target and the little guys needling it’s rear to death.
This.
OOOOOOHHH guys you only use one command dial per ship each turn. This will change things!
7 minutes ago, TasteTheRainbow said:OOOOOOHHH guys you only use one command dial per ship each turn. This will change things!
Yeah...more command dials is a bad thing*. It means you have to plan 3 turns in advance, basically. While that little CR90 can just zip around plotting the dial it's using for the current turn, right before it uses it.
* Mostly. Obviously, it usually also means you can store more command tokens (only one of each type, and there are only 4 types of course, but even given that you can only bank up to your command limit - so that's some consolation for high-command ships. Of course, you have to have a chance to get those commands issued, or bank the tokens you get from Tarkin or something. And tokens are worth so much less than dials. So...it's not perfect...)