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  2. Or a plot point to see if they can reset their programming without destroying them and save their investment.
  3. The game is "internally competitive enough." There are almost 70 ships in the game. If you can't find a handful that allow you to Fly And Win, or a different handful to Fly For Fun, that's on you, not the points assigned to the components. What is ridiculous is the amount of entitled hyper-perfectionism that is expected from this game. Well, in recent weeks there have been the "I Can't Play Because Points Are Changing" thread, the "Scum Is Screwed And Needs New Points" thread, and the "Now I Can't Play My YT-2400 For 6 More Months" thread. So yeah, the Every 6 Months = Points and Refresh **** show has become an entrenched feature of the game. And it is no longer strictly about balance, It's about killing meta archetypes to force players back to the drawing board. And it is about players refusing to play ships that they have decide have the wrong point value. And, IMHO, things are even worse than in 1.0. At that time, complaints were about demonstrably underperforming ships in the meta that needed some luv. Now, everybody is an expert on how their favorite ship is off by 1-5 points. As has been pointed out above, they are 2 different ships in 2 different factions. So, you are comparing a citron and a citron vert. Yeah, it does make me sad that FO/Resistance are essentially copies of Empire/Rebels.
  4. If you are looking at a pure Procket platform, the generic RZ-1s being cheaper does help. However, that is a single shot, on a generic. The second you look at the named pilots, things completely tilt in favour of the RZ-2. For a single point more than Arvel, the Resistance can get a pilot who is immune to being blocked (Zari Bangel), and at the same cost as Jake you can either get a initiative 4 pilot who can freely rotate their arc after fully executing a manoeuvre (Greer Sonnel) or an I5 pilot who wants to bullseye someone anyway (Tallissan Lintra). Tallissan is much more likely to be able to get that bullseye, sitting at a stronger initiative position than Jake.
  5. Assuming we're talking any sizable building or other obstecle, four actions is right: one to get into base to base, one to go up, one to go to the next edge, one to go down. At least on my tables, vertical walls (be they ruins, part of buildings, or wrecks) are far more common than difficult terrain.
  6. I don't think this works. Specifically, I think that the rule forbidding a ship from equipping multiple copies of a card is not a card restriction. Restrictions are specific to individual upgrades and are listed in a box on the card itself.
  7. I flew this yesterday, and it's surprisingly decent. Four ships, so you're pretty bare bones on any of them, but with 2 points left you can look a couple of options - Engine Upgrade on Palob, Crack Shot on the two G-1As, or maybe Predator on Zuckuss. Between Palob and Seevor, your opponent should be hurting for dice modification (which makes Zuckuss' extra dice all the better), and 4-LOM shuts down their options for the following turn. Matching Initiative 3 across all of the ships is quite nice as well, making it a bit easier to navigate your ships around each other. Zuckuss (45) 4-LOM (49) Advanced Sensors (10) Mist Hunter (2) Palob Godalhi (40) Debris Gambit (4) Moldy Crow (18) Captain Seevor (30) Total: 198 View in Yet Another Squad Builder 2.0
  8. Will damiyo typically only have samurai families from their Clan serving them, or will they more often have members of some other Clans serving them? IE how strange would it be for a member of the Matsu family to be sworn to a Crab damiyo?
  9. Well I find the gift giving shuji to be functional. The support system that establishes gift “value” is what is at issue here.
  10. @Wazat, taking a close look at the AG, it is helpful to compare it to the V19 Torrent. I think these may be the only two ships to have B.roll+link+red evade. Cheapest Torrent is 25. So you're paying THREE POINTS for a more open and speedy dial, an extra rocket slot, a turret and gunner slot, and very importantly, swapping one hull out for a shield. I wouldn't call it a great trade, but I'd say it's fair. In that note, I'd keep my AG cheap and use it as a Control Blocker. Doral Turret and "BT-1" gunner on the Specialist. 33 points and done. (Edit: sorry, Kestal. Maybe next time )
  11. Wondering if these cards will be in the upcoming expansions or just the new Clone Core Set?
  12. I haven't logged in for a bit but usually there is a bundle where you can get a new clone skin for all four of the classes that can equip the skin. 40K is pretty steep for a single trooper class skin. That's more a hero skin cost. Just poke around in the appearance menu for the bundle. It might be the same skin for every class. Okay, forget all of that. Found your answer on the Battlefront forums here: https://battlefront-forums.ea.com/discussion/140528/no-bundle-crates-for-the-droideka-update-clone-skins#latest Notice the post from F8RGE who is pretty much official saying it is correct that it is 240K to get all of the new trooper skins you're talking about. So no bundles. Grind for the credits or pony up real cash for crystals.
  13. I don’t think such a person would allow their H/G to sink super low, thus they wouldn’t Give you grounds to declare them honorless.
  14. I'd say what you are asking would be possible, given the ruling (which is on pg 27). As for when/how they trigger, id say they would both trigger separately, and you "decide the order they enter the ability queue" so that ship would deal 2 damage upon being destroyed.
  15. Y wings get more damage antiship compatred to A-wings as they have the bomber rule and then Bomber Bommand Centre enhances this further. Y-Wing is 1.25 expected damage rather than 0.75 for an A-wing. I would swap to an Ordnance MC75 with ECM, OE, APTs and E-Rax. SADviser too if you can ge the points. Your Coms Net Flotilla can probably loose Boosted Comms if it is giving out tokens much of the time. Hondo or a Vet Captain on the Pelta could be nice to keep AFFM active. Squadrons look fine but I would reccomend upgrading one Y-wing to Gold squadron for that extra punch.
  16. Atm Rz-1 costs too much for firepower 2, and if you want a cheap missile platform, a Z-95 is noticeably cheaper, and has the same trash initiative. Rz-2's have 2 affordable initiative 5 pilots, and are the only cheap option within their faction. Would I use Rz-2's if they did not have I5's and were in the Rebel faction? No I would probably find them overpriced considering I could get an X-wing for a little more. Despite everything I would probably fly them a little bit as they are one of my favorite ships.
  17. Bucknife

    Anti Rebel Agenda

    Now you've got cheap TIE/FOs for days, Paul. Go crazy.
  18. I see what you are saying, but that is under the section about cards having restrictions. The restrictions appear to be about list building in the first place. If that bullet point were not there and it was its own sentence (and therefore not part of the section discussing restrictions) I would absolutely agree. "Q: Can Cikatro Vizago [Crew] exchange an [Illicit] upgrade card onto a ship that could not normally equip it (such as equipping a Stealth Device to a Z-95 Headhunter and then exchanging it with a Rigged Cargo Chute on a YV-666)? A: Yes. Restrictions are ignored after setup unless noted otherwise." As you noted, Cikatro ignores restrictions unless noted otherwise. As the initial portion (not allowed to equip two of the same upgrades) is under the restrictions section, I think that this means Cikatro can ignore that.
  19. This was actually also a key factor with the Jawa's Take Cover ability. It has the wording that says you may apply +1 block and -1 surge cancel to the defense results. For a while there was an argument that said that you could only apply the +1 block if you had a surge cancel to remove (in other words, if you couldn't pay for it, you couldn't take it). However this was clarified to say that you can apply the +1block regardless, and would only remove a surge cancel if you had 1 to cancel. The reasoning was that it did not say you can convert 1 to the other, so you only do as much as you can. A similar rule was brought into X-Wing, and people argued for months on it, before it was confirmed to use the same methodology.
  20. The adventure Winter's Embrace introduces a few new factors to this mess. The biggest is:
  21. Take my opinion with a grain of salt as I have only been playing Armada for half a year. Personally I am not a fan of generic Y-wings as A-wings seem too much of an upgrade for 1 point, as A-wings do similar bombing damage, and much better anti squadron. based on the fact that you only have 2 A-wings, why not drop 1 y-wing and pay 1 more point in squadrons to upgrade both A-wings to the named pilots? it would allow you to have more tokens on your squadrons, and Jan ors would not struggle to decide who to give tokens to as much. In addition both named A-wings have scatter tokens and brace tokens which should make them dramatically more durable. Quad Laser turrets on your MC-75 will likely result in your opponent not sending squadrons after it, personally I would rather use it on a ship vulnerable to squadrons, or on all my ships to present no good target. I think you would be better spending those points on a turbo-laser upgrade. Those are my thoughts, though you do have fairly light anti ship firepower in your fleet.
  22. The only other source is FFG. Definitely a she. And aggressive. "At a pilot skill value of "7," Lieutenant Kestal is the quickest shot among the expansion's various pilots and the one best able to react to her enemies' maneuvers. She's also the most aggressive of them, capitalizing upon the accuracy of her Synced Turret with a unique pilot ability that allows her to spend a focus token to cancel all of an opponent's blank and defense results."
  23. "Significantly better?" How, exactly? If you are suggesting that having a slightly cheaper ship with the same single-user shooting capability is better than the slightly more expensive ship in a joust situation, then you are correct. But, there is more to this game than a single joust engagement at turn 3. When the joust ends (which is very easy to control with a ship that can go right, left, or straight and still have shots at whatever it just flew past, as opposed to being limited to red 180 maneuvers), there is no question that the Resistance A-Wings are better and only weak arguments that they pay a sufficient price for being that much better. That single round of reverse shooting after the initial engagement, particularly when your opponent cannot cover all three of your positioning options, alone is worth the 3 additional points that the Resistance A-Wings pay.
  24. Definitely feel like Rebel As should get a mod at their current base of 30. It feels like they are paying for it already. Either way, comparing their features to the rebel Z who sits at 23, I think 7 points is maybe a point or two to much tax. 28/29 would be totally safe for Phoenix, and buy them an important Talent to offset their 2Red offense.
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