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  2. Because there's some obscure alphabet called 'high galactic' or some such that the rebel fighters are named after. Basically a hand-wave dating back to the early films to explain why they have A-wings and X-wings when they never use an alphabet on-screen containing those characters.
  3. I have never understood the hate for Jar-Jar. I loved him, as did everybody I know. The same goes for the prequel trilogy. And we saw it in English. The first I ever heard of this dislike was on these forums. I was rather surprised.
  4. Braylen Stramm (47) Jamming Beam (0) Ship total: 47 Half Points: 24 Threshold: 4 Wedge Antilles (52) Crack Shot (1) Proton Torpedoes (12) Servomotor S-Foils (0) Ship total: 65 Half Points: 33 Threshold: 3 Cassian Andor (47) Tactical Officer (2) Leia Organa (2) Pivot Wing (0) Ship total: 51 Half Points: 26 Threshold: 4 Jake Farrell (36) Ship total: 36 Half Points: 18 Threshold: 2 I've been flying this a bit. Basically incorporates Jake into the Rebel Beef build - he's only 2 dice, but the tradoff is Wedge can now take a torp. You can do a lot of shenanigans with Jake and Cassian, like Cassian coordinating a barrel to Jake (hand off focus), then Jake Boosting (hand off focus) then doing a blue to clear stress and doing an action. The tricky part is being in range 1 of Wedge / Cassian with Jake, ideally you want to barrel roll and boost every turn.
  5. TheCeilican

    Inert Fat Han

    So simple! And yet none of the best players in the world managed it over something like 13 rounds and he managed to win the biggest event of all time WITHOUT LOSING A SHIP until the Quarter Finals.
  6. I missed that. In that case, you're right; even a blank result is very useful as it allows you to play Niten Adept and 'nope' your opponent's explosive successes after they've rolled them.
  7. Pre move barrel roll is pretty good, ask Sabine. Especially with Discord missiles in the game. It is basically Young Ani, Sabine, Advanced Sensors carriers (expensive), SNR carriers (even more expensive), who can ignore discords. So the Hyena spread: Barrage rockets hints at double missile slot. Bomblet Generator seems to be in there, hinting at double bomb slot as well. That's a really strange choice of bomb. No reload possibility (as no shields), but 2(!) bomblet tokens?? There is a hidden modification card, though. Heavy Hyena with shields (but that would be a config, wouldn't it), or something enabling to leave bombs on the map, ala old Nym? And some kind of new missile. The art on the card links it to the other bomb shaped token. Guided bomb? Which opens up another question on "card packs"? Do card packs - if and when they show up - even contain cardboard for bombs? Otherwise it will only be pilots, upgrades and inserts, no devices.
  8. svelok

    Inert Fat Han

    This is the second system open in a row with parking break Han on the final table.
  9. Can you point me to the 3 end of turn posts, so that I can catch up on proceedings?
  10. Seppun is an odd school. It seems extremely unreliable because you have to pick a specific ring, but if you do get the ring right - anything you rolled is good. You can apply the prediction dice to any character, which means you can buff your friends or make your enemies fail.
  11. Gilarius

    Inert Fat Han

    Most were the standard 3 Sigmas with Juke, plus one Sigma with Crackshot. One version dropped the Crackshot for a bid in the mirror match. And one of the top 64 had only 3 phantoms, probably the lower Init generic plus Vader. There have been a lot of them around in all the System Open events...
  12. Do You Own Huge Ships Already? Gozanti Did You Play Epic in 1.0, or Were They Dustables? A couple of games with huge ships. Do You Plan to Play Huge Ships in 2.0 (in Standard/Huge/Epic battles)? Huge battles. Ships are too expensive for standard, and we don't get the time to play epic battles.  Do You Plan To Play Epic Missions? Yes  What is Your Biggest Draw to Epic 2.0? Huge Ships, Missions
  13. And it'd be surprising if a major town didn't have people nominally from multiple clans living there, regardless of 'whose' town it technically is. All of them will be answerable to the Governor of the Town as well as their own Family Daimyo and Clan Champion. Absolutely fine. As noted, they could be fostered or hostaged guests, embedded allies serving with the clan, advisors, ambassadors, imperial officials (representing the Emerald Magistrature or Imperial Legions), you name it. In a more practical way; what are you planning to have them do, and which other clans are we talking about?
  14. ^this. I think of them like an expeditionary force: their gear is intended to allow them to survive anything - temperature extremes, bioagents, caustic and poisonous atmospheres, the works - so they can go in on short notice anywhere they're needed, while a regular Stormtrooper unit needs to be issued with a full suite of environment-modified gear(Sandtroopers, Magmatroopers etc), which is only really practical for occupation and garrison duty. I view the ESB "snowtroopers" as part of Blizzard Force, which are just Hostile Environment Troopers with additional experience/specialisation in arctic conditions. Personally I'd also just use regular Scouts with E-22s as Shoretroopers, but that's because personally I'm not a big fan of the whole special helmets and fancy coloured armour thing, especially for something so extremely specific as "Coastal Defence Stormtroopers"(because it's absolutely vital to have a whole specialist elite unit specifically for the twenty-odd metres of ground between the already extant "Seatroopers" and normal Stormtroopers... 🙄) that are ostensibly just regular STs of Sergeant rank with some extra training. Leave their Scarif look on Scarif as some experimental or vanity project by the base commander, IMO.
  15. Somebody tell me about this multi-phantom list. I am fascinated.
  16. sssh... theres a clonewars eposide where Anakin sets a load of the clone walkers on an astoriod to ambush the CIS fleet...
  17. They don't 'modify' the profile (they don't change the damage stat or deadliness, for example) but they do affect it. Water fist, as noted, doesn't change the profile but makes it ignore a big chunk of physical resistance. Should it work? This. Whilst we can't know the intent without a designer comment, I'd be surprised if it wasn't intended to work with at least the various 'fist' kihos. Being as strict as "unless it increases damage, deadliness or range of a punch or kick it does nothing" seems wierd in that it restricts a whole elemental discipline from the school's ability.
  18. I don`'t agree that these two are the root of the problem. Take the two ship lists for example. They dont need any of these. They use Stele, Jendon, Morna, Bossk, Boba, Firesprays, Mauler. These lists do not use Sloane, and don't need Intel this badly (it helps, but they don't focus on it). Or Nathans Rieekan fleet. He didn`'t use Intel, and was still fine (if not great). The biggest problem is that ships cannot take down squadrons this well or just not fast enough. Sure, two ISD with Flak can take down squadrons "really" fast (non aces after than aces). But even if they need 3-4 turns, this is just to long. In this time the squadrons can kill the ISD. Soemthing that should be only fair, x-134 points in squadrons (that are destroyed) against a 120+ point ISD. The only problem is that 240+ points were not able to stop the 134 points in squadron. One ISd alone need way to long and might not even be able to kill any. But imo they don't have to kill them fast, this is not their (main) job. It is like a carrier battle group in the Navy. The ships in Armada are the aircraft carrier. This one cannot work alone, it need support. And this support should be the squadrons. Sadly most dont want to use this support, or need the points somewhere else (in the ships). But because of this they expose themself to a heavy squadron list. In Star Wars Legion they made the rule, that each army has to include 3-6 core troopers. In analogy to Armada this would mean that each fleet has to include 72-134 points in squadrons (or maybe in anti squadron cards/ships). They did this in the the same way with Flotillas. Each fleet can include 0-2 Flotilla (like in Legion with Special units). And with the Commander. Each Fleet has to include 1 Commander. So why not do the same for squadrons. But as i said, this could be a dull rule that some might not like. Because some just do not want to play with squadrons. And some (like yourself at the Vassal World Cup) try to counter this by killing the ships and ignore the squadrons. Great tactic, but this is (imo) not reliable enough to count on it. To be fair i would even say, that the root of the problem is the focus on being able to last/first and on the activations. This ability, to go last/first, is way to strong in Armada. And this should have been fixed a long time ago. Without the bid fight and the hunt for activations and going last/first, there would be no need for so many ships. And some might have used more squadrons instead. The worst part is, that Bail and Pryce only made it worse. Suddenly you don`'t need a high activation number anymore to do the last/first. But this last/first is still the main problem. It even went full counterwise in the other direction. The high squadron numbers are a result because of Pryce. You have now the abilty to go last/first with few ships. This means you can suddenly use squadrons as well, on top of the last/first. Where others have to use these point for ships, to buy activations, Pryce and Bail can do the same with only 2-3 ships. And on top have the big bonus of the squadrons (thanks god that the SSD cannot use Pryce...). Take out the ability to last/first, errata Bail and Pryce to something else, and i would say that the squadron problem will solve itself. Because most will add 4-6 squadrons now. Suddenly they have the points free to do this. Instead of squeeze another Hammerhead or Raider into the list, just to buy one more activation, they could focus on anti squadron support, that also help against ships. And this is, like i wrote at the begin, squadrons, as long as there are no upgrade cards that do both.
  19. Hi! I've heard amazing things about this list, which includes I5 pilots: TIE/sk Striker: "Duchess" (42 + 2) + Predator (2) TIE Advanced x1: Maarek Stele (46 + 3) + Marksmanship (1) + Fire-Control System (2) TIE/ln Fighter: "Howlrunner" (40 + 1) + Crack Shot (1) TIE/ln Fighter: "Mauler" Mithel (32 + 1) + Crack Shot (1) TIE/ln Fighter: "Scourge" Skutu (32 + 1) + Crack Shot (1) Have you tested? What do you think about it?
  20. My traditional first question when a new book comes out, what ships are statted in it?
  21. Suppressive on a spammable corps unit is a really bad idea.
  22. Same. Tried eyes a few times but never got anything good and wound up covering it anyway
  23. Gilarius

    Inert Fat Han

    Additionally, having watched Jack's top 8 and semi-final matches on Youtube, he only won due to rolling better dice thoughout both games. The semi-final would have gone the other way if Kevin had done a single point of damage more to Han - he had shots, he rolled only 1 or 2 hits multiple times despite having a focus token each time; he also rolled a lot of blanks on his green dice to take more damage than he should have done. So, don't over-react to this list because it 'won'. Quad Phantoms should still beat it and are by far the most consistent winners in extended. 9 out of the top 64 lists were multiple phantoms, I think. Try out some games, flying it and against it - then highlight whether it's really an NPE that needs dealing with or something that normally loses so much that people won't bother using it. The only real NPE it has seems to be the same compaint that I have when facing Whisper and other high Init repositioning aces: if my opponent is better than me (which does happen quite frequently), I almost never get to shoot back and they win without me feeling like I've participated much!
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