Snipafist

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  1. Thanks, I'm not used to seeing them straight on and a bit from the underneath. (and to @GiledPallaeon too)
  2. Final Wave 6 Regional - Indianapolis!

    Yep, it was nice playing you! And I agree, I think Ozzel was about the worst MSU your fleet could've come up against. Those blinged-out Jerry-aided VSDs are death on a stick to small ships unless they could find a way to arc dodge like crazy. Ozzel can make it happen, but most other MSU commanders can't. If it makes you feel any better, I hit the fleet I absolutely did not want to go against right after you, haha ;). Sorry to hear about you forgetting Solar Corona. That can hurt. I was also impressed with the store support and all the guys I played were nice too!
  3. Has Anybody Tried Brunson Yet?

    Yes. It has an immediate effect. You spend your brace and redirect during the spend defense tokens step but they don't actually do anything until damage is calculated. Evade and Brunson (and Lando, and Target Scramblers, and scatter, etc.) are used during that step but have immediate effects.
  4. Neat! It also raises the question of... What exactly is that furthest-back Imperial ship?
  5. Has Anybody Tried Brunson Yet?

    Because while speed 3 on Arquitens is occasionally necessary, your nav chart becomes a selfie stick if you keep it that way for long.
  6. Final Wave 6 Regional - Indianapolis!

    @geek19, any chance you could bold the names so it's easier to visually parse? Also Hyperspace Assault has the first three letters of the second word censored because it's a somewhat-crude term for "butt." Oh, and thanks (of course). I know that's a lot of work right there.
  7. Fixing Fleet Ambush

    Agreed. It has everything to do with the first player being able to blow your face up with squadrons, Demolisher, or a big nasty ship first thing on the first turn, which makes the objectively actively bad for the second player. The usual snark about Fleet Ambush is "who is being ambushed, exactly?" If they ever redo objectives (which I am down for, if FFG is listening), I'd love it if Fleet Ambush actually felt like more of an ambush, but balancing that could prove quite difficult.
  8. Sell me on: The Grand Inquisitor

    Works out all right on an ISD with an open officer seat, especially a longer-ranged one like an ISD-II. Most enemy ships start navigating around you to change their speed (slow down to stay out of close/medium range or speed up to try to get out of your front arc as quickly as possible), and you can respond with the Grand Inquisitor. Has some uses with QBTs as well - it should be stressed that using the Grand Inquisitor purely to turn on the QBTs is often not worth it, but it's not uncommon to speed up to post up somewhere threatening and then have the Grand Inquisitor help you slow down to pivot better and not overshoot the targets who are now madly scurrying away as quickly as they can. I tried using him for funsies as described and found he worked better than I expected. I don't think I'd ever use him on a carrier (despite being included in the Quasar), but he has his uses. I'm not sure I'd describe him as top-tier in that use, but I would need more playtesting to say for sure.
  9. Dcaps Gozanti vs Assault Gozanti

    The DCaps Gozanti also has the advantage of being able to double-arc (the once) at long range, which with Intensify Firepower, could get some results. Overall if you want something to go with Intensify Firepower, I'd probably go for the Assault Gozanti, though, because it doesn't need a trick to fire out to longer range and its flak is also longer-ranged. You need to be careful not to over-rely on concentrate fire, though, and keep it useful with Comms Nets or whatever other fleet upgrade you're bringing. If you're not bringing Intensify Firepower, I'm not sure I'd bother with either, though.
  10. Final Wave 6 Regional - Indianapolis!

    @Brikhause, I know Jerry chose to go first against it because one of his objectives was Fire Lanes. He realized it would get stolen right out from under him so he might as well get the benefit of being first player. Not sure it was the right choice, but I understand his reasoning. I'll also add: 3rd place (as mentioned) had Ackbar Assault Frigates, a blast from the past. 4th place (@comatose) had two Peltas (deal with it haters!) Although @geek19 had a rough final round that knocked him down to 19th, he went 3-1 with Commander Leia and Hammerheads. As already mentioned, I took 7th (also 3-1) with 4 Raiders and Ozzel, as well as some other stuff. Might as well post the fleet list: Faction: Galactic Empire Points: 386/400 Objectives: Most Wanted, Hyperspace Assault, Solar Corona Commander: Admiral Ozzel Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Skilled First Officer ( 1 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 84 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - External Racks ( 3 points) = 51 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - External Racks ( 3 points) = 51 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - External Racks ( 3 points) = 51 total ship cost Gozanti-class Cruisers (23 points) = 23 total ship cost Gozanti-class Cruisers (23 points) = 23 total ship cost [ flagship ] Raider-I Class Corvette (44 points) - Admiral Ozzel ( 20 points) - Ordnance Experts ( 4 points) - External Racks ( 3 points) = 71 total ship cost 4 TIE Fighter Squadrons ( 32 points)
  11. Final Wave 6 Regional - Indianapolis!

    I will mention that the bids there were weirdly high compared to several of the other Regionals we've seen so far for wave 6. I thought I'd be fine with a 14 point bid and I faced another 14 point bid (a somewhat similar Imperial swarm fleet, he won the coin flip) and got outbid in a really tough match-up with Patrick Cutter (mentioned earlier) round 3 with a Sloane fleet with a 15 point bid. Oof. My fleet does fine against most squad-heavy fleets and it's okay going second against almost anything that outbids it (won the mirror-ish match even though I lost the coin flip to take initiative), but it runs into serious issues when it is up against squad-heavy AND it goes second. I lost that one 3-8, I believe. I'm just glad I got the Quasar before it made a getaway, but it was brutal. Patrick was a nice guy, though, he's quite good with his squadron play, and I feel like we had a good game. I definitely learned a lot; it was not a Sloane build I've seen locally.
  12. Final Wave 6 Regional - Indianapolis!

    @geek19 has all the fleet lists, will get them to @Baltanok in a day or two. 3rd was one of our Fair Game guys, he's good with old school Ackbar gun lines and breaks the conga well, which often catches people by surprise. The TRCs are an unconventional choice, but in the current environment with generally more small ships and squadrons attacking at closer ranges, he makes it work. It's also got a ludicrous seventeen point bid.
  13. Final Wave 6 Regional - Indianapolis!

    Ackbar farming fleet won, it's literally the worst thing about playing Armada right now and people should feel ashamed of themselves for playing that garbage. I didn't play against it and I'm still grumpy in sympathy with all of his miserable opponents. The guy himself seemed nice enough, but that fleet archetype is an abomination. Otherwise, everything went well, my opponents were all nice, the TO provided food and snacks, the prize support was good, etc. 38 people were there, I took 7th and went 3-1. 4 Raiders for the win!
  14. Cannot Get Your Ship Out! January Articles

    My bad, most of Indiana is in the Eastern time zone. It's weird.