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Plant

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About Plant

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  • Birthday 09/05/1981

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  1. I love the idea of maximising the amount of ships you take. That being said I'm becoming increasingly convinced that the victory class is a bit of a waste. In max shipnfeelts you need to make sure your 4/5 ships are all hitting one ship on turn 2. The lack of speed and manoeuvrability on a Vic makes it a bit of a liability in these circumstances. I've just knocked up a list you may like. Tarkin is just my normal go to admiral for imperials, the more ships you take the better, but you may like to switch him out for someone else. ISD 2 tarkin Isd 1 Gladiator 1 demolisher Gladiator 1 Ten point initiative bid Ignore the fighters, kill the ships, navigate and engineering are the commands to take. Let me know if you try it....
  2. Excellent post from the OP. Unfortunately i'm afraid that the well reasoned arguments you provide are unlikely to change anyone's minds. I would be very happy to be proven wrong.
  3. I think it's more likely that someone looked at the miniatures from the star wars board game and then wrote some armada rules for them, hoping to to appease, at least in the short term, the rampant desire that people have for more plastic spaceships. pew pew.
  4. I wonder if my usual list would do well here, it feels like it would, but having never played anyone outside of my own group i have no idea how good of a player I really am. I've been focusing on maximum ships/first turn since I started playing and very rarely take any upgrades: general list Author: elric0509 Faction: Rebel Alliance Points: 373/400 Commander: Admiral Ackbar Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Dangerous Territory Assault Frigate Mark II B (72 points) CR90 Corvette A (44 points) [ flagship ] MC80 Command Cruiser (106 points) - Admiral Ackbar ( 38 points) MC30c Scout Frigate (69 points) CR90 Corvette A (44 points)
  5. I agree. The thought of paying £15+ for a sheet of card with rules on, that I already have a copy of is preposterous.
  6. Excellent thread. It's far more interesting than the regular sky(Walker) is falling combo of the week threads. When we've played large scale games like this it often makes sense to divide the ships up per player then stick to one activation per side. I'd also suggest writing the lists together and then randomise teams. No one's playing this size of game for anything other than an excuse to put a load of cool ship models down with the battle of endor playing in the background and making laser noises. Pre agreed lists will prevent accidental one sided games and if everyone's still sober at the end of the game you can always switch sides.
  7. I needed a name for the award. "The Chewies" just sounded good in my head. Because you let the Wookie win? Because no matter how good the upgrades are, they still aren't getting a medal.
  8. The best bet is fairy power spray if you're the UK. It may strip the original paint job though. Avoid anything like nail varnish remover, that will melt your miniatures.
  9. We already occasionally play 400 and are planning a 1000 point game once wave two comes out. 300 is definitely best for short evening games, but for a full day game and wine marathon you need to go big.
  10. I'll bet we'll all love it when smugglers and bounty hunters start to smash our faces up.
  11. I used a lot of fighters (and ship upgrades) when I first started playing and they were great. Then I stopped using them and maximised the number of ships I was taking. That was great. I've used b-wing bomber screens, multiple small groups of xwings, all acting individually to mitigate imperial fighter synergy, a-wings suicide teams to neuter Rhymer balls and elite pilot swarms. Everything I've talked about above has worked. I'm not sure there is a particular 'best way' to build a list- this is one of the reasons the game is so compelling. I currently favour no upgrade ship heavy lists because I like using all the ships I've bought. Plus it looks cool!
  12. I'd normally bid ten to ensure I get player 1. Especially if I'm sure I've got more ships than the enemy.
  13. I frequently run five rebel ships at 300. The fun you can have with multiple activations and target saturation is immense. here's the list. 1 • Assault Frigate Mark II A - Assault Frigate Mark II (81) - General Dodonna (20) • Total : 101 • Code : - 2 • CR90a Corellian Corvette - CR90 Corellian Corvette (44) • Total : 44 • Code : r1 3 • CR90a Corellian Corvette - CR90 Corellian Corvette (44) • Total : 44 • Code : r1 4 • Nebulon-B Escort Frigate - Nebulon-B Frigate (57) • Total : 57 • Code : r3 5 • Nebulon-B Support Refit - Nebulon-B Frigate (51) • Total : 51 • Code : r4
  14. Here's a thought. What if certain rogue characters could issue squadron commands (or ships within short range of the rogue ship can move and fire during the squadron phase) It would fit thematically with the Falcon leading the attack on the death star and may open the fighter game up a little. My concern with the current status quo is that you end up "paying" three times for squadrons. 1)The first is the initial points outlay, 2)the second is the fact that you are reducing the number of ships you can take and losing the activation meta. 3) you are having to use a command which is generally better spent on navigate or repair during the phase of the game when squadrons tend to engage.
  15. As an addendum, battle fleet gothic had a weird scale. The book stated that the acctual size of the ship was so small relative to the size of the play space that ships should be considered to take up a tiny amount of space at the top of the Base stem. The models were zoomed in views of the ships you were commanding. I wonder if ffg put something like this out in an faq, it would be enough for people to get over the scale differences. Let's be honest, the weapon ranges are way too short if the ships are accurately sized, even on a sliding scale.
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