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About Hrathen

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    West Jordan, Utah, United States
  1. I have yet to be to a tournament without a victory with broken antennas
  2. Honestly I haven't bought more than one yet, but I really want four disposable capacitors for a four VSD list.
  3. What if we got something like a ISD II-A which was like a whole new cardboard for the ISD model? It doesn't have to be the ISD, it could be any ship. I would love a raider like ship with a red anti-squadron die for example.
  4. There is the problem that for a lot of the ships, you don't really need that many. Valca has a point that ISDs are pretty expensive in real money. Maybe we get new upgrades and the like in things like future campaign packs.
  5. X-wing has had quite a few releases where they didn't release new ships, instead old ships with new paint jobs, new pilots and upgrades, usually to make currently released ships better. I have really liked them since they have expanded the meta without while reinforcing the ships that are more core to the Star Wars Mythos. With recent upgrades buffing the Vic I don't really see any ships in this game that are very under powered, but I still like the idea of new releases for currently existing ships that expands their usability. You know, something like a new ISD pack with Thrawn. Some ships that could use the help are the Raider and the Neb-b (other than Yavaris). Are there any ships you would like to see rereleased in a Veterans/Aces format. What changes would you like to see?
  6. The Vic does have some good upgrade cards in it that you won't get if you just buy the starter set. I want to buy another Vic just for the cards, but I bought two starter set way back in the day and I just can't justify 4 Vics. (Oh wait with Jerjerod and disposable capacitors maybe I can).
  7. ISD +1 - I love it mostly because how it represents Imperial Strength. Neb-B -1 - Its a fragile front arc ship with a small front arc.
  8. I was going to recommend going imperial since ISDs take up so many points. But both MC80s also cost a lot of points (so they fill up your 400pts pretty fast). Also the rebels have the advantage of having ships in the starter set that you will use in a starter fleet. Don't get me wrong I am not saying that the VSD is worthless, but if you are just starting out and only want to spend the $$$ to fly a single list you probably don't want the VSD in it. There are a few things that you are really going to want after you pick you big ships: Some flotillas. One flotilla might be enough to start with. But they are just so good right now you don't want to neglect them. You probably want the fighter squadron pack for the faction you plan on flying. Squadron aces are usually really good and they can also use up your points pretty fast too.
  9. I did some math similar to the OP was was thrilled by the same conclusions. People often claim that the most powerful/broken upgrades in the game are the ones that let you bypass one major tactical or strategic element of the game. This is what Sloane does, and I'm not talking about defense tokens, I am talking about building your fighter wing. There is a sort of rock paper scissors when it comes to choosing what squadrons you take in Armada. Bombers hurt ships, and killing ships is how you win the game, a list with a lot of bombers will do serious damage to a list without fighters. But a list with a lot of interceptors (squadrons good at killing other squadrons) does very well against a list with a lot of bombers. But a list without many squadrons at all beats a list with a lot of interceptors. It get's more complicated than this, but the usefulness of your squadrons depends on what you opponents brings. Sloane lets you bypass this (to some degree) TIEs (and to a lesser extent TIE Interceptors) with the proper upgrade are great no matter how many fighters you opponent has. Yes they do slightly less damage that bombers, only slightly. TIE fighters aren't bombers they are anti-fighter squadrons. What this means is that you can bring Sloane with a bunch of TIEs and be great no matter how many or what squadrons your opponent brings. People who bring anti-squadron fighters don't usually bring too many because they don't waste too many points on squadrons aren't very effective against ships, so a whole bunch of TIEs should easily be able to overwhelm them. TIEs should do even better against Bomber heavy lists. And since TIEs with Sloane are so good against ships (only slightly less effective that TIE Bombers) they are going to smash enemy ships. Sloane's magic isn't that it just makes fighters better it is that she makes fighters good in every situation. Now TIEs do have some natural disadvantages that Sloane doesn't fix. Primarily they die pretty fast to anti-fighter AA fire from ships. I think we will see anti-fighter raiders become more common to combat TIE swarms.
  10. I tried a list where my Arquitens were supposed to fill the carrier role. They are pretty bad at it. First of all as small ships that rely on red dice, they want to be far to the flank of your enemy. Secondly as small ships in general they really like the concentrate fire acion. Thirdly, when you look at their maneuvering you can see that they really like navagate commands. With only a two command stack, they don't need to spam navagate the way a gunship ISD needs to but a concentrate fire acion increases their firepower by 25% and being able to use both those actions make them pretty nasty. Also Arquitens cost pretty much the same as a Quasar so if you want a carrier use one of those. That frees up your other Arq to be a gunship.
  11. Wow, thanks for the posts everyone. I still feel bad about using a ruler that is a mm to long, but not nearly as bad as before. I think I will just inform my opponent of its length before the match and offer to let him use mine if he wants.
  12. First I will say this happened by some good luck on my part and I am not meaning to brag, but I won one a store championship and earned myself a cool acrylic range ruler. But it is off by about a mm. One of my friends pointed out that since I eventually was given it by FFG that is should count and my real prize for winning the tournament is that all my stuff now shoots 1 extra mm. Unfortunate I don't think that will fly. What I really want to do is trim down that one end and then it will be acurate. I heard something about all the range rulers being off, so I can't be alone in this. Has anyone else been successful in fixing their range ruler? What is the best way to fix it? It needs to be exact. I am worried that my hack saw isn't going to do the trick.
  13. I can't say how excited I am to play Sloan and a TIE swarm. Part of me really wants to just take 135 points of TIE fighters. No named characters no more expensive fighters. It would be like that old dorito commercial, Kill all you want I've got more. But in any swarm force multipliers are just so good, so Howlrunner almost seems like an auto include. Dengar, though not quite as obvious really helps the ships he is hanging about with. But if I put them in I will need some escort for them. Black squadron seems pretty cool, but only three hull and no tokens means his escort won't last long. TIE Advanced survive better, but they don't have swarm so they won't get to reroll that counter dice Dengar give them. To make mattes worse as I price out the rest of my fleet I only have about 100 points left for fighters. All in all I'm not getting that overwhelming numbers advantage that should be the hallmark of a good TIE Swarm. I know I am not the only one out there working out the best TIE swarm to use with Sloan. So what are you all planning on. Don't give me a list of Imperial Aces. Yes, that will be a good list, but you can't call it a swarm, really,
  14. Oh that is a typo, the Quaisar is supposed to have expanded hangers and Boosted Comms.
  15. Commander: Admiral Sloane Assault Objective: Blockade Run Defense Objective: Contested Outpost Navigation Objective: Solar Corona Quasar Fire I-class Cruiser-Carrier (54 points) - Wulff Yularen ( 7 points) - Flight Controllers ( 6 points) - Expanded Hangar Bay ( 5 points) - Boosted Comms ( 4 points) = 77 total ship cost [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Sloane ( 24 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) = 164 total ship cost Gozanti-class Cruisers (23 points) - Boosted Comms ( 4 points) - Comms Net ( 2 points) = 29 total ship cost Gozanti-class Cruisers (23 points) - Boosted Comms ( 4 points) - Comms Net ( 2 points) = 29 total ship cost 1 Black Squadron ( 9 points) 1 "Howlrunner" ( 16 points) 6 TIE Fighter Squadrons ( 48 points) 1 Ciena Ree ( 17 points) 1 TIE Interceptor Squadron ( 11 points)