Jump to content

simpatikool

Members
  • Content Count

    514
  • Joined

  • Last visited

Everything posted by simpatikool

  1. I have some old HARN setting RPG books from years back. Full of interesting maps and plot hooks etc. They have been pressed into service for me.
  2. Why no Robot as a starting character? I mean, why the heck not?
  3. I think the Envoy was meant to have the VERSE skill as part if its background. It references the gift of song as part of its description AND can start with an instrument.
  4. Hey Deadborder, I just went over your items posted to see how you developed your ideas. Very well done sir.
  5. Just to play devils advocate (and not sound like a fanboy) why would a precise Map be a stopping block here? Terrinoth's run so far has been Runebound, Runewars, Runewars the card game, Runewars the Miniatures game, Descent and Battlelore 2nd edition. None of these game feature prevcise world maps, but just hints and pictures of the world. A precise map of the world at this point would almost be anti climatic. It would have a precedence on every past piece of IP they have created and force them into defining something that has an advantage at this point by being vague.
  6. The vagueness of it all lends itself to an opportunity to do with it as you will.
  7. Thank you. Will be using these this upcoming weekend.
  8. Well multiple prep battles over the weekend using Tourney format. I lost a couple of close battle 5-6, was not tabled but never really was able to pull out a win. The multiple movement shenanignas was definetly useful, but I could not finish off enemy ships.
  9. The game is still pretty strong which is surprising due to the fact that there really has not been much news. The fans of this game..what can you say. Armada is a really good game and has lots of options for one to explore.
  10. I like this 4 MC30 Fleet idea. Looks like it would be fun..
  11. I thought about it. I am really torn over INTEL Officer for the obvious reason. Here is what I have. I still have some points. With the GOV, I am inclined to not try to bid for First Player. Revenginators MK III Author: Simpatikool Faction: Galactic Empire Points: 393/400 Commander: Admiral Konstantine Assault Objective: Most Wanted Defense Objective: Capture the VIP Navigation Objective: Dangerous Territory Imperial Star Destroyer Kuat Refit (112 points) - Governor Pryce ( 7 points) - Sensor Team ( 5 points) - Phylon Q7 Tractor Beams ( 6 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) - Expanded Launchers ( 13 points) = 154 total ship cost [ flagship ] Interdictor-class Suppression Refit (90 points) - Admiral Konstantine ( 23 points) - Interdictor ( 3 points) - Engine Techs ( 8 points) - Phylon Q7 Tractor Beams ( 6 points) - Heavy Ion Emplacements ( 9 points) - G-8 Experimental Projector ( 8 points) - Grav Shift Reroute ( 2 points) = 149 total ship cost Raider II-Class Corvette (48 points) - Disposable Capacitors ( 3 points) - Ion Cannon Batteries ( 5 points) = 56 total ship cost Gozanti-class Assault Carriers (28 points) - Suppressor ( 4 points) - Comms Net ( 2 points) = 34 total ship cost
  12. This looks like a fun list. Wish there was a better Red Objective for those control pieces.
  13. So I tried a list previously with Konstantine and two Kuats (w/ Tractor beams) It did all right, was fun to fly, but needed a little more control. The Dictor with G8 is really all I could come up with. The trick of the control is keeping targets where I want them, which is always a challenge. With the control approach, I find that I have had a use for expanded Launchers over APTs or External Racks. It is also a strong counter to Raddus Bombs. The control mechanisms keep ships at bay and when one does plop in front, it takes a serious pounding. With the two ISD list I had struggled with tokens interfering with my work. I do agree with the Gunnery team though, I could change the Combat refit to a standard so I can roll 3 blue dice and hope for a crit with HIEs. While Jer Jerrod is fun and I have flown him plenty, the point is, I am enjoying board control with Konstantine, and trying to find ways to exploit what he does. With multiple ships that can control enemy movement, I have a real solid means to disrupt enemy plans, It is fun for me. I am going to play around with those changes and see how it fares. I have some more games coming this weekend.
  14. I have been trying to put together a solid punishing Konstantine list. I want to be able to control the enemy, which is my favorite part of Konstantine. Counter some popular lists that I face often and be a bit of a bully. Faction: Galactic Empire Points: 389/400 Commander: Admiral Konstantine Assault Objective: Most Wanted Defense Objective: Capture the VIP Navigation Objective: Dangerous Territory Imperial Star Destroyer Kuat Refit (112 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) - Expanded Launchers ( 13 points) = 156 total ship cost [ flagship ] Interdictor-class Combat Refit (93 points) - Admiral Konstantine ( 23 points) - Interdictor ( 3 points) - Engine Techs ( 8 points) - Phylon Q7 Tractor Beams ( 6 points) - Ion Cannon Batteries ( 5 points) - G-8 Experimental Projector ( 8 points) = 146 total ship cost Raider II-Class Corvette (48 points) - Ion Cannon Batteries ( 5 points) = 53 total ship cost Gozanti-class Assault Carriers (28 points) - Suppressor ( 4 points) - Comms Net ( 2 points) = 34 total ship cost The Plan: The Fleet is going to advance at Speed directly towards the enemy. The only way it has to really counter enemy ships is to destroy them. With Konstantine, 2 Tractor beams and a G8 with Interdictor, I have more than good odds of locking down enemy targets to destroy. I of course am planning to pretty much primarily dial up NAV orders, the goal being to bring enemy ships into close range with the Kuat that is fronting Expanded Launchers. A prior version of this list featured 2 Kuats, but I felt I needed the G8 to more effectively lock down targets I really want to destroy. The list does not NEED to go first, but I "think" I prefer it. Well, I mean I prefer making sure someone picks my objectives....
  15. I have been working on a slightly similar list for my local Regionals, using Screed of course, but zero squadrons. I am not a fan of Solar Corona with GSDs, only because, often they get behind enemies. I tend to select Dangerous Territory. I believe also in a slightly stronger bid, you REALLY want to go first. I also use Hyperspace Assault for the reasons you state.
  16. Hi, I love this list idea and the combinations are great. Question. Why not Chirreanu (Spelling) or replacing a ISD with a VSD running corruptor?
  17. I use a Kuat loaded as above (With a FC team) with a heavy squadron build. The Kuat acts as the finisher. Hitting two crits, the ship is a deadly finisher.
  18. Well, some more feedback. So I am down to 5 games now with the above fleet and some of its iterations. I have faced a couple different fleets and my overall opinion is this... Against a rounded fleet or another big ship fleet, this Tarkin Battlegroup holds its own. The token interactions on this allow alot of flexibility, which is something that makes me comfortable when I play this game. Being able to make sure my ships are where they need to be and ready to fight how I like to battle. However, against a dedicated fleet with a Squadron strategy, like SATO or dedicated Bombers, it just does not get the job done for me. I don't know if it is hitting power or what. I am going to take BrobaFett's advice here though and sub in Blockade Run. Why the heck not.
  19. Thanks for the feedback everyone. I ran a slightly modified version of my fleet above and won over the weekend. We ended up playing Fire Lanes and just being able to dominate those objectives really won it for me. However, I actually agree with what Jabbawookie is saying, I still am trying to find the sweet spot in terms of objectives for this fleet. The RED objective has been a mixed bag for me with this fleet idea (only 4 games so far) I am subbing in CLOSE RANGE intel scan for my next match. It is an objective that only benefits me and my fleet is all RED and BLUE dice anyway. Who knows. Also, the reason I like the interaction of Tarkin and cards like Defense Liasons/Intensify firepower is it gives me something I like when flying a fleet. Consistent output in terms of firepower (Ships can dial in Concentrate Firepower Command Dials and the token from Tarkin if available for a solid shot. But ships that have the defence liason can opt for a NAV or ENG order if they really need it. I guess objectively, it is very similiar to Thrawn, but I have the ability to do it WHENEVER I want too. Regarding Brunson and Engine Techs. Yes, I have used those ploys before. I actually own TWO interdictors and thematically, it is my favorite ship of the game. However, I am trying to do something a little different here. Even without Brunson, the Interdictor is still somewhat tanky, and the Liasons and the guaranteed token allow me to use my Interdictor how I want EVERY turn if needed. So the below is likely what I will be running in the upcoming battle I have planned.... Tarkin Strategy III Author: Simpatikool Faction: Galactic Empire Points: 400/400 Commander: Grand Moff Tarkin Assault Objective: Close-Range Intel Scan Defense Objective: Contested Outpost Navigation Objective: Salvage Run Victory II-Class Star Destroyer (85 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Quad Battery Turrets ( 5 points) - Overload Pulse ( 8 points) = 108 total ship cost Interdictor-class Suppression Refit (90 points) - Interdictor ( 3 points) - Defense Liaison ( 3 points) - Hardened Bulkheads ( 5 points) - MS-1 Ion Cannons ( 2 points) - Targeting Scrambler ( 5 points) - G7-X Grav Well Projector ( 2 points) = 110 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Avenger ( 5 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Dual Turbolaser Turrets ( 5 points) - XX-9 Turbolasers ( 5 points) - Intensify Firepower! ( 6 points) = 182 total ship cost = 0 total squadron cost
  20. You are right about that. I think I will tool around with that. My thought was put it on the Interdictor to force them to attack it (The Dictor).
  21. So, I recently read the Tarkin Star Wars Novel, I liked it. So of course, I have been trying to fly Tarkin. I have had mixed results. I am posting my two most successful versions and really just looking for feedback and or suggestions. It is a no squadron Fleet, wants to go Second but not so badly I am gonna bid for it. I have a number of upgrades that take advantage of Tarkin's free token mechanic trying to make the operations of the fleet smoother. There is an Interdictor, whose job is to tank and hopefully lower shields and be a pain in the ***. A Victory II whose job is also to get in front and weaken targets and a Cymoon whose job is to come behind the Vic and Int and finish guys up. I am running intensify firepower and Defense Liasons officer upgrades. My orignal build had a Vic 1 and I have had some success with it, but I find the VIC I a waste of offensive dice. I need the Vic to do damage at least to shields, so I went with a VIC II on the newest iteration. Tarkin Strategy II Author: Simpatikool Faction: Galactic Empire Points: 400/400 Commander: Grand Moff Tarkin Assault Objective: Most Wanted Defense Objective: Fire Lanes Navigation Objective: Salvage Run Interdictor-class Combat Refit (93 points) - Interdictor ( 3 points) - Defense Liaison ( 3 points) - Disposable Capacitors ( 3 points) - Overload Pulse ( 8 points) - Targeting Scrambler ( 5 points) = 115 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Avenger ( 5 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Dual Turbolaser Turrets ( 5 points) - H9 Turbolasers ( 8 points) - Intensify Firepower! ( 6 points) = 185 total ship cost Victory II-Class Star Destroyer (85 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Quad Battery Turrets ( 5 points) = 100 total ship cost Alternatively, I have this other version in the mix, but it seems too gimmicky to me. Tarkin Strategy III Author: Simpatikool Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Most Wanted Defense Objective: Fire Lanes Navigation Objective: Salvage Run Victory II-Class Star Destroyer (85 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Disposable Capacitors ( 3 points) - Overload Pulse ( 8 points) = 106 total ship cost Interdictor-class Suppression Refit (90 points) - Interdictor ( 3 points) - Defense Liaison ( 3 points) - MS-1 Ion Cannons ( 2 points) - Targeting Scrambler ( 5 points) - G-8 Experimental Projector ( 8 points) = 111 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Avenger ( 5 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Dual Turbolaser Turrets ( 5 points) - XX-9 Turbolasers ( 5 points) - Intensify Firepower! ( 6 points) = 182 total ship cost Thanks folks. Lets work together to bring ORDER to the GALAXY!
  22. Any Luck with this build? I keep toying with Double Interdictors, but I have not had any sort of remarkable success.
  23. This is where I am with Quasars. If I am taking a Quasar, I am taking Flight Controllers and Expanded Hangars Bays. Being able to activate 5 squadrons with an extra blue die on the attack is just great. You can blow away those that oppose you and then those squadrons can help you gang up on ships.
  24. A list like that I would be going for Salvage Run/ Contested Outpost / Advanced Gunnery kind of objectives.
  25. Looks like the Snipers are really about adding suppression to that enemy unit.
×
×
  • Create New...