Jump to content

Major Mishap

Members
  • Content Count

    1,832
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Major Mishap got a reaction from Crawfskeezen in Ideas for Imperial Officer/ Rebel Commander   
    Just say a unit leader is a commander and gets the basic command cards set for him, maybe 30pts?
  2. Like
    Major Mishap got a reaction from DwainDibbly in 1.4 FD Laser Cannon Team and Suppression token   
    Just do exactly as the rules say, take a move action towards table edge, it has zero move so stays put losing its turn.
  3. Like
    Major Mishap got a reaction from Crawfskeezen in 1.4 FD Laser Cannon Team and Suppression token   
    Just do exactly as the rules say, take a move action towards table edge, it has zero move so stays put losing its turn.
  4. Thanks
    Major Mishap reacted to Ritalbringer in First 600 Point Legion Battle   
    That table is insanely cool!
  5. Like
    Major Mishap got a reaction from Geressen in Battlefield bling!   
    https://www.kickstarter.com/projects/1186664051/asteroid-base-and-space-station
  6. Like
    Major Mishap got a reaction from Tirion in Some Armada product ideas for the acrylic laserin', kickstartin' types   
    I just put the tokens on the ship stands, that way everybody can see them, there is no mix up in using tokens from the wrong ship, it keeps away board clutter and they are easily moved with the ship.
  7. Like
    Major Mishap got a reaction from Ardaedhel in Some Armada product ideas for the acrylic laserin', kickstartin' types   
    I just put the tokens on the ship stands, that way everybody can see them, there is no mix up in using tokens from the wrong ship, it keeps away board clutter and they are easily moved with the ship.
  8. Like
    Major Mishap reacted to Lyraeus in Admiral Ackbar's Ability   
    Sure he does not but my second Assault Frigate still costs 79 points on top of my 117 already spent. Guess what, that is almost half my points on 2 nearly naked ships that get to use red dice which are the most unreliable dice in the game. All the while, upgrade cards like Tractor Beams, XI7 Turbolasers, and techniques that blocky movement hinder my ships progress.
    So people are upset that a Commander that costs 2 points less than 10% of my point allotment has great synergy with a 7 point upgrade that I can only take on 2 ships and both ships are already expensive and have low hull?
    What's the issue? Ackbar is the Rebel Screed for wave 2. It is strong but not over powering.
    As far as I can read, the context of Ackbar's ability is clear.
    "Before a friendly ship's Attack Step, it may choose to attack from only its left and right hull zones this round. If it does, it may add 2 red dice to its attack pool while attacking a ship"
    Let's break it down:
    "Before a friendly ship's Attack Step," - which means that before I enter my attack step I have to declare the use of Ackbar's ability.
    "it may choose to attack from only its left and right hull zones this round." - This means I can only attack out of these two hull zones if using this ability (not must attack out of both hull zones)
    This next part is key.
    "If it does, it may add 2 red dice to its attack pool while attacking a ship" - 5his means that when I declare a ship as my target during my attack step I get to add 2 red dice. This has no restrictions on what hull zone gets the dice other than the attack has to be from the left OR right HZ's.
    So simply enough, every attack against a ship from my left or right hull zones will get 2 extra dice. Seems some enough. Not sure where the issue is.
  9. Like
    Major Mishap got a reaction from Corellian Corvette in The BEST Armada Review You have seen!!(or at least the most entertaining)   
    Best all games review show ever
  10. Like
    Major Mishap got a reaction from Lyraeus in The BEST Armada Review You have seen!!(or at least the most entertaining)   
    Best all games review show ever
  11. Like
    Major Mishap got a reaction from Ion Dave in WHY FFG? Why Tease me like this?   
    Got mine in the UK today

  12. Like
    Major Mishap got a reaction from DiabloAzul in Battlefield bling!   
    https://www.kickstarter.com/projects/1186664051/asteroid-base-and-space-station
  13. Like
    Major Mishap got a reaction from Funk Fu master in Ramming should not be a choice, and needs tweaking   
    I don't like the idea of ships not being able to move indefinitely due to hear on collisions, so how about on the second occurrence the ship is moved past the obstacle instead of back but still taking the hit?
  14. Like
    Major Mishap got a reaction from chilligan in Today's Game   
    Due to the way the X-wings are pointing, I'd guess that the game wasn't using the engaged rule for the fighters.
  15. Like
    Major Mishap got a reaction from Ghost Dancer in Hyperspace Assault and Squadrons   
    As a squadron has to activate every turn even if it does nothing, then there is nothing to suggest that squadrons not on the table don't follow the same rule.  So at the end of turn 1 the hyperspacing squadrons move their sliders.
  16. Like
    Major Mishap got a reaction from Bayard91 in Gameplay Design - Ship Activation   
    As ships can't fly backwards the Neb could not get out of range so example can't happen.
  17. Like
    Major Mishap got a reaction from DWRR in Hyperspace Assault and Squadrons   
    As a squadron has to activate every turn even if it does nothing, then there is nothing to suggest that squadrons not on the table don't follow the same rule.  So at the end of turn 1 the hyperspacing squadrons move their sliders.
  18. Like
    Major Mishap got a reaction from Oathbreaker in Hyperspace Assault and Squadrons   
    As a squadron has to activate every turn even if it does nothing, then there is nothing to suggest that squadrons not on the table don't follow the same rule.  So at the end of turn 1 the hyperspacing squadrons move their sliders.
  19. Like
    Major Mishap reacted to felforlife in Armada 180pt Tournament Report   
    Hey everyone!  I won my first Armada event today and I posted a tournament report on my hobby blog which I will repost here for yall's thoughts and reading.  I know it's lengthy, but I wanted to do it justice
     
    From http://dursum.blogspot.com:
    -----------------------------------------------
     
    I had the opportunity to play in the first Armada event in Houston at Gerard's, an 180pt affair with 6 players.  I ended up winning the tournament with a total of 25 victory points.  Shout out to Brent for organizing and running the affair and to Gerard's for hosting!  I had three great games with three great opponents.

    My list-
    Will and I over at Asgard have been avidly play testing all different kinds of builds, and over many practice games I came up with the following build:

    Victory II
    Tarkin
    "Dominator"  
    H9 Turbolasers 

    TIE Fighter Squadron x4

    Advanced Gunnery, Contested Outpost, Minefields
    Total- 175pts

    The theory behind the list is that at 180pts, Rebel fleets will be comprised of 2-3 ships and Imperial fleets are limited to just one.  Also, with just the basic TIE fighters and X-Wings, squadrons pose little threat to the capital ships.  TIE's have only a 50% of doing a single damage against capital ships, and X-Wings, while powerful with their Bomber ability, cannot be fielded in great enough numbers at 180pts to pose serious threats to ships.   With these two factors in mind, the durability combined with the firepower of the Victory II makes it the most appealing ship in the current metagame.

    The "Dominator" title is a force multiplier for the already powerful Victory II.  If a Concentrated Fire command dial is used, the VSDII can throw 9 dice in a single attack- more than enough to overwhelm the shields and single-shot any Rebel ship, and seriously cripple an enemy VSD.  The H9 Turbolasers synergize well with the title, allowing you to change a hit or crit result into an accuracy.  If you are rolling the full 9 dice (5-6 of which are blue) from the VSDII's front attack, it is not uncommon to be able to roll at least one or two natural accuracy results, and with the H9's you can trade a damage for the ability to cancel ALL of an opponent's defense tokens; a combo I used to devastating effect in this tournament. 

    With 4 TIE stands to kill X-Wings (I wasn't concerned about killing TIEs) the list was complete.  For objectives, I chose 3 that forced my opponent into a head on confrontation, where the VSDII excels.  With a 5 point initiative bid, I was able to force my opponent to pick one of my objectives in two out of my three games.  Contested Outpost and Minefields force the Rebel player to commit (where they lose) whereas Advanced Gunnery is so powerful for the VSDII going second that the opponent is forced not to pick it. 

    Enough theory, onto the report!

    Round One- Wayne (Imperials, Win, 10-0)

    Wayne's list:
    VSDI
    Tarkin
    Wulf
    Enhanced Armanents

    Howlrunner, TIEs
    Total: 180

    Wayne chose Advanced Gunnery as the objective.  I already stood at an range advantage with the VSDII blue dice over the VSDI black dice, and with Advanced Gunnery being able to attack the same hull zone twice sealed his fate.  The two VSD's advanced across the field at each other while TIEs dueled in the middle.  I lost 2-3 TIEs and killed some of his, but the squadron battle was irrelevant to the outcome of the game.  Eventually most of his TIE's died to defense fire due to his VSD being out of range.  On turn 5, his VSD finally came into range, and took 9 full dice from my VSDII into the side.  I used the H9's to get a total of 3 accuracy and 8 damage, including a crit.  Unable to redirect, the VSDI lost all side shields and lost a redirect as a result of the crit. A second shot to the side killed the VSD and I won 10-0. 

    Round Two- Isaac (Imperials, Win, 5-5)

    Isaac's list:
    VSDI
    Tarkin
    Enhanced Hanger Bays

    Howrunner, TIEs
    Total: 180

    Isaac chose Minefields as the objective.  In a moment of stupidity, I set up the obstacles in a pyramid pointing towards my deployment zone, which is the configuration best used against Rebels forcing them to take the left or right flank, but against Imperials I should have placed the mines in one corner, forcing an open fight.  Isaac was smart and set up his VSDI to run parallel along the back edge, free of the mines and forcing me to go through the minefield if I wanted to engage.  Our fighters duked it out in the middle for the duration of the game, and I was never able to catch his VSD.  I won the game by a single TIE, killing 5 to his 4.  5-5 and onto the finals. 

    Round Three- Darren (Imperials, Win, 10-0)

    Darren's list:
    VSDI
    Tarkin
    Enhanced Hangar Bays
    Wulf

    TIEs
    Total: 171

    For the first time in the tournament I was forced to play one of my opponent's objectives.  I chose Most Wanted, as it was the only objective that was neither advantageous nor disadvantageous.  He deployed at speed 2, and his fighters made short work of my TIEs.  Because Most Wanted gives ALL attackers an extra dice when attacking (even squadrons) his TIE's were actually a major threat to my VSDII.  I really liked the idea between Darren's list and we play often at Asgard.  I think the VSDII would have made the list better, but it's a solid build.  The lack of a ranged option was the VSDI's downfall however, as it was unable to slow down in time to escape the longer range blue dice of my VSDII.  I was able to get my front and side arc onto him, and my front shot with the full 9 dice took out his front and side shields after redirect ( I negated brace with accuracy) and discarded one of his redirects due to a crit effect.  I don't remember how much damage he took on the initial salvo, but it was enough that a side shot with the extra dice from "Dominator" was able to negate his defensive tokens and finish him off.  With Most Wanted providing double points for his VSDI, I won the game 10-0 and ended the tournament at 25pts.  Isaac would get 2nd and Darren 3rd.  Thanks to my opponents and Brent for the great games!

    I thoroughly enjoyed my first Armada event and was so happy that my play testing and theory crafting payed off.  The H9's really shined in conjunction with "Dominator", really letting me get the most out of my front arc attacks.  The damage from the title is irrelevant at 180pts, since with so few ships on the board it is more likely that I will be able to kill the enemy ships before they can fire back or, failing that, repair enough damage to mitigate their attacks.  At higher point levels, I believe that while still powerful, this combo will come down a few notches since the VSDII will be getting shot by more targets.  The new squadrons with Bomber and better anti ship attacks also mean that use of "Dominator" will have to be much more frugal. 

    If you enjoyed my report, comment or let me know and I'll do more.  I hope you enjoyed the read, even if it was a bit long, and I look forward to playing more Armada soon!  We play every Tuesday at Asgard.

    -Dursum
  20. Like
    Major Mishap got a reaction from Ghost Dancer in Necessity of Scenarios   
    My sentiments exactly, what fun is there in playing like this let alone playing against it.  Whenever I play Imperial I just go for it and have a great game and I still haven't lost a SD!
  21. Like
    Major Mishap reacted to Ghost Dancer in Necessity of Scenarios   
    In a 180 pt game on a 3x3 mat, that tactic of the VSD deploying in the corner and crawling at Speed 1 is very difficult to beat, esp if they max their Squadron commands. One word for this. BORING. The only defense is to do pretty much the same thing IMO. VERY BORING. Lets face it, at that point it ceases to be a game so what's the point in playing? If I come up against another player who does that I'll just concede and go and watch some paint dry.
     
    Fortunately, in a 300 pt game with a bigger play area, smaller deployment zone and objectives, it doesn't work. 300 pts is where its at. Swap/lend your core ships and have a proper game, it is SO much better that in many ways it is a different game.
  22. Like
    Major Mishap got a reaction from Lyraeus in Vader alive in episode VII?   
    Not being a Star Wars geek, so throwing this out there.  In the new trailer Luke refers to his father in the present tense instead of the past, so is Vader making a comeback like Gandalf did in LOTR?
  23. Like
    Major Mishap got a reaction from Kaldriss in The horror of Luke   
    Luke hasn't even got near a SD in any of our games, most he's ever done is to shoot once before getting vaped.
  24. Like
    Major Mishap got a reaction from DerErlkoenig in Asteroids and taking a face up damage   
    Its even worse if you are facing Dodanna and the Reb player chooses which of 4 cards he gives you
  25. Like
    Major Mishap got a reaction from DerErlkoenig in The horror of Luke   
    Luke hasn't even got near a SD in any of our games, most he's ever done is to shoot once before getting vaped.
×
×
  • Create New...