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erikwm

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About erikwm

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  • Birthday February 16

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    Naperville, Illinois, United States

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  1. I told my wife that I got my ticket for this and her response was "Great, what new song is biggs going to ruin now?" I can't wait to find out.
  2. The Onager, or, more specifically, the Cataclysm title. The fact that you can (potentially) wipe a small ship off the table before the opposing player even has a chance to activate a single ship is insanity. Thoughts- Remove the title. Biggest nerf, but solves the problem. Make a rules change so you cannot shoot into your opponents deployment zone with an onager on turn 1. Force us all to play blockade run as the only objective since it's impossible to hit across the 6 foot part of the table on turn 1. Make it so that obstacles work like dust clouds against the onager's long range ignition attacks. Make it so that you can start using the ability on turn 2 instead of turn 1 so you can't titus and do it. Anything to make it so that Cataclysm doesn't essentially remove the role of small ships from the game. The Onager/SSD are already doing a great job of that- it doesn't need another hammer to make it so that small ships are even more useless to take. Between the SSD and the fact that it has huge reach due to its size, and the onager (with or without Cataclysm) hitting you from beyond a range you can even shoot back, it's an extremely tough time to be either a small or most medium ships since you can get destroyed before you can shoot back (Onager) or barely hit back and go kaboom (onager/ssd). Can't wait for the new clone wars factions to arrive and meet the fury of the Onager- Oh look, my Republic Pelta goes speed 2 and... KABOOM DEAD. Here's my droid swarm fleet- I have 7 ships, but I'll lose 3 before I can even hit them. The fact that triple onager fleets are a viable option because they can just wreck things from insane range is a problem, and it's a crappy time to run the rebels it feels like between the Onager and the SSD. Yes, this is only from observing others play online/the few games I played before the world shut down, but it was still a massive problem that, so far, the only answer appears to be "run it yourself" or "pray to the dice gods that they only roll blanks on their reds."
  3. Well not NEW ships, I would love to get the Lodestar (Hera's acclamator-class carrier), a Rebel Quasar, or really... any rebel titles/cards for the old CMS/Republic ships that they rebels can now use. If we want new ships, that FFG is designing from scratch for the 2 factions we have- I want a small/medium rebel dedicated carrier, with 4 squadron value, essentially no attack/defense tokens, and limited upgrade slots but is FAST. Goes speed 4 to stay with the squads, but has say the health of a CR-90 to go with it. For the empire, a fast all-brawler (black dice only) large ship sounds fun. make it speed 4, maneuverable (2 clicks at 1 and 2 at all speeds, and maybe at 3 for everything but speed 4) , but only has black dice so it has to get close to do something, but then it drops heaps on them on you/has nice generous double arcs. Also, can equip engine techs too..... A multi-faction flak boat would be nice too. A small ship that either only has 1 red for ship attacks, or ONLY flak dice, but rolls 3-4 of them, combined with some nice upgrades that only it can equip against squads, would also be great to help deal with fighters.
  4. My list is a workable 400 point Sato list that can actually win a game without depending on either insane amounts of luck or a dumb opponent. I want this fleet to work so bad! Fighters and hammerheads. And hey, a rebel quasar, if we can get it? Name: Untitled Fleet Faction: Rebel Commander: Commander Sato Assault: Surprise Attack Defense: Fighter Ambush Navigation: Solar Corona Hammerhead Scout Corvette (41) • Commander Sato (32) • Slaved Turrets (6) • Task Force Organa (1) = 80 Points Hammerhead Torpedo Corvette (36) • Disposable Capacitors (3) • Assault Concussion Missiles (7) • Task Force Organa (1) = 47 Points Hammerhead Torpedo Corvette (36) • Disposable Capacitors (3) • Assault Concussion Missiles (7) • Task Force Organa (1) = 47 Points Hammerhead Torpedo Corvette (36) • Disposable Capacitors (3) • Assault Concussion Missiles (7) • Task Force Organa (1) = 47 Points Hammerhead Torpedo Corvette (36) • Disposable Capacitors (3) • Assault Concussion Missiles (7) • Task Force Organa (1) = 47 Points Squadrons: • Tycho Celchu (16) • 7 x YT-2400 (112) = 128 Points Total Points: 396
  5. It's not a great list, but it's a list that not's on meta..... It's fun to run. Drop a bunch of obstacles and fun stuff, huck tons of dice, and blow stuff up! Name: Untitled Fleet Faction: Imperial Commander: General Romodi Assault: Opening Salvo Defense: Planetary Ion Cannon Navigation: Minefields Victory II (85) • General Romodi (20) • Captain Brunson (5) • Gunnery Team (7) • Disposable Capacitors (3) • Quad Battery Turrets (5) • Leading Shots (4) = 129 Points Victory I (73) • Skilled First Officer (1) • Local Fire Control (4) • Proximity Mines (4) • Quad Battery Turrets (5) • External Racks (3) = 90 Points Victory I (73) • Skilled First Officer (1) • Local Fire Control (4) • Proximity Mines (4) • Quad Battery Turrets (5) • External Racks (3) = 90 Points Victory I (73) • Skilled First Officer (1) • Local Fire Control (4) • Proximity Mines (4) • Quad Battery Turrets (5) • External Racks (3) = 90 Points Squadrons: = 0 Points Total Points: 399
  6. As a rebel lover, I would pay for this ability. Bwing- unique- "Instead of attacking, deal 7 damage to an enemy ship at range 1. This attack ignores shields. Your opponent may not spend defense tokens, redirect, or in any way change this damage. You may use this ability when you are engaged." Bring back the heavy squad fleets we have ALL Been missing! This bwing was a bit... overpowered..... I LOVE rebels but yeah, it was crazy good!
  7. I was going just off the cuff- I'm not an aramda game designer, nor pretend to be. The real question is the uwing- while it doesn't bring anti-fighter help, what can it bring to fight ships? I'm all for ad hoc squads in armada- it'd add some variety, and be really interesting to see the combos they come up with.
  8. I'm more excited to see that there was a Starhawk, General Syndulla, an MC75, Arquitens Light Cruisers, did I mention GENERAL SYNDULLA????, and other cool ships in the trailer. And a LOT of corvettes that are in a million pieces now. I've played Armada a bunch- It takes more than a single bomber to take one down! It's at least TWO! Also, a) who flys a U-Wing into a dog fight on purpose and b) we not only need 5 snubfighters a stand, we need 5 MIXED subfighters a stand. Rebels are now- 20 pts- 8 hull, speed 3, 5 blue dice against squads, 2 black 1 blue against ships, bomber, escort, counter 1, relay squads (to represent ywing, xwing, awing, and uwing in that squad) Imps are now- 14 points- 6 hull, speed 4, 4 blue dice against squads, 1 black 1 blue against ships, bomber, counter 2, swarm (to represent tie bomber, tie fighter, tie intercepter, tie reaper) No more aces, just mixed squads!
  9. Thanks for answering my question! I really appreciate it!
  10. You guys said you were looking for topics of discussion. I was wondering if you had any advice on building an armada community in your area? Right now, just me/one other guy are invested in it, but we a a group of about 12 people who rotate around and play with us. However, we run into the problem that a) we just own everything and no one else wants to buy the game since they can just mooch off of us and b) a few people wanted to get in and there is just no stock for a lot of the staples (which is not a problem that we can solve). So, how do you help get people over the hump and into the game, despite these issues? I'm/my buddy are happy to loan out ships that people are missing if, for instance, they buy it for a game night or whatever to help with issue 2, but how do we get people over the hump and interested into actually purchasing the game, building a community, etc? We've got a FLGS that we can host events at, but not enough ships to cover more than 12 players at 400 points, and that would be stretching it/getting really interesting on fleets. (For instance, we have a total of 6 fighter pack i's for each side, but when you have to build 6 fleets that's... not a lot anymore...) so, how do you build a community is what I'm asking. Love the podcast- it's a great listen!!!!!
  11. I just want to share that I have taught my son Coaster or Gold (he's 7), and my wife came out when he was singing it a couple days ago after listening to your podcast and just shook her head and sighed. So, BiggsIRL, you are now a bonafide celebrity in our home. Also, love the podcast as well.
  12. I've been running this fleet with some success. Deploy everything at an angle and let them come to you. The MC75's take things APART rolling 2 7 dice attacks out of the side arc, or an 8 dice attack if the target is going quicker/you spend a concentrate fire command, or even up to 9 dice in one attack. No ship likes potentially 21-27 dice (1 attack from each ship at 7-9 dice depending on bonuses) a round. I deploy the assault frigates "behind" the first and last MC75 and use them as a "you want to get close/in front/behind me? Please do!" warning that I'll mob your fleet with a bunch of fighters if you do. These things are workhorses, and do some seriously damage. However, they also get eaten if their tokens are gone, so I usually go engineering (bank) round 1, navigate (use it or bank) round 2, and con fire round 3, then navigate (get that speed up and get out of there), engineering, navigate to keep myself alive. Name: Untitled Fleet Faction: Rebel Commander: Admiral Ackbar Assault: Surprise Attack Defense: Fire Lanes Navigation: Solar Corona MC75 Armored Cruiser (104) • Admiral Ackbar (38) • Gunnery Team (7) • Early Warning System (7) • External Racks (3) • Leading Shots (4) • Quad Battery Turrets (5) • Aspiration (3) = 172 Points MC75 Armored Cruiser (104) • Gunnery Team (7) • Early Warning System (7) • External Racks (3) • Leading Shots (4) • Quad Battery Turrets (5) = 131 Points MC75 Armored Cruiser (104) • Gunnery Team (7) • Early Warning System (7) • External Racks (3) • Leading Shots (4) • Quad Battery Turrets (5) = 131 Points Assault Frigate Mk2 B (72) • Flight Controllers (6) • Expanded Hangar Bay (5) • Early Warning System (7) • Quad Battery Turrets (5) • Gallant Haven (8) = 103 Points Assault Frigate Mk2 B (72) • Flight Controllers (6) • Expanded Hangar Bay (5) • Early Warning System (7) • Quad Battery Turrets (5) = 95 Points GR-75 Medium Transports (18) = 18 Points Squadrons: • Jan Ors (19) • Wedge Antilles (19) • 4 x X-wing Squadron (52) • 6 x Y-wing Squadron (60) = 150 Points Total Points: 797 I used this fleet last week to chew up and spit out my opponents 2 ISD, 1 Interdoctor, 2 gladiators, qaesar, Sloane, and fighters. I lost no capital ships, but my entire fighter wing. 2 of my MC75's had 1 HP left each, with the third having 2, but I tabled my opponent by the end of round 5 so it didn't matter.
  13. For both of these- My teammate (we're doing 2 v 2) is going in with an initial squadronless Raddus build and is looking to slot in 4 YT-2600's as his fire and forget fighter coverage as he gets points. Has a fleet centered around dropping in a Mon Karren LMC behind the enemy fleet and ripping them to shreds. I like dropping in Cham. That's a solid idea as well. Thank you!
  14. Hey- We're starting a CC campaign, and I drew the Rebels. I was thinking of doing a Leia build, since she works pretty well w/o a lot of upgrades, and it's easy to slot in a corvette (or two)/some upgrades in the future as you get points, and everything is pretty cheap to replace. I'm debating between the two options below- any thoughts? They are similar, but run differently depending on what I include. First one is more of a damage yourself to blow up fighters/more activations, second is more of a standard (with only 1 upgrade) Rebel staple of killing things dead with Wedge. Option 1- Flakking Away with Y-Wings Name: Untitled Fleet Faction: Rebel Commander: Leia Organa Assault: Most Wanted Defense: Capture the VIP Navigation: Superior Positions CR90 Corvette A (44) • Leia Organa (38) • Turbolaser Reroute Circuits (7) = 89 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points GR-75 Medium Transports (18) • Quantum Storm (1) = 19 Points Hammerhead Scout Corvette (41) • Ruthless Strategists (4) = 45 Points Hammerhead Scout Corvette (41) • Ruthless Strategists (4) = 45 Points Squadrons: • Wedge Antilles (19) • 6 x Y-wing Squadron (60) • Jan Ors (19) = 98 Points Total Points: 398 Option 2- The Good Ole Double Tap Name: Untitled Fleet Faction: Rebel Commander: Leia Organa Assault: Most Wanted Defense: Capture the VIP Navigation: Superior Positions CR90 Corvette A (44) • Leia Organa (38) • Turbolaser Reroute Circuits (7) = 89 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points GR-75 Medium Transports (18) • Boosted Comms (4) = 22 Points Nebulon-B Escort Frigate (57) • Yavaris (5) = 62 Points Squadrons: • Jan Ors (19) • Wedge Antilles (19) • 5 x Y-wing Squadron (50) • Dutch Vander (16) • Luke Skywalker (20) = 124 Points Total Points: 399
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