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Everything posted by Axelius
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By saying this you admit that someone that play properly should not need them, that was my point. Sure the card is better when you can have easy access to command token, but if I pay so much for an admiral I would rather use him at his full potential, which mean by using those tokens instead of throwing them away because you made mistake. In Armada you have a pretty good information over what is going on the field, so I would rather improve my ability of prediction rather than pay extra point to prevent mistakes. That doesn't make the card useless. It still has a use, only a use better players won't need.
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Discussion Time: Wave 2 and what will change
Axelius replied to Lyraeus's topic in Star Wars: Armada
Perhaps it has to do with my opposition, but I find it the opposite, I can either get into Red Range, or Black Range, never Blue. That might have to do with my Ramming Speed approach though... -
Discussion Time: Wave 2 and what will change
Axelius replied to Lyraeus's topic in Star Wars: Armada
I predict that Kamikaze X-Wings with Ricky Martin will become a thing. -
Replacing the Squadron command with a Fire Torpedoes command would sort of simulate energy management. Each command now represents power to the torps, power to the shields, power to the phasers, or power to the engines. Of course, you still have sensors and transporters. Two things that should deserve their own commands. This would also help simulate torpedoes having a lower fire rate than phasers which fire every round. I think that some of the beauty of Armada comes from the abstraction, you're not firing 8 double turbolaser batteries, four quad turbolaser turrets and several concussion missiles, you are rolling 3 black and 3 red dice, and the commands are part of that. I think Concentrate fire is pretty good for combined Torps/Phasers (depends what kind of dice you use the command for). I think thematically it could be pretty easy to change squadron to transporters. Sensors don't seem to be something that would be useful in a combat situation as the ones in Armada, at least not at this level of abstraction.
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Dance a conga across the board.
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The Ghost is getting me into X-Wing so I have that, Armada, Netrunner, 40k Conquest, and the Star Wars LCG. . . Might even do L5R lcg. . . FFG OWNS MY PAYCHECK! I've been out of the X-Wing loop for a while but that Gozanti is really tempting me...
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You're rolling one black and one blue, giving you at least one damage in 87.5% of cases, and a double hit in 37.5%. The weakest rebel ship (hull wise) is the A-wing at 4, yet with two tie bombers activated this way you only have a 14% chance of a kill. Activating 4 tie bombers this way and sending them all against a lone A-wing will still only have a kill chance of 59%. You just spent the squadron command of a VSD with Extra Hangars and Flight Controllers to kill a lone A-wing. In less than 60% of the cases. In 40% of the cases the A-wing just got 4 Counter attacks and is still binding up four of your Tie Bombers.
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Mon Mothma is a pretty significant factor to the survivability to that kind of list, while Imperials don't have anything of that kind. I guess the best Commander option would be Darth Vader, as the Evades are going to be less useful once the Raiders get into firing position. Possibly a combination of Tractor Beams and Ozzel might work to try and outmanuever the enemy, but it feels very gimmicky and not likely to work on a large scale.
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Not in the same way that X-Wing, Armada and IA have them. There might be a boxed expansion every so often, but probably not more than that (if even that, I could easily see this as being completely stand alone, with no expansions at all, also). That is along the lines of what I was thinking. When I look at the game board it looks like they could add another board at the top and bottom representing outer rim. That would be similar to the Battlestar Galactica expansions... could work.
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Eh, it's a very random element and has the possibility to do nothing (-Squadron on every ship in an all-ship) or screw up everything (+1 Command on your all Victory list).
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So, was thinking about the "upcoming fighter heavy meta" and wanted to run some fighters with my friend while still in Wave I. And this is what I came up with. The Rebel Swarm (397 of 400 pts) Flagship: (87 pts) Nebulon-B Escort Frigate(57 pts) General Dodonna (20 pts) Adar Tallon (10 pts) Fleet Ship 1: (69 pts) Nebulon-B Escort Frigate(57 pts) Yavaris (5 pts) Ray Antilles (7 pts) Fleet Ship 2: (64 pts) Nebulon-B Escort Frigate(57 pts) Salvation (7 pts) Fleet Ship 3: (57 pts) Nebulon-B Escort Frigate(57 pts) Squadrons (120 of 133 pts): 1x X-Wing Squadron (13 pts) 1x Luke Skywalker X-Wing Squadron (20 pts) 1x Wedge Antilles X-Wing Squadron (19 pts) 3x Y-Wing Squadron (30 pts) 2x A-Wing Squadron (22 pts) 1x Dutch Vander Y-Wing Squadron (16 pts) Objectives: Precision Strike Hyperspace Assault Superior Positions
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Eh, they're ok. Rebel Y-Wings might hold up a tad better in a fight, but that extra speed can be really useful to reach targets and stay out of engagements. They're not B-Wings, but they have their own problems (which can be worked around).
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I'm guessing they don't start with one, and have to go through stages of building it, makes for the more interesting gameplay. The Rebel player needs to try and prevent it, sending bothan spies to their death in hopes of getting intel on it, etc.
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Same with Twilight Imperium. Although TI has rules for building more fighters by representing some of them with tokens, which are necessary anyways when you bring in two human supercarriers with 8 fighters each... Man, I need to hit up my TI group again, haven't played in ages...
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Obsolete hangar bay seems a bit too much of an "always take" thing unless you play really heavily with squadrons and would give All-Ship or All-Rogue lists free points. Granted, it may take a slot, but still.
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Hothzone Commander.
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Nice, seems like they are finally releasing a CR90 in a more proper scale...
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For some reason I am getting hungry for pie... And pizza.
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Overload only works on blue range, on crits (and replaces face up damage cards), and only helps out follow-up attacks. XI-7 work on red range, no matter what dice rolled and works on the attack itself. Generally, yes, XI7 is better.
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Yeah, that Gladiator is a bit too loaded. While Wullf is nice on an E-Tech Gladiator, I've found I don't really need him. Get an early Navigation token, spam Navigation commands and use the token when you want to do another command. Forward launchers does give it a nasty front punch, but it has pretty good arcs overall and a double arc will usually put most things down. I prefer to use APT or ACM on them, then again, I do also tend to run Screed, which combos well with that. And three ties is far too few. You need at least one more, preferably Howlrunner, her defense tokens gives her a tad more survivability (makes it impossible for a normal X-Wing to one shot her) and her ability gives the swarm a bit more bite, which can be useful as a deterrent.
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I might use TIE Defenders as Firesprays and TIE Phantoms as Aggressors. Possibly Lambdas as Jumpmasters (fits the "cleric" role"). It seems fair to assume that if it's in x wing it'll be utilized in Armada at some point. I'm guessing a future pack that contains 2 each of TIE Defenders, TIE Phantoms, K-Wing and E-Wing.
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Wave 1 only 300 point tourney Imperial
Axelius replied to corlinjewell's topic in Star Wars: Armada Fleet Builds
Leading shots seem a bit superflous when you have Screed. Besides, I consider Screed's ability to be much better than Leading Shots. Overload pulse works much better in conjunction, but then you also need to get a second attack in the same round. Vic II vs Vic I is a question for the ages. Personally I am in the camp that thinks that 12 pts for blue dice and the slightly longer range is a bit much and that the Ordnance upgrades are better than the Ion Cannon upgrades. Especially with Screed. I'd drop the Vic II to a Vic I and get ACM on both ships for the same points. I'm not of the opinion that Gunnery teams are mandatory, but they are definitely worth it. As for the H9-Warlord combo, I dunno. You're spending 16 pts to be able to increase a single hit to a double hit or get an extra accuracy. With Screed you have a guaranteed extra 2 damage if you instead have ACM. Which is 10pts cheaper. If you are keeping the H9 I'd say it works better with Intel Officer anyway. -
Listening to this song on repeat is roughly 90% of my celebration of Halloween... https://www.youtube.com/watch?v=IoKmcunpm78
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Fine out of production miniatures and unsupported rules. One of the reasons I play this and not BFG is because I can got to the FLGS and pick up a new VSD, but have to go onto ebay to get a new Gothic battlship.
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Well if you want to get this train back on the tracks, you could talk about my first post. Otherwise, this is kinda like when Ray thought of the Stay-Puft Marshmallow man when Ghozer was choosing the Traveler. Feel free to think of anything. I'm thinking of the size of a Super Star Destroyer in Armada. given the rate of scaling FFG seem to be applying it will probably be smaller than the CR 90.
