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Shanturin

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  1. Like
    Shanturin got a reaction from Admiral Deathrain in Questions from a day of gaming.   
    Tell me more... in my group we keep calling suppression "stress", aim tokens "target locks" and surges "focus". It's hard to drop old habits - i still tend to sometimes refer to Armada's accuracies as focuses as well
  2. Like
    Shanturin got a reaction from UnitOmega in Questions from a day of gaming.   
    Tell me more... in my group we keep calling suppression "stress", aim tokens "target locks" and surges "focus". It's hard to drop old habits - i still tend to sometimes refer to Armada's accuracies as focuses as well
  3. Like
    Shanturin got a reaction from veiv in Suppression   
    Well, to be honest, a single stormtrooper does not have the best chance of suppressing anyone  We start seeing trooper units with higher courage (albeit Spec Forces) that does not care for a single suppression (it's actually beneficial to them!) and if they get two, they only have to drop one in their Rally step to become fully operational again. Thus said, I don't get what you mean by "red die when in heavy cover" - as such defense boost would not stop suppression).
    As others stated above, if a unit is taking direct, accurate fire (you need to roll sth!), it deserves to get a suppression token. Also, in my games so far, if a unit was reduced to a single model it usually had better things to do (run away with claimed token, or if it had to stay in place near objective, just Dodge and sit there praying Luke will come to stop Vader from getting close and choking you). Single trooper means he got fired at least a bit, so there is a good chance of him being suppressed himself, and killing might not be a priority.
    For now i find the suppression mechanic a really cool addition to the game, though it worries me a bit how will they cope with inevitable droid units. If all droids will be getting a "-" courage value, than eventual CIS infantry would have to be appropriately terrible in other areas  Also, I love how Commanders interact with courage - last game I played the supply objective (one with troopers claiming tokens) and Disarray deployment. My Rebel Troopers manged to claim one token and duck for some heavy cover. Their defense rolls were superb, but they quickly amassed a ton of suppression (at critical point they had like 6 tokens) so I had to sprint Luke across the battlefield, forsaking the opportunity to kill some other stormies, just to lead by example and prevent my key unit from panicking
    That commander part is also where I see most people getting confused, I've seen on this forums a few times folks mentioning Vader's "no suppression bubble", which is simply wrong, as it's only "no panic zone" and only the Dark Lord himself cannot get suppressed - which is fitting in my opinion
  4. Like
    Shanturin got a reaction from Ghost Dancer in Suppression   
    Well, to be honest, a single stormtrooper does not have the best chance of suppressing anyone  We start seeing trooper units with higher courage (albeit Spec Forces) that does not care for a single suppression (it's actually beneficial to them!) and if they get two, they only have to drop one in their Rally step to become fully operational again. Thus said, I don't get what you mean by "red die when in heavy cover" - as such defense boost would not stop suppression).
    As others stated above, if a unit is taking direct, accurate fire (you need to roll sth!), it deserves to get a suppression token. Also, in my games so far, if a unit was reduced to a single model it usually had better things to do (run away with claimed token, or if it had to stay in place near objective, just Dodge and sit there praying Luke will come to stop Vader from getting close and choking you). Single trooper means he got fired at least a bit, so there is a good chance of him being suppressed himself, and killing might not be a priority.
    For now i find the suppression mechanic a really cool addition to the game, though it worries me a bit how will they cope with inevitable droid units. If all droids will be getting a "-" courage value, than eventual CIS infantry would have to be appropriately terrible in other areas  Also, I love how Commanders interact with courage - last game I played the supply objective (one with troopers claiming tokens) and Disarray deployment. My Rebel Troopers manged to claim one token and duck for some heavy cover. Their defense rolls were superb, but they quickly amassed a ton of suppression (at critical point they had like 6 tokens) so I had to sprint Luke across the battlefield, forsaking the opportunity to kill some other stormies, just to lead by example and prevent my key unit from panicking
    That commander part is also where I see most people getting confused, I've seen on this forums a few times folks mentioning Vader's "no suppression bubble", which is simply wrong, as it's only "no panic zone" and only the Dark Lord himself cannot get suppressed - which is fitting in my opinion
  5. Like
    Shanturin got a reaction from ninclouse2000 in Generic Generals   
    Idk if anyone posted this earlier, but... yeah, don't get your hopes up for generic commanders anytime soon
     
     
  6. Like
    Shanturin got a reaction from SFC Snuffy in Imperial March - A Steel Command Quarantine Thread   
    Glad to see Steel's getting into Legion, I really like your Armada stuff (it's really superb!) and I'm looking forward to the same with Legion
  7. Like
    Shanturin reacted to Admiral Theia in Legion is not a “tournament” minitures game and I could not be more pleased with that.   
    As an avid Armada tournament player, I would have to disagree with you.  Armada is very suited to the format.  More so than previous iterations of WH40k and games like it.
  8. Like
    Shanturin got a reaction from BiggsIRL in Double Commanders and Command Cards   
    Not necessarily. All four command cards with 1 pip that comes with the leader allow only to issue an order to that specific leader, while basic "Ambush" lets you pick and choose whatever unit you need activated, with the best possible initiative. I believe that to be a value of its own, hence my question in the first place. Activating a unit of troopers struggling to maintain control over objective, or that has a nice ion-shot lined at enemy ATST might be more beneficial than activating Luke that has no obvious targets or Leia, whom I believe will mostly stay back ant won't attack often.
    But it seems I might be overthinking this  Maybe I just don't see that much value in dual attack from Luke
  9. Like
    Shanturin got a reaction from WAC47 in Double Commanders and Command Cards   
    Not necessarily. All four command cards with 1 pip that comes with the leader allow only to issue an order to that specific leader, while basic "Ambush" lets you pick and choose whatever unit you need activated, with the best possible initiative. I believe that to be a value of its own, hence my question in the first place. Activating a unit of troopers struggling to maintain control over objective, or that has a nice ion-shot lined at enemy ATST might be more beneficial than activating Luke that has no obvious targets or Leia, whom I believe will mostly stay back ant won't attack often.
    But it seems I might be overthinking this  Maybe I just don't see that much value in dual attack from Luke
  10. Like
    Shanturin got a reaction from Villakarvarousku in Rank the Large Rebel Ships   
    I for one actually love the MC80 Star/Battle Cruiser  Also, I believe that each Rebel large ship has it's unique role, and both variants of each (especially MC75) should be considered separately. That said, I also believe the actual ranking relies the most on player's preference and/or style, as each of this ship requires different conditions to shine (like, you would rather put Raddus on MC80 Assault than have it be the ship that jumps in). And neither of them is a bad choice.
    So, my personal preference goes as this:
    #6 MC80 Assault Cruiser - yeah, I know, weird. But the Doom Pickle was never my favorite and I don't often use it. It's of course flagship extraordinaire, but I rarely ever use Ackbar
    #5 MC75 Armored Cruiser - kind of the same as above, it shines with Ackbar that isn't really my go to. It's also the one I'm least experienced with, so in time it might go up.
    #4 MC80 Command Cruiser - I like it as a flagship/carrier, also with HIE it's ratings went slightly up  Being 8pts cheaper than Assault also helps, as I like to put stuff on ships
    #3 MC80 Battle Cruiser - oh, the times we spent together... definitely my favorite until Wave VII,  as I favored Madine as my commander. Really solid bruiser, though in need of support for his unreliable red die. Still, really effective in killing smaller stuff, which was somewhat predominant in my meta. Took a blow after Wave VII though, as it's not extremely good at killing ISDs. But flying it with Engine Tech, being as maneuverable ship as a CR90... that's beautiful.
    #2 MC75 Ordnance Cruiser - I always liked Sato though I struggled to get the best of him. And I also adore Raddus. No wonder this guy made it so high, as it shines with any of them. Sato-WAB is way better then I anticipated, and well-dropped matryoshka style Profundity is just pure gold.
    #1 right now... yup, MC80 Star Cruiser - I long negated the very existence of this ship due to it's many lacking areas (maneuverability without support, damage output, range, shielding... I guess I actually believed this to be a bad ship) . But Wave 7 stuff makes this ship really shine, be it Raddus or HIE, or better both. It's fair to say that right now I abuse this ship a lot and having learned how to fly it by using his Battle-brother I find him a fascinating brawler with tons of potential.
     
  11. Like
    Shanturin reacted to Shadoq in Printing Promo Cards?   
    Why not do your own?
    The Polish guys are doing some excellent stuff for their tourneys.
    Or use some of the excellent art from 3rd party Armada websites.
    Something I've been considering doing as an experiment. Not sure what paper to print it on.

    Wouldn't an Alt Art Demolisher title card be neat?

    Or better yet, a Tatooine Leia alternate art. Guaranteed to distract most male opponents into making a tactical mistake
  12. Like
    Shanturin got a reaction from Lemmiwinks86 in Different Turn Counter   
    Well, actually... 

  13. Like
    Shanturin got a reaction from cynanbloodbane in Different Turn Counter   
    Well, actually... 

  14. Like
    Shanturin got a reaction from thecactusman17 in Different Turn Counter   
    Well, actually... 

  15. Like
    Shanturin got a reaction from Thraug in Different Turn Counter   
    Well, actually... 

  16. Like
    Shanturin got a reaction from Iskander4000 in MC Triple   
    Thanks @Iskander4000, I myself enjoy flying large ships with broadsides due to real life naval references  you're correct in thinking I went with Battle Cruiser for extra AA die, though I ended up jumping in from Raddus and I've found myself flaking maybe once? So Star Cruiser is definitely one option I'm considering (you're right that I was always at medium range ;)) This way I could add some anti-ship firepower, which I may be otherwise lacking. I thought of replacing Battle Cruiser with one of the following:

    MC80 Star Cruiser (96)
    • Lando Carissian (4)
    • Caitiken and Shollan (6)
    • Heavy Ion Emplacements (9)
    • Dual Turbolaser Turrets (5)
    = 120 Points

    For two extra points I would consider leaving some minimal bid or equipping Med Team to both MC80s.

    or

    MC80 Star Cruiser (96)
    • Bail Organa (7)
    • Gunnery Team (7)
    • Leading Shots (4)
    • Dual Turbolaser Turrets (5)
    = 120 Points
    Anyway, I have a few games lined up for the weekend, so expect some more AAR in the weekend
  17. Like
    Shanturin got a reaction from Norell in MC Triple   
    Erm.. Raddus?
    First, thanks to all of you for your advise, it as useful as SAd was in my game (i.e. a lot!). So, I've flown my OG McTriple today (i've swaped Hardened Bulkheads for QLT). My opponent, not knowing what I'll be playing, brought... Imperial list with Thrawn on ISD II, a Raider, Gozanti and 134 points of squads (though the pricey ones, like 2x Deci, Maarek, Jendon etc.). Oh, and Rhymer. Good for my QLT, eh?
    It wasn't half bad, even though I lost. I consider this a fault of my poor flying with multiple large ships (I lost 1 Hull on both MC80C and MC75 due to ram, and MC80C additionally lost 4 shields to an asteroid). I've killed almost all squadrons (except for lonely Deci who finished off MC75), the flotilla and the Raider. ISD took a heap of engineering commands, so he finished the game unscratched.

    Thoughts: 1/ it's worth considering EWS, seriously 2/ Raddus is awesome if used properly, which I failed to (I might try Garm next time) 3/ If you jump in, you don't need Nav Team on MC80B 4/ Ordnance Pods are awesome!

    Anyway, my flak is great and I belive if not for Rhymer and my bad flying I would've kept Defiance alive for two activations more, which would make a world of difference. Some tweaking here and there and I might even consider taking it to the tournament!  
  18. Like
    Shanturin got a reaction from Iskander4000 in MC Triple   
    Erm.. Raddus?
    First, thanks to all of you for your advise, it as useful as SAd was in my game (i.e. a lot!). So, I've flown my OG McTriple today (i've swaped Hardened Bulkheads for QLT). My opponent, not knowing what I'll be playing, brought... Imperial list with Thrawn on ISD II, a Raider, Gozanti and 134 points of squads (though the pricey ones, like 2x Deci, Maarek, Jendon etc.). Oh, and Rhymer. Good for my QLT, eh?
    It wasn't half bad, even though I lost. I consider this a fault of my poor flying with multiple large ships (I lost 1 Hull on both MC80C and MC75 due to ram, and MC80C additionally lost 4 shields to an asteroid). I've killed almost all squadrons (except for lonely Deci who finished off MC75), the flotilla and the Raider. ISD took a heap of engineering commands, so he finished the game unscratched.

    Thoughts: 1/ it's worth considering EWS, seriously 2/ Raddus is awesome if used properly, which I failed to (I might try Garm next time) 3/ If you jump in, you don't need Nav Team on MC80B 4/ Ordnance Pods are awesome!

    Anyway, my flak is great and I belive if not for Rhymer and my bad flying I would've kept Defiance alive for two activations more, which would make a world of difference. Some tweaking here and there and I might even consider taking it to the tournament!  
  19. Like
    Shanturin got a reaction from ovinomanc3r in Spanish IF broken!!!   
    So, in Spain and  other spanish-speaking countries they got the better side of the coin  In polish version Jaina's Light was translated so that you were prohibited from making obstructed attacks
  20. Like
    Shanturin reacted to WigTii in Thrawn's Fleet Arrives at Atollon   
    "I want you to know failure.  Utter Defeat. And know that it is I who delivers it crashing down upon you."
    ~Thrawn

  21. Like
    Shanturin reacted to Cusm in Dialing Back Relay   
    I thought this was the happy forum. X-Wing is for the salt/nerf requests, Legion is for the Hoobiest to talk down to us "casuals", LCG for the missing, IA for the chicken littles worried about Legion killing their game.
  22. Like
    Shanturin reacted to Mad Cat in What's the best 3 ISD list?   
    Mr @Blail Blerg requires lists. Here's one.
    400/400, Blockade Run, Contested Outpost, Solar Corona
    ISD Cymoon, Konstantine, Gunnery Team, Strategic Adviser, Intensify Firepower. 152
    ISD Cymoon, Gunnery Team, QBTs. 124
    ISD Cymoon, Gunnery Team, QBTs. 124
    If the enemy slow roll against 3 GT ISDs it shouldn't go well for them. Konstantine may even speed one victim ship up so the QBTs can help. If the enemy come in fast I can shoot one to bits (or maybe two with GTs), slow another down for next turn and speed up a flanking MC30 so it overshoots (well that's the plan).
    Against Bombers, forget the QBTs. Go in fast and kill some carriers. GTs can help kill 2 carriers or can allow you to kill one and spray lots of black flak dice against squadrons. Probably loose a Cymoon but hopefully not two. Konstantine can help stop pursuit and if carriers are using squadron commands they will not be negating Konstantine setting their speed to whatever I want after 2 turns.
    I could replace one Cymoon for an ISD-I BT Avenger and a 1 point bid (or SFO).
  23. Thanks
    Shanturin got a reaction from NairoD in 21.01.2018 Poznań, Poland   
    No idea, Tomek also makes alt-art cards for our local X-wing group, and those ISD and CR90B were done as far back as December  As for the player NairoD mentioned he was eventually moved away from the table situation was explained to him and guys could finish their game (it was last game, after the time was called). 
  24. Thanks
    Shanturin got a reaction from NairoD in 21.01.2018 Poznań, Poland   
    Hi!
    Thanks NairoD for posting, totally forgot about that (I was TO of this event, btw)  The ship cards were designed by Tomek, whom Nairod played against, but the Tarkin/Leia scene (it was cut into to different promos) was actually painted by an extremely talented Erilain - you can check her out on facebook, she does commissions
    Also, check out some of the footage caught by imperial spy-cams
    https://youtu.be/OSQ2upu335c
  25. Like
    Shanturin reacted to geek19 in Strategic Advisor   
    That's the general Rebellion plan. Cobble together 3 garbage trucks, a medical frigate, a counselor's ship, and some squadrons and take down ISDs with it.
    Or bring a refugee fleet of Mon Calimari leaving their homeworld ready to take out their frustration on some Moff trying to oppress them some more.
    That's our lot in life; to cause ISDs to suffer. And there's lots of suffering for those ISDs to take.....
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