kmanweiss

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  1. Star Wars: Legion with Corellian Conflict

    Lets really get the ball rolling... Star Wars Rebellion - This is our high level stuff. We assign points to each unit in the game to represent points for the other games (armada, legion, etc). Each system in Rebellion is represented by a CC campaign where each system in CC actually represents a planet or moon in the Rebellion system. The points from the Rebellion game are used to draft Legion and Armada forces. Control of a system is only won if you control both space (armada) and ground (legion) of a planet (system). When squadrons in Armada become engaged, X-wing is used to resolve this. If within range 1 of any Armada ships, then X-wing Epic rules/ships are utilized. When missions are played in Rebellion, they are resolved using Imperial Assault missions. When heroes clash with one another in Legion, Star Wars Duels is used. So, ultimately when forces in Rebellion move to a new system, and entire CC campaign begins for control using Armada and Legion forces which are further broken down into X-wing and SWD as needed, while the Rebellion missions are being handled in IA. All in all, a single game of Rebellion should only take about 7 years to complete. Any rules disputes are decided by double elimination tournaments of loopin' chewie. "BUT WHAT OF THE DOWNTIME!" you scream? Just have someone running a SW RPG campaign that players can drop in and out of on the fly. Problem solved. This game would require 26 people however. You need your 4 Rebellion players, 10 IA players, 6 Armada/Legion players, 2 x-wing players, 2 SWD players, 1 GM for the RPG, and finally an arbitrator to oversee the loopin' chewie brackets. Can't some people handle more than one role? ABSOLUTELY NOT! A chain of command must be preserved in order to strengthen the theme of the entire event. Cosplaying your role is encouraged (X-wing players wearing Imperial and Rebel pilot outfits for instance). All Imperial players are required to use a slight British accent, while Rebel players must speak with an American accent. Allowances could be made to reduce rebellion, IA, and Armada/Legion player numbers, but this can affect play quality, so do so at your own risk. IA for instance is supposed to be 1v4 with the defender always playing the imperial side in a campaign setting. However, you could reduce this to a 1v1 competitive setting with each die that you could bring to a mission roll being instead representative of points for the IA match. Again, gameplay can be negatively affected by this, but if reducing the required numbers of players from 26 to a bare minimum of 16 helps make the game more playable, then such concessions should be considered. On the other hand, each leader in Rebellion could be assigned an entire 'play group' including all players below the rebellion level. With this in mind, you could recruit a total of 356 players for a true military conquest style game. While requiring considerably more people, we find that the game plays out much quicker this way as multiple campaigns can be playing out at the same time making the Rebellion turns go quicker. At this point, some players find it easier to just simply LARP the battles, so feel free to get creative.
  2. Evaluation: TR90a vs HIE90b

    Obviously HIE can outdamage XI7s in gross damage, but it's awfully limited. HIE requires a crit (blue to be specific), XI7 doesn't. HIE requires an exhaust, XI7 doesn't. HIE only has an effect against shields, so it's not very useful if shields are already stripped. HIE is more expensive than XI7. HIE requires you to be closer to the target while XI7 can be used at long range. It's really an apples and oranges type of thing. XI7 is used to drill down on one specific zone. Dig past the shields, into the hull, and maybe land a crit of some sort. HIE is meant to spend a crit to do wide spread shield stripping. XI7 is great for just wasting smaller ships and giving smaller ships the ability to get past larger ships defenses. HIE is for stripping shields to allow others to get damage on the target. XI7 is meant for coordinated attacks against the same hull zone. HIE is meant for just mass attacks from any angle. On the surface it appears to be a APT vs ACM kind of thing, but it really isn't. I'm not saying HIE is bad or worse than XI7s. HIE are powerful, and a really solid slot for Ions finally, but the number of differences between XI7 and HIE make them pretty difficult to compare.
  3. What will Wave 8 bring?

    Raddus can be powerful, but he's hardly OP. Using Raddus means you are skimping out on deployments which can give a slight advantage to the enemy. You are also shorting yourself on activations each turn until you deploy the ship, again giving an advantage to the other side. You're also clearly laying out your plan for the enemy to respond to. They know which ship has Raddus, and which ship is waiting in hyperspace, and they know how you want to deploy it. By using a fighter screen to prevent deployment, other ships to prevent deployment or block LOS to the main target, or just by simply making sure you don't move into a vulnerable spot, or have a way to move after the deployment, you end up with a lot of potential counters. Once you deploy the ship, it can't act first, so again, your enemy has a chance to avoid it. Beyond all that Raddus is a one shot commander. He has an ability that happens 1 time in the match. If that is prevented or negated in some way, he's a very expensive waste of points. Other commanders are providing benefits every single round, or for 3 rounds, and are much more consistent with their abilities. Raddus is a fun commander, and can really trip things up for an unprepared opponent. I think he'll be a game changer for awhile in tournaments. But I think most good players are going to be able to come up with ways to counter Raddus in most situations making him far less valuable.
  4. I think there are too many factors at play. 1% difference in points is pretty minimal, and can be 1 upgrade. If that upgrade never gets used, then it played no part. A bad die roll can more than make a 1% difference in a game. Superior play and strategy can overcome a large difference in points. I think it would be tough to make any kind of prediction. That 5 or even 10% difference might not matter depending on the objective, the builds, the players, etc. The number of variables in play make it really hard to calculate.
  5. What will Wave 8 bring?

    I'm guessing they are scared of flotillas, especially flots that might be good at something. Flotillas being auto-include is part of the problem. Giving people more cheap activation and deployment padding monsters would be problematic, especially if they served a purpose beside padding. True. But X-wing launched Ep8 based stuff a week before the movie came out. So it's not beyond reason to think that Wave 8 could be centered around an upcoming movie.
  6. What will Wave 8 bring?

    I think Wave 8 will be centered around the Solo movie. We'll likely have some new characters to draw from, and I'm guessing we'll see some new ships (or old ships that haven't been used for armada yet). It won't be all Solo content, but it will contain elements from the movie. The timing is just about perfect. Movie is releasing 5/18, so we could see a Wave 8 announcement around March, with a release in July/August. I'm going to guess a Rebel medium ship packaged with a new YT1300 with Lando as a pilot. Beckett, the droid and that little cgi critter on the guns will make an appearance also. Not sure on the Imps, depends on if anything interesting is in the movie. The Imp ship may get packaged with some of the new TIEs also.
  7. A proposal to help the Victory Class SD

    Glads are actually pretty decent without the demo title....but that demo title is too good to ignore. Most people aren't running more than 1 Glad though. If you want a quick, brawling face puncher for a decent price, you take a glad...and if you take a glad, you take Demo. Nebs on the other hand...they are near worthless without Yavaris or maybe Salvation. You don't take a Neb and add a title to make it better, you take Yavaris and are just forced to take a Neb to put it on.
  8. Share your raiding experiences!

    Math only takes you so far in a competitive game. Part of the game is to get the other player to tilt. If I do damage to them (hull or shields) and they have an engineering command coming up in a round or two...well, that's part of their plan. They were expecting this. They planned for it. If suddenly they have a raid token that is going to stop that engineering command from triggering next round, do they give up this round's squadron command to clear it so they can repair next round? Or do they push their luck this round and forget the repairs? Now you are getting into their head. This can cause them to question their plans, and can trip them up as they focus on that issue alone and miss other things. This is where raid on fighters becomes fairly powerful. Due to their movement capabilities, they can dart all over the place and affect who you want, when you want. That GR75 is clearly going to push those bombers this round? Nope. I don't know what that ISD is planning this round, but I know in the next round or two he's going to need to repair, nope. Sure, there are counters. Comms net can counter it fairly easily. However that is a fairly large investment to counter a fairly small investment and may require you to activate in a certain order you weren't planning on, and you likely had other plans for that comms net anyways. Sure, that ISD can drop his current command to clean the raid away, but then he just weakened his attack, or failed to command squads, or didn't get to change his speed and position in a way to give him that sweet double arc shot on one of your ships. Raid may not be the most cost effective damage dealer, but it's the cheapest and easiest way to mess with your opponents head.
  9. The point of the ISD is to be a single craft capable of subjugating a single world, or patrol a trade route, or inspect a suspected pirate base, or search and destroy a small group of rebels, or, well, anything. Sure, you could design a better ISD for fighting capital ships, and a better ISD for carrying troops, and a better ISD for carrier duty, or you could utilize specialized ships for those purposes, but why? We need to subjugate this small backwater world. Lets send out a quasar for fighter support, an acclimator to ferry troops, and a VSD designed for capital ship combat....or we just send out a single regular ISD that can handle all those jobs. Specialized units make complete sense when engaged with enemies on par with your own forces. But when you have an overwhelming amount of power, but struggle to produce the resources needed to deploy unlimited strength to every location, the best solution is a single unit capable of doing all jobs necessary. You could design an ISD specifically to fight capital ships, but when the vast majority of your opposition is snub fighters, old freighters, and an occasional small capital ship...that is a lot of wasted resources. It's the same for TIE fighters. The development and deployment of more advanced fighters is kind of pointless. When you spend the vast majority of your time shooting down pirates in janky fighters, or suppressing worlds that can barely put together a squadron of space capable fighters, wasting money on super advance fighters with shields, life support, hyperdrives, etc is a bad idea. In most cases, the TIE fighters are more advanced than their opposition and suffer far greater losses than what they inflict. It's the same reason they don't have specialized troopers. There is no need as the basic stormtrooper is better trained and better armed than 99% of what they face on a day to day basis. Imperial forces were not designed to fight an equal force as there is no equal force. They are designed to suppress lessor forces on the cheap. It's much cheaper to have 1 standard ship that can take out capital ships, fighters, land forces, board vessels, subjugate systems, transport troops, defend systems, enforce blockades, etc. At the height of the Empire, there were 25,000 ISDs. Only 30-40 of which were at the battle of Endor. The Rebels brought basically everything they had to Endor. The Empire should have won. The entirety of the Rebel alliance was at best a match for .0016 of the Imperial supply of ISDs. The Empire just doesn't have a need for highly specialized ships. Beyond that, specialized ships would have made it remarkably easier for the Rebels to oppose them. We need to blockade this planet with fighters to stop trade and force them to join the Empire, send a Quasar. Rebels pop in with a couple CR90s with a handful of Xs and Ys. Blow up the Quasar, strand or destroy the fighters, jump away heroes of that planet. We need to invade and subjugate this planet with ground forces, send in an acclamator with stormtroopers and walkers. Rebels pop in with a couple Nebs and some Ys, pop that acclamator and strand those forces on the system while killing reinforcements and destroying supplies on the ship. Now launch a guerrilla war against the ground forces. You can't pull those kinds of stunts against a single ISD. You need a much larger force to oppose the ISD, and you are likely to suffer greater losses. On top of all that, generalized forces make logistics easier also. Each ISD is basically a small Imperial outpost that has everything you need. ISD in system X, and system Y. Rebels launch attack against system Y. ISD in system X is a day away and can respond. Sector command is a week away in system Z. Core systems with many more resources are 2 weeks away. If that ISD in system X was carrier focused, or capital ship focused, or ground support focused, it may not have the combat capability needed in system Y.
  10. Clone Wars?

    I can't imagine them trying to run 2 separate games for armada. Killing 1.0 to launch 2.0 would lose a lot of players and probably not gain much. Introducing new factions is unrealistic as you would need several waves of just them to get them up to speed while ignoring the other factions for the most part. New material outside the OT would really need to just be added to the existing, which makes it more realistic to assume they'll add new content from the new movies and continue the timeline after the OT instead of going back in time into the prequels which are not as neat as a fit into the current factions. Also, the vong are bad and should be left in legends. Ugh. Rebels isn't half bad for a cartoon. The prequels were bad, just plain bad. Anakin being whiny isn't the problem, it's the acting, and the writing. He's whiny about sand. He's whiny about not using his powers on space pears. He's whiny like a 5 year old. Kylo gets raging mad when things don't go his way, but he doesn't whine about it, he just destroys thing. He's like a 19 year old call of duty player online. Snipe him a time or two and he's going to call you names and smash his controller.
  11. Lore Question on Mon Cal Cruisers

    Some Mon Cal ships are large transports that were retrofitted for combat. Some Mon Cal ships were luxury liners that were retrofitted for combat. Some Mon Cal ships are actually cities that were built for space travel. Many Mon Cal ships weren't in system when the Imps showed up. Many more escaped when the Imps showed up. I'd suspect that they likely found other shipyards that could be used to create new Mon Cal ships, however that is just speculation. Keeping them hidden isn't a problem. The galaxy is huge. And the Empire doesn't have much of a presence outside the core worlds. Beyond that, there are probably legit non-military mon-cals still doing other tasks.
  12. Flotilla solution without a rule change?

    Activation padding flots aren't an issue really, at least as far as I'm concerned. Someone wants to throw 3+ bare flots in a build and hide them in a corner, I'm fine with that. They stuck a small ship's worth of points out of play for activation spam that I can plan around while I brought in more firepower. That's a fair trade in my book. Even if they are using Relay, they sunk even more points into this hiding strategy and they can be cut off making them worthless while also weakening their squad game. The issue (as I see it) is the loaded flotillas. Those little buggers that hang at the outskirts of the main battle. They are at long range, might be obstructed, have evade and scatter, but due to their cost and the fact that they punch WAY above their weight in support functionality means that they are quite valuable. However, they aren't valuable as a target to shoot at. Sure, a Vic with DC can take one out...but I'd rather that DC be spent doing damage to something that is a direct threat to the Vic. That is the other side of the Flotilla advantage. They are nasty little buggers, but killing one doesn't really change your opponents plans any. You didn't knock out a valuable part of their fleet. Their big guns are still shooting you and you spent valuable time and upgrades sniping at low point targets. The concept with these was to give lower cost ships some solid options for taking out flotillas either solo or in cooperation with heavier hitters that didn't rely on very specific and expensive upgrades. Something to strip their biggest advantage away on the cheap. I don't particularly mind flots. They serve a role, and can be effective. But I can totally understand why a lot of people kind of hate them and believe them to be overpowered and under-priced for what they bring to the field. If the rumble continues as is, it's likely that we'll see rule changes to address the criticisms being brought up. This is a way to balance them with a few small upgrades instead of changing the core rules.
  13. Oh god no, another flotilla post!!! So flotillas are coming up again (like the discussion ever goes away) thanks to a great article on Cannot Get Your Ship Out. Some great ideas were presented in the article for fixes. I've seen many other great ideas here and on the Reddit forum. Almost all of the fixes are rule changes though. That's not all together a bad thing, but it's a bit troublesome, especially if FFG ever produces new flotillas. Rule changes are quick and easy, and may solve the current problem, but those flotilla based rules will restrict what can and can't be done with new flotillas. FFG has another way to deal with issues, and wave 7 is a great example of that. People talk about the problems with activations and how powerful they are, so FFG produces a wave with several ways to manipulate the activation system to give players options. Wave 7 itself may affect the flotilla issue a bit as activations are a big part of it. The activation spam is really only critically useful in 1 or 2 turns, and the cards in wave 7 can negate or reduce the effectiveness of that spam for a turn. How about a couple more cards to specifically deal with flotillas? Their biggest advantage in combat is the scatter, so why not deal directly with negating the scatter effect. turbolaser card: 1 point; small ship only; ships cannot use scatter defense tokens when defending against attacks from this ship. (scatter laser turrets) Ordinance card: 1 point; small ship only; when attacking ships, scatter defense tokens only reduce damage by 1. (dumb-fire missile pods) Ion card: 1 point; small ship only; if defending ship uses a scatter defense token, that defense token must be discarded. (wide band ion beam) The idea is that these weapon systems use shotgun blast attacks at enemies instead of focus fire, so they are effective against flotillas that can scatter to defend themselves, but less effective against larger ships where you need concentrated fire to punch through shields or do significant hull damage. They only affect ships, not squadrons, so no worries about scatter aces being affected. They are cheap, but this is for a reason. They provide upgrades against only 1 target, take up a pretty valuable slot (sacrifice the TRC90 to make it a flotilla hunter), but are cheap enough that one might consider bringing a dedicated flotilla hunter. At the very least, you could spend 2 points on two small ships to just up their anti-flotilla capabilities. Got 2 MC30 scout frigates in your list with empty turbolaser slots? For 2 points they are a massive threat to flotillas. Not your primary target, but if you get the chance, you can take one out pretty easily. Each works a little different also, which makes for hopefully some interesting playstyles. The turbolaser is for longer range attacks. They can't scatter the damage, but they can still evade. A couple CR90 hunters or other ships burning the evades and allowing the hunter to sneak in for the kill is the best way to utilize it. The ordinance is for a solo hunter that is going to get in close and double-arc the flotilla hitting it with some high damage black dice close up. The ion version still allows the scatter to be used, but then discards it allowing others to finish the flotilla off. This has the added benefit of being able to affect more than 1 flotilla at a time if you can get two of them in different arcs. With the advent of flotilla hunters, flotilla dependent fleets need to bring flotilla escorts (reducing the cheap factor), accept that they will likely lose a portion or the entirety of their flotilla fleet, or reduce the amount of flotillas they bring and spend those points in other ways. Maybe these need a little tweaking (those names are just awful), or there is some obvious flaw I'm missing. But that is what the rest of you are for...to tell me how wrong I am.
  14. Strategic Advisor: A Poll

    You know what FAQ means right? Frequently Asked Questions. Every FAQ I've ever read is full almost entirely of stuff that makes me wonder how the heck that was ever questioned, but apparently it was questioned enough to be considered frequent by the writers, so they wrote the FAQ. That's the purpose of the FAQ. If the rules are vague, poorly worded, open to multiple interpretations at first glance, lead to the creation of dozens of posts across various forums, or create pages of debate, well, they probably deserve a FAQ entry. This is doubly true when you are dealing with a competitive game. People, by nature, will tend to favor an interpretation that provides them with a benefit. In a board game you play with friends, you make a house ruling and move on with life. In a competitive game where people might be competing for actual prizes against complete strangers, vague rules with multiple interpretations are a problem. Rules for a game should not produce the same reaction as reading legal briefs or doing your taxes. FFG has yet to figure that out.
  15. Strategic Advisor: A Poll

    Hence the create a rule but don't stick to it issue. The part that I found interesting is that once we started reviewing other cards we found many more examples of other cards that also fly in the face of the definition of 'you'. FFG has been ignoring that rule for awhile and we just didn't catch it.