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Moore1980

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Posts posted by Moore1980


  1. As a miniature player, I first got into X-wing with it's release, and it was a ton of fun. Then when IA dropped, I got the core set for that. Like many have stated though, it was a tough game to get people to play here in my local area, because it lacks the pre-painted mini's. I cut my teeth on such games as Fire and Fury, Flames of War and of course Warhammer 40,000. So painting models was no big deal for me, plus I find the campaign for IA to be super fun and never turn out the same each time it's played. However, I have fallen out of love with X-wing due to it's ever growing out of control power-creep meta that dominates the game it seems. X-wing fits in with those that like to play several games, where IA is for those that can only squeeze one campaign mission per group session. I was never a huge fan of the skirmish part of IA, and it would seem that Legion is going to take that from IA all together IMO. In the end I feel they are all Star Wars, so it doesn't really matter which FFG Star Wars game we play, we all win!


  2. 17 minutes ago, AllWingsStandyingBy said:

    Wow, Chimera makes a joke of the already laughable Pelta-class.

    Why pay for an underefficient pelta chassis that is paying a lot of points for mere access to a single fleet command upgrade when you can instead just slap Chimera onto one of the best combat platforms in the game and use all the fleet commands?

    Ridiculous.

     The Empire doesn't mess around.  They go big, and the Rebels go home!


  3. Commander: Admiral Sloane (24)

     

     

    ISD-II (120)

    Avenger (5)

    Electronic countermeasure (7)

    SW-7 Ion batteries (5)

    Heavy turbolaser turrets (6)

     

    ISD-II (120)

    Relentless (3)

    Electronic countermeasure (7)

    SW-7 Ion batteries (5)

    Heavy turbolaser turrets (6)

     

    Maarek Stele (21)

    Howlrunner (16)

    Tie Fighters x6 (48)

     

    Total: 393 pts.


  4. I know the feeling of seeing your group cave around you. In my local area (Northern Illinois) we had at one point 5-6 Armada players and it was a strong group. We would meet weekly, it was awesome. Then one of our guys moved an hour south and another guy graduated from college and could not find a job locally. So he moved to his hometown, and hasn't been heard from since. The group dropped to three players, the group limped on until one of our final guys graduated from collage and he too moved away. The group is now officially dead locally for me.  The strange thing is that there is a massive group of miniature gamers, but they all always and seem to only play Warhammer 40000. It's a sad, sad time in a galaxy far, far away at my local shop. Maybe one day it will rise again, but 40k is king here... so I really doubt it.


  5. First.. I find your lack of faith in the Empire disturbing. 

     

    Interdictor, good choice. Paired with an ISD is ideal, target scrambling. Perhaps the points to add a Flotilla for Repair teams. Then adding as many squads as you can following upgrades for the Star Destroyer and any additional ones you add to the Dicter.  However, you might be one of those commanders that feels nervous in the service with only two/three activations. In which case people will tell you to field Vics and Raiders, and Light Cruisers to support  that 418 Immobilizer.


  6. Yes and no blail, you're south bay. I never see you up where I usually game. However one of the better players in the region likes running a heavy Rebel bomber group that has forced me to start taking fighters seriously.

    I mean, yes I know I'm being contrary and I know there are wonderful things you can do with Jerjerrod. Black dice hugs out of VSDs rounding asteroids into flank and rear arcs is a nice feeling. And it is great to not bank a navigate command whenver you need that extra turn.

     

    I was just looking forward to either something zingy like Mon Mothma's interaction with defense tokens, or something useful like a way to protect against APT and other critical effect spam. Sato is great not just for APT long range kicking on some ships, but syngerizing well with the fighter-carrier dynamic going on now. Jerjerrod helps ARQs and MSU lists looking for good maneuverability but he doesn't help the stand and fight big ship lists I prefer.

    Damage Control Officer is the answer to dealing with APT, non-standard crit effects.


  7. I don't know.. I mean, E.C.M. I feel is like the only D-retrofit that as an Imperial player you want to take 100% of the time. However, I do feel that with Tua we are going to see a massive increase in the number of intel officers Terrorist fleet commanders assign to their ships. That being said, I would probably at least for the Interdictor consider taking Blast doors. Interdictor is already pretty crazy with it's engineering point for point repair capabilities, getting something like what 9 points with a token, and engineering teams. So, I feel that with the scary battlefield control aspect, and targeting scrambler potential that an Interdictor might just get over powered by having an entire fleet concentrate on it. Which means that that extra three damage being pulled at a key moment could frustrate your opponent to the point of them going completely off their game plan, seeing an Interdictor go from near death to probably full health and maybe even a few shields getting replaced. As an ISD-II fleet commander (My list is usually two of them and fighters) E.C.M. will be the upgrade of choice. It's a good thing Tua doesn't allow for and ISD-II to have a second D-retrofit slot.. Or I would run both E.C.M. and Blast doors!

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