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Blue Seven

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  1. Like
    Blue Seven reacted to bobbywhiskey in objectives to go with GenCon special   
    Here's the thing about how it won at gencon. It (or other similar builds that had maybe a more tricked out demolisher/vic at the cost of a glad etc.) do have the POTENTIAL to table people if the opponent gets into a brawl with them. Especially imps vs imps (which I feel like there were a bit more of, I was at gencon but only looked around for a bit during armada). So out of around 100 players there were probably 20-30 of this type of archetype alone. There also were enough players to ensure 3 undefeated players, so MoV was going to matter to determine the winner. So under good conditions, this build could score 9 or 10 victory points reliably. A skilled, patient rebel player may be able to snipe some stuff and live and win, but it is a bit more difficult to table people 5 games in a row. So one of these builds was going to have everything work out for it. If it was just about getting wins, who knows.
     
    At the Sullust event this weekend, you just need to win. A 3-0 record puts you in the final game if there are fewer than 17 players (the vast majority of these events). Even with 17-20ish, there is still only a low chance of a third 3-0, and it's not a 100% until you get to 32 players (yeah right). I like the rebels' chances a bit more this weekend. 
     
    I'm not trying to take anything away from the player that won gencon. No matter how you slice it, that isn't easy. And he did beat Paul Heaver, which has to be worth something. It's a great list in the since that it can easily crush someone who makes a critical mistake. I just wanted to point out how different formats/attendance could impact different lists.
  2. Like
    Blue Seven reacted to vyrago in Integrated Astromech: The biggest winners   
    @Reiver great points.  Loving this mod on Tarn Mison and really add to his "do you really want to shoot me?" quality.  
  3. Like
    Blue Seven reacted to CenterPoint in Wave 2 at the Printer!   
    me and my bud already have our pre orders placed. I buy the reb stuff, he buys the imp stuff
     
    i ordered 3 mon cals, 4 mc30 and 2 heros and villians
     
    he ordered 3 ISD, 2 raiders, and 2 heros and villians
     
    i made my mind up when i saw that there were 3 name cards for each large ship, and i forsee the mc30 being a rebel gladiator (which his usually do a lot of damage quickly)
     
    cant wait till they come though. Here comes the 1500 point games !!!!! (Now that's a real armada!! - Spanish/Portuguese  armadas consisted of 20 ships)
  4. Like
    Blue Seven got a reaction from X Wing Nut in Yavaris title activating Dutch Vander   
    Add Adar Tallon and Wedge for more fun...
  5. Like
    Blue Seven reacted to Corellian Corvette in Warning about quality of the plastic stands!   
    Man, give that victory captain an evade token!
  6. Like
    Blue Seven got a reaction from coastcityo in Yavaris title activating Dutch Vander   
    Why? Does he interfere with Yavaris somehow?
     
    Edit:
    I think I've found what you mean. It's so you can move and attack with him from the first ship squad command and then attack twice from Yav activation all during the first turn of squadron encounters. whereas if he's on Yavaris you would attack twice when it activates and once in the squadron phase?
    I was originally thinking of activating Dutch and Wedge from Yavaris so they could nail two squads.
     
    It may therefore be better to have Adar on Haven and Raymus on Yavaris.
  7. Like
    Blue Seven got a reaction from VanorDM in Yavaris title activating Dutch Vander   
    Add Adar Tallon and Wedge for more fun...
  8. Like
    Blue Seven got a reaction from Overdawg in 300pt Rebel fleet   
    In my version of this list I put XI7 turbolasers and intel agents (or raymus if prefered) on paragon and salvation to prevent the target mitigating the damage.
     
    Also I have a CR90a with Leia and jaina's light for dodonna to be on. It can hide on the other side on the AF2 and modify it's dials as needed, and also snipe from long range with it's non-obstructable red dice (I also put enh arms on it with spare points).
     
    For squads I just ended up with a screen of 4 a-wings. I think if you're trying to get the ships to do most of the shooty you can't divert points for much more withour losing effectiveness. On the other hand you could make it a screen of b-wings to tear up anything trying to get close...
     
    For objectives, adv gunnery or opening salvo; Fleet ambush to prevent them flanking so much; dangerous territory for safety and the cr90 can run off and collect them.
  9. Like
    Blue Seven got a reaction from WarriorPoet in The official "Let's complain about the Emperor" thread!   
    They missed a golden opportunity.
    There was still plenty of room to fit "Everything is proceeding as I have forseen..." in.
     
    I'll just have to say it whenever I use his ability then.
  10. Like
    Blue Seven got a reaction from Kyrios Mirage in The official "Let's complain about the Emperor" thread!   
    They missed a golden opportunity.
    There was still plenty of room to fit "Everything is proceeding as I have forseen..." in.
     
    I'll just have to say it whenever I use his ability then.
  11. Like
    Blue Seven reacted to Rithrin in C-C-C-COMBO! Wave 1 Card Synergies!   
    I don't believe this is correct. You can resolve a command only at specific times, and though you resolve a Navigate command (dial or token) during your "Determine Course" step, you are not actually executing a maneuver as part of the Navigate command's resolution. So, you resolve Navigate and modify the yaw and/or Speed value of the maneuver you are currently plotting, then you transition from "1. Determine Course" to "2. Move Ship" under the Ship Movement section of the rules. Note that the Navigate command has completely resolved before the ship is even so much as lifted. Now the ship moved according to the template, and since you have just executed a maneuver - bing! - both the "Engine Techs" and "Demolisher" effects are eligible to activate. Since it is your turn, you can choose to resolve them in any order. You may activate "Demolisher" to attack while still remaining in the "Move Ship" phase. Then, you choose to resolve the "Engine Techs" ability and execute a Speed 1 maneuver.
     
    Regardless, it's really of limited application, but could help to fire from one hull zone and then reposition so you have a hull zone with stronger shields facing your opponent.
  12. Like
    Blue Seven got a reaction from Crabbok in Paragon   
    I'm pretty sure that 'you' always refers to the model acting. Therefore the ship needs to have 2 arcs on the same target or be able to attack the same ship twice otherwise.
    Also only at short range since it does not say different.
    Not a great deal of use really.
  13. Like
    Blue Seven got a reaction from Brian_Black in Paragon   
    I'm pretty sure that 'you' always refers to the model acting. Therefore the ship needs to have 2 arcs on the same target or be able to attack the same ship twice otherwise.
    Also only at short range since it does not say different.
    Not a great deal of use really.
  14. Like
    Blue Seven got a reaction from doctormungmung in Paragon   
    I'm pretty sure that 'you' always refers to the model acting. Therefore the ship needs to have 2 arcs on the same target or be able to attack the same ship twice otherwise.
    Also only at short range since it does not say different.
    Not a great deal of use really.
  15. Like
    Blue Seven got a reaction from Hylian100 in Paragon   
    I'm pretty sure that 'you' always refers to the model acting. Therefore the ship needs to have 2 arcs on the same target or be able to attack the same ship twice otherwise.
    Also only at short range since it does not say different.
    Not a great deal of use really.
  16. Like
    Blue Seven got a reaction from Pikciwok in Paragon   
    I'm pretty sure that 'you' always refers to the model acting. Therefore the ship needs to have 2 arcs on the same target or be able to attack the same ship twice otherwise.
    Also only at short range since it does not say different.
    Not a great deal of use really.
  17. Like
    Blue Seven got a reaction from Pikciwok in 300 Point Imperial Biulds...   
    For the Screed build, I'm keen on something like:
     
    VSD2, Screed, Gunnery team, Overload pulse
    GSD2, ACM, Demolisher
    GSD2, ACM
    TIEs x3
     
    VSD to stay in the rear and soften up / exhaust tokens for GSDs to finish.
    The minimal fighters are only there to pin dangerous squadrons that get too close. Ideally so the ships can open up on them for a turn or two without return fire, or bug out and kill the opposing ships.
  18. Like
    Blue Seven got a reaction from Ghost Dancer in Armada Battlescribe files v1.0   
    you can see the faction and ship icons on the lower spread. there are two for each of 4 ships and all are rebel aligned. The upper spread are all imperial, though you can't see the ship icon there are 8 of them, again two for each dark coloured ship.
    They might do something else in the future, but right now it seems that there are 4 ships for each faction each with a hero and a generic card.
  19. Like
    Blue Seven got a reaction from Forensicus in Armada Battlescribe files v1.0   
    Awesome. I was hoping someone would do this. I had a look at it yesterday, but small children don't aid programming...
    One thing I noticed is that you can set max and min points requirements on various things like categories of entries in forces. Maybe this is how to do the squadron thing?
    Updates as I find stuff:
    General
    The objectives category has a limit of 1 set. This invalidates it when you try to select one of each type as correctly required.
    Imp Squadrons are currently under 'no category', rebs under 'x-wing squadrons'. If they are put in a general category, say 'squadrons', maybe it could have a max points percentage set?
    Defence liason currently costs zero points.
    Imperial
    Vic1 and vic2 currently both have ordnance upgrades. Vic2 should have ion cannons instead.
    Rebels
    Description for cr90a upgrades should be turbos rather than ions. Actual selectable upgrades are correct though.
    Again, this is great. Thanks for doing it. Maybe you could get the battlescribe guys to put it on the central repository?
  20. Like
    Blue Seven got a reaction from gabe69velasquez in Raider upgrade card identification   
    @UnfairBanana: The obstacles look very much like gr75 debris. The lower one is the nose. You can see the multicoloured cargo containers.
    @gabe69: they appear to be satellites or similar. There are 5 'dumb' ones on the other side too. They're probably for the scenario missions as it said something about putting the ships through trails.
    @various: This spread image is all we usually get, but with the smaller ships the cards take up much more space and so are clearer. There's much more to fit in to the image for the epic ships so the cards are too low-res to read unfortunately. We may get a better look in later previews hopefully.
  21. Like
    Blue Seven got a reaction from heychadwick in Missed the good discussions...   
    MajorJuggler has updated his gigantic mathwing post with the fix:
    http://community.fantasyflightgames.com/index.php?/topic/128417-mathwing-comprehensive-ship-jousting-values-and-more/
    Basically, the generic pilots seem best with accuracy corrector, the named with ATC and Vader will wreck face with ATC and predator.
    For the generics this is due to the difficulty of getting a TL with a low PS ship on a higher PS one first time.
  22. Like
    Blue Seven got a reaction from UnfairBanana in Raider upgrade card identification   
    @UnfairBanana: The obstacles look very much like gr75 debris. The lower one is the nose. You can see the multicoloured cargo containers.
    @gabe69: they appear to be satellites or similar. There are 5 'dumb' ones on the other side too. They're probably for the scenario missions as it said something about putting the ships through trails.
    @various: This spread image is all we usually get, but with the smaller ships the cards take up much more space and so are clearer. There's much more to fit in to the image for the epic ships so the cards are too low-res to read unfortunately. We may get a better look in later previews hopefully.
  23. Like
    Blue Seven reacted to Sergovan in Missed the good discussions...   
    http://community.fantasyflightgames.com/index.php?/topic/129547-raider-upgrade-card-identification/
     
    This will help. It is a breakdown of all the cards that were identified from the photo spread.
     
    It has been discussed that Vader will be able to use the Tie/X1 title even thought his ship is the Tie Advanced x 1 and not a Tie Advanced as the title card states. He does use a Tie Advanced dial, which he would not be able to use if he were held to the Tie Advanced x 1 that his pilot card says he is.
     
    Some creative peoples have been able to file hack and pull up Ion Cannon Battery for the Raider.
     
    http://community.fantasyflightgames.com/index.php?/topic/129453-i-am-genius-stroke-my-ego/
     
    That should help get the discussion going for ya Chady.
  24. Like
    Blue Seven got a reaction from Rogue30 in Raider upgrade card identification   
    So along with some other eagle eyed types I was hoping to identify the cards fanned out which are already issued. We could then see how many new cards there are.
    This is what we have so far:
    Top row:
    Adv targeting comp x4
    Tie/x1 x4
    Cluster missiles
    concussion missiles
    ? x2 (team or missile?)
    Gunnery team
    Captain Needa
    Grand moff Tarkin
    Admiral Ozzel
    Emp palpatine ?
    Bottom row:
    Single turbolaser x2
    Ion cannon battery x4
    Quad laser cannons x2
    Engineering team
    Sensor team
    Tibanna gas supplies
    Engine booster
    Backup shield generator
    Comms booster
    3x raider titles
    Can anyone work out any more?
  25. Like
    Blue Seven got a reaction from Corellian Corvette in IMPERIAL HUGE SHIP ANNOUNCEMENT   
    Updated:
    So upgrade cards visible from left to right.
    Top row:
    Adv targeting comp x4
    Adv title x4
    Cluster missiles
    Concussion Missile
    - X2
    -
    -
    -
    Adm ozzel
    Emp palatine
    Bottom row:
    Single turbolaser x2
    Ion cannon battery x4
    Quad laser cannons x2
    -
    -
    Tibanna gas supplies
    Engine booster
    Backup shield generator
    Comms booster
    3x raider titles
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