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Hockeyzombie

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  1. Like
    Hockeyzombie reacted to Darth Sanguis in FFG has released a nerf to flotillas!   
    Gr8 b8 m8 I r8 8/8
  2. Like
    Hockeyzombie reacted to Darth Sanguis in Interdictors are like Voltron...   
    The way I understand it, when a ship is shooting, if you extend its arc lines and any part of the firing arc is within that corona they lose an accuracy... anywhere on the map. 
  3. Like
    Hockeyzombie got a reaction from Darth Sanguis in Interdictors are like Voltron...   
    Not bad, not bad. When it says "one of the 3' edges" does it mean just the edge or like half the map? One seems only slightly helpful, and the other seems pretty crazy.
  4. Like
    Hockeyzombie got a reaction from Darth Sanguis in Interdictors are like Voltron...   
    Contested Outpost is pretty much a must-have if you're running more than one Victory, in my experience. Station Assault seems like another good one. I'm never sure what blue objective to take with those lists but I usually settle on Superior Positions or Minefields. I've been thinking about Salvage Run with Grav Shift Reroute but I don't think I want to use Victorys with that one, given how slow they move. 
  5. Like
    Hockeyzombie got a reaction from Darth Sanguis in Interdictors are like Voltron...   
    I've enjoyed them a lot with Victory Is. Can't avoid my black dice if you can barely move. Grav Shift Reroute has also been a lot of fun.
  6. Like
    Hockeyzombie got a reaction from RobertK in Interdictors are like Voltron...   
    I've enjoyed them a lot with Victory Is. Can't avoid my black dice if you can barely move. Grav Shift Reroute has also been a lot of fun.
  7. Like
    Hockeyzombie got a reaction from Forresto in Star hawks are OP?   
    Googled it, found the Wookiepedia page. It says the tractor beam was ten times more powerful than the one on the ISD. Not the ship in general, just the tractor beam. 
  8. Like
    Hockeyzombie got a reaction from Darth Tam in Rebel crit build   
    I like the idea but with only four squadrons what are the odds he gets more than one attack on a ship? I could switch him in and drop Wedge but I'm already pretty light on squadrons, and Wedge will be better at evening the odds there. 
  9. Like
    Hockeyzombie got a reaction from Darth Tam in A newbie Armada player - 400pt Imp fleet   
    Guys, he doesn't have Screed. He hasn't bought a Gladiator. That said OP, you should totally borrow Screed if someone will let you. Dude's great and Overload Pulse loves him. 
     
    Be aware that Overload Pulse+Avenger doesn't work the way you probably think it does. The target can spend tokens before Avenger gets to choose a critical effect, so you'll want to move that Overload Pulse to the Victory II and the XX9s over to Avenger. Avenger should also be the one with Leading Shots. If you have Electronic Countermeasures, those will probably do more for you than Redundant Shields. Redundant Shields only gets you about four or five shields back per game, but using ECM to use a brace token after they try to stop it with an accuracy result will be much more useful in most games. If you don't have ECM, that's alright. 
     
    You might also want to consider more TIEs. Never underestimate how quickly you can be torn down by bombers. That may depend on your local meta; I can run often get away with running two or three aces and calling it a screen. 
     
    For objectives I'd say Advanced Gunnery is an obvious choice with your ISD, Contested Outpost because then they have to get within range of your Star Destroyer firing squad, and maybe Minefields to punish them for trying to go around you.
  10. Like
    Hockeyzombie got a reaction from Carvin Marvin in A newbie Armada player - 400pt Imp fleet   
    Guys, he doesn't have Screed. He hasn't bought a Gladiator. That said OP, you should totally borrow Screed if someone will let you. Dude's great and Overload Pulse loves him. 
     
    Be aware that Overload Pulse+Avenger doesn't work the way you probably think it does. The target can spend tokens before Avenger gets to choose a critical effect, so you'll want to move that Overload Pulse to the Victory II and the XX9s over to Avenger. Avenger should also be the one with Leading Shots. If you have Electronic Countermeasures, those will probably do more for you than Redundant Shields. Redundant Shields only gets you about four or five shields back per game, but using ECM to use a brace token after they try to stop it with an accuracy result will be much more useful in most games. If you don't have ECM, that's alright. 
     
    You might also want to consider more TIEs. Never underestimate how quickly you can be torn down by bombers. That may depend on your local meta; I can run often get away with running two or three aces and calling it a screen. 
     
    For objectives I'd say Advanced Gunnery is an obvious choice with your ISD, Contested Outpost because then they have to get within range of your Star Destroyer firing squad, and maybe Minefields to punish them for trying to go around you.
  11. Like
    Hockeyzombie got a reaction from Darth Sanguis in Rebel crit build   
    Good point. For some reason I kept doing my math as if stopping the brace token was somehow effected by whether I had both upgrades or just one. For some reason it just now sunk in that either way I need an accuracy result to stop the brace. I mean, he can redirect the damage to the sides but my torpedo frigates are totally fine with that. 
    And while we're on the subject of removing brace tokens...I was going to set this idea aside for another list but after looking it over I'm loving the look of Intel Officer+X17. Since it seems Mon Karren is a bit redundant with what I'm doing I'll leave that part aside to try later. For now I'll use X17s instead of Mon Karren because that way I can basically dismiss redirect tokens as not important, which will make it much easier to determine which tokens to name with Intel Officer and get through them a lot faster. 
     
    Current build is 
    MC80 Battle Cruiser
    -General Dodonna
    -Intel Officer
    -Gunnery Team
    -Leading Shots
    -Medical Team
    -XX-9 Turbolasers
    -X17 Turbolasers
     
    MC30c Torpedo Frigate
    -Ordnance Experts
    -Assault Proton Torpedoes
    -Foresight
     
    MC30c Torpedo Frigate
    -Ordnance Experts
    -Advanced Projectors
    -Assault Proton Torpedoes
     
    GR-75 Medium Transports
    -Leia Organa
     
    Wedge Antilles
    Shara Bey
    Tycho Celchu
    YT-2400
     
    Precision Strike
    Jamming Barrier
    Superior Positions
  12. Like
    Hockeyzombie got a reaction from Darth Sanguis in Rebel crit build   
    Only have the points to make that change on one of them, but I'll give Foresight a try. 
  13. Like
    Hockeyzombie got a reaction from Darth Sanguis in A small Sloane of one million ties   
    Agreed. Worst case scenario, you still have ten TIEs throwing a total of 30 blue dice at the enemy while five more TIEs show up to help in the next round. And let's be real, you never have to worry about enemy bombers unless they do something with Rapid Launch Bays and you somehow don't see it coming.
  14. Like
    Hockeyzombie got a reaction from Darth Sanguis in Loose thoughts on squads   
    In Legends they often noted the different capabilities of each type of Imperial fighter. Interceptors have incredibly sharp turns and go crazy fast compared to most other options, bombers are slower and clumsier, Defenders are hellbeasts that (depending on your source) are faster than anything else and may or may not have amazing turns, and so on. The cockpit may have a similar layout but that doesn't mean that you can transfer pilots and expect them to know what they're doing. I can barely handle it when I borrow a truck because I'm used to a Buick that's half as tall and much slimmer. I'm helpless if I have to drive a standard transmission. Most Imperial pilots are used to flying as part of a huge swarm of fighters that are pretty mediocre (the TIE fighters real strength is cost-effectiveness). Putting them in an Interceptor and expecting them to handle something much faster with maybe a fourth as many friendly fighters as they're used to just doesn't work without some training and practice. May the Force be with you if the used to have you flying bombers, or if they want to move you over to one. Also the Defender and Advanced were very rare designs that the common pilot wouldn't be trained to fly. They had to earn their way to an Interceptor and then excel at that before they could be tested as a Defender pilot. The Advanced is in a weird place lore-wise but I think it's supposed to be a prototype that was rejected for cost reasons and Vader customized one for himself. 
    Also I'm aware that there's a small difference in move speed in Armada, but in lore the Interceptor and Defender are both much faster than the basic TIE. I'm just rejecting your suggestion that you would just need "a pilot" as opposed to a pilot trained for the specific fighters on board. 
     
    Also to echo what Ginkapo said, the reason you aren't handed a basic compliment of fighters is so you can pick whatever you'd like--which includes "none, just give me more turbolasers" if that's what you want to do. I'm not sure FFG realized how important the fighter screen would be, but I still like the fact that I can choose to gamble on two Raiders being "good enough" if I'm crazy enough to try it. From a lore perspective, I agree that it makes little to no sense for a Star Destroyer to roll in with no fighters. I mean, did they somehow all get shot down with no damage at all to the ships right before this battle? From a game design perspective, I think it's cool that I can decide how few fighters I want to have. And since this is a game, I'm glad they went with the option that allows me more freedom in list building. 
  15. Like
    Hockeyzombie got a reaction from Undeadguy in Loose thoughts on squads   
    Firing arcs on squadrons would be awful. It also doesn't make a ton of sense thematically, since the game is on a large enough scale that it can be fairly assumed that the squadrons move enough to face the enemy without a need to move the miniatures. There's also no need to give out bonuses for attacking from behind since most dedicated bombers in this game are garbage against squadrons already. 
    The "Pairing" rule basically renders squadrons commands obsolete. I mean, why use a dial when I can have my Rhymerball launch a full salvo and delay my ISD activation? 
    I do wish the bases were a little nicer, but the only improvements I can think of would make the game more expensive. I don't like most of your suggested changes but I agree that some kind of change might be good here. 
    I wouldn't be opposed to a "fighter budget" in the actual rules but at the same time I kind of like having the option to spend those points on flotillas or upgrades instead of being required to spend them on fighters. 
    Um, what? You understand that the military doesn't operate by the same rules as a miniatures game that uses points to impose balance, right? And it's not like real carriers are good at direct combat. They didn't spend money on guns, they spent it on planes that will act as the guns for the carrier. Most of the "carriers" in Armada have incredible amounts of firepower compared to what a more true to life carrier would ever have. The Quasar looks to be the first exception, since it has something like RRB at best. But yes, if you want your fleet to be good at one thing it's generally going to be worse at other things. That's game balance. 
  16. Like
    Hockeyzombie got a reaction from Rodafowa in Female pilot cards - List, request and talk   
    In fairness, there are some areas where being a man really is a disadvantage. Mostly when it comes to divorce and custody. That doesn't mean we should overlook the many ways in which it's an advantage. Most of the people I know or have spoken to that have any involvement in women's rights campaigns admit this, they just focus on larger issues. The fact that several women are speaking out against a bill isn't really a great representation. It's similar to pointing at the few people that tried to boycott Fury Road because it had feminist themes and saying they're representative of anyone who notices and cares about double standards that hurt men. 
  17. Like
    Hockeyzombie got a reaction from Flengin in Preventing the snowball effect in Corellian Conflicts   
    It's a consequence of our playstyles. We both tend to go in hard and fight tenciously, so when part of the line falls it usually means that whatever killed it is right there to help kill the next target. This was especially noticeable with his Tarkin list and my Konstantine list because in both cases are usual approach was to try and concentrate our strength in a general area. When those lists fought, it was basically a phalanx vs phalanx situation. In theory I should have lost those because Interdictors don't hit like Victorys, but I feel I used Konstantine and my G8 to good effect. I'm also more prone to focus fire, so I usually get first blood even when I lose. You do have a point though, we probably should have worried more about the threat posed by Interdictors. If I had killed one faster my ISD might never have been scarred. 
    I wouldn't have conceded, but I tend to lose less dramatically. My Rhymerball fleet was 0-2, but had lost by 23 points the first time and by 1 point the second. By comparison, my Interdictor fleet had tabled the first list it fought (I may have lost a Victory I, don't recall) and scored another massive win in the second round. I could afford to lose a game with that fleet. If I had lost both games that round I probably would have stayed in, but I'm more willing to do things like dance in the corner and hyperspace away. I don't like that approach but if I'm desperate I'll consider it. Part of his reason for conceding was that the "retreat and recover" games wouldn't be fun for either of us, but they were his only hope. We did get six games in before victory was decided, so that wasn't too bad. 
     
    Sorry, I should have been more clear. He's not so much building lore lists as he won't do things like a ramming list with Engine Tech CR90s (because that would be useless in canon) or other things like that. He would definitely not put his commander in a flotilla and fly across the edge of the map, for example, because admirals traditionally command from the biggest or second biggest ship in the fleet and it feels inappropriate to not do that (I actually agree but mostly I'm afraid of losing my commander to prowling Raiders). He also seemed surprised when I chose my Gozanti and his ISD for a Most Wanted game, because he sees the goal as "kill their objective ship and protect yours" where I see "they're both gonna die so pick the cheapest and most expensive ships." I typically have an easier time looking away from the theme and simply examining the numbers involved, if that makes sense. I'm more prone to dismissing something as underpowered and then underestimating it in a game, but Armada doesn't have a lot of blatantly underpowered upgrades so my usual weakness is kind of irrelevant. His lore-friendly approach mostly just applies to objectives, but it does mean that I might win a game of Station Assault by ignoring the stations and killing most of his fleet--he wouldn't expect me to just ignore the objective outright, because that's why the game has objectives. That said, just handing over 80 points like that would be a little too bold for me. But that's the difference in our thinking, if a bit generalized.
    Charge and brawl isn't a bad idea when he's got a Victory I and a pair of Victory IIs against an Interdictor a Gladiator I, and two Victory Is. His mistake was that it was a base defence so between my Gozanti and Armed Station I had insane activation advantage, which is something I usually either didn't have or didn't really need. Here, it resulted in his long range shots being answered by my close range shots with Assault Concussion Missiles. In a more even fight he could probably have overwhelmed my medium ships before the Gladiator could really make a name for itself, but being able to stall while throwing RRBB at him was just too good. He saw the problem and took out the station fairly quickly but that took attacks that didn't go into my "phalanx" of medium ships. We're both fairly new to Armada but I browse these forums more so I understood activation advantage fairly well. He would probably have played very differently if he had known, but the damage was done by the time he learned. 
    I do agree that he should probably have backed off and played it safe in the final game. If he won he would have had something to threaten me with, since I'd probably be repairing scars instead of upgrading. I would still have come out ahead but it may have prevented the kind of disaster that ends campaigns. I do want to emphasize that we could have kept going, but he didn't want to go through at least two rounds of playing hyper-cautiously while I effectively get free wins. I also admitted that my next turn would have involved building a new base and then seizing Corellia to build a base on it, so I would have effectively never had to care about scars again. This also would have been relevant with a plan we had to add a reinforcement fleet each in round five, since mine would have gone to 500 points really, really fast.
  18. Like
    Hockeyzombie got a reaction from Flengin in CC don't understand something   
    Apparently they could, I won that campaign. At one point I was thinking of using Imperial units but having to use Rebel unique upgrades, as if a fleet had defected and the Rebellion had sent commanders and staff to lead them. I mainly didn't because I expected it would be game-breaking, and I wanted to have access to Demolisher, Avenger, and Relentless. 
  19. Like
    Hockeyzombie got a reaction from Blail Blerg in Preventing the snowball effect in Corellian Conflicts   
    Not an issue with us, for the most part. He dislikes squadron heavy lists, so I can get my urge to be really greasy out just by running a Rhymerball or something. Still a strong list, sure, but that trollish urge to do something broken can be sated without actually doing anything broken in my case. Of course this doesn't apply to everyone. 
     
    Good point, we did both focus a lot on winning this battle right here, sometimes unwisely. I remember suggesting that a big part of my campaign win was that my losses were smaller and my wins were pretty big, and outside of games I spent a lot of time considering the best way to bring my weaker fleet up to strength and recover from the losses it had suffered. I do want to emphasize that in many games, Interdictors were in the way of retreat. I was very aggressive with my Interdictor, because if he shoots at it he's ignoring the Victory Is that are smashing through his ships. As a result there were few situations where he both could and would retreat (my Interdictor list never lost; my other list lost twice before winning in the second last battle). I'll have to wait a while before I suggest trying again but if my next campaign is fought without any house rules I'll have to remind people to consider the strategic outcome--it's hardly worth capturing a planet worth 3 resources if your fleet takes bigger losses but wins on points, after all. 
  20. Like
    Hockeyzombie got a reaction from GhostofNobodyInParticular in CC don't understand something   
    We both played as Imperials because he didn't own any Rebel stuff when we started (except for the core set stuff) and I didn't really want to play Rebels. So we just agreed that I was the "Rebels" for purposes of the campaign map but would field Imperial lists. 
  21. Like
    Hockeyzombie got a reaction from Flengin in CC don't understand something   
    We both played as Imperials because he didn't own any Rebel stuff when we started (except for the core set stuff) and I didn't really want to play Rebels. So we just agreed that I was the "Rebels" for purposes of the campaign map but would field Imperial lists. 
  22. Like
    Hockeyzombie got a reaction from MattShadowlord in CC don't understand something   
    I defended a base last week, choosing the Armed Station objective. I already had one more activation, so with two it was very easy to stall until he got in close with my Victory Is. I lost one VSD, a Gozanti, and a few squadrons. He had like two TIE Fighters alive at the end. It was brutal. Getting RRBB for free against ships is really strong and activations are always good to have. Ion Cannon seems really powerful as well, I would have taken it if my list ran any Strategic squadrons. I was still willing to consider it but having to deploy my entire fleet first was a dealbreaker. 
     
    Anyway my point is that these objectives are (by design) unfair. There's a high risk of your fleet getting a broken back and having little to show for it. 
  23. Like
    Hockeyzombie got a reaction from cynanbloodbane in CC don't understand something   
    We both played as Imperials because he didn't own any Rebel stuff when we started (except for the core set stuff) and I didn't really want to play Rebels. So we just agreed that I was the "Rebels" for purposes of the campaign map but would field Imperial lists. 
  24. Like
    Hockeyzombie got a reaction from Undeadguy in External Racks vs Expanded Launchers   
    For 2 points I think it's worth the upgrade, provided I don't need to cut something else. Both options are very good but the ability to tear through shields so much faster is worth two points. I've been using APTs a bit more lately to remind myself that the damage deck in Armada doesn't **** around, but I've seen how scared people are of getting near a ship with ACMs when they have low shields and they're right to be afraid. Absolutely shredded a Home One not long ago because he had been using Redirect to a lot and had barely any shields when Demolisher got in close. 
  25. Like
    Hockeyzombie got a reaction from Undeadguy in External Racks vs Expanded Launchers   
    For me it's almost always the crit missiles, based mainly on how many points I have. I love Assault Concussion Missiles because they rapidly make Redirect tokens useless, but I'm starting to see the power in periodically slapping a faceup card on the target. I especially like that against bigger ships, since it takes longer for them to bring up enough Engineering commands to fix the damage and by then the shields are down. Expanded Launchers have done work on my Victory Is but at that point they're more effective as a big cone of "don't be here" than as an actual weapon. Nobody in their right mind gets near five black dice if they can help it. They usually think they can handle the critical effects, only to realize they can't. Also I freaking love Screed so crit effects are a big deal to me. 
     
    Anyway Expanded Racks are great if you don't expect to get many close range attacks. Three points for two more black dice is a great bargain, provided you aren't attacking enough to justify Rapid Reload. This will probably be a very, very popular filler upgrade. It seems more valuable than three points towards initiative. 
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