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jp82729

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Everything posted by jp82729

  1. This is the kind of situation I am wondering about. if one team falls behind early, they may not have a realistic chance to catch up. The winning team will be maxing out 500 point fleets while the losers will be struggling just to unscar their ships. Might make for some very short campaigns.
  2. One issue I seem to have is with the movement tool. Sometimes it seems the ships don't move to the right location along the tool. Is there something I'm doing wrong?
  3. Anyone a few rounds in yet? I'm wondering how balanced the campaign will be if one team manages to pull ahead early. If that does happen, I'm worried that the other team will struggle to ever catch up.
  4. Grav Shift Reroute to pull the two stations together first?
  5. I've run Tagge a few times, and found that he is best when you can have some control the usage of tokens on defense (ECMs) or spend them for some offensive ability (TRCs). I think the ships that can benefit most from Tagge are: ISD II w/ ECMs - ECMs allow some insurance against accuracies and let you control when the token you plan to use (usually brace) is discarded. Arquitens w/ TRCs - Set up double arc shots and spend the evade in both shots, then recover the evade token next turn.
  6. I'd like to give it a try. Played only a vassal Armada games but several dozen X-wing games on vassal, so I'm fairly comfortable with it My local time is GMT -5 (Eastern time zone, USA) I'm usually available at night after ~20:30 on weekdays. Weekend nights are probably better for me though. I am not prequalfied
  7. Here are the corrected numbers for the Blount case. Improved for the Z95, but the TIE fighter still has a better chance to 1-shot. (This is all assuming the Z95 doesn't reroll on single hits). Of course this is all just simple theory. The actual gamestate will be a much more complicated situation than a simple 1v1. I will be really curious, however, to hear of the first case of a Z95 one-shotting a full health Defender.
  8. Oh wow, three red is actually alot better. Actually, I may have messed up the Z95 + Blount numbers, and they may be better. I assumed the "in addition" in Blount's ability would mean you could reroll two separate dice, but not the same die twice. Any opinions on this?
  9. Here are the numbers for lone fighters, w/ swarm and w/ swarm + their "leader". Z95s are definitely spikey in their damage output, but it seems that their have a greater chance to one shot a TIE in the first two cases than a TIE has to one-shot the Z95. If Howlrunner is around, the TIE has a greater chance to one-shot the Z95.
  10. Great battle report as usual. I enjoy the detail you guys put into showing what is happening at every step. The only recommendation I would make is to lower the music level a bit. It is sometimes hard to hear the commentary.
  11. Good to see Konstantine on a high table, even though he took a beating.
  12. Simple point-and-shoot list with dual ISDs Faction: Galactic Empire Points: 395/400 Commander: General Tagge Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Minefields Imperial II-Class Star Destroyer (120 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 138 total ship cost Imperial II-Class Star Destroyer (120 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 138 total ship cost [ flagship ] Gozanti-class Cruisers (23 points) - General Tagge ( 25 points) - Comms Net ( 2 points) = 50 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 4 TIE Interceptor Squadrons ( 44 points)
  13. Kind of an anticlimactic ending now. I was hoping for a longer drawn out battle.
  14. http://bit.ly/2eipFz2 This is far as I've gone, but it gets the point across.
  15. Completely non-competitive against anything other than big bomber lists, but may be fun nonetheless. Bomber Hate Faction: Galactic Empire Points: 396/400 Commander: Admiral Motti Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Minefields [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Motti ( 24 points) - Relentless ( 3 points) - Wulff Yularen ( 7 points) - Flight Controllers ( 6 points) - Expanded Hangar Bay ( 5 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Overload Pulse ( 8 points) = 186 total ship cost Gozanti-class Assault Carriers (28 points) - Expanded Hangar Bay ( 5 points) - Comms Net ( 2 points) = 35 total ship cost Raider-I Class Corvette (44 points) - Impetuous ( 4 points) - Agent Kallus ( 3 points) - Ordnance Experts ( 4 points) = 55 total ship cost 1 "Howlrunner" ( 16 points) 1 Valen Rudor ( 13 points) 1 "Mauler" Mithel ( 15 points) 1 Ciena Ree ( 17 points) 1 Soontir Fel ( 18 points) 1 Saber Squadron ( 12 points) 1 Black Squadron ( 9 points) 1 Dengar ( 20 points)
  16. Has anyone tried this yet? I've seen an MC80 + triple transport + X-wing swarm work pretty well for the Rebels, and wanted to try something similar on the imperial side. I like it from the 4 activation standpoint, but with just one big hitting ship, it's pretty clear to the opponent on what to target. ISD + 3Goz + Bombers Faction: Galactic Empire Points: 400/400 Commander: Admiral Motti Assault Objective: Precision Strike Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Motti ( 24 points) - Relentless ( 3 points) - Agent Kallus ( 3 points) - Gunnery Team ( 7 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 178 total ship cost Gozanti-class Cruisers (23 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 35 total ship cost Gozanti-class Cruisers (23 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 35 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 2 TIE Advanced Squadrons ( 24 points) 2 JumpMaster 5000s ( 24 points) 1 Major Rhymer ( 16 points) 3 TIE Bomber Squadrons ( 27 points) 2 Firespray-31s ( 36 points)
  17. The Armada Warlords website has a huge database of sample builds. Sometimes good for some inspiration. http://armadawarlords.hivelabs.solutions/list_flow.php
  18. D:which is huge, assuming normal flak rules. Since the layout of the card is similar to squadron cards, I'm wondering if it doesn't behave similarly as well (just one attack against a squadron)
  19. Here is my applied perspectives ruler (top of the tray): I used a crayon to fill in the white portions and then painted the diamonds blue/red/black.
  20. They are not. The Applied Perspective ruler is the only ones I have come across that is double sided. Unfortunately, they only have the full length ruler. Here are a few more stores that carry them in case anyone is interested: http://www.litko.net/categories/Supported-Board-Games/Star-Wars-Armada/ http://www.cogotwo.com/armada-compatible http://www.corseceng.com/armada/
  21. No, all of the markings and numbers are etched into the acrylic. They just need to be filled with some paint to make them really stand out.
  22. I have the Applied Perspectives dual sided ruler and some of the shorter rulers from Recreator Studios. I would recommend products from both. http://www.appliedperspective.com/acrylic/product/armada-ruler/ http://www.recreatorstudios.com/collections/1105794-armada-compatible
  23. What is everyone thinking about the new squadron packs coming out? It's hard to tell exactly without knowing all the squadron point costs, but it seems like the Zs are the only squad that would strongly call for more than 1 pack.
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