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KovuTalli

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Posts posted by KovuTalli


  1. On 5/10/2017 at 2:40 PM, WonderWAAAGH said:

    Uh, there is no power creep yet. Nothing from Awakenings was flat out obsoleted by a super version of the same card. 

    Take Cover was in Red Hero - Spirit of Rebellion.


  2. Neb's are in a pretty rough spot at the moment compared to Wave 1/2.

    There are so many options now for both Rebel's and Imperials to get around to the Neb's flanks and kill it very quickly - the tiny front arc/massive side arcs do not help. - This is why people are loving the Light Cruiser for Imps atm, as it has good side arcs and good defense tokens for staying at range and due to it's shield arrangement can pretty much survive a round or two on its own that and there are usually a lot more dangerous things to shoot at ISD/Demolisher/etc.

    It is also weird to fly as if you want to make the best of its best arc you have to fly directly at the enemy be it jousting or from a flank with Engine tech - however running it on a flank leaves it open to enemy Squadrons - 2x Deci's and a Jumpmaster for Intel can make pretty quick work of it on their own.

     

    I find it better to hold it a little back from everything else going in - especially if it is Salvation as it can be the main cannon of your fleet, even more so when paired with Sato.

    Yavaris can be kept safer if  you use 30 points for 2 VCX's so you can relay its double tap's.

     

    Before the current wave I used to be able to run, Salvation, Yavaris, MC30 and a transport and rip most other fleets apart, now due to the light cruisers, Deci's and Relay a light fleet like that gets ripped to shreds pretty hard and cannot get it's best arcs on target most of the time or get flanked by the cruisers/fighters while taking down a single ISD.


  3. Poe and 2 Hired Guns.

     

    Get 2 resources off the Hired guns.

     

    Roll Poe, Get Special.

     

    Resolve Special to Do 3 damage with Black One and then put it in play.

     

    A different game:

     

    Elite Poe + Leia

     

    Hit and Run Poe, roll bad.

     

    Activate Leia, Roll bad.

     

    Opponent triggers Jango in response and thankfully also rolls bad and goes for a reroll as his action - Jango had rolled two ranged side on one dice.

     

    Play It's a trap to turn all Red dice to Ranged and take Veer's to 1 HP.


  4. I've had 2 full boxes to myself and a bunch of boosters (worth about another box maybe 2) from various pulls. I have had like 8/9 Grievous. So for those complaining about 2/3 of the same from multiple boxes please check your privilege.

     

    I've also ended up with about 5 Jango's as well.

     

    Still no Han or Falcon tho and those are the last things I am after :/


  5.  

    For those saying Slaved or Spinal - just run DTT. Gives you a red if you blank on blacks or replaces your blank red. If you roll well then you can use it on a side shot at something else if one is available. More reliable damage rather than going for potential max.

    Unless you are running advanced gunnery, in which case spinals.

    Helps later in the game too when the neb turns the 2 shield rear to the enemy.

    Ps. Am i right that you are based near newcastle? If so check out organised play forum.

     

     

    True, but I rarely put that in now since we have new objectives. Gotta love Targeting Beacons.

     

    Yup - cheers for the nudge I'll go post over there now.


  6. Hey Daemon, we run Armada at Durham Raiders at Croxdale community centre every Tuesday evening from about 6pm onwards and we also have the last Sunday of every month at Beanie Games at Stockton for Armada - event info here: https://www.facebook.com/events/147465949067046/

     

    Beanie Armada group can be found here: https://www.facebook.com/groups/beaniegamesarmada/

     

    I am unsure what groups there are based in/around the Newcastle Area.


  7. ok then why when facing mc30 frigates and opening up with four good front arc shots from two ISDs do end the round with the mc30s healthy despite rolling some good hits and one dead or dying ISD. Well because of three cards APT and the titles. I am not even talking about the most broken card of all that still an auto include on any gladiator. Which btw which have you heard of this ship before armada doubt it. It was mainly seen in an eighties cartoon and little since.

     

    In regards to Rebel's having tricks (Like Admonition/Lando on a MC30) I just had the "pleasure" of playing first round as Rebels in two games of CC - without our Gimmicks we get rolled HARD by the Imperials straight up superior firepower. Rebels rely on gimmicks and hit and run (MC30's) to get an edge. Remember 4 out of your 8 dice on an ISD2 are reds, which can easily blank or roll 6+ damage and if it is at long range vs say a Foresight it will just cancel 2 of your good dice. - Speaking of CC I played one game vs 3 Vic's and lost by 22 points. As their front arcs are still powerful (amazing with Vader and H9's actually) and I had an MC80 Assault cruiser which has a better front arc but I just had bad rolls compared to his. Remember like X-wing it is a Dice game, you can roll huge or roll nothing.

     

    Why the hate on a ship that is not seen often? "Because it isn't in the movies" ?

     

    Also if your opponent is changing his list to better counter yours before the game that is a problem with your opponent - we play locally and we build a list the night or however long before - bring that list and do not change it.

     

    I find that there are lots of viable lists these days - but I am finding more and more I am enjoying having around 80-120 points of Squadrons to help either against ships or squadrons or going for some 4/5 ship activation advantage list with heavy hitters. As others have said - maybe try playing some different opponents or even try Vassal/Tabletop Sim.

     

    Bottom line - if you are not having fun with the game maybe take a break for a few weeks/months I did and just recently got back in to it with the new Wave and am really enjoying the game again.

     

    Yes there may be some problems with the game - but its not like X-wing is perfect either. - I have played X-wing since Launch and played and placed well in the UK Nationals before, which I have also attended for Armada. No matter how things are balanced in every game there will always be one "Meta" or "Easier" to play list than others - I've not seen this much with Armada except for Gencon special back in Wave 1.


  8.  

    "Attack Pool" Count as the dice you gather to roll and after they have been rolled. If you read Con Fire it has the same wording as DTT - so it occurs during the same window as con fire - so you can con fire then DTT for a reroll (On top of a con fire add and/or reroll and any other dice modifications)

    The thing with that is we can't forget to resolve DTT after or before other effects completely. I can imagine people adding, modifying and then removing the die.

     

     

    You have to remove a dice after you roll the additional Red - it has its own timing window and that happens before you can do any additional modifying. - I hope they just  FAQ it to "Immediately remove" to stop people trying to abuse it.


  9. "Attack Pool" Count as the dice you gather to roll and after they have been rolled. If you read Con Fire it has the same wording as DTT - so it occurs during the same window as con fire - so you can con fire then DTT for a reroll (On top of a con fire add and/or reroll and any other dice modifications)


  10. depends on what I'm shooting at and with

     

    Red with TRC and Salvation

    Blue for killing Flotillas

    Black are great when you roll the hit crit but for some reason mine only roll blank

     

    I think all the dice are well balanced some will say Blue are the best but when a squadron roll 4 crits against another squadron how good are they? red are bad till a Z95 1 shots a Defender. 4 Black dice are great on Demo when you get the 8 hits till Lando Brace and Redirect nock it down to 2 hits and APT gave a lousy crit. They are all great in there own way and bad as well. The only dice I really hate are my blank ones

     

    You are forgetting you can get Blacks on Salvation now :P (Sato) So you can replace TRC with DTT

     

    I guess Red? Because I play Rebel and its our most common Dice.

     

    But I do like the blue/black combo on the MC30's.


  11. With flight co-ordination teams you do not need All fighters follow me. It'd only be good for the 2nd turn maybe for the B-wings and nothing else. If you have mostly speed 3 Squadrons it's almost a waste of points - especially if you are trying to keep them in range for Toryn/BCC.

     

    Also it is too late to activate all Fighters follow me by the time the Transport moves the Token Across - it is at the Start of the ship phase before any ships are activated that you choose to trigger the 3 Command upgrades - So after assigning Command Dials but before any ships are activated.

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