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Everything posted by KovuTalli
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Dodonna is a BEAST! Won't lie, once you get through shields Dodonna crit's are amazing, especially if you have XX9's. Top four cards, twice, please. Also goes really nice in a list with Salvation, as getting 6/7 damage + Crit effect can be rather nice.
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Honestly, I can't wait for the Liberty either, having a nice good front arc ship to stop all this "I'll sit in front of you" block crap that Imperials can just pull off at the moment will be so refreshing. Yes come towards my ships, I will ram this Liberty down your throat.
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This kinda doesn't work anymore due to Intel? At least I know one player who is running 2 Jumpmasters + 3 Adv escorts with Rhymer and as many Bombers as you can fit and 2 ISD1's with Motti, he always uses squadron commands as well so the Jumpmasters are where they need to be. It's a nasty list. I dunno, I just feel Empire have the easier time right now (outside of Rieekan lists) That and Black crit's are just so much stronger than blue/red crits and Imp's currently have better ways to use black dice. (Great for Rebel's if you can get in to a situation to kite them - Demo not withstanding)
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Maybe I'm just getting sick of always having to play vs the same list types. Also I think at the moment going 2nd without Rieekan is almost a death sentence unless you set up an Ackbar kill zone with a couple of ships (Rhymer balls not with standing) I also seem to see Imperials having a lot of an easier time focusing their firepower mainly due to it being either in one huge front arc (Ozzel ISD's are super scary) or in Rhymerballs/Demo activation lists. I dunno maybe I've just flown too many Ackbar whale lists lately and have got in to a terrible bad habit of not keeping up on the skill of double arcing. (kinda hard to do vs smaller ship spam lists but works well vs ISD's)
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Does tournament scoring need to change?
KovuTalli replied to thecactusman17's topic in Star Wars: Armada
One of my friends had a 8-2 bye, 0-10 loss then a 10-0, 9-1 and came 4th in a Regional last week (forget how many players but at least 20, 9 SC byes), so blow outs are very very strong, both ways. -
Any other Rebels feel like they are struggling lately when not abusing Rieekan (Mostly with Yavaris) or Ackbar? Seems no matter what I play lately I am always being either out activated by Gladiator lists or chipped away to death by Rhymer balls followed up by ISD's. I have been playing varying lists from 3 whales + swarm of fighters, to a mix of 80/Whale/Neb, to other types of lists - I admit I do not put much stock in the 30 atm due to its lack of brace and it can be easily one shot by most things with XI7's. (My Area is Imperial dominated so I almost never get to play Rebel vs Rebel). Any other rebels having that issue or have any tips/builds? For the record I have 2 of each ship. 3 of the wave 2 ships.
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You can. However there is a risk involved. Once you spend that dial you have to declare the token at the same time. Once that token is spent, even if the reroll is not used, it is lost. The only wait and see token in the game is the Evade token. It is such because it occurs immediately on use while the other defense tokens happen later. Wait really? So, what is the right order: Declare an attack target, Pre-roll declare CF dial or dial+token (if you have a token, can you declare not using it?), ROLL, forced to use CF? (This also then assumes that you you'd have to basically also declare which of the first or second shot will be CFed before you even roll). Or is it Declare attack target, roll, Declare use of CF, dial / token/ both? Declare target, roll, use Con fire Dial + Token. You cannot say, Declare target, Roll, use Dial, then after the dial use the token to reroll the same or another Dice. (It counts as resolving the command twice which is not allowed)
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We all have those moments where we just don't think and outplay our selves. It's worse when you outplay yourself by being stupid rather than your opponent outplaying you.
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It is sad when people can't win off their own backs and have to pull silly like tricks like this to get an advantage, if you can't win off your own back and have to be scummy then why bother? I am happy to say this kind of thing is very rare I play a lot of X-wing and have been to all levels of competition for it except for Worlds and out of the hundreds of people I have played I can only think of one that irked me and that was because he made a mistake and then afterwards knowing he was losing tried to get a TO involved because me winning = Time wasting (At that point I killed half of his list for 1 or two points of damage in return so he needed as much time as possible to play catch up so faster the rounds the better.) The mentality will always be there in some capacity but thankfully no where near as bad as I've heard other games such as 40k or to some extent warmachine/hordes can be.
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I was the madman running 3 Whales and 9 X-wings. Sadly missed out on top 16 by 1 point but I still had a fun day and met some nice people.
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I'll be there sporting a Rebel fleet, unsure of what yet, I have 3 lists in mind.
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What's everyone think of Gallant Haven
KovuTalli replied to Vogons's topic in Star Wars: Armada Fleet Builds
I love using squadrons but do so very offensively or set up a screen for any incoming Demolishers which is very rarely sat at range 1 of my frigate so sadly have yet to use this title. -
Targeting Astro triggers "after you execute a red move" so you complete the move, then Targeting astromech triggers, so you clear stress.
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3 AFMk2B's Gunnery Team, Boosted Comms. Garm 5B's, Keyan, Luke, HWK290. 396. Or for fun. 3AFMK2B's 2 with gunnery team, all 3 boosted Comms. Garm 9 X-wings 1 YT-2400 133 in fighters that can rip apart squadrons and 9 are red dice bombers. 400
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Since I didn't see anyone spot the mistake - it shows the Gozanti attacking the squadrons with a blue + blue from Kallus however it's anti squadron armament clearly shows black dice. So it should be black + blue from Kallus
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Anyone else catch the mistake yet? Hint - it is later on in the article. Good article tho I know the marketing team writes these as opposed to the Developers themselves so mistakes happen.
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The AF MK 2 - Makes no sense to me...
KovuTalli replied to Gottmituns205's topic in Star Wars: Armada
I believe that 3rd dimension is called imagination. -
Why do I see this devolving in to another Demolisher thread?
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I see a lot of people discounting Luke and I used to do this as well, until he starts finishing off wounded ships that cannot cancel is 1 or 2 damage, even when they try to repair their shields. I've had Luke finish off or even solo Gladiators and other small Rebel ships, especially if he is getting Adar Talon activated - even better when combo'd off Adar in to a Yavaris. As many have said Keyan can be a monster, I love a Luke/Keyan double team.
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Hot Take: Ginkapo Shouldn't Be Engaging In Thread Necromancy
KovuTalli replied to Reinholt's topic in Star Wars: Armada
The Firepower is there, just you are expected to be double arcing as much as possible with Rebels, other than the Gladiator most Imp ship's promote one strong arc (even better for them they - Namely the VSD/ISD get to have gunnery teams.) And the Glad has really good arc's and Demolisher lets you double arc pretty easily as well. The way I see it, you either use this ship as a Tank and double arc things or as a Carrier if you wish to have something more beefy than a Whale. Being one of the few Rebels in my area I still find MC80 puts the fear in to Imp's. As a Carrier it wants to have Adar Talon on board, and for squadrons you almost always want Luke, Keyan and a HWK. Potentially pair with Yavaris for a moving triple tapping Luke or Keyan. -
Well we will have Wave 3 before worlds so we may see a new squadron meta come in with Bombing command, I can see 12 Y-wings, HWK + bombing command being a thing.
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2 A-wing's and use the rest for a bid to go first and not maximizing Ackbar unless you have Gunnery teams, I'd also recommend A's over B's just for the 1 blue dice in front arcs (when you have to use it) and the 2 blue anti-squad dice (2/3 whales all shooting that in a fighter ball for 2 rounds will clear up almost anything besides Heroes with Scatter or high HP Heroes with Brace)
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I think the worst part about Demolisher, is it really limits the design space on the Ordnance slot for all other ships that can take it, as it has to be balanced with Demolisher in mind.
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The other issue with Demolisher lists is they can easily bid 20+ points and win games just purely based off activation order and triple taps. I'm sorry but if you are bidding that many points (or more) you need some kind of draw back. - Okay the draw back is meant to be you have to choose from opponents objectives, which most of the time will be Superior positions or minefields for Blue, Most wanted (bad for them vs a Glad + Raider fleet) or Adv gunnery (Demolisher list will never pick this) And I very rarely see yellows getting picked - again you may even want to take Ambush zone with a Demolisher activation list, Hyperspace assault you will probably not pick as having a whale or opponents gladiator dropping in behind you is a big no-no.
