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JimmyMethod

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  1. I get that logic, but since you have to get two starters to get a second Finn die anyway, you're already going to have two Rey's Staff/BB-8s, and you'll never really need three. Waste of a rare in my booster if you ask me.
  2. The designer has said there will be 4 characters per color on each side in every set. Hey are going to have a good mix across the board. I don't think that precludes a predominantly 'Red' card set - Support, Upgrades, Events, etc. other color cards that enhance/synergize with military cards.
  3. My guess is the series will revolve around a theme, not a particular film group. Spirit of Rebellion sounds Red Card focused. Series 3 could be 'Scum and scoundrils': Yellow card focused. We'll find out. You will know, when you are calm - at peace. Passive.
  4. Just opened my two starter packs as well as my 6 boosters (figured that'd get me able to play casually with my wife and friends) I noticed something... 1) the starting characters between hero and villain are pretty lopsided... at least in terms of points: Heros get 25 points worth of characters and Villians get only 20. As it turns out I ended up getting zero additional villain characters in the boosters and now am in a bit of a pickle as it seems everywhere is sold out. Why did FFG not make the starter decks with a bit more parity? Am I missing something? I haven't played yet but it seems if the points are actually valid estimations of power, are the two starters really as unbalanced as they seem?
  5. They clearly built the game with certain role-specific ships in mind (I'm thinking carrier, here, and an antisquardon platform for the Rebs). We got a little of that from the ISD I but I'm really hoping fo some laser-focused ships coming out soon. Given the boost squadrons had in Wave 2, I have a feeling they're not going to pump them up anymore in Wave 3 but I with a DP-20 type ship for the rebels and a rules change maybe they could justify it. Personally, id like to see a few more EU ships, but I'd settle for a 'Title pack' and 'Aces pack' - more pilots and titles to boost out-of-meta ships like the Vic.
  6. Love the GSD. The best looking of the lot, imho.
  7. I'd get a cr90 and Neb B instead of the AF. Having 3 titles instead of 1 for the two ships you already own gives a bigger set of options, imo. I'd also take a 2nd set of imperial fighters. The xwings from the core set are enough for most rebel fleets with just one extra pack, but the imps could really use the extra bombers and interceptors.
  8. This is a hard question given the number of variables, but I'd say Ackbar: with 8 ships, he adds 16 red dice each turn for 38 points. That's 2.38 points per die.
  9. (Talking about an 8 cr90a fleet with ackbar) You guys need to remember 8 attacks with 3 dice each per round is way better than 3 attacks with 8 dice. Dramatically increasing the number of ships you have making attacks forces your opponent to spread out their defense tokens. It also ups your number of commands. That's a possible 8 extra dice from concentrate fire each turn. So now you're getting 32 dice across 8 attacks. Each turn. Those Braces aren't going to be around after the fourth or fifth cr90 attacks. I will give you that the narrow side arcs at an issue but good piloting can help that.
  10. Nvm. Found the rules: "Ashipcanattackthesametargetwithdifferentattacks" Page 2 right column
  11. I was pretty sure you couldn't shoot at the same ship twice. Regardless of what arcs you're shooting with... Only as long as it is not the same arc. If you could not shoot the same ship twice, Advanced Gunnery objective would be horrible I don't think it makes it horrible. It's still a free gunnery team.
  12. I was pretty sure you couldn't shoot at the same ship twice. Regardless of what arcs you're shooting with... Only as long as it is not the same arc. If you could not shoot the same ship twice, Advanced Gunnery objective would be horrible And Paragon would be literally useless. Paragon wouldn't be useless, you just wouldn't activate it first among your ships. You attack the target with another ship first.
  13. I was pretty sure you couldn't shoot at the same ship twice. Regardless of what arcs you're shooting with...
  14. Raider and Screed. 2 attacks, 2 face up damage through the MC80's shields. Get 3 of them to attack one turn, then ram 2 of them for 2 more damage for the kill. Poof, MC80 down with full shields. Amazing. Only need 2 for an assault frigate, but assualt frigate has evades and speed, and Mon Mothma is a hard counter to screed basically. [ How does that trade up go vs points though? As in, how many to kill how many? Raider and Screed. 2 attacks, 2 face up damage through the MC80's shields. Get 3 of them to attack one turn, then ram 2 of them for 2 more damage for the kill. Poof, MC80 down with full shields. Amazing. Only need 2 for an assault frigate, but assualt frigate has evades and speed, and Mon Mothma is a hard counter to screed basically. How are you doing this in one turn? The raider can only attack the MC80 once, and you can only resolve one crit per attack. With 3 raiders, that's only 3 direct damage.
  15. Like many things in Armada, fighters are a Rock Paper Scissor element. Additionally, they need to be supported if you plan on having them be a focus for your fleet. That doesn't mean they're weak. People are too focused on finding something that can be a stand-alone ship (ie the GSD) that they can spam so they don't need to learn how to use a variety of ships in conjunction with each other. If you can't get fighters to work right, you're being lazy,
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