Jump to content

Gunner070

Members
  • Content Count

    149
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Gunner070 got a reaction from Mimi61 in Shipping Now   
    Got the email today with the tracking number, it's on it's way 🙂
    (It was a late pre-order, @Mimi61. I was going to say I'd email them but I see you have)
  2. Like
    Gunner070 reacted to AeroEng42 in Player Created Cards   
    That's awesome, @Gunner070! I'd love to see them when you finish them!
  3. Like
    Gunner070 got a reaction from Mimi61 in Shipping Now   
    Same here but I pre-ordered it 2-3 weeks ago as a late pre-order so I'm just going to suck it up. My fault for waiting so long to pull the trigger.
    I did decide to use Team Covenant subs so I shouldn't have this issue again, as long as the world doesn't decide to get sick again. 😞
  4. Like
    Gunner070 got a reaction from rsdockery in Soundtrack while playing   
    The Nosk Boss Fight from Hollow Knight is a good one.
  5. Like
    Gunner070 got a reaction from AeroEng42 in Player Created Cards   
    I actually started a project since stay-at-home started. I've been making an entire cycle based on Legends (Mostly covering Jedi Outcast/Academy and the Thrawn Trilogy). It adds more cards with mechanics found in Opposition (Rivals), Allies (cards dealing with out-of-factions), and Endor (Missions). Speaking of Missions, the biggest add is Accomplished keyword, which is basically a completed Mission with a constant effect heavily affects the game. Not all tie to a win condition but an example of one is a 2-cost, 9-health Rebel Mission that increases the Death Star Dial win condition to 14 when completed. Still working on the sets, might post it here if I keep on it and finish it.
  6. Like
    Gunner070 got a reaction from banania in Player Created Cards   
    I actually started a project since stay-at-home started. I've been making an entire cycle based on Legends (Mostly covering Jedi Outcast/Academy and the Thrawn Trilogy). It adds more cards with mechanics found in Opposition (Rivals), Allies (cards dealing with out-of-factions), and Endor (Missions). Speaking of Missions, the biggest add is Accomplished keyword, which is basically a completed Mission with a constant effect heavily affects the game. Not all tie to a win condition but an example of one is a 2-cost, 9-health Rebel Mission that increases the Death Star Dial win condition to 14 when completed. Still working on the sets, might post it here if I keep on it and finish it.
  7. Like
    Gunner070 reacted to Allonym in Newer Player - Carcosa pack reprints?   
    Reprints are relatively frequent, though less regular and well-advertised than previously. However, the pandemic has really hit FFG's distribution quite hard so supply shortages are to be expected, though they're starting to resume distribution. 
    Basically, absent any announcements to the contrary, you can expect to see reprints. They might take a bit of time, but if you're willing to wait for an indeterminate amount of time, there's no need to pay high prices to order normal packs from overseas or from price gougers.
  8. Like
    Gunner070 got a reaction from JgzMan in If you believe Squadrons represent 12 fighters...   
    Thats how I see it. 
    This is the only reason I don't like the fact that the unique unnamed squadrons (ie. Rouge and Black Squadron) are "Unique". I can live with it but I'd be ok with a rule saying you can only have up to 4 of one of these squadrons in your fleet. But honestly it's not the biggest issue in the world and I'm really just nip piking at it. 
  9. Like
    Gunner070 got a reaction from MandoBard in Which would enhance the game more: Adding in the Clone Wars as an additional era with unique factions, or just adding CW era ships within the context of the current era   
    To be honest, I'd like to see more "neutral" ships. What I mean is a released expansion having one card for Rebels and one for Imperials (Katana fleet dreadnoughts would be a perfect example, if they were still canon). Clone War Republic ships could easily fit into this idea.
  10. Like
    Gunner070 reacted to AllWingsStandyingBy in If you believe Squadrons represent 12 fighters...   
    Yea, I just figure it's a veteran wing of that Squadron, or even the leader of that squadron.  So "Green Squadron" could represent Green Leader's flight, be it Arvel Crynyrd or Lt. Lulo or whomever you want it to be, pending the time period.

    When I fly Rogue Squadron and Biggs and Luke and Wedge, I just assume those four flights are, collectively, Rogue Squadron.
  11. Like
    Gunner070 reacted to Eggzavier in If you believe Squadrons represent 12 fighters...   
    I really don't understand why we keep having this argument. 
    Under both actual military doctrine and the old canon, a squadron is 12-24 fighters. 
    However, a squadron is made up of multiple 'flights' of 3-4 fighter craft. 
    Is there a problem with assuming that the bases each represent a 'flight'?
    For example: Luke is leading a flight of the squadron, Wedge is leading a different flight, and Biggs is leading a third flight?
     
  12. Like
    Gunner070 got a reaction from Greatfrito in Tie Advanced vs Tie Avenger   
    So since this is in the armada forums, what stats would we give the Avenger? I'd say:
    Speed - 5
    Hull - 5
    vs Squadron - 4 Blue (Maybe 3 Blue and a Black)
    vs Ship - 1 Blue
    Counter 2 (Maybe add Escort, too)
    Cost - 15, Less black die and 1 less Hull than the Defender (16 points) but with more focus on anti-squadron with Counter 2.
     
    For a named pilot ability (Stele is the only one that comes to mind but he's already got a Defender):
    "When preforming a Counter attack, you may remove one blue die from your attack pool. If you do, you may add one black die to the pool."
  13. Like
    Gunner070 reacted to Muelmuel in The Alpha-pass: an excerpt from an independent naval combat study, archived in the GCW   
    I don't think there is one yet. I am fully willing to contribute this to the handbook.  It would need to have a clear disclaimer that it is armada lore and not actual gameplay rules/guidebook
  14. Like
    Gunner070 got a reaction from Muelmuel in The Alpha-pass: an excerpt from an independent naval combat study, archived in the GCW   
    I want this manual now, lol. Has there been community discussion of consolidating community articles and analysis to make an "Unofficial Commander's Handbook?" I'd totally want to get my hands on it. lol.
  15. Like
    Gunner070 reacted to Muelmuel in The Alpha-pass: an excerpt from an independent naval combat study, archived in the GCW   
    The Alpha-pass: an excerpt from an independent naval combat study on the GCW
    …...in an era where one power holds most of the resources, all-out confrontation would be unwise for the other. Thus many of the naval engagements between the Empire and the Alliance to Restore the Republic occur in relatively small skirmishes; due to smaller, more spread out task forces, to mitigate losses or increase search zones, and objective picking of specific tasks on either side. Many of the naval engagements could be summed up in three phases: ships enter the combat zone and maneuver into position near the objective(s), ships contact and clash, and finally each force passes out the other side crippled. The reason for this has been attributed to the current ship design trend of most thrusters being placed to the aft, and also due to the high inertia resulting from a ship’s mass that prevents it from being able to face its foes in the same manner throughout an engagement. Hence the majority of combat can be said to occur during what is called the Alpha-pass.
    Alpha-Pass
    The alpha-pass can be generalised as the period of an engagement from when the first ships open fire, to when the last ships to release their opening salvo have done so. Often the objective has been achieved or destroyed after the pass, while one or both forces are too crippled to continue, hence most fleets do not turn around to re-engage and will instead proceed to hyperspace out. Some smaller and nimbler craft are known to turn back for another round after the alpha-pass, and may catch the enemy while they are still charting hyperspace coordinates.
    The alpha-pass, or “alpha-mess” as some ship officers like to call it, typically has engaging ships maneuver extremely close to one another. The current maximum effective distance of turbolasers before they lose their energy is not very far(Range, pg67). Ramming and contact damage is often inevitable. Ships packing only turbolasers try to stay at “long-range” while those carrying short-range heavy missile payloads want to get in close and often are designed with the speed and equipment to do so. Maneuver therefore plays a very important role in every skirmish. Knowing when and where to maneuver and delivering commands at the right time are key to winning the engagement(Maneuvers, pg74). Commanders need to have a feel of the movements of enemy vessels as much as their own.
    Due to the nature of the alpha-pass, firepower and shielding placement will also determine the engagement. Although many starfighters are only equipped with forward guns, they have much less inertia and so can turn quickly and keep their weapons pointed towards their enemies after the alpha-strike(Alpha-strike, pg 94)(Starfighter design, pg238). Most ships on the other hand cannot keep their front arc trained on individual targets for very long. In a conventional alpha-pass the target would pass from a ship’s front arc, to its side, then to its back. This has made armament and shielding placement very critical to a ship’s role and survivability(Weapons, pg 80)(Defenses, pg 87). Choosing the right ship for the right scenarios goes a long way in ensuring mission success and sustainability of the fleet. Again, good maneuvering commands from the commander also help in making the best of each ship’s maneuvering limits, as well as presenting the right arc zone(s) to the enemy.
     
    Initiative has been a growing catch-phrase among several senior and even junior commanders, and from after action reports, appear to be a very valid phenomenon in current naval engagements(Initiative, pg103). The idea is that the fleet that hyperspaces into the combat zone, or otherwise initiates contact, has the advantage. The ships and crew are usually well-prepared and ready for combat upon leaving hyperspace. Waiting fleets(such as patrol or guard fleets) do receive intel and scenarios on possible enemy contact and can prepare while waiting, such as setting up targeting beacons or an ambush. However, they will never be as ready for a fleet that chooses when it wants to make contact(even when entering an ambush). This is due to the fact that each fleet requires many beings to crew, and compounds the response and reaction time of any waiting fleet. Thus the fleet that initiates contact or the fleet with initiative usually has the upper hand, often putting the waiting fleet into a reactive or retaliatory stance. Waiting fleets therefore try to circumvent this issue by preparing their zone of influence for different scenarios of engagement as much as possible so as to mitigate this disadvantage(Zone preparation, pg113).
    Numbers and positioning play a crucial part in every alpha-pass. Having a numerical advantage, or more ships than the opposing force, enables a commander to distract or occupy the enemy with more ships while being able to manoeuvre some of his own ships uncontended. Also, if the numerically superior force is also the initiating force and thus has the initiative, its commander can easily dictate when and how the Alpha-pass will occur. For example, if a ship is commandeered to hang back until the others have moved into position, it can manoeuvre while enemy ships are occupied and cover almost twice its usual maneuver unchallenged before commencing its own firing sequence. This phenomenon has caused most commanders to be very particular when reviewing their fleet composition.
    It is not easy to express or teach the alpha-pass in words in any combat study. According to reports and eyewitness accounts that this study has gathered(appendix iiiiii) of those who experienced(and survived) an alpha-pass, the nature and flow of this type of engagement needs to be felt and practiced by aspiring commanders. Technical knowledge is essential but not complete to understanding current engagements and commandeering. Furthermore, commanders will often try different approaches to the alpha-pass, resulting in inconsistent, unconventional tactics that try to surprise. Hence much practice time in command simulations is crucial to truly understanding an alpha-pass and how to manipulate the battlefield to one’s advantage during that period. On another note, intel on the enemy fleet composition beforehand does go a little way in understanding what are the possible tactics that an enemy might employ with his forces, so employing reasonable scouting and observation resources will contribute in determining the outlook of any possible battles(Intelligence, pg200)(Spynet, pg210).
    The alpha-pass continues to evolve even at the time of this writing, as the Galactic Civil War progresses on, with the recent deployment of some starfighter squadrons equipped to manipulate field objectives, and the ushering of weapons employing experimental technology such as the Empire’s new Interdictor-class destroyers, which threaten to shift the playing field and the nature of contact and combat in new ways(Emerging Technology and its Employment, pg568).
     
  16. Like
    Gunner070 reacted to Ardaedhel in LOS refresher   
    Yes.  Counter is an attack, and is treated as such for every effect that refers to attacks, to include obstruction.
  17. Like
    Gunner070 reacted to Drasnighta in LOS refresher   
    1) A Portion of the Enemy Arc, must be in Your Arc.   IE, you must be able to trace a line within your arc, to the enemy Hull Zone targeted.
    2) You must be able to trace a line from your LoS Dot, to the Enemy LoS Dot, Without Crossing an Enemy Hull zone other than the Target Zone.  (Crossing your own hull Zone line is fine)
    3) Range is measured to the portion of the zone that is in arc.
     
     
    That's the Basics.
  18. Like
    Gunner070 reacted to Drasnighta in LOS refresher   
    Correct, with Caveat.

    The LOS "Dot" of a Squadron is the closest point of the Base.  So when you measure Dot-to-Dot, no part of that LOS can be over the Asteroid.
     
  19. Like
    Gunner070 reacted to OccasionallyCorrect in Fixing the frustrations of squadron play (a creative solution)   
    This is an awesome idea!
    I wonder if you could sell the card plates separately from the number and health dial.  That way it's easier to customize the numbers of fighters per card.  People could basically buy several card holders, then a ton of dial holders and numbers.
     
     
  20. Like
    Gunner070 reacted to Cusm in Wave 6 prediction thread   
    I want an Imperial Gun Boat just to see the xwing board have a melt down.
  21. Like
    Gunner070 reacted to danielhollisjax in Floating Wreckage - a houserule   
    Why not take a picture of your ships and put them on cardboard pieces. Then cut up the pieces into quarters. And have each spread out at speed 1 on the beginning of round following explosion. On a connection with a ship roll a blue die for a small ship accuracies do nothing, red for medium. Black for large. Once a piece does damage remove it from game.
  22. Like
    Gunner070 reacted to Marx09 in Wave 3 and beyond Suggestions for Empire and Rebels   
    I want carriers. I mean, I know technically we *have* carriers, but they don't have carrier-rules. Some way to launch fighters or (why not) land/repair them.
    Also, some way to make the Rebel fighters more feasible. My only idea is a small, cheap, SQD2-3 ship that can have Expanded Hangers, but I'm sure a smarter person than I can come up with a better solution. It's just a crying shame that B-Wings/Y-Wings rarely hit at their weight-class.

    But anyway, as for actual capital ships, I would love to see more of the ships from the X-Wing/TIE Fighter games. Mon Cal Light Cruisers, those huge H-shaped freighters, Assassin-class corvettes, etc...

    And, since we're dreaming, I'd love to see Republic/Separatist ships added eventually. But that's almost certainly post Wave 3.
  23. Like
    Gunner070 reacted to Forensicus in Champ-designed cards   
    You guys seen what FFG did with/for the Netrunner with Worlds decks in full bleed arts?? Hope that they will do similar stuff for SW LCG
  24. Like
    Gunner070 reacted to Boba Rick in Next Wave prediction   
  25. Like
    Gunner070 got a reaction from ArchangelTwo in Next Wave prediction   
    My best guess is we'll get a mini expansion (Twin Suns-ish) then a full expansion (Return to Hoth-ish). For mini expansions, I could see:
    - "Escape from Could City" with Lando and Bespin troopers.
    OR
    - "Shadows of the Empire" with Xizor and Black Sun Mercs (This would be a great way to give the Scum faction a boost)
     
    For the next full expansion, it would make sense if it was Endor-focused. We'll get Jedi Luke, Emperor, Scout Troopers, and Ewoks. I would, however, like to see an Imperial players' Campaign or Dark Trooper Campaign.
×
×
  • Create New...