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Everything posted by DarthSidious
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The usual responses that I've seen have been along the lines of: 1. Ferry the fighters in close, so they can attack before being killed 2. For reasons of surprise. 3. Repair and reload the fighters, usually much faster than reality (because, hand wave) All would seem to invite destruction of both the carrier and fighters, which just doesn't seem to be worth the risk. Surprise would be negated because your and your opponent's lists are public knowledge.
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I would suggest it's because the X-Wing and the TIE Fighter are the iconic fighters in the OT. I don't ever see them doing different versions of unnamed squadrons, since squadrons are so much more simplified than in X-Wing. I could see FFG adding another generic/named pair of existing fighters if they do fighter packs for the remaining fighters in Wave 3. Maybe a TIE Interceptor for the Imperials and an A-Wing for the Rebels.
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I've been making my own lately, for Armada: This one's for a friend of mine.
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I doubt that FFG will release 'Aces' packs. In X-Wing, the Aces packs have been a way to tweak and make minor fixes to ships. Since Armada is focused on capital ships, and not fighter squadrons, there probably won't be the level of fighter diversity that you see in X-Wing.
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I collect all of the ships, because I do most of the supplying for my group's Armada games. I haven't done a mirror match yet, but I don't have a problem with them.
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Two cores, two Imperials, two Rebels. Probably one more each of Imperials and Rebels.
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[CAMPAIGN] Concept for a campaign
DarthSidious replied to TheVillageIdiot's topic in Star Wars: Armada
Well, that's subject to interpretation. My headcanon (based on the old West End Games RPG) gives us a galaxy that takes longer to travel around. That's certainly what I based my nav computer around. Many people who conceive of travel times in the galaxy as you do turn my days into hours. However, that still leaves a significant lag-time in terms of strategic response rate. Here's the big dilemma. How simulationist do you want to make the campaign? I have a simulationist soul, but I know the more complex you make a campaign, the fewer people it's going to appeal to. Now, if it's just two very dedicated people, then their ingenuity is the limit. It's short enough that the average fighter pilot can survive in a cockpit for a few hours (see ESB, ROTJ, or the X-Wing novels). Obviously, fighters would likely have a shorter range than a capital ship. It depends on how long a strategic turn is. If a turn is a few days, then that gives enough wiggle room for reinforcements to jump in. -
[CAMPAIGN] Concept for a campaign
DarthSidious replied to TheVillageIdiot's topic in Star Wars: Armada
One thing to remember is that this is Star Wars, and ships can jump in from halfway across the galaxy in a short amount of time. You may want to simplify, and instead of having resources and manufacturing, maybe convert some percentage of enemy points destroyed as reinforcements. Also remember that Rebel fighters have hyperdrives, and can jump independently. -
I hate to be that guy but... Wave 2 release.
DarthSidious replied to rowdyoctopus's topic in Star Wars: Armada
Then the status would be "On the Boat" -
I hate to be that guy but... Wave 2 release.
DarthSidious replied to rowdyoctopus's topic in Star Wars: Armada
I don't think that this has anything to do with the ports. The Upcoming page shows that the (X-Wing) Raider is still at the printer. -
I hate to be that guy but... Wave 2 release.
DarthSidious replied to rowdyoctopus's topic in Star Wars: Armada
Wave 2 will be released when it's released. My wallet can certainly wait, even if I want it here sooner rather than later. -
I think you may need to adjust your expectations a bit. Seven games in is not really enough to say that you're great or not great. You're still learning, and sometimes you will have a string of losses. It happens (full disclosure: I finally won my first game the last time I played). It sounds like he got you right where he wanted you. Honestly, going with no fighters was a mistake, especially since this allowed him to fly a naked bomber force. Where you playing with objectives and obstacles? Those make a difference.
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What kind of games are you looking to play?
DarthSidious replied to Mikael Hasselstein's topic in Star Wars: Armada
Pick up games, although decent scenarios would be ok, too. Add-on campaigns either tend to go too far into role-playing territory or too much into 4X territory. Nothing wrong with either of those, although Armada is really too detailed for a strategic/4X game. -
A quick article about how I did my space mats
DarthSidious replied to WWPDSteven's topic in Star Wars: Armada
I completed another mat: -
It would be even more awesome if it were Imperial
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If you get your felt at JoAnn's (or similar stores), you can have the folks there cut it for you. I know my cuts would be all over the place .
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Is 1/3 of the point total for squadrons realistic?
DarthSidious replied to Payens81's topic in Star Wars: Armada
I fear so . The designers have said that a squadron represents an actual squadron, and that's good enough for me. -
The ship card boxes come in slim and deeper versions already.
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If you want X-Wing, you know where to find it. No doubt that these abilities are already built in to the existing point values of the ships (X-Wings have the Bomber keyword, for example).
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Is 1/3 of the point total for squadrons realistic?
DarthSidious replied to Payens81's topic in Star Wars: Armada
Neither. It's a squadron. -
oh no! it's a "this ship is broken" topic...
DarthSidious replied to Grave13's topic in Star Wars: Armada
I will be buying two more. Finally, the Imperials get some maneuverability. -
I've seen Rebel fighters mow their way through against 2:1 odds, but if you can keep them out of supporting ship firing arcs, you'll probably be ok.
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The carrier boxes do that, and come in sizes that fit 4-, 6-, 8-, and 10- squadron boxes. I don't see any reason why you couldn't use them for unboxed squadrons.
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How so?They take up a lot less space if you throw them in a pile. Not preferable, but I think that is what he is getting at. The best way to store them (as far as organization and avoiding lost/broken pieces) unfortunately takes up a significantly more amount of space than less tidy methods. That's what I figured, but I was seeing if he had something else in mind. The carrier boxes really help organize the squadrons, especially when you have a large number of them. The extra organization more than makes up for the small amount of lost space.
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How so?
