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kilrolo

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  1. What glue do you recommend I get the best result with "ponal" wood paste. It's for glueing wood. It's white, but becomes transparent once it dries. It makes all the cardboard edges hard like plastic. They don't wear of, and don't absorb moisture anymore. Also they stay clean, and feel better. I have ten year old descent tokens, we played the hell out Off, and they still Look like day one. How thick do you typically put the glue on?
  2. The scenario i have in mind is the opposite of what you're suggesting Hedge. Something along these lines: The Rebels have received intel that an Imperial VSD is moving through the system and they have set up an ambush to maximize on X-wing impact in the battle. The VSD has no expectation of combat coming out of hyperspace and so is caught completely off guard. In a case like this the deployment time for the TIE would play a critical factor in how the encounter plays out. @Rowdy great suggestions. I was just wondering if anyone had anything more firm floating out on the forum
  3. Oh we're playing it as all squadrons within range are fair game regardless of engagement status it's just a sticking point that breaks immersion for myself and others.
  4. Going off Wookiepedia a VSD (either I or II) held 2 TIE Squadrons or 24 TIE Fighter/Interceptor/Bomber blend. However, more to the point of the question no ship just coming out of hyperspace into a random encounter with an opposing force is "deploy ready" turn 1. Since there are no rules concerning the ingame time each turn represents the amount of time what would be a reasonable time before it could deploy it's squadrons? Looking at an alternative scenario if the Neb B Jumps 3 minutes after 2 squadrons of X-wing and arrives at the hyperspace point 4 minutes before the X-wing Squadrons, thanks to a more powerful hyperspace drive, what is the in-game representation of that time lag or a reasonable delay for that time lag?
  5. The issue I have with your defense Grey13 is even the most accurate point defense laser can't account for the wild acrobatics that are performed in a dog fight. If we consider the space needed for a "dog fight" to be a quarter of an x-wing board that's an incredibly tight cube of relative space. The ships in that space are practically on top of each other and at the ranges in question I would still argue that there is a decent chance of hitting a friendly by mistake.
  6. Great minds! For those that check this thread here's the Rules link: https://community.fantasyflightgames.com/index.php?/topic/140795-ships-shooting-engaged-squadrons/
  7. Moving my thread into this thread. "So my local group got a game of Armada in the other day and something odd came to mind after we played it out. As the rules stand there's no restriction on ships firing on enemy squadrons engaged with a friendly squadron. The "concern" came about regarding friendly fire into the skirmish between squadrons but we couldn't find any rules to support that concern. Anyone have any input?"
  8. Killer execution Corver. Really makes the ships stand out on the play mat!
  9. So I'm thinking of some encounter type battles, in a campaign setting, where factors like squadron deployment from a base ship and the response time from establishing contact of an enemy force to deployment of a squadron could be factors in the encounter. From what I saw in the rules there is no "time" associated with each round. Thoughts? Example: A VSD comes out of hyperspace and encounters a Neb B with a deployed X-wing escort of 2 squadrons. The listed complement of TIE in a VSD is 2 squadrons. If we consider an area within, say range 1, of the hyperspace nav point as the deployment zone for the VSD: How many rounds before a TIE squadron could be "deployed" to the table? If we equate 1 Armada round to say... 60 seconds then if the TIE had an average deployment time of 3 minutes the battle could be turned by their deployment.
  10. So my local group got a game of Armada in the other day and something odd came to mind after we played it out. As the rules stand there's no restriction on ships firing on enemy squadrons engaged with a friendly squadron. The "concern" came about regarding friendly fire into the skirmish between squadrons but we couldn't find any rules to support that concern. Anyone have any input?
  11. I'm liking the Nssis-class Clawcraft more and more as I read about it. Possibly a Y-wing equiv. http://starwars.wikia.com/wiki/Nssis-class_Clawcraft?file=Clawcraft_negvv.jpg
  12. kilrolo

    Epic Smalls

    I actually agree 100% on this. Which is why I picked up 2 Defenders just for Epic play. Load them out and run them with Bombers and a solid escort of TIE (either LN or IN) and a shuttle or Firespray for anchor and have a blast taking down flocks of Rebels.
  13. What Brazil can't get a good flogging in a soccer game?.... It's not like it's an important game like the World cup or something... lol ouch...
  14. kilrolo

    Pilot... inabilities?

    Love the idea but I think dandirk has a point. If it's a benefit to the player and s/he forgets then life goes on but if it's a detriment to the player does it become his/her opponents responsibility to "remind" them if they forget the negative ability? That would change the way players interact over the board and could lead to a less friendly game.
  15. AP does great work. I went dark transparent blue and love my templates. The range 1 & 2 templates are worth their weight in gold pressed latinum.
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