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Posts posted by Bitharne
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Generally max points for me...as I've defended time and again in Wave 1.
Essentially I like to go with ~50% superiority fighters, ~25% Flex fighters, ~25% Bombers. Raw numbers looks to be about 10 for imperials, give or take 2; and 6-8 with rebels.
This allows me to:
A. Dispatch 75% of my squadrons to combat 100% squadron-focused enemy lists and, while not likely to outright win, still have a decent bomber strike force.
B. Dispatch 50-75% of my squadrons to deal with similar forces that I want to overwhelm quickly and be sure to get their points and not let them get many.
C. Dispatch 50% of my squadrons to stomp their token squadron force while the other 50% bombs what I need.
D. Squadron-less builds get wrecked by 10 individual dice rolls
I prefer empire so that my superiority force is manipulatively enhanced in power so that my 50% portion (TIEs backed by Howl and Dengar) are really, really beefy when used to engage other fighters.
mikemcmann reacted to this -
I like these. But I'm not sure about how many I would need. The question I have is how easy are the plastic ones to pull back apart? Then I can get two for each faction and just take apart all my dials and keep only the backs swapping in the ones for the squad I want to use.
They look like the armada command dials. If so it'll be a snap to change out the dial. Not sure about the ID token though.
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It would have been cool to see the landers. Probably got it down with a single lander, proper.It is a pity that they didn't show how they got the AT-ATs down to the planet. I'm sure that would've been another big nerd fight.
Drop pods...
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Oh and repulsor lift tchnology is only effective out to 6 planetary radii as per the oldest published canon, the original Star Wars novelization in 1976. Having zero mass in deep space with no gravity well to use you repulsor lift against won't do you much good. I guess that's why almost every ship we see has big engines with huge exhaust nozzles for effective sublight travel.
Oh and I guess every other TIE besides the Fighter uses bent wings with smaller surface area because they....don't need as much energy collection potential? A different type of radiative surface (noted in that the 'wings' of Fighters and Interceptors are vastly different in more than just size and shape) would allow for smaller wings.
Sorry...some things just set me off. TIE Fighters having solar panels is one of em.
It's ok, I don't blame you.
I own a bunch of TIEs; I have to defend them, no matter how silly the man in charge of techno-babble was being.
Edit: Heck, think of the Raider. I'm still trying to figure out a reason for solar panels on a ship that has room for a large reactor, and the only reason I've come up with is that if I saw a panel-less raider in a catalogue next to the paneled version, I'd pick the one with panels because dude, they look cool.
Looks cool. That's it.
People keep thinking everything needs a reason. Star Destroyers look like they do purely for aesthetic reasons. Same thing with moncals...they like that look so just make it happen.
DarthEnderX reacted to this -
I'd rather see that sentinel in the game so empire has another large ship with an interesting role.
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Overdoing a single control, I feel, is sub par. I prefer a flechette + tactician Bwing with two of my BTL Ys with ions. In place of the warthog everyone likes I run a rookie X with R2-A3. I use him to cover flanks and help add extra stress, after my B goes, when needed.
Never cared for the stress stacking warthogs.
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I run an all BTL-A4 list two with TLT and two with ion. Three shots in your arc is a brutal attack. Pop R3-A2 on one and now you can double stress out to range 3. brutal and I highly recommend it.
Prefer a B with flechettes and tactician and a rookie toting my R3-A2

BTL Ys with R2s are utterly amazing ships though. Durable, fly well, and pack a punch with control rolled in.
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My favorite list is two btl ywings with ions and R2, a stress Bwing and rookie with R3A2. I generally fly in a tight block with Ys up front and B right behind, using broll to reposition as needed. I like to use the X for flanking: denial or pressing.
Stay close and fly well. The slower you go the more chances your opponent flubbs his fancy approach and gets punished.
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Cousin hooked me up with a Feldharr bag...amazing.
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Bitharne, on 16 Oct 2015 - 11:53 AM, said:

sort of....I don't understand. Heavy turbos already accomplished this in a similar fashion and people are freaking out?
With HTT's I could still brace that 7 damage to 4 and just take the 4.
With XI7 Turbolasers, if you accuracy my brace, I have to take at least 6 on that one hull zone
Or you could just take HTT, and that one secondary battery upgrade that turns "unspent" accuracy to hits.
If you don't have the accuracy then it hurts. That's my point for HTTs. I agree with the SW-7 too. I use VSD1 and I feel HTT, thematically and rules-wise, is best with black dice and XI7 is better with blue dice. SW-7 with HTT would be great for HTT build thought.
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I agree. Trounced Mikael Hasselstein Friday twice and it was great.Please bring zero squadron lists in this wave. Please. It makes life so easy.
This. I try to help; but I'm happy to take free wins. As, oddly, Armada is still a blast even when you're trouncing people

Speaking of...need to get some Vassal games in. Got really busy recently when I said we'd play Lyr :\
Need to fix my Vassal too: windows 10 upgrade and haven't set it all up yet
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Please bring zero squadron lists in this wave. Please. It makes life so easy.
This. I try to help; but I'm happy to take free wins. As, oddly, Armada is still a blast even when you're trouncing people

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As an Imperial player, I'm really enjoying using Ozzel and heavily abusing Navigates.
While it doesn't give you the direct firepower bonus of Screed or Vader, Ozzel and the Navigates, I think, work even better for an aggressive playing style. The ability to maneuver exactly where you need to be is perfect. Luring your opponent in by having an Imperial moving at speed 1, then suddenly jumping it up to speed 3 and putting their fleet in your front arcs is beautiful. It also combos greatly with the Raiders, who can drop from their high-speed 4 into their highly maneuverable 2. And, of course, the Demolisher loves Ozzel; go from speed 3 on approach to speed 1 for the double-click, and engine-tech for another speed 1 double-click to guarantee those nice arcs or to circle around behind an opponent.
Plus Ozzel is cheaper than anyone else, so more room for upgrades.
If I played a game with an ISD I would probably ellect to take Ozzel and pull off all kinds of ass-hattery with the fun that can stem from Nav commands. ISD, GSD, 2 raiders, and token TIE screen perhaps? Fun stuff.
Yes, my default T1 command is Navigate, and depending on the ship I usually issue one another 1-2 times per game. There's a lot of advantage to be gained by juking around obstacles and ending up in unexpected places, and keeping your fleet in the optimal formation.
Any ship that has 3+ speed I deploy at speed 2 and Nav on the first turn. This gives you every tactical option under the sun. The only time this won't really take effect is with Ambush or Hyperspace.
DerErlkoenig reacted to this -
Happened against Mikael Hasselstein last night. He rolled 4 red with the ISD at long range to my Assault Frigate and got crit, crit, hit, accuracy. He had Heavy Turret Turbolasers and accuracied my redirect. So I evaded the crit and braced down to 1.Rythbryt: great analysis. Only problem is 3 damage is identical with HTT and XI7s. You can still brace 1 point off against HTT.
He should have accuracied your evade...bad move on his part.
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Many don't use it enough. I mentioned before that nav commands are often better than CF, esp with things like VSDs.
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I think squadrons will be a great counter to ackbar circle/kite builds. Scrugg's and Y's seem better-off than B's for that; though I don't tend to stack ships for real money and personal reasons. Though I think I'll get at least 2 rogue packs so 2 Scrugg's and 2 Y's with X support might work for me.
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Like I said early:
blue dice = XI7
black dice = HTT

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Indeed. Especially when you consider the attacks are:
* Almost immune to defense tokens
* Fire before your ship; thus can strip shields
* Can be placed anywhere, unlike a ship, thus make things like Superior Positions and attacking shieldless hull zones easy as pie.
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Yeees ... so wrong to play squadrons as squadrons.
I need to play squadrons as minefields.
I was so wrong. I see so clear now.
How could I ever thought to use squadrons as squadrons.
They are minefields! So clear now.
Here's the thing...
When fighters engage other fighters they dogfight and are "self sufficient"...the problem is; those dudes don't know what Admiral Screed is planning so need good communication and direction in order to connect the fighters with the overall battleplan. This makes having them require commands to be in the right place at the right time make sense.
Not to mention it gives the squadron command importance: it's better than CF: so ya.
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I'll never understand the freaking out about one card change (unless it was a fleet wide thing like an admiral).
Yup. Easy enough to make this statement. I can dig it.
However.
In my own small little view of the world, there were a lot of assault frigs and a lot of assault frigs carried AP because they're great on AF particularly when they ignore the XI7 penalty.
AFs had become synonymous with rebel lists, in my head at least. If you remove that AF>AP>XI7 dynamic it really does end up changing ... everything.
This example is an exact reason why the change was likely made.

2015 "Holiday" Vassal Tournament - Signup and Commentary Station
in Star Wars: Armada
Posted
BiggsIRL: Since you have a bye going would putting another player in work? We got about a week to get the game in. Let me know!