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About RyonOlson

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  1. I've associated the Raider II with the Carrack, since both are ion-focused platforms. Although smaller than Carracks, the Raider IIs should be fine as a substitute. Equip them with Heavy Ion Emplacements for an even closer firepower approximation. As for Strike Cruisers, it's a bit harder since they're modular warships. I'd probably use Arquitens cruisers, or modify the stats of a Gladiator II by swapping black dice for blue, and changing ordnance to turbolaser. Probably a 6 points increase... I have some custom title cards that I created for those ISDs for a campaign I plan to do sometime. I've also created an ability for Captain Brandei. I'll share them if you decide to use custom material for this project. Captain Brandei: Friendly Squadrons you activate may perform an additional speed-1 maneuver, even if they have moved this turn. (Maybe 7 or 8 points? I haven't tested this one yet, so your guess is as good as mine.) Death's Head: Double Crit: Deal one faceup damage card to the defender. (7 points) Judicator: When you resolve a squadron command dial, treat it as if you have a matching token. (3 points) -Brandei seemed to have a grasp on fighter swarm tactics, so I figured he plus his ship would make for a great alternative to the usual ISD carrier setup. Stormhawk: When a friendly ship is defending at close to medium range of you, treat the attack as obstructed. (7 points) Nemesis: While defending against a squadron at close range, you have Counter 2. (8 points) For Pellaeon, I'd probably use Yularen as a substitute. His ability seems to match with Pellaeon, at least during the Thrawn Trilogy. I hope this helps a bit! If you want, I can send you the documents related to the campaign I developed.
  2. Posts like this make me wonder why FFG doesn't have a "Love" react. This is a beautiful repaint! Once I get my Starhawks, you can be sure that I will try and do something like this with at least one.
  3. I will be sharing something really soon that takes the best of Armada and combines it with a few other concepts to create an entirely new Star Trek game. The best part is everything is in 1/2500 scale, which means many of the miniatures are easy to acquire, and the rest can be 3D printed. On the topic of the main post, I've tried to adapt Armada to modern naval battles using 1/700 scale warships. I haven't yet figured out what to do with shields and related abilities... Maybe have the shield dials represent armor values, and for the ship to receive damage the damage roll has to exceed the armor value? I'll have to think about it more...
  4. This sounds like the most reasonable option to me. It might mean a more expensive core set, but I suspect that there won't be as many releases for the Clone Wars as there are for the GCW era. It'll balance itself out.
  5. Looks like I need to change my hobby budget for next year... Everything but Armada is now irrelevant until this is acquired!
  6. I will have to find it again, but I will post my sources here when I do.
  7. The proportions match the original filming model. There have only been a couple SSDs over the years that look correct. Currently the only two are the Armada one and the Korbanth one.
  8. Hello all, Over the weekend I finally put my SSD on the board, but being the Rebel that I am I decided to fly it with my Rebel fleet (1500 point game). I have to say that my combo of Garm + Ahsoka on the Executor I is one of the most versatile command ship builds ever. Having an easy way to run all 4 fleet commands at a time is fantastic. It also meant that my other 3 officer slots could be used for things other than command-swap officers, such as DCO, Flight Commander, and Major Derlin. During the game I also kept two GR75s tucked in close, one running bomber command and the other with comms net. So, all of you theory-crafters here... How would you break the game if there were no faction restrictions?
  9. Name: Untitled Fleet Faction: Imperial Commander: Darth Vader Assault: Defense: Navigation: Arquitens Command Cruiser (59) • Captain Needa (2) • Engine Techs (8) • Turbolaser Reroute Circuits (7) = 76 Points Arquitens Command Cruiser (59) • Engine Techs (8) • Turbolaser Reroute Circuits (7) • Hand of Justice (4) = 78 Points ISD Cymoon 1 Refit (112) • Darth Vader (36) • Intensify Firepower! (6) • Spinal Armament (9) = 163 Points Gozanti Cruisers (23) • Comms Net (2) • Boosted Comms (4) = 29 Points Squadrons: • Colonel Jendon (20) • Ciena Ree (17) • Valen Rudor (13) = 50 Points Total Points: 396 I agree with Clone. That Cymoon doesn't need that many dice fixers. This is what I would run, if I was building a similar list. I cut down on points by swapping out Dengar and Saber for Ciena Ree and Valen Rudor, who tend to be the better pair. I'd even drop Jendon for more points on the Cymoon, swapping him for H9 Turbolasers (to guarantee accuracy results), and Gunnery Team.
  10. Just based on ship cost alone, the Rebel forces have a 100+ point advantage (if you had everything on the board at once.). Personal preference, but I would add either an Imperial Star Destroyer or a couple Arquitens Cruisers. That would provide better balance with your fleets, plus the Imperial player gets access to one of two great commanders (Vader with ISD, and Jerjerrod with Arquitens), and a must-have officer (Minister Tua with Arquitens). If you can, get one of both. Also, you should get the Squadron I pack for each faction. The Quasar is okay with just TIE fighters, but it shines with other types of squads. With everything suggested it would allow both you and your opponent to have relatively fair fights, and have enough variety so you aren't stuck running the same stuff every game.
  11. Same here, though one is decommissioned due to a broken peg.
  12. I'm a collector first, player second. As much as I love the game, I don't get to play very often since the closest FLGS is a two hour drive away, and no one locally plays it. The same goes for X-wing and Legion.
  13. So, since I own two Peltas, does that go from a problem to a terminal illness?
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