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Marauder1983

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About Marauder1983

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  1. The scale of the models is simply based on what is currently available and easy to obtain. The 1/72 ship models are readily available and cost effective where the large models are more expensive and harder to find. All in all I really wanted to have the ships there as an rpg option so a hero can run back to his ship and spend a turn lifting off to do an attack run across the legion table or something like that. Or for cinematic fun. All in all that is why I put optional. For the AI I see your point and I will look at it. Mainly I was using it as a reason they were able to fit the 4 blank upgrade slots to the ship, 900 people take up a lot of room. With out them it opens that room to sub systems.
  2. Hi all i am working on a cross game campaign for armada, x wing, and legion. This is a draft idea and I would love some feed back. https://drive.google.com/open?id=0B3YzPuGFkb-UdDJ3cGJHZ0Utcjh6OWEyZ1lVME5tTEw2aE5V
  3. I am going to dictate the type of ship and the specific type for a few reasons. 1. With the Victory class SD the type 2 didn’t come in till late in the galactic civil war and it was in limited numbers. Same with the imperial 2 2. I couldn’t see the rebellion farming out assault cruisers to an outer rim nebula so it made sense to use star cruisers. 3. I am a control freak and I like telling people what they can and can’t have. Insert evil laugh here.
  4. The mc 80 Star cruise is supposed to be the home one. I just don’t want them to think that home one was in their fleet. But it I see what you meAn. Good catch. Thank you. I will I’ll change it to 2 x Star cruisers 1 x command cruiser
  5. Thanks. I am going to be play testing soon with our local group. I am hoping to build the rest of the missions over the next few weeks.
  6. Hello Legion community! I am working with some of the local players here in Colorado Springs to build a cross game campaign with a thematic focus. We are using Armada, X-Wing, and Legion. I was hoping that I could get some feed back on the rough draft I am working on. Thank you for your insights. https://docs.google.com/file/d/0B3YzPuGFkb-Ub1dZU0xmVGNweFBmcXlidlEwUFoydFVZWUZV/edit?usp=docslist_api&filetype=msword let me know if the link does not work.
  7. Hello Armada community! I am working with some of the local players here in Colorado Springs to build a cross game campaign with a thematic focus. We are using Armada, X-Wing, and Legion. I was hoping that I could get some feed back on the rough draft I am working on. Thank you for your insights. https://docs.google.com/file/d/0B3YzPuGFkb-Ub1dZU0xmVGNweFBmcXlidlEwUFoydFVZWUZV/edit?usp=docslist_api&filetype=msword let me know if the link does not work.
  8. It might have been. It just seemed like an over the top amount. As long as I understand the rules I am good.
  9. I will preface this by saying I havnt played a game yet but I have watched several battle reports in prep for my first game but I am very confused with the proper method of building the attack pool. With the rules the way I understand it is: storm troopers with A dlt19 in the squad have two options. A. 4 white and 2 red. Or B. 5 white my confusion is that I see players rolling what seems to be an ridiculous amount of dice some times from Corp attacks. I just want to make sure I understand the rule before I play.
  10. Cutlass Squadron Pilot (33) - TIE Punisher Minefield Mapper (0), Extra Munitions (2), Harpoon Missiles (4), Proximity Mines (3), Proximity Mines (3), Long-Range Scanners (0) Cutlass Squadron Pilot (33) - TIE Punisher Minefield Mapper (0), Extra Munitions (2), Harpoon Missiles (4), Proximity Mines (3), Proximity Mines (3), Long-Range Scanners (0) Cutlass Squadron Pilot (33) - TIE PunisherMinefield Mapper (0), Extra Munitions (2), Harpoon Missiles (4), Proximity Mines (3), Proximity Mines (3), Long-Range Scanners (0) Cutlass Squadron Pilot (33) - TIE Punisher Minefield Mapper (0), Extra Munitions (2), Harpoon Missiles (4), Proximity Mines (3), Proximity Mines (3), Long-Range Scanners (0) insert evil laugh
  11. Update - so this list is now 7-1 in our local play area. Total of 2 punishers lost in all the wins. The poons have been utterly devistating. The initial mines have about a 20% hit rate and have mostly served to corral my opponent into lanes they don’t want. The second set of proxy mines have been about 70% effective as finishing moves once the poons are gone. The ghost has been the toughest to take down but easy enough to maneuver around. The PS2 on all the pilots works great to kill off the high ps pilots at close range after they are hit with the harpoons or range 1 primary shots.
  12. Here is an idea of what it can do. Most of the cards and tokens were proxies for testing.
  13. If I may suggest the following if you can field it. Three Kings (99) Cutlass Squadron Pilot (33) - TIE Punisher Minefield Mapper (0), Extra Munitions (2), Harpoon Missiles (4), Proximity Mines (3), Proximity Mines (3), Long-Range Scanners (0) Cutlass Squadron Pilot (33) - TIE Punisher Minefield Mapper (0), Extra Munitions (2), Harpoon Missiles (4), Proximity Mines (3), Proximity Mines (3), Long-Range Scanners (0) Cutlass Squadron Pilot (33) - TIE Punisher Minefield Mapper (0), Extra Munitions (2), Harpoon Missiles (4), Proximity Mines (3), Proximity Mines (3), Long-Range Scanners (0) this list has been called “the salt mine” by our local players because it will make your opponent very salty toward you. The named punishers are nice nice but expensive. This allows you the flexibility to maneuver as a squad and melt almost anything in one round with TL focus. If you don’t kill it in one go just fly past and drop one of the remaining 6 proxie mines on your opponent. It takes a little practice but it is a dam beast on the board. So far I have played it 7 times and only lost two punishers in total. Good of luck and have fun.
  14. Your opponent puts this on the table agaisnt you. First thoughts.
  15. Bydand - cluster mines were my first option but the cost limits the punisher to unguided rockets. Harpoons are a much better option so proxies won. Greebwahn - it performs very well so far. The initial mines have had mixed effectiveness. I have found the key is to make sure mines are directly infront of each ship because it forces them to make a turn. Unless you want them to go strait into the jaws of the harpoons. The sensors get you the TL on turn 1 and from there pick your target, joust and if you don’t smoke it on the first pas you have 6 more proxie mines to finish the job on the flyby.
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