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Marauder1983

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Everything posted by Marauder1983

  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.
  16. A lot of cards were proxies for testing purposes
  17. So I have been play testing a list and so far I have had very good success with it but I want to get a broader opinion from the community. Bombers (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 PunisherMinefield 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) I am planning to test swapping the long range scanners for guidance chips but the concern is stress on the punisher dials. The scanners allow me to get a TL focus for the initial volley, which has been devastating so far. In all the games I only lost 1 punisher per game in two of the three. I will try and upload some pictures of round 1 of the test play for reference
  18. I had a really fun time with 2x thug ion turret 2x binrye pirates-proton rock 1 nudru - proton rockets vs poe regen rey Finn falcon. Suprisingly i I actually won with the thugs. Tons of fun and made for some very challenging move choices.
  19. I would appreciate any thoughts. The goal is to be mildly durable while being increasingly annoying. The meta in my area is one large base with a support attack small base. Think Rey Poe combo. Scum ppo (100) Syndicate Thug (24) - Y-Wing Ion Cannon Turret (5), Unhinged Astromech (1) Syndicate Thug (24) - Y-Wing Ion Cannon Turret (5), Unhinged Astromech (1) Syndicate Thug (24) - Y-Wing Ion Cannon Turret (5), Unhinged Astromech (1) Palob Godalhi (28) - HWK-290 Autoblaster Turret (2), Dengar (3), Moldy Crow (3) i did base base it on thug life but I am not a big fan of TLT y's. I prefer movement control.
  20. Given the size I am already working with, points wise, maybe reducing the rebels might be easier.
  21. Here is Version 2 X-Wing: 3v3 Scenario – Hasty Ambush Play Area: 4 3x3 Play surfaces arranged in a square, 6 obstacles per team. Each team will bring 3 Satellite and 6 Objective Tokens The imperial player place all asteroids and debris fields The Rebel Player will place all objective tokens and secretly identify which 6 tokens are satellites, minimum 1 per quadrant The Imperial force will choose initiative Situation: The imperial sector fleet has been dispatching large scale patrols throughout the sector in an effort to identify Rebel Spy satellite networks. The imperial Patrol will attempt to destroy the satellite network, the rebel forces will attempt to defend and destroy the imperial forces. Objectives: Rebel Objective: The objective of this mission is to destroy the Gozanti Patrol Craft and 300 points of the enemy escort or 400 points of the enemy fleet before exiting to Hyperspace. At least 2 satellites must survive. Imperial Objective: Identify and destroy 6 spy satellite relays then Hyperspace out. Intelligence reports: (Provide these to the indicated teams) Rebel Alliance- The Imperial Patrols have been stretched thin over the last few months due to the influence of Grand Admiral Thrawns efforts in pacifying the sector. Our intelligence cell has identified an imperial patrol that is set to investigate one of our spy satellite networks in your area. We believe the enemy patrol will consist of at least 1 Gozanti class patrol ship and a full squadron of fighter escorts. Due to the wide spread deployment of the Imperial forces we also expect to see mercenaries and Bounty Hunters being used to bolster their ranks. General Madine has authorized the use of one of our Transports in this attack, no other capitol ships will be available. You will organize a hasty ambush of the imperial forces to be deployed from Task Force 1. In order to take full advantage of the situation, your force will drop out of hyperspace after the Imperial forces have entered the sector. Your Force will then take advantage of their dispersal efforts to locate the satellites. General Madine has also set aside a backup fighter squadron to be on standby at the edge of the Task force to be called in as support. Will include at least one Gozanti Patrol Craft (no Raiders) Possible Scum and Bounty Hunters in the engagement Expect at least one, possibly two waves of reinforcements (60-80 Points each) Imperial- We have located a suspected spy satellite network in our sector. Command has issued orders to seek and destroy these satellites. A Gozanti Patrol craft and escort will be dispatched to the suspected area. Intelligence operatives have identified 12 possible locations that will be marked in your sector for investigation. Scan the areas and discern the location of the satellites. Once the Satellites has been located you will destroy them. The Rebel Alliance is monitoring the area and is expected to respond in force to defend the network. Expect heavy resistance. Due to the wide spread deployment of our forces you are authorized to hire local mercenary groups and Bounty hunters to bolster your forces. Be aware that the Rebel Alliance has agents within these factions and will attempt to influence the local mercenaries. Rebels threat is imminent, possible capitol ship and mixed squadron of escorts Rebel Force is not expected to be on site when Imperial forces arrive Fleet composition is expected to be primarily mixed Fighter Squadrons and could include Rebel sympathizers in modified cargo freighters Reinforcements are expected, minimum one wave of 90-110 points Fleet Build Restrictions and Requirements: Imperial Forces (400 Points): --------------------------------Imperial / Scum Setup rules------ Must include but not limited to 1 Gozanti Patrol craft 1 player may fly scum but must only fly scum (100 point Maximum) All players may share points, no duplicate Aces Imperial ships will place first Gozanti(s) must place within 1 of any edge of the play area Escort ships may place anywhere in the play area outside of 3 from any edge except the edge closest to your Patrol Ship. Imperial/Scum players must have at least one ship in each quadrant of the play area Reserve Forces – Imperial Players may have 2 waves of reinforcements up to 75 points of ready reserve forces each, separate from the 400 point patrol Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn Reserve forces can only be called on the turn following Imperial fleet engaging with the enemy Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called. Each wave of reserve forces must be separated by at least two turns Rebel Forces (450 points): ----------------Rebel Set up rules---------------- Must include 1 Transport, no other capitol ships are authorized All players may share points, no duplicate Aces Rebels will place ships during the end phase of turn 1 Rebel players must designate the deployment edge they will use on a folded piece of paper prior to the Imperial player setting up their forces Rebel Ships must enter the player area within 1 of the edge they choose to enter from during the end phase of turn 1 Escort fighters may not deploy within 2 of the Transport or in groups of 4 or more within 2 of each other Reserve Forces – Rebel Players may have up to 100 points of ready reserve forces, separate from the 450 point patrol Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn Reserve forces can only be called on the turn following engaging with the enemy Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called. Special Rules: Satellites: Objective tokens placed in the play area will represent the possible locations of satellites. The rebel player will make a sketch of the play area and mark on the sketch which of the 12 objective tokens contain a satellite. Imperial ships must end movement within range 1 of these tokens the use their scanner (action) to investigate the location If the location is revealed to be a satellite the players will replace the objective token with a satellite token – Satellites have no shields but a hull value of 8 and no evade dice. Critical hits will count as 2 hits Satellite defensive systems include a turret based laser cannon with a range of 1-2 with an attack of 2 Satellites may only fire once per round at the first ship targeting them at them and only after they have been identified. Hyperspace (Optional Thematic Rule): If Players chose to not use this rule the game will end when either objective is achieved. Ships entering Hyperspace must declare their jump to hyperspace as an action. After declaring the jump to hyperspace the ship may make a bank or strait maneuver, no turns. The ship will make a strait maneuver only and take no action on the following turn, after the end phase the ship will enter hyperspace and exit it the play area. If a ship entering hyperspace lands on an obstacle during the jump it will be considered destroyed. Special Rules for 3 vs 3 (1 scum player): Scum Loyalty (Optional Role Playing Rule): If there is a Scum Player; in secret before the beginning of the game the rebel player will roll a D10. If the roll is between 7 and 9 the rebel player has learned of the Scum player’s involvement in the patrol and how much the Empire is paying them. The rebel player will then roll a second D10, in secret, to determine how much more the rebellion can offer the scum player over the Imperial players. The rebel player may then offer the new contract to the Scum player via secret note to betray the Empire at a point of the scum player’s choosing. In the event that the battle goes poorly for the allied forces, the strength of the fleet they are allied with drops below 200points, the Scum Players may abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn by the scum player. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace. This choice is up to the player and the player should allow the offers to influence their decision. However the player could just be greedy and want more money.
  22. I had the same thought. I am almost done with the revisions.
  23. Thank you everyone for the thoughts. I will do some work on this tonight and tweak it using the input. I am really looking forward to play testing it. I like the idea of a second wave of imp reinforcements and the modification of the objective. I am definitely inclined toward the satellite or data aspect but I want to make sure that I don't make it to easy for the imperial player to just run ships over to the objectives and destroy them with small ships. Maybe collect them and return them to the Gozanti or keep the gozanti as the main capture/kill source. Perhaps only ships equipped with tractor beams can capture the satellites and move them to the capitol ship for extraction and when moving them a ship an shoot but is limited to up to a 2 strait and bank, no hard turns or they lose the satellite they are carrying. Dropping it 1 behind the ship if they do. Keep the comments coming and I will put a second version up when it is adjusted. The naming of of the squadron was just part of the creative process when I built this thing, easy fix. Same with the bad intel, that was a left over from the rough draft that I missed.
  24. I added some pics to the main post that might add some clarity. I also realized that in the "Intel" is what would be provided to the enemy force and is not part of the build requirements for the fleets.
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