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AllWingsStandyingBy

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  1. AllWingsStandyingBy

    Atmosphere

    Easiest ways to approximate restrictions in the atmosphere would be to simply ban maneuvers that flip the ship around: Ships may not execute maneuvers which would flip the ship 180 degrees (K-Turns, Tallon Rolls, and Segnor Loops). If a ship reveals such a maneuver, execute the maneuver normally but do not rotate the ship, then the ship suffers 1 Damage. Note that the U-Wing (Pivot Wing) can still rotate, as intended, since it's landing wings are designed to do such things in the atmosphere. With most ships unable to flip around, TIE Strikers and Reapers get more of an edge out of Ailerons, since it adds 45 degrees to their total possible turn-around efforts each round, which helps simulate how these craft were designed for atmospheric combat. For terrain, you can add in cloud/fog templates that function to obstruct attacks as normal but do not count as obstacles (so no locking them, triggering obstacle-relevant abilities, or rolling for damage or losing actions/attacks because of them). Asteroids and Debris Fields make no sense in the atmosphere, so you can ban those (and you could also add a rule that Loose Cargo Chute debris tokens are discarded at the end of the round). That said, X-Wing without truly meaningful terrain is pretty tactically bankrupt, but with ships unable to flip around so easily it makes up some of the difference.
  2. AllWingsStandyingBy

    Astromechs - what are they good for?

    I've basically abandoned astromechs, gunners, and EPTs in most of my Rebel lists. Not worth the points, in my opinion.
  3. AllWingsStandyingBy

    The A-wing is where they dropped the ball

    Gosh, that's such a good and creative idea. I could even see this as making for an excellent ship ability, even for something like the B-Wing. It's kind of a bummer so very few Rebel ships ended up with ship abilities, relative to the other two factions. I think that's another big thing that is contributing to most players finding the Rebels to be overall boring.
  4. AllWingsStandyingBy

    The A-wing is where they dropped the ball

    I mean, yea it's fun, but I've yet to see it make a worthwhile difference in a game. I've been trying to make him work, and I've even managed to get some spot-on blocks with him (+Intimidation) in a few games, and I've still lost every game I've brough Arvel. Arvel (and the A-Wings generally) are just too expensive for what they bring to the table, as they don't hit hard or reliably and their 4HP burns down fast with their limited defensive options, especially since thanks to Scum-Han Boba and Jonus Bombers and Howl Swarms and other options it's still really easy for opponents to bring quality full-mod attacks against the A-Wing. The A-Wing's overall low Initiative doesn't help anything either, as it makes it's wanna-be arc-dodging role exceptionally difficult, if not practically impossible, to pull off, and even if you do pull it off you're typically tokenless. So the A-Wing ends up playing like a fast blocker/jouster, but with its frailty that's a recipe for underwhelming returns. Why would I bring Arvel + Intimidation when for the same points I could bring an 8HP Y-Wing with two seismic bombs and a turret (or some other loadout)? I can't find an answer to that question, so despite really trying to make Arvel work I'm tossing him out of lists for other ships now.
  5. AllWingsStandyingBy

    Eagerly Awaiting Next Necro'ed Gem of a Thread

    Hmm... There may be a correlation between these two things. 🤣 It's not your job to invest a huge amount of uncompensated personal time and effort into something FFG should be doing for their own product line. I used to be willing to invest a few hours once a month to organize and run tourney kits or CCs, but with the local community on life support and FFG clearly not caring much about supporting the Armada community, I figured my time was best spent on other pursuits.
  6. AllWingsStandyingBy

    The A-wing is where they dropped the ball

    But do they matter again? I mean, the Coruscant results certainly revealed almost no 2-Die Attack ships present, and about the only one getting any love is the ultra-cheap Quad-Jumper which is more of a filler utility blocker that throws out tractor tokens. There are certainly exceptions to the rule, but they tend to be 2-Attack ships that have ways to boost their attack value or deal other means of damage (e.g. bombs, barrage rockets, etc.).
  7. AllWingsStandyingBy

    Eagerly Awaiting Next Necro'ed Gem of a Thread

    Likewise, locally. At my FLGS in the past we used to host Kit Tournaments, Store Championships, and even a few sessions of the Corellian Conflict. Sadly, I think the store is going on nearly 8+ months without a game of Armada being played on its tables... and those last few games were because I was doing my best to maintain interest and running another CC. Sadly, that CC fizzled out about three weeks in when a couple players asked to drop. I'm pretty sure when the SSD drops that our FLGS Owner will be wary of ordering any for the product shelf, and at this point I doubt it will bring any games back to the store even when it does launch (at least three of our locals have sold their collections as lots already, and we didn't have a ton of folks to start with...).
  8. AllWingsStandyingBy

    Are You Team Nerf 🦇 or Team Puzzle?

    [excuse the double-post]
  9. AllWingsStandyingBy

    Are You Team Nerf 🦇 or Team Puzzle?

    [excuse the double-post]
  10. AllWingsStandyingBy

    Are You Team Nerf 🦇 or Team Puzzle?

    I mean, I never really fully bought this whole "if something is powerful, just 'git gud' and learn to beat it." I mean, I was a successful 1.0 competitive player by most measures. When you see a dominant list, it's often not hard to find ways to counter and beat it. The problem, though, is that a lot of the times the counter to beat it will lose to other elements of the meta. So then you just start praying to the match-up gods. A better solution sometimes is to adjust the problematically dominant list, so that it's power is constrained in such a way that counter-building and counter-playing it won't necessitate severely handicapping yourself in the general meta. Though, I realize the Rock-Paper-Scissors dynamic of X-Wing is part of the puzzle, and it's always been a part of X-Wing and 2.0 hasn't done anything that can change that. Nevertheless, if the scissors are less sharp and the rocks less tough and the paper less thick, well it creates more opportunities for aspects other than list match-up to influence the outcome of games.
  11. Since FFG won't give us new ships, kit contents, or articles to talk about, you'd think the least they could do is let us carry on in one of the few threads seeing any activity rather than locking it down. Oh wise Forum Necromancers, I look forward to the next dusty gem you find and dust off... give us something to do while we wait for content from FFG.
  12. AllWingsStandyingBy

    I think Armada New ships will be told on May 4

    "I could see how one might conclude from flotillas' ubiquity and eventual nerf-hammering that Admiral Nelson was wrong about flotilla's impact on the meta. BUT.... only sheeple with wool over the eyes would jump to such a silly conclusion without truly understanding the situation. Only sheeple would ever run those crummy flotillas. But, thanks to Admiral Nelson's selfless sounding of the deathbells of Armada, by the time Wave 4 hit shelves all the non-sheeple had stopped drinking the Kool-Aid and left the game. So, with only sheeple left, of course they were goonin' it up with flotillas in their fleets. Those FFG-lovin' snowflakes insist on using whatever new piece of garbage scraps FFG tosses them, but that blind devotion didn't mean flotillas were actually good. Had a "True Enlightened Visionary" (TM) player still been around, they would have cleaned house without using any flotillas, naturally. Duh! So what he said was true, from a certain point of view...." - Obi-Wan Kenobi
  13. AllWingsStandyingBy

    I think Armada New ships will be told on May 4

    "Have you heard the tragedy of Darth Nelson the Wise? Some say he had the power to see the death of games several waves in advance. Ironic, though, that in the end he could not see the death of his own forum account." - Emperor Palpatine
  14. AllWingsStandyingBy

    Atmosphere

    Yes, I have. A whole set of rules that also included ground vehicles, squads of troopers, and the like.
  15. Indeed, I think the Prequels could have been much better movies than they were, but for all of their bad writing and not-so-great acting and silly childish jokes and sometimes weak CGI the overall story (the arc of Palpatine) was fantastic. Ian McDermott is probably the franchise's best actor, and Palpatine is certainly one of the most compelling characters. So to see his machinations playing out to take him from lowly small-world Senator to Supreme Chancellor to Emperor was pretty satisfying and interesting. Seeing the Jedi Order in full operation, Coruscant, quality light-saber fighting, and the Clone Wars across the Galaxy was awesome. Lots of amazing stuff was added to the Star Wars world. And, in fact, I think the Prequels become a single very solid movie if you edit out some of the weaker stuff (most of Jar-Jar, Bantha Farts, etc.). On top of this edit, if LFL ever went back and shored up some of the CGI--especially of the clones--why I think the Prequels could be turned into one of the strongest Star Wars movies. On the contrary, I found the New Trilogy to be severely lacking. While its acting and effects are much better than the PT overall, their is such a lean story there. TFA is the silly rehash, and TLJ burns the world of Star Wars to the ground while making the universe feel so empty and desolate and small. And while both the PT and the OT made sure to drop hints about significant time passing between each film, the entire ST so far has taken place across about 48 hours, making the world feel even smaller. To make the Sequels salvageable, you'd need to add so much stuff to them to patch up where they are sorely lacking. Two films in and we still have no plausible context, background, or world-building for how a toppled Empire could rise to be even stronger and better armed than it ever was, all while the New Republic didn't deem them a serious threat? And despite the fact that the PT makes such a big deal about Vader being a "once in a thousand years chosen one with the Force," even hinting at deep machinations as his origin, we get ex nihilo Snoke and Rey and Ren, all of whom are "stronger than anything I've ever felt before" - Luke. The same Luke who has been around Yoda, Palpatine, and Vader himself. Is there something special about them to explain their incredible raw power, or is Disney just lazily trying to make them superior to the old characters by just expositioning that they are bestest most powerful-est ever? Why was the entire galaxy-wide Resistance a mere 400 people and three capital ships? etc etc etc And on top of this, while the PT gave us some awesome places (e.g. Coruscant) and dozens of cool new ships and vehicles and species, the ST has basically given us just slightly altered designs of a few ships we already had... and Starkiller base... and... well that's about it. So it hasn't added many cool "things" or "places" to the built-world either.
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