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Everything posted by Amraam01
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If it is not on the board it didnt happen; it is a missed opportunity, you share a bigger burden to enforce what is on your squad, You cant expect the opponent to always remember what is on your ship. And it seems most feel this is a correct interpretation of the rules, if it is not feasible to go back (Example- placing a stress at the end of a round because both players forgot vs. adding the stress 1/2 way into revealing dials in the next round.) Now I would say this contrasts greatly in another example, I forgot to add a stress after going through debris, 1/2 way into revealing dials it was noticed. Since I did a red and should have had a stress, my opponent set my dial. In this case, it was not forgetting what was on the opponents ship, but forgetting a game mechanic. Ultimately it was my responsibility to ensure I had a stress.
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Not sure how you state a list that is no longer played. Simply, your list is not true, even competitively we are seeing a lot of those ships. In fact with scum releases, Y wings and Hawks are having a great resurgence if anything. Ewings, tie fighters shuttles and advanced have always filled the respective roles and are regularly seen as before. Advanced you will be seeing a how lot more soon. So the premise is entirely inaccurate.
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No because Tetra does not change the revealed maneuver. So if he revealed a 5 k-turn he can treat the speed differently, but he still revealed a 5 k-turn so SoT can only change it to a 5 straight. SoT and Navigator actually require you to rotate the dial to the new maneuver. Tetra does not and he doesn't even have a 1 k-turn on the dial. When multiple abilities occur at the same time you can choose the order to best benefit yourself. So you choose the change the 5k turn to 1k turn, then decide to SOT and change to whatever 1 speed maneuver you want, then gain 1 stress. The 1 K turn is straight from the card. If you say are "treating" your maneuver as a 1K turn, then you can understand how you can then change your dial to another 1 speed turn with SOT. The 5K speed that is physically on your dial is no longer valid as your speed is now 1K due to the card overriding the game rule.
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Yup that seems correct.
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I am just as excited as the next guy to see some neat variety in the meta, and a list like this certainly qualifies. However, the fact that he had to tailor the entire list to pass off enough actions to make the ordnance useful (Airen Cracken's free action combined with Squad Leader) pretty much validates the desire folks have to see ordnance "fixed". I have no desire to take anything away from pilot or list, but people want an adjustment to projectile weapons like concussion missiles and proton torpedoes because they are iconic, appearing in almost every canon (and non-canon) starfighter battle. Their current design - and cost - makes them incredibly difficult to use effectively, and that's all folks want corrected. Yeah think about what your asking you are putting more and more power into a 'lucky' or unlucky dice roll. I rather have the higher cost of ordinance or be overcosted than a meta where everyone is bring the torps and knocking your bests ships out after 2 rounds while your missiles blanked out. So be careful what you ask for,,,,
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Didnt read the posts, excuse my ignorance, but I would like to see Pilots flying multiple ships (i.e. Corran in having the ability to fly in an Xwing, or Ewing etc.) Maybe different stats or something...
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To answer the OP, yes Armada will make it, mostly because Fantasy Flight knows how to run a business. So dont worry about Armada, it is no Xwing but, correct me if I am wrong, but comparing to Xwing is a tad unfair as nothing has ever grown so fast (miniatures wise). Truly Xwing is only a few years old and is practically mainstream! They know how to appeal to the right crowds, price things right, and quite simply make fun and accessible games so Armada will be fine.
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I like Armada, but realistically, it is a bit too long. It will never have the same competitive atmosphere but more of a planned out affair something the shut up and sit down review touched on.Can I ask what other war games you play? (other than X-Wing)Forgottenlore, how much was 6 TIEs by Wave 1? What about before? At MSRP of course (need a commonality) Competitively just Xwing. I have been meaning to play more Armada (which I have everything except the frigate), but when I plan for my once weekly game night on Wednesday, I weigh getting in 3 games of Xwing or 1 Armada game in I choose Xwing. The idea of playing team Armada (Where you control 1 or 2 ships) seems really fun though.
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That is so awesome how you did. It is great that you showed that ordinance can do well especially when after thread after thread says it needs to be fixed. It is even more baller just to take an unexpected and unique list and to perform well, something I try and usually fail at! But, practice practice practice seems to be a key!
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Ouch any 60 point ship is going to have a sad day!
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I like Armada, but realistically, it is a bit too long. It will never have the same competitive atmosphere but more of a planned out affair something the shut up and sit down review touched on.
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Like someone said before, previously it was 'teleporter', now it feels like it is 'cloaked', so thematically this makes more sense.
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A lot of assumptions here. I never saw a list start with a single Tie vs a fat falcon. Seems you lost the game way before you got to this point.
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Kyle Katarn and Jake interaction timing
Amraam01 replied to piznit's topic in X-Wing Rules Questions
And if you happened to bump earlier? I guess you can still perform the boost of barrel roll! -
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Exactly, which is why I suggests the range 2 limit outside of arc! I do like the ignore range 1 bonus idea too.
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This is an awful idea. So is removing one attack die outside of arc. You want to cripple turrets to the point of non-contention, and that does nothing to balance the game.The people that are suggesting changing the boost action are more in line of what can be done to balance things out. I agree slapping an engine upgrade on a large hull can make it incredibly fast. But a change like the large ship barrel roll is easier said than done because of the bank turns. What will be important is to make sure the ships bearing still pivots 45 degrees, besides that I wouldn't have a problem with this change. Large hulls are obnoxiously fast with an engine upgrade. But that's the flight system that was implemented, and until a change happens, you'll have to find ways to counter it. Edit: Don't know if this has been suggested before, what about after the bank template placing a straight template, and lining up the front nubs of the ship on that? In other words, the bank boost for large hulls have the template end line up with the front not the back. Using a 1 bank template might be too much to slow down, maybe a 2 template will be a happy medium. Will have to test this when I get home. Well, it seems to work fine with all of the small base ships.... Especially with Hawks and I do not think those ships are unplayable.
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Or it counts against the destroyed ship? Who knows.
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Unavoidable hit rolls? Yes, of course it has a place!
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Very true too much speculation at this point. Maybe the Pup will get it's own card that is worth less than a Z-95 (6pts)? Maybe it gets a pirate Z-95 card worth 12? Suddenly, you might have score-able points on the table.
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I think your touching on a good point, perhaps 3PO is too cheap! But that is a totally different argument then what you are making. Personally, I like the idea the turrets can only fire at range 2 out of arc.
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Someone had to say it. I've been thinking this for a while now. I'm one of those people, and stand by those statements, but I placed second at regionals without a turret. I guess I'm not good at the game guys there's no point to responding to these provocations the "get gud scrub" response has been around since Counterstrike, and it's always been pointless non-constructive criticism . They're less useful for resolving any issues revolving around the subject or for changing minds/convincing people, and more of a masturbatory exercise. posts worth reading about such issues are more like Vayn's taking issue with my "your maneuvers don't matter," or the "Strategy Thread: killing turrets" a few posts below. I think the problem is you simply don't want to fly against a turreted ship since you don't have fun. Official competitive play is probably not for you. Solution- Perhaps organize 50-60 point tournaments small base only or play against people who will not fly turrets? I am not sure what else you can ask for other than making it clear you are not happy with the game but turrets will always be part of the game.
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Exactly! Plus, most people fly differently and take different actions to avoid getting to 0 hull and getting destroyed. You take this out, where it does not matter much to lose you last hull point vs losing 1/2 your points potentially in a fat build late in a game, the decisions you make will be affected.
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Not really sure what problem your addressing. I dont think MOV or people care much in my circles. After all, dont lose in Swiss and your making the cut. The argument who deserves 16th vs 17th is about as interesting as last teams in the NCAA tournament. There are plenty of other reasons why you didnt make the cut.
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Already explained in the same post. Snipped: 2 ship lists are fat, and the scoring system is broken without partial points. That's why so many players are taking 2 ships. It won't change until the scoring system changes, or some cheaper ship becomes so heinously overpowered that it starts to dislodge everything else. I think one thing that is overlooked and a major variable (With the number of ships) is fatigue; this may help explain why the 2 ship often seem to do better. Everyone knows you make more mistakes the more tired you get especially in a 5-6 round day plus cut. The simple fact is more ships require a lot more brain effort to watch bumps, play effects, landing on obstacles etc. Of course, we can test this objectivity by looking at round 1 pairings (Random pairings) and see if 2 ships do just as well as 4+ ship builds or how well winning is correlated with respect to the round, or perhaps look at a timer to see how long it takes to place your dials given your number of ships and what round you are in. I predict, your time deciding on moves increases and/or mistakes increase as a factor with the number of ships and which round you are in. This equals, on average, more damage and in the end losses.
