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megamen

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  1. Like
    megamen got a reaction from flatpackhamster in Not a foot long... LIES!   
    Measure it diagonally!
  2. Like
  3. Like
    megamen reacted to Tranenturm in Is Clontroper5's build invincible?   
    I'm amused we're basically back to the gencon list and this is somehow new territory complete with an "impossible to beat" list. Perhaps people may want to dust off their Neb-bs? Yavaris is still good and in a five ship list can go last to break up the back to back activations. I'll be stuck on repeat and push the list I've been pushing. 3x Neb, mc30, cr90. Add Mon Motha, squadrons to fit your meta and season with upgrades to taste. Keep a tight Neb line using the mc30 to keep ships from closing on the Nebs and flank with the 90. (I'm not saying this is the only counter or the best. But Yavaris does a great job of making Demolisher pay)
  4. Like
    megamen got a reaction from Benjan Meruna in Super Star Destroyer discussion thread   
    You may hate me for saying this, but the Executor is pretty much certain, as I didn't see an Admiral Piett commander card in the spoiled ISD pics.
    So, what is a reasonable length? About 2 feet. Anything much larger and it will bend / break under its own weight and be incredibly cumbersome to move. And yes, based on the normal game size that is half(?) the board. So we can expect a larger play area... Which I think will be bigger than a dining room table.
    And yes, I know just how powerful the Executor is. Try playing the Star Wars mod to Sins of a Solar Empire (way better than empire at war btw). The Executor can single handedly take out entire fleets, without even losing shields. It is like a frickin Borg cube powerful. But it will be scale down to around 300 points (unless FFG learned a lesson wih the CR90, in which case I expect somewhere around 1000 points).
  5. Like
    megamen reacted to clontroper5 in Lets Analyse Threat Range   
    Lets take a quick look at how we can apply what we learned to Formation flying. 
     
    First up rebels:
     
    So rebels as you may have noticed earlier, generally have far less red but far more yellow, now the problem with yellow is that it inst going to kill much anytime soon so lets look out how that can be remedied in your games using formations
     
    (i apoligies this dont look as clean as the single ships, harder to paint...)
     
    first up a conga line,  in my example i am using 3 Mk2s but it works with any broadside ship
     

    as we can see the conga line combines the Yellow and light orange of the assault frigates into a combind (oddly shaped like lips...)red area with a large area, including a dark red area where all 3 side arcs overlap. its also important to note this area is at long range, there is a good reason we here about this formation alot. of course it has those obvious weaknesses at the Front and rear of the formation.
     
     
     
    lest take a look at the same fleet but in more of an Echelon formation
     

    this formation increases the red area and decreases the yellow and green again but at the cost of less Dark red compared to the classic conga line, also the more extreme the angle the assault frigates have the less green area there is but the less red you get as well.
     
    take a way: the more damage you need on a single target the better it is to run parallel or in a circle trying to keep the "focal point" on the target, such as when this fleet comes in contact with and ISD. But if you are trying to threaten more area (i.e. against enemy corvettes) it is better to use a staggered approach  with the greater the angle (meaning farther off of strait following each other) the more area is covered but the less severe the threat in that area becomes.
     
     
    now lets look at imperials: Generally speaking imperials do not have trouble killing ships but rather getting them in range (kinda the opposite of rebels hmmmm...)so there formations are going to be based on spreading out and making sue there is no room to run, this can be demonstrated very well using those raiders I have been enjoying so much in the World cup.
     
     
    Line abreast formation: (assuming Confire)

    Here we have the raiders spreading out in a line, they are each designed individual to kill enemy ships so the need to focus fire is limited and by spreading out we can form a solid wall of  Red and Dark Red so even though there is very little threat at range, the raiders have formed a impassible wall. this applies to all the imperial ships especially the Vic-1. this is also why Minefields and contested outpost is so good as it forces the enemy into your wall of red.
     
     
    now it doesn't have to be a "perfect" formation
     
    I used the threat ranges of my fleet to great effect in the World cup Semis final against JJ
     
    here is the picture
     
    (red speckle is the Range of demolisher) 

    here we see how i used my formation to form that impassible wall, also notice how I exploited the location of the Obstacles and Mines to add to my wall. when JJ saw this he knew he couldn't Advance with out taking severe damage and probably dieing, so this forced him to slow to speed 0 which left him a sitting duck for Demolisher, using my threat range I foced him to chose between Bad and Horrible which lead to my win.
  6. Like
    megamen reacted to vsolfronk in Ramming and blocking does it need to be changed   
    Ramming is silly in outer space and should be dropped. These are spaceships, not triremes.
  7. Like
    megamen reacted to TrinityLyre in Commander Palpatine   
    Each turn, you may choose a new command for the top command dial of all friendly ships and one enemy ship.
  8. Like
    megamen reacted to AdmiralThrawn in Been Away For a While...Whats The State of Armada?   
    Oh don't think I didn't find time to study some artwork in by absence....
  9. Like
    megamen reacted to General Zodd in Been Away For a While...Whats The State of Armada?   
    Admiral Thrawn, I seem to remember you coming back after a long absence once before. You did fine that time, mostly... ;-)
  10. Like
    megamen reacted to dvryan in Parting Thoughts   
    After a few days of contemplation, I made the tough decision and sold my Armada collection.  
     
    I've been a star wars fan all my life, and the spaceships hold top place for me; my favorite movie scene remains the ROTJ space battle.  When FFG announced Armada, I was overjoyed.  Finally, a top-notch star wars space combat game!  After what seemed like a long time, I received the core set.  Solid mechanics, well-thought out rules- good stuff!  Then wave 1, and 2.  More good stuff!  But it's time to move on.
     
    Armada is a great game.  But in the end, I had a few main challenges:
    - it was hard finding enough time to play it (three young kids will do that)- 3 hours seemed to be the minimum game time for me, and with only one friend willing to play- and his own availability limited- I could get in only one game a month.  
    - its tactical focus was fun, but made it difficult (and expensive) to play 'true' Armadas- fleets of 10+ ISDs, with supporting ships, taking on an equivalent Rebel force.
    - the scale was great in many ways, but the size of those big ships made it hard to find sufficient gaming table space (in my house, at least).
     
    Being a fan of more strategic games, my hope (and it's a small one, I realize) is that FFG will release a card-only, strategic star wars space combat game.  Something, perhaps, similar to the upcoming Rebellion in flavor- where the whole galaxy is in play, and players must play and move fleets strategically to gain the upper hand.  Maybe it would even play in 1-2 hours, making it possible to do more than one game a night.  I would gobble that up.
     
    I walk away, but without bitterness or regret.  The games I did play were fun; Armada is solid.  I wish everyone the best, and may many more waves grace your gaming table.
  11. Like
    megamen got a reaction from Viperous in Why the Raider doesn't work (I + II) and won't.   
    So, it sounds exactly like the lore for the Lancer class. It costs as much as a regular ship, but it goes boom when if fights a regular ship, but it is excellent against fighters.
    It sounds horrible, but it sounds like FFG got this one perfect.
  12. Like
    megamen reacted to Jondavies72 in Store Championship Rulers are Annoying   
    That's what happens if you try to teach your twoyearold how to play armada.....
  13. Like
    megamen reacted to Drasnighta in Store Championship Rulers are Annoying   
    I'll take 'em if you don't want 'em.

    My 2 Year old just folded my only Cardboard Ruler in Half.
  14. Like
    megamen got a reaction from Karhedron in K-Wing Builds   
    I think that Miranda changes the late game meta suh that you do not want to fight a regenerating ship, because it will e very difficult to kill.
    Ultimate survival mode Miranda:
    TLT + Jan Ors crew (to add evade).
    Use Jan for the evade. You need to get three hits to make progress killing this ship. She will kill you through attrition.
    Also, the Jan Ors + advanced slam is an interesting combo as well, since you can't Attack, why not get the evade.
    Finally, the EU + advanced slam is cool too. Assuming there is a speed 4 maneuver, you could move at speed 9. Good luck catching that.
    Granted, I am more of a defensive player.
  15. Like
    megamen got a reaction from Snipafist in Point costs that could be reconsidered?   
    Good job Snipafist!
  16. Like
    megamen reacted to Snipafist in Point costs that could be reconsidered?   
    There are definitely some oddly-costed items in the game. If I was king of FFG for a day* here's what I'd do, preferring points changes when possible but errata when necessary...
     
    Imperials
    Devastator (ISD title) is extremely overpriced. FFG doesn't seem to correctly price the Imperial upgrades that effectively come down to "compromise your odds of surviving to get some blue dice." At 5 points, I might consider it. 10 points is far too high. Admiral Chiraneau, at this point with the addition of Intel to the game, seems overcosted at 10 points. 6 points and I think he'd be a competitive option. Director Isard's effect just isn't that great, no matter what its cost is. She'd either need some kind of errata or a future combo upgrade card that triggered on correctly guessing the attacked ship's top command dial, neither of which I feel comfortable designing right now. Dominator (VSD title) is extremely overcosted at 12 points for much the same reasons as the Devastator. Bring this down to 6-7 points and I'd definitely give it more consideration. Warlord (VSD title) is also overcosted at 8 points for its effect. It has some synergy with H9 Turbolasers, which are also overcosted. At 4-5 points, I'd consider it. Grand Moff Tarkin is an astonishing 38 points. I don't deny that his effect is good, but it's extremely expensive for what you get and for its restrictions. I'd definitely give him more consideration at 30 points, which is 5 more than Garm whose effect is similar but not quite as good. Darth Vader (commander) could also probably use a slight discount down to 32 points or thereabouts. He's good, but he's nowhere near Ackbar good (we're getting to that ) The VSD-II at 85 points is a hefty 12 point increase from a VSD-I to swap black dice to blue and an ordnance slot to an ion cannon slot. Conversely, an ISD-II gains a lot more (+1 red dice, +2 blue dice at the cost of 3 black dice; defensive retrofit slot at the cost an offensive retrofit slot) over an ISD-I for only 10 points and is a better platform for the kind of upgrades VSD-IIs used to compete for in wave 1 (Gunnery Teams, Intel Officers, Turbolaser upgrades, etc.). I'd reduce the VSD-II down to 80 points (a 7 point upgrade). TIE Advanced get a 1 point discount to 11 points. 12 is all right but seems just a smidge too high. Rhymer gets errataed to only affect bombers (tada, constant forum whining removed). YV-666 reduced by 1 point to 14 points. The weird little garbage truck needs a little fixer-upper and putting a 2 point gap between it and the Aggressor might see it get a bit more love. It's such a weird squadron with some definite things going for it (7 HP, Rogue, Grit, 2 black + 2 blue anti-squadron) with some huge things going against it as well (2 speed, Heavy, 1 blue dice anti-ship without bomber). Jumpaster 5000 reduced by 1 point to 11 points because nobody sees these on the table unless they're being piloted by a man who believes toilet paper is suitable material for a hat. Rebels
    Admiral Ackbar I would simply errata to add the following to the end of the last sentence "if that attack is the first from that hull zone for this activation." It incentivizes actually Ackbar slashing instead of conga-lining and it makes Ackbar less a brain-dead choice for Rebel commander. Increasing his cost wouldn't do much, unless you made it unfeasibly high (50 points? how high would it need to go?), which has the unfortunate side effect of either removing him from the game or making running him with non-Assault Frigate conga lists even less cost effective. Home One increases to 10 points (from 7). That's a very potent title right there. Paragon (Assault Frigate title) errataed to read "While attacking a ship that has already been attacked by this ship or another friendly ship this round, add 1 black die to your attack pool." As it is, it's very difficult to trigger effectively and it has negative repercussions on the Assault Frigate MkIIA, which the title is designed to compliment through double-arcing. Speaking of which, drop the Assault Frigate MkIIA to 79 points (a 2 point discount). This is rarely seen. The +1 blue dice up front and back and +1 blue anti-squadron are well-received, but the -1 squadron hurts a bit and the simple fact is that Assault Frigates as they're currently played (everybody conga!) have little use for the extra front/rear blue dice. Similarly, drop the MC80 Assault Cruiser by 3 points to 111 points. I very rarely see these online or in meatspace compared to the Command variant, as most players don't find the slight dice improvements and +1 defensive retrofit slot worth the increased cost and -1 Squadrons and -1 offensive retrofit slot. YT-1300 is +2 points and gains Rogue. My most dedicated Rebel buddy is still scratching his head at how best to use these vs. X-Wings and not coming up with great solutions (and everyone else has long since given up trying). Rogue would differentiate it enough and help it with the intrinsic difficulty of being a speed 2 anti-squadron fighter and give Rebels some more generic Rogue lovin'. HWK-290 gets a 1 point discount to 11 points for the same basic reason as the Jumpmaster discount. Jan Ors is so astoundingly good you need a REALLY good reason to use the generic version. A points discount helps, if only a little. Jan Ors is +1 point. Jan Ors is extremely good. At least Dengar good, in my experience. She should cost Dengar good. Generic upgrades
    Defense and Weapons Liaisons: cost reduced by 1 to 2 points total. Good with Tarkin, meh with everyone else. Require a decent investment to make work and generally better for newer players. Command Officers (Engineering Officer, Wing Commander, etc.): cost reduced by 1 to 5 points total. Similarly, these are decent officers but generally better for newer players and need a bit of a bump for better players to consider them. Point Defense Reroute errataed to: "When attacking squadrons at close range, you may reroll any number of dice." Makes it actively worth considering on better-flak ships and removes the anti-synergy with black dice on the current Point Defense Reroute. Quad Laser Turrets reduced to 3 points from 5. Counter 1 versus bombers is not the greatest, but for a 3 point upgrade, I'd consider it. Ion Cannon Batteries reduced to 4 points from 5. Just needs a little nudge. NK-7 Ion Cannons reduced to 8 points from 10. I realize FFG is worried about people spamming these, but 10 points for an effect that removes defense tokens only once per turn and only on a blue crit and only after the defender chooses which defense tokens he's spending is a bit too expensive in my opinion. Cluster Bombs reduced to 3 points from 5, although I'm still pretty sure we'd never see them used. Redundant Shields reduced to 6 points from 8. I can't fathom how these were priced higher than Electronic Countermeasures or Advanced Projectors. Expanded Launchers reduced to 11 points from 13. The same cost as Ordnance Experts + Assault Concussion Missiles, which still feel like a superior choice in most circumstances. Rapid Reload reduced to 7 points from 8 for similar reasons. Enhanced Armament is 10, you'd think black dice would be cheaper to come by given their limitations. Nav Team cost reduced to 3  points from 4 points. It's still not great, but hey cheaper never hurts. Projection Experts reduced from 6 points to 4 points. It's janky fun and you shouldn't discourage janky fun for all those guys out there who want to try something silly that's not generally that great. H9 Turbolasers reduced from 8 points to 4 points. You get better effects from the Heavy Turbolaser Turrets and XI7 Turbolasers for only 6 points. The poor H9s need some lovin'. Slaved Turrets reduced from 6 points to 4. That limitation is pretty fierce for a single red dice. Works great on Salvation, otherwise this is not a very popular upgrade. Turbolaser Reroute Circuits increased from 7 points to 8. It's quite good on CR90s and MC30s, as we're all aware, and definitely superior than Enhanced Armament on either of those options, which is 10 points. XI7 Turbolasers errated to specify that the defender cannot suffer more than 1 damage on EACH other hull zone so Advanced Projectors can be a soft counter once again and the meta can open up to contention from other turbolaser upgrades on larger ships. XX-9 Turbolasers reduced from 5 points to 4 points to incentivize consideration. Ruthless Strategists reduced from 4 points to 3 points. They're useful with the right setup but it still requires hurting your own squadrons to proc it under a specific circumstance. Sensor Team... I don't even know. An errata would likely be required. Currently the requirements are simply too high (exhaust and spend a dice to change another dice to an accuracy is a net use of once per turn at the cost of two dice, which is... oof) to get good use out of it, but making Accuracy results available too easily, especially when combined with other available upgrades (particularly XI7s) gets ugly (see: why Home One is currently deeply hated). And... that's it. It's mostly a fun mental exercise because I know full well these won't be changed (with the slight chance of an errata/FAQ here or there) and I still love the game anyways.
     
    *Yes, random internet-dweller, I know I'm stupid, I know I'm wrong, I know it's a good thing I'm not king of FFG for a day. Thank you for your helpful comments.
  17. Like
    megamen reacted to Mikael Hasselstein in Wave 3 will be announced in April   
    April 1st huh?
    There's just something about that date... Hmmm...
  18. Like
    megamen got a reaction from Stasy in Has FFG lost interest in Armada?   
    Honestly, all of these threads are just a sign that we care.
  19. Like
    megamen got a reaction from Stonegeneral in Has FFG lost interest in Armada?   
    Honestly, all of these threads are just a sign that we care.
  20. Like
    megamen got a reaction from Hastatior in Has FFG lost interest in Armada?   
    Honestly, all of these threads are just a sign that we care.
  21. Like
    megamen reacted to Drasnighta in Has FFG lost interest in Armada?   
    US RRP of an ISD is $49.95
     
    The Bank Exchange Range is 4% lower than the "Actual" Exchange rate, and when you add that percentage, you're looking at a 1.47 multiplier.
     
    It is unfortunate, but it is spelled out.
     
    And even when the exchange rate is better, the other local stores aren't much better when it comes to those pricings...  Because they're either ad-hoc orders, or in so low volume its barely worth shipping from the Distributor.
     
    We know we live in Western Canada.  It feels like more than half the world to have to have product come from China, to the US, to Canada's East, only to try to make it back here without re-dipping back into the US once or twice.
  22. Like
    megamen got a reaction from LazorBeems in Point costs that could be reconsidered?   
    I still think Dominator has a place, as it can boost the Vic to ISD level of firepower at a lower price. And, essentially the repair command becomes an improved concentrate fire command (+2 blue dice).
    Note, it is a pyric solution though.
  23. Like
    megamen got a reaction from clontroper5 in Point costs that could be reconsidered?   
    Ok, here is a better metric:
    Firespray is 18 point for 2 blue bomber dice, 6 hp rogue. This is roughly equivalent to a +2 blue dice in any arc for one attack.
    Dominator: 12 points for +2 blue, -2 shields any arc. So is 6 points worth -2 shields and loss of a squadron? How many times will you get to use it?
    Devastator: 10 points for +X blue, -X defense tokens, front arc only. Do I even need to ask? You are not likely to be able to use it very often, especially not beyond the +2 needed to make it competitive.
    Expanded Launchers: 13 points, +2 black, front arc only. Pretty limited due to range and the shoot then move mechanic vs Firespray move then shoot. Otherwise it is 6.5 pts per black die, arc limited.
    TLRC: 8 points, convert red dice to 2 damage (~ 1.6 extra red die of damage), must spend evade, all arcs. Ummm, do I even need to ask? 8 points for + 1.6 red dice in all arcs (4.8 pts per die!), requiring use of weakest defense token, yes please!
    Slaved Turrets: 6 points, + 1 red die all arcs, only attack once. Ok value if you only plan to attack out of one arc.
    Enhanced Armaments: 10 points, + 1 red on left and right arcs. Poor value for just one use per round, but great value if used for both attacks.
    One thing we haven't mentioned is the colour of the dice, as red will always be triggered, and therefore blue and black dice should carry a further discount ( perhaps 1 round) to red.
    Just to use round numbers, each red die is worth ~ 5 points. Therefore Dominator should be ~ 8 or fewer points, and Devastator ~4 (assumed you deliberately burned the contain token during first round of long range fighting [can you use a defense token if it does nothing?].).
    Interestingly, Admiral Ackbar follows this pattern pretty well (4.75 points per red die, assuming 4 uses per round).
    So yeah, anything with a cost > 5 points per die is are points poorly spent, excluding special card interactions.
    So, having looked at these cards, what are your thoughts?
  24. Like
    megamen got a reaction from Pilot no55389 in Point costs that could be reconsidered?   
    Ok, here is a better metric:
    Firespray is 18 point for 2 blue bomber dice, 6 hp rogue. This is roughly equivalent to a +2 blue dice in any arc for one attack.
    Dominator: 12 points for +2 blue, -2 shields any arc. So is 6 points worth -2 shields and loss of a squadron? How many times will you get to use it?
    Devastator: 10 points for +X blue, -X defense tokens, front arc only. Do I even need to ask? You are not likely to be able to use it very often, especially not beyond the +2 needed to make it competitive.
    Expanded Launchers: 13 points, +2 black, front arc only. Pretty limited due to range and the shoot then move mechanic vs Firespray move then shoot. Otherwise it is 6.5 pts per black die, arc limited.
    TLRC: 8 points, convert red dice to 2 damage (~ 1.6 extra red die of damage), must spend evade, all arcs. Ummm, do I even need to ask? 8 points for + 1.6 red dice in all arcs (4.8 pts per die!), requiring use of weakest defense token, yes please!
    Slaved Turrets: 6 points, + 1 red die all arcs, only attack once. Ok value if you only plan to attack out of one arc.
    Enhanced Armaments: 10 points, + 1 red on left and right arcs. Poor value for just one use per round, but great value if used for both attacks.
    One thing we haven't mentioned is the colour of the dice, as red will always be triggered, and therefore blue and black dice should carry a further discount ( perhaps 1 round) to red.
    Just to use round numbers, each red die is worth ~ 5 points. Therefore Dominator should be ~ 8 or fewer points, and Devastator ~4 (assumed you deliberately burned the contain token during first round of long range fighting [can you use a defense token if it does nothing?].).
    Interestingly, Admiral Ackbar follows this pattern pretty well (4.75 points per red die, assuming 4 uses per round).
    So yeah, anything with a cost > 5 points per die is are points poorly spent, excluding special card interactions.
    So, having looked at these cards, what are your thoughts?
  25. Like
    megamen got a reaction from Pilot no55389 in Point costs that could be reconsidered?   
    I still think Dominator has a place, as it can boost the Vic to ISD level of firepower at a lower price. And, essentially the repair command becomes an improved concentrate fire command (+2 blue dice).
    Note, it is a pyric solution though.
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