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Nerdynoob

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  1. Doesn't banking a token count as spending that command, and therefore can't be done while raided? So unless another ship, via Hondo or other token shenanigans could pass the raided ship a token, wouldn't it be unable to nav at all until turn 4?
  2. In the last couple weeks I've been trying variations on this fleet, and I've come up with this: Name: Hopes and Dreams Faction: Rebel Commander: Admiral Raddus Assault: Most Wanted Defense: Hyperspace Assault Navigation: Solar Corona MC75 Armored Cruiser (104) • Damage Control Officer (5) • Boarding Troopers (3) • Electronic Countermeasures (7) • External Racks (3) • Leading Shots (4) • Quad Battery Turrets (5) • Aspiration (3) = 134 Points MC30c Torpedo Frigate (63) • Lando Carissian (4) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • H9 Turbolasers (8) • Admonition (8) = 92 Points CR90 Corvette A (44) • Admiral Raddus (26) • Hondo Ohnaka (2) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 81 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points Squadrons: = 0 Points Total Points: 384 I found that in a lot of games, my bid was too low to make good use of the Hammerhead before it was deleted by a large ship. I took it and one flotilla out to increase my bid, add some upgrades to Admonition, and get another TRC90. Overall, this fleet feels a lot better to me. It has the same consistent long-range firepower as before, and the higher bid lets me really get the most out of Aspiration and Admonition. I am a little concerned about the lack of range now that I don't have the Hammerhead, but the only way to get that back is to drop a TRC90. Doing that means I only have 3 drop ships, and one of them is Raddus himself, which I'm not very comfortable with. Thoughts on this new version? I'd appreciate any feedback.
  3. Thank you for your in-depth response! The quoted portion above especially stood out to me. I've definitely felt like that list was lacking a bit of firepower compared to other builds, and I can see how including a MC30 instead of the second TRC90 would add that. Do you find that the flagship is too fragile without engine techs or Derlin/Lando/RBDs? CR90s are certainly maneuverable, but I would be worried that the threat of Cymoons, fast bombers, or other long-range threats would force me to stay too far away to contribute to many fights, or risk being destroyed. At that point, would it be worth putting Raddus on Admonition for extra durability? Also, with only one set of slicer tools, how have you fared against squadron-heavy lists? Does quantum storm give the flotilla enough juice to slice carriers when you need it to, or does it get blown up before it can contribute? I'd love to use Comms Net instead to help pass tokens and save on points, but I'm worried I wouldn't have enough counterplay against squads.
  4. That possibility is the reason I have zero squads, actually. I've found in the past that my typical squad complement of Shara, Tycho, and 2 A-wings/2VCX was enough to buy me a crucial turn against squadron medium or heavy fleets. However, recently things like Imp 2-ship or other supersquad builds seem much more common than 50-90 point squad complements. Between things like Sloane, Flight Controllers, and squads with lots of blue antisquad dice, it isn't uncommon for my aces to be oneshotted. At that point, I've been trying to rely on slicer tools and going for tabling my opponent rather than giving them 30-50 points for free and crossing my fingers that it delays them a turn. I've also found that Raddus helps a great deal against squadron-heavy builds just by extending my effective reach. If I've flown correctly, it's almost impossible for the enemy to block my drop zones off with squads, and my MC75 can drop the Hammerhead right in front of their main carrier, even if all my other ships are still far away. Distance 1 + large base size + distance 1 + small base length + black dice range really adds up. With that kind of threat deployment range, it's difficult for fragile carriers like the Quasar to kite me. If heavier carriers like an ISD want to kite, I'm more than happy to let the points go to waste that they invested putting guns on that ship. All in all, I could drop a CR90 or flotilla and decrease my bid to add a token squad force, but I'm afraid that token force will be overrun without earning its points back. I'd rather accept that Morna/Jendon will kill my small ships quickly and hope to kill their carriers first, especially since that means I haven't wasted points on a squadron screen against ship-heavy builds.
  5. I'd love to put Lando on the flagship, but I'm worried that without him, the MC75 could be oneshot by BTAvenger or lucky rolls from an ISD front arc. If I have to avoid dropping into those dangerous areas altogether, it makes taking down ISDs as second player very difficult. Are nonstandard crit effects common enough in the meta these days that DCO actually does anything? You're definitely right about the benefits of Solar Corona, but my thinking is, I've already paid 26 points (Raddus) to win the deployment game for half my fleet, and the other half is maneuverable enough that I don't feel too disadvantaged by my low number of deployments. Since I already win the deployment game, is the accuracy reduction half of SC worth more than the points I get from Dangerous Territory or Salvage Run?
  6. Hey all, I've been testing the following fleet for the last month or two with the aim of playing it in an upcoming Regional tournament. Tourney v1.2 (384/400) ===================== MC75 Armored Cruiser (104 + 33) + Lando Calrissian (4) + Boarding Troopers (3) + Electronic Countermeasures (7) + Leading Shots (4) + External Racks (3) + Quad Battery Turrets (5) + Profundity (7) CR90 Corvette A (44 + 50) + Admiral Raddus (26) + Major Derlin (7) + Engine Techs (8) + Turbolaser Reroute Circuits (7) + Jaina's Light (2) CR90 Corvette A (44 + 7) + Turbolaser Reroute Circuits (7) Hammerhead Torpedo Corvette (36 + 11) + Ordnance Experts (4) + External Racks (3) + Garel's Honor (4) GR-75 Medium Transports (18 + 11) + Hondo Ohnaka (2) + Slicer Tools (7) + Bright Hope (2) GR-75 Medium Transports (18 + 8) + Slicer Tools (7) + Quantum Storm (1) Most Wanted Hyperspace assault Dangerous Territory The MC75 is kitted out to survive one big attack from an ISD or similar ship, and cripple it in return. The Hammerhead and TRC90s should be able to finish it off once Boarding Troopers strip its defence tokens. The flotillas can slice enemy carriers on a critical turn, and between them and the TRC90s, I have plenty of drop options for the Radius ship. Engine techs and Derlin keep Raddus himself alive and able to contribute long range firepower from a safe distance. Any suggestions on improving this list? Specifically, I've been toying around with Dangerous Territory vs Salvage Run, Derlin on Raddus' flagship vs RBDs, and whether to add Leia to one of the flotillas as anti-slicer insurance. DT seems more consistent than Salvage Run, and means I can drop the MC75 without worrying about running over obstacles. Salvage Run, on the other hand, gives me dust fields, which I've found greatly help the flotillas survive to drop the MC75. Also, the fleet is fast enough to pick up most of the Salvage Run tokens, and the CR90s always appreciate free nav tokens. Derlin on Raddus' flagship tends to mean that opponents don't even try to attack it, which is great, but RBDs would let me engine tech-ram twice, heal, and do it again as first player to kill something on low hull. The extra two points of bid aren't negligible either. Finally, I've only got one ship worth slicing, the MC75, and it isn't even on the table for half the game, but when it is, it isn't uncommon for it to REALLY need that nav command to escape or engineering command to not die. Is it worth it to lose 3 points of bid for officer Leia on one of the flotillas? I appreciate any feedback, good or bad. This is the first fleet I've build myself as opposed to "net-listing", and I'm eager to improve it further.
  7. Hi, all! I picked up Armada for the first time around Christmas and I've quickly fallen in love with it. I've found a few people in my area who enjoy playing who are planning to start their own collections in the near future. In the meantime, however, I end up supplying the rest of the groups with ships for their fleets. It isn't ideal, especially since this means we can't really have Imp v. Imp or Rebel v. Rebel mirror matches. My friends typically enjoy playing as the Empire, so I usually play Rebel scum. Right now I own: Core set 1x Victory, Neb B, and CR90 2x Fighter Pack I for both sides 2x each of Gladiator and Assault Frigate 1x ISD and Home One 1x Raider and MC30c 1x Rogues and Villains 2x each Flotillas for both sides Which expansions should I be looking to pick up next? From a few forum searches, the typical answer is "Whichever you think sounds most fun", but I honestly don't know what that would be for me. I thought that I would really want to "main" Imperials, but as I play Rebels more I have come to enjoy them quite a bit, too. With that indecision in mind, I generally want to increase my options for fleetbuilding. For instance, adding an Interdictor to create a fleet themed around using it for shields and other support, a Pelta to boost my fighter-pushing capabilities, or Squadron II packs for relay/strategic shenanigans. Essentially, I'm trying to keep each side roughly balanced while increasing the number of fleet archetypes I'm able to build. Any advice would be appreciated!
  8. If players were not told what the objectives and other rules were, and if the overlord is even semi competent, the players would never win a single quest. I believe it states at the beginning of the quest guide that all of it is public and should be known by all players prior to attempting a quest.
  9. I believe Out of Darkness specifically states that, when a hero is revived, you may perform an attack with them. Since the rules always refer to a hero standing him/herself up as "standing up" and not "reviving", I believe this card can only be used when a hero revives a different hero.
  10. Wait, Zaltyre, heroes recover all fatigue? Dang, I've been playing wrong this whole time.
  11. Thanks for the replies! Whitewhing, can I ask why you'd recommend Trollfens over Lair of the Wyrm? It seemed to me that the monsters and heroes were better in LotW, although the Punisher class looked inferior to Infector.
  12. It's almost my birthday, and as I love descent and people have asked me what they should get me, I was wondering which H+M pack is best in terms of having interesting mechanics while still being effective? I currently have the base game, Shadow of Nerekhall, Crusade of the Forgotten, and Manor of Ravens. Are there any that stand out, or is it up to personal preference?
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