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DoctorHam

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Everything posted by DoctorHam

  1. I apologize for not reading your post correctly, however you can forgive me for thinking you were following along with the current topic asking for an apology and explanation for the app rather than hijacking a thread to add your own CS issues to the discussion. Might I suggest you contact Asmodee support instead of FFG?
  2. You do realize they posted the same apology in this very forum yes? Check the stickied thread.
  3. HWK-290s only have one modification slot in the builder, despite still listing two slots in the PDFs.
  4. If that were the case, then they wouldn't have been able to make the Imperial Assault app that they did, where you have a computer AI play the Imperials.
  5. Thanks! I've now (nearly) finished my Vault Dweller. Still need to paint a 13 on his back, but I'm going to do that with a yellow marker.
  6. The formatting is very weird, but I do not think you have to put caps from your own inventory. As it's just a counter, and it's something another player can fight you for and remove caps, I'd argue strongly that you're just supposed to take caps from the supply.
  7. DoctorHam

    Expansion

    Not to mention enemy spawns. With 5, enemies could easily be far less threatening.
  8. I'll start this off by saying I agree, though the BoS outcast could be either gender. Power Armor (thank all that is good) has never had a "female" variant with a more shapely form, and the BoS has never shown any qualms about having female paladins.
  9. Alright heck with it, I thought about making my own topic for a bit and now that I have two minis finished I think I can justify it! Here's my mostly-finished Ghoul and Super Mutant minis. Basing still TBD, and as I look at the super mutant I see some details I want to fix. Either way, I'm proud of these two.
  10. Yep, yep, just saw that in the rules reference and came back to edit my post. Wasn't fast enough though. I had completely ignored the ability of monsters to move onto facedown tiles before, I just assumed they couldn't path through them. Thanks guys, this helps a lot.
  11. I like that idea, honestly, but I'm confused over your reference to monster placement. When a tile is revealed, you place monsters on the space with the monster icon, right?
  12. I played a game this weekend with the Capitol Wasteland scenario, and I ran into a bit of an issue early on that I couldn't find an answer for in the rules: When a quest marker is placed on a facedown tile at the start of the game, or as a result of a quest, what space is that marker supposed to go on when the tile is explored? We ended up just saying that any space on that tile is valid to perform the quest action, but I'd appreciate confirmation of some sort.
  13. Debating between 13 and 21. Fallout 3 was my first foray into the series, but between that and New Vegas I was hooked on post-apocalypse settings for good. New Vegas was one I enjoyed a heck of a lot more for sure, but the Vault 21 jumpsuit you get there isn't as iconic as 13 or 101. Flip side is I never played Fallout 1 to completion. I'll probably wind up going with 13, though, just because it's more recognizable and pays better homage to the series as a whole.
  14. Great idea! Knowing FFG (and this is certainly not a dig at them) the caps will be cardboard. I'm usually a fan of their plethora of cardboard tokens, but in this case I like your idea better. Was already planning to drop everything to paint the minis when I do get the game, but now I'll have to start saving bottlecaps, too!
  15. Is there any chance it might be sold at Gencon, you think? I know they do early sales of some of their other lines at Gencon each year, but if I can get my hands on this bad boy I'd be delighted.
  16. Gotcha. I definitely don't have a plan for balls like that. Would it be enough to focus-fire the HWKs, or do you think I need a completely different fighter compliment? One alternative to the Phantoms I was looking at was a bunch of Saber-Squadron Interceptors. EDIT: Well... disregard the Saber Swarm, I totally missed that those were unique. I was in an X-Wing mindset, and saw a generic squadron name, hah.
  17. Hey! So while I've had Armada since the game came out, I haven't really played much since last year's Store Championship. In total, I think I've played one game with an Interdictor, so I basically have no experience with anything past Wave 2. So I wanted to throw together a list that had things I love (ISDs, Defenders) and a bunch of new stuff. I admit I'd seen this skeleton somewhere while browsing: a fighter-heavy list with an ISD I, a single Light Cruiser, and two Gozantis, so I kinda ran with that idea, trying deliberately to avoid the Rhymerball. I came up with this, and I'm wondering if I'm on the right track, especially with some of my upgrades. I feel pretty good about the Centicore title and Tua on the ISD, but I'm not completely convinced that my fighter compliment will work out. I also kinda went nuts on the squadron-based upgrades for the ISD, and I'm not completely convinced that's a good way to go. I'd sincerely appreciate y'all's thoughts on this one. Thanks! Link to the list on ArmadaWarlords TIE Testing Grounds Faction: Galactic Empire Points: 399/400 Commander: Moff Jerjerrod Assault Objective: Precision Strike Defense Objective: Fighter Ambush Navigation Objective: Salvage Run [ flagship ] Imperial I-Class Star Destroyer (110 points) - Moff Jerjerrod ( 23 points) - Minister Tua ( 2 points) - Expanded Hangar Bay ( 5 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) = 151 total ship cost Arquitens-class Command Cruiser (59 points) - Centicore ( 3 points) - Reinforced Blast Doors ( 5 points) = 67 total ship cost Gozanti-class Cruisers (23 points) - Chart Officer ( 2 points) = 25 total ship cost Gozanti-class Cruisers (23 points) - Chart Officer ( 2 points) = 25 total ship cost 1 Maarek Steele ( 21 points) 3 TIE Defender Squadrons ( 48 points) 3 TIE Phantom Squadrons ( 42 points) 1 Colonel Jendon ( 20 points)
  18. Thanks for all the help, guys! I had overlooked flight controllers, but that would actually be great, yeah. I was a little worried about Dengar being spread too thin, so I took Chirpy, but between him and the Advanced (along with Controllers) I agree, my bases are covered. I am not yet a fan of just swarms of TIE Fighters. In both of my games, they just got bowled over. I might try it later though. That said, you make a good point about Motti. I think moving him to a VSD is a great idea. Thank you! Wulf does sound interesting. I may have to look into that for later tweaks. And the multi-aggressor build could be cool too, but I hesitate at the idea of buying 4 Rogues packs. I'll have to playtest that. On the whole though, thank you for all the input! I think I'm going to roll with this list for my next game, taking into account the advice y'all gave me here: http://armadawarlords.hivelabs.solutions/view_list.php?token=6631 ISD II --Relentless --Flight Controller --Boosted Comms --ECM VSD I **Admiral Motti --Phylon Q7 Tractor Beams VSD I --Phylon Q7 Tractor Beams Squadrons --Major Rhymer --Dengar --2x TIE Bombers --2x TIE Advanced The tractor beams are a weird choice, I know, but after it was pointed out that having comms on all 3 was a bit redundant, I thought this might be a good alternative, to help keep smaller ships in range of my black dice. May end up dropping the Q7s for a Firespray or maybe a generic JumpMaster, I dunno. Also I swapped Most Wanted for Advanced Gunnery, thinking I could mark the VSD without Motti as the objective ship, making a target priority conundrum for my opponent.
  19. Yeah, yeah, I know, another "new player needs help" post. But I'm struggling to wrap my brain around a bunch of different things in Armada at once, and given how rarely I'm getting to play, I'd like to try and make sure list experimentation is already sort of handled at the conceptual stage. At this point, I have played all of one actual game of Armada, with one 300-pt game 5-6 months ago that had no turn limit or objectives (my opponent wanted to smash stuff since we were both new). I lost both games, but I had a few takeaways from each, mostly a healthy respect for what fighters could do. Having done a lot of digging around here and reddit, I finally came up with an arrangement of fighters I liked (at least on paper). I'm not entirely sure if it's the right direction for me, but I really want to try out the Rhymer + Dengar combo. So I've sat down and come up with two lists that involve my capital ships directing the Rhymerball forward, and at this point I'm not sure which one is closer to the right track. List 1 (394/400): http://armadawarlords.hivelabs.solutions/view_list.php?token=6557 ISD II **Admiral Motti --Relentless --Admiral Chiraneau --Boosted Comms --ECM VSD I --Corruptor --Boosted Comms Raider I --Instigator Squadrons --Major Rhymer --Dengar --2x TIE Bombers --2x TIE Advanced --1x Firespray-31 List 2 (390/400): http://armadawarlords.hivelabs.solutions/view_list.php?token=6562 ISD II **Admiral Motti --Relentless --Boosted Comms --ECM VSD I --Boosted Comms VSD I --Boosted Comms Squadrons --Major Rhymer --Dengar --2x TIE Bombers --2x TIE Advanced I want to gravitate towards the second list, but I also have a skewed perspective of the Raider from my most recent game, because we didn't realize you fired at all squadrons in arc when you shot anti-squadron barrages. On the whole, I'd really appreciate any input or critique. I'm not wedded to any one ship in particular except that I really, really want to throw an ISD on the table. I haven't gotten to field one yet, and I'm eager to do so. As for available ships, I have the core set, 1 VSD expansion, 2 Gladiators, 1 ISD and 1 Raider. Thanks!
  20. DoctorHam

    Hot Rod Y-Wing

    I've been painting 40k minis for a few years now, but this was my first X-Wing repaint. After a lot of deliberation, I finally came down to a list I wanted to play for WarGamesCon tomorrow, including Kavil. So I says to myself, "Self, you need a custom Y-Wing for your Kavil list." And I answers myself, "But what do I do? Stripes and unit markings have no place on the ship of a mercenary!" And so onto the internet I went, and painted this Y-Wing based off of a similar pattern from the Star Wars Galaxies paint schemes. I thought it was thematically appropriate for the ace pilot of my list. Still gotta do some cleanup on him, and going to think about some scorch markings, but for now I I'm happy with how it turned out.
  21. I'm gonna try a list without tarkin, just don't have the points to include.VSD2 w/ Def. Liaison + Motti GSD2 GSD1 w/ Demolisher 1x Adv 3x Tie 2x Int Comes in a 298, not sure on objectives yet. Rough initial fleet formation will be the VSD right in the middle in a bid to force my opponent to choose a flank to deploy on, I than refuse that flank (GSDs on opposite flank and curl around the VSD as the pivot point). The ties and adv provide CAP the GSD2 flanks slightly forward of the VSD, the Demolisher flanks wide with the interceptors (which defend the Dem., intercept bombers, or are the CAPs QRF*). Subject to no plan survives contact and all that. *Quick Reaction Force Sounds like a solid plan to me. So are builds with three ships considered more viable than two ships armed to the teeth?
  22. Heh, yea sorry, too used to calling Chiraneau by that nickname in X-Wing. And my bad, thought he was a commander for some reason. So what other capital ship are you running with the Gladiator and fighters?
  23. Sorry for the potentially-dumb question, but what does CAP stand for? Also, it seems like I have a mistaken idea of the effectiveness of interceptors and bombers. I know Fighters are pretty weak overall, just steamrolled by any other fighter. So what if I replaced all my TIEs with TIE Bombers (including Rhymer in there), took Chirpy instead of Tarkin, and swapped the Warlord title for Corruptor? Would that be viable, or is that too much offense, not enough defense? Or is it just not nearly as nasty a punch as it sounds like? I can definitely see Demolisher being more useful that Insidious, don't know why I didn't consider it before.
  24. So I haven't actually been able to play much since the core set dropped, only a game and a half with the starter scenario. And now that Wave 1 is out, I'd like some help trying to figure out what to buy. My first stab at a 300-point list is: Victory II-Class (85) Grand Moff Tarkin (38) Gunnery Team (7) Enhanced Armament (10) Warlord (8) Gladiator II-Class (62) Gunnery Team (7) Nav Team (4) Expanded Launchers (13) Insidious (3) Soontir Fel (18) TIE Interceptor Squadron (11) TIE Bomber Squadron x2 (18) TIE Fighter Squadron x2 (16) For a grand total of 300 points even. General tactic is to just have my two capital ships be as lethal as I can make them, the Nav Team allowing me to get the Gladiator in better positions for Insidious to trigger. As for the TIEs, I figure I need to have some chaff to slow down enemy fighters (the TIE Fighters), something to engage and destroy enemy fighters (Interceptors), and something to threaten enemy ships (Bombers). Would really appreciate any input as to whether I'm completely barking up the wrong tree. As it stands I figure I'm looking at buying one VSD, one Gladiator, and one Imperial Fighter pack. Thanks!
  25. Huh, I'll have to try the list with two Binaryes. That could work, and might be just what I'm looking for. The Ion-Ys are another serious contender, but I'm concerned about having to cut something to make it work. The Engine Upgrade and HLC are the only things I could see dropping or swapping out, and I don't like losing either one, but I do like the idea that none of the ships in the list go down easy. Star Vipers are an interesting suggestion, and I'll definitely have to try that out. But I'm really hesitant to remove the cannon. I know it's sinking a ton of points in one ship, but isn't that basically what people do with Dash? Not entirely comparable, but you get the idea. I love Kath's ability, but to me the idea was that both firing arcs are just as deadly. I have wondered lately if I could make the front arc just as threatening using a Mangler, though. But in either case, thank you for the maneuvers link, I'll have to try that out! I have to ask, how did you get 6 dice? That sounds brutal! And with a second recommendation for Star Vipers, I'll have to see if I can squeeze that in, or possibly the Viper/Y-Wing idea you put forth. Thanks for all the suggestions, guys.
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