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Tokra

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  1. It seems because i did not have so many "stable" cards in my list. Brunson, Engine Techs and Comms Net are the only ones. There was no big ship in the list. Most of these restricted upgrades come with big ships or damage ships. Ordnace experts, External Racks, Admo, Demo, X17, Gunnery Team, Leading Shots, APT. All these come from the main damage ships. And Rebels have Adar Tallon for the double activation of 1 ace. Rebels have just better squadron synergy in the ship upgrades, while imperials have better in squadron synergy.
  2. Most of the German players use the Mos Eisley forum: https://www.moseisleyraumhafen.com/f74-armada-turniere-spieletreffen You can even post in this in English, i am sure some will be able to help you. There are quite a few player in this area. I am sadly a bit far away from Kaiserlautern (500km; 280 miles).
  3. Or from 5 red and a blue with 2 auto accurate und at least 2 rerolls ๐Ÿ˜‰. Everthing with 3 or 4 hull should be dead for sure. 5 and 6 hull will survive this, unless the roll was really lucky. But this might not be enough. You can only kill one squadron this way on each turn.
  4. Tokra

    Tempo

    Speed is the essence of war. Take advantage of the enemy's unpreparedness; travel by unexpected routes and strike him where he has taken no precautions. - Sun Tzu
  5. Can you stop to spoil any more of my "tricks"? ๐Ÿ˜‰ And if you mention the Annihilator, Kallus, H9, Quad Cannons, Leading Shot combination, i am getting mad ๐Ÿ˜. Even when i would prefer Ravager over Annihilator. The look of the opponent must be really great, when you are rolling 6 dice against squadrons (yes, only against one squadron, but still nice). @Green Knight and yes, i know. ISD with devestator can roll 7+ dice โ˜บ. You were showing it to me.
  6. I need to see this one again. was really great. "now THIS is a star destroyer" "Ok, lets get out of here" Priceless ๐Ÿ˜
  7. Even when they did not destroy a Star Destroyer, it would be strange to see a YT2400 that can one shot an Arquitens (in Armada) ๐Ÿ˜, but it was a Gozanti that they destroyed, if i remember right. But it might be one of the best fittings for it. Unless they want to use the X-Wing ones. Leebo for example.
  8. Double BCC? I was using 3, and it was really broken. Fetching for crits was really insane with it. Three rerolls means you could use two for crits and the last for hit. But this was before Jendon, stele, shuttles and with old Rhymer. Now you only use BCC for blank ใ€‹hit. Or for bombers with two dice. B-wings and firesprays become way better with BCC.
  9. The only problem is, that you cannot stack Bomber Command Center anymore. This means these 10 TIE Bomber are not doing 20 damage. More like 12-13.
  10. These 3 are even more than 20 damage. If you cannot control them, they do 24-30 damage (against ships!). Not bad for 68 points.
  11. Tokra

    Tempo

    When i hear Crescendo i always have to think about this: Your analogy does not really help with this ๐Ÿ˜.
  12. I am still not sure what i should think about this mission. Basically it is just another contested outpost. Giving the second player two CO (one on yellow, one on blue). The second player is moving the first obstacle. So he is always moving the station first. And he can just move it by 0.0001 mm. nearly keep the station where it was. Just all other obstacles may disappear sooner or later. The only bonus for the second player is, that he can decide to kill the station, if he cannot gain the victory tokens anymore.
  13. You can always add firecrackers to the ships, and "explode" them when they are destroyed. But this will become a really expensive game ๐Ÿ˜‰. But i like the idea with ship debris.
  14. The question is, what do you want to achieve with it? Do you mean a single ship list? Do you mean a combination of ships and cards that are good? For a 1vs1 case? For a 400 point fleet? The problem with the Nebulon are two parts: Weak defense/shields, bad fire arcs. These are the reasons that Nebulon are not really often used as combat ships. Sure, this nebulon has 4 red dice for the front, and can deal double damage with crits. But you need to keep the enemy in the front, and the front arc is rather small. On top this side hull is so weak, that 6 damage can kill the ship. And this happens really fast. This is also why commanders are not really often on the Nebulon B. Next problem: It seems you try to go for defense on the small ships. Engineering Team, Redundant Shields, ... This will not work and not pay off. The problem is, that the damage is so much higher compared to the amout you can repair. Most of the times you have not even the chance to repair these small ships at all. Or even if you repair, this one damage card or two shields will not change anything (From my experience). But if you mean nice ship + upgrade combinations, there are way too many to show them here. Especially because they also depend and vary with the commander and the rest of the fleet.
  15. There is only one problem with this list. A 6-5 is not a win, it is barly a draw with bonus. And most lists are still able to catch and kill you. Especially when they can do last/first.
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