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Xindell

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  1. Like
    Xindell got a reaction from Cactus in Is it inevitable in CC to have surplus resources?   
    Ending up with excess resource points is not to be unexpected at all.  This would largely depend on how well players do at keeping their stuff alive, but the fact is that there are a lot of resource points available on the map.  The campaign is designed to allow you to gain faster than you have to use them to allow for expansion of your fleet.  Inevitably, if the campaign doesn't get lopsided and end quickly players will hit that cap and no longer need resources as fast as they receive them.
     
    I don't see how folks are interpreting that unequiped upgrades are not part of the 500 limit, though.  Page 11 of the book, under "Refit and Expand Fleets" states:
     - After removing scar ID tokens, each player may spend resources points (not refit points) to add new ships, squadrons, and upgrade cards to his fleet.
    This is stating rather clearly that upgrades are added to 'the fleet.'  It does not say this is dependant on whether they are equiped to anything.  The card is bought as part of 'the fleet.'
     - A fleet's total value may drop below 400 fleet points but cannot exceed 500 points.
    Since the first statement states that the upgrade cards are bought as part of the fleet, the 500 points is a hard limit on 'the fleet.'
     - A player may re-equip upgrade cards to different ships within his own fleet (without spending addition resource points) or un-equip upgrade cards entirely.
    So, you can move them around or remove them from ships, but at no point does this statement declare that the cards are in any way removed from 'the fleet,' nor that being part of 'the fleet' is dependent on being equiped.
     - Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn.
    Here was the last reasonable chance to tell us that the cards are in some way removed from 'the fleet' when you set them aside.  But it doesn't say that, it just says they are set aside.  At no point in time have upgrade cards been removed from 'the fleet,' they have simply been unequiped and set aside.
    The only reasonable argument for upgrade cards being outside of the 500 point limit is by extrapolating that 'set aside' in some way removes it from the fleet.  However, since the cards are bought for 'the fleet' rather than the ship you are planning to equip it to, this seems clear that 'set aside' doesn't mean, remove from 'the fleet.'
    Ergo, 500 is a hard limit, and there isn't, to use a MtG term, a 'sideboard' of upgrades that you can shift in and out allowing you to go above 500 total points.
     
    As for 'holding back' ships, I would agree that as there is no provision allowing it, you can't do it.  Armada is played with your full fleet, so unless a campaign rules specifically says otherwise (such as the rule that allows you to hold back upgrades), then you must use the entire fleet.
  2. Like
    Xindell reacted to RobertK in CC-Fleet Commander question   
    As, Xindell makes clear in this post, even in the Campaign, your entire list is your fleet. Even upgrades that are set aside are part of your fleet.
    Since the standard rules indicate that you can only have one Commander for your fleet, it means you are unable to purchase a new commander to replace your old one. The only way to get a new commander is to retire your fleet.
     
  3. Like
    Xindell got a reaction from Wawa666 in Is it inevitable in CC to have surplus resources?   
    Ending up with excess resource points is not to be unexpected at all.  This would largely depend on how well players do at keeping their stuff alive, but the fact is that there are a lot of resource points available on the map.  The campaign is designed to allow you to gain faster than you have to use them to allow for expansion of your fleet.  Inevitably, if the campaign doesn't get lopsided and end quickly players will hit that cap and no longer need resources as fast as they receive them.
     
    I don't see how folks are interpreting that unequiped upgrades are not part of the 500 limit, though.  Page 11 of the book, under "Refit and Expand Fleets" states:
     - After removing scar ID tokens, each player may spend resources points (not refit points) to add new ships, squadrons, and upgrade cards to his fleet.
    This is stating rather clearly that upgrades are added to 'the fleet.'  It does not say this is dependant on whether they are equiped to anything.  The card is bought as part of 'the fleet.'
     - A fleet's total value may drop below 400 fleet points but cannot exceed 500 points.
    Since the first statement states that the upgrade cards are bought as part of the fleet, the 500 points is a hard limit on 'the fleet.'
     - A player may re-equip upgrade cards to different ships within his own fleet (without spending addition resource points) or un-equip upgrade cards entirely.
    So, you can move them around or remove them from ships, but at no point does this statement declare that the cards are in any way removed from 'the fleet,' nor that being part of 'the fleet' is dependent on being equiped.
     - Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn.
    Here was the last reasonable chance to tell us that the cards are in some way removed from 'the fleet' when you set them aside.  But it doesn't say that, it just says they are set aside.  At no point in time have upgrade cards been removed from 'the fleet,' they have simply been unequiped and set aside.
    The only reasonable argument for upgrade cards being outside of the 500 point limit is by extrapolating that 'set aside' in some way removes it from the fleet.  However, since the cards are bought for 'the fleet' rather than the ship you are planning to equip it to, this seems clear that 'set aside' doesn't mean, remove from 'the fleet.'
    Ergo, 500 is a hard limit, and there isn't, to use a MtG term, a 'sideboard' of upgrades that you can shift in and out allowing you to go above 500 total points.
     
    As for 'holding back' ships, I would agree that as there is no provision allowing it, you can't do it.  Armada is played with your full fleet, so unless a campaign rules specifically says otherwise (such as the rule that allows you to hold back upgrades), then you must use the entire fleet.
  4. Like
    Xindell got a reaction from rowdyoctopus in Is it inevitable in CC to have surplus resources?   
    Ending up with excess resource points is not to be unexpected at all.  This would largely depend on how well players do at keeping their stuff alive, but the fact is that there are a lot of resource points available on the map.  The campaign is designed to allow you to gain faster than you have to use them to allow for expansion of your fleet.  Inevitably, if the campaign doesn't get lopsided and end quickly players will hit that cap and no longer need resources as fast as they receive them.
     
    I don't see how folks are interpreting that unequiped upgrades are not part of the 500 limit, though.  Page 11 of the book, under "Refit and Expand Fleets" states:
     - After removing scar ID tokens, each player may spend resources points (not refit points) to add new ships, squadrons, and upgrade cards to his fleet.
    This is stating rather clearly that upgrades are added to 'the fleet.'  It does not say this is dependant on whether they are equiped to anything.  The card is bought as part of 'the fleet.'
     - A fleet's total value may drop below 400 fleet points but cannot exceed 500 points.
    Since the first statement states that the upgrade cards are bought as part of the fleet, the 500 points is a hard limit on 'the fleet.'
     - A player may re-equip upgrade cards to different ships within his own fleet (without spending addition resource points) or un-equip upgrade cards entirely.
    So, you can move them around or remove them from ships, but at no point does this statement declare that the cards are in any way removed from 'the fleet,' nor that being part of 'the fleet' is dependent on being equiped.
     - Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn.
    Here was the last reasonable chance to tell us that the cards are in some way removed from 'the fleet' when you set them aside.  But it doesn't say that, it just says they are set aside.  At no point in time have upgrade cards been removed from 'the fleet,' they have simply been unequiped and set aside.
    The only reasonable argument for upgrade cards being outside of the 500 point limit is by extrapolating that 'set aside' in some way removes it from the fleet.  However, since the cards are bought for 'the fleet' rather than the ship you are planning to equip it to, this seems clear that 'set aside' doesn't mean, remove from 'the fleet.'
    Ergo, 500 is a hard limit, and there isn't, to use a MtG term, a 'sideboard' of upgrades that you can shift in and out allowing you to go above 500 total points.
     
    As for 'holding back' ships, I would agree that as there is no provision allowing it, you can't do it.  Armada is played with your full fleet, so unless a campaign rules specifically says otherwise (such as the rule that allows you to hold back upgrades), then you must use the entire fleet.
  5. Like
    Xindell reacted to Vergilius in San Antonio Regional is supposed to be streaming today   
    Ard at 19.  Me at 18.  Parkdaddy at 17.  On to round 3...
  6. Like
    Xindell reacted to Drasnighta in San Antonio Regional is supposed to be streaming today   
    Generally, its not to the top.  Its to the middle of the pack.

    It goes to a Random first round.

    But then it goes to the person on the bottom...  So they get mixed into the middle again, and the new lowest person gets a bye.
    Its also a low MOV addition, rather than a full-win sort of thing.

    So its basically just "Sorry there wasn't enough people - here's enough to have a chance, without being auto to the top."
  7. Like
    Xindell reacted to Truthiness in San Antonio Regional is supposed to be streaming today   
    Yup. From the second round on the poor shmuck at the bottom gets the bye.
  8. Like
    Xindell got a reaction from RobertK in Is it inevitable in CC to have surplus resources?   
    Ending up with excess resource points is not to be unexpected at all.  This would largely depend on how well players do at keeping their stuff alive, but the fact is that there are a lot of resource points available on the map.  The campaign is designed to allow you to gain faster than you have to use them to allow for expansion of your fleet.  Inevitably, if the campaign doesn't get lopsided and end quickly players will hit that cap and no longer need resources as fast as they receive them.
     
    I don't see how folks are interpreting that unequiped upgrades are not part of the 500 limit, though.  Page 11 of the book, under "Refit and Expand Fleets" states:
     - After removing scar ID tokens, each player may spend resources points (not refit points) to add new ships, squadrons, and upgrade cards to his fleet.
    This is stating rather clearly that upgrades are added to 'the fleet.'  It does not say this is dependant on whether they are equiped to anything.  The card is bought as part of 'the fleet.'
     - A fleet's total value may drop below 400 fleet points but cannot exceed 500 points.
    Since the first statement states that the upgrade cards are bought as part of the fleet, the 500 points is a hard limit on 'the fleet.'
     - A player may re-equip upgrade cards to different ships within his own fleet (without spending addition resource points) or un-equip upgrade cards entirely.
    So, you can move them around or remove them from ships, but at no point does this statement declare that the cards are in any way removed from 'the fleet,' nor that being part of 'the fleet' is dependent on being equiped.
     - Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn.
    Here was the last reasonable chance to tell us that the cards are in some way removed from 'the fleet' when you set them aside.  But it doesn't say that, it just says they are set aside.  At no point in time have upgrade cards been removed from 'the fleet,' they have simply been unequiped and set aside.
    The only reasonable argument for upgrade cards being outside of the 500 point limit is by extrapolating that 'set aside' in some way removes it from the fleet.  However, since the cards are bought for 'the fleet' rather than the ship you are planning to equip it to, this seems clear that 'set aside' doesn't mean, remove from 'the fleet.'
    Ergo, 500 is a hard limit, and there isn't, to use a MtG term, a 'sideboard' of upgrades that you can shift in and out allowing you to go above 500 total points.
     
    As for 'holding back' ships, I would agree that as there is no provision allowing it, you can't do it.  Armada is played with your full fleet, so unless a campaign rules specifically says otherwise (such as the rule that allows you to hold back upgrades), then you must use the entire fleet.
  9. Like
    Xindell reacted to DrunkTarkin in Intensify Forward Firepower XXVII: The Chitty Flute   
    Played it for a test as a two AF, two CR list versus a six small base fleet. It's so hard to get those things successfully in front of almost anything that can move.
    Of course, we realized afterwards that like minefields (and those other obj I dislike) it can funnel fleets but do you want to funnel the first player into you so you can square off with him/her shooting first?
  10. Like
    Xindell reacted to homedrone in Is it inevitable in CC to have surplus resources?   
    I accept your break down. But I think it's weird the rule "Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn." exists at all. Is it there just so that if you have a unique card and the only ship in your fleet that can use it is scarred and you don't want any chance to lose the card, you bench it? Other than titles (which you can't bench), the other cards that this might "commonly" apply to are officers.. and you can probably find some other place for one? The rule seems at odds with the "telling a story" aspect of the campaign if it's to be used like this.

    What are some other good reasons you would bench a card that is part of you points allowance such that this rule needed to be written?
  11. Like
    Xindell reacted to Grey Mage in Is it inevitable in CC to have surplus resources?   
    Can you withhold ships in regular Armada games?

    If not, why would this be different now?

     
    Lets say you, as a rebel player in my group did, buy overload pulse.

    Then you decide that ship would work better with SW7s. But you have no other ship to put overload pulse on.

    You pay your 5 resource points, put SW7s on the ship, and 'bench' overload pulse.

    You can switch it back later if you like.
  12. Like
    Xindell got a reaction from benskywalker in Maryland Regional is Going to be Insane   
    Armada is DEAD.
  13. Like
    Xindell got a reaction from SkyCake in Is it inevitable in CC to have surplus resources?   
    Ending up with excess resource points is not to be unexpected at all.  This would largely depend on how well players do at keeping their stuff alive, but the fact is that there are a lot of resource points available on the map.  The campaign is designed to allow you to gain faster than you have to use them to allow for expansion of your fleet.  Inevitably, if the campaign doesn't get lopsided and end quickly players will hit that cap and no longer need resources as fast as they receive them.
     
    I don't see how folks are interpreting that unequiped upgrades are not part of the 500 limit, though.  Page 11 of the book, under "Refit and Expand Fleets" states:
     - After removing scar ID tokens, each player may spend resources points (not refit points) to add new ships, squadrons, and upgrade cards to his fleet.
    This is stating rather clearly that upgrades are added to 'the fleet.'  It does not say this is dependant on whether they are equiped to anything.  The card is bought as part of 'the fleet.'
     - A fleet's total value may drop below 400 fleet points but cannot exceed 500 points.
    Since the first statement states that the upgrade cards are bought as part of the fleet, the 500 points is a hard limit on 'the fleet.'
     - A player may re-equip upgrade cards to different ships within his own fleet (without spending addition resource points) or un-equip upgrade cards entirely.
    So, you can move them around or remove them from ships, but at no point does this statement declare that the cards are in any way removed from 'the fleet,' nor that being part of 'the fleet' is dependent on being equiped.
     - Upgrade cards that are not equipped are set aside and can be equipped during a later campaign turn.
    Here was the last reasonable chance to tell us that the cards are in some way removed from 'the fleet' when you set them aside.  But it doesn't say that, it just says they are set aside.  At no point in time have upgrade cards been removed from 'the fleet,' they have simply been unequiped and set aside.
    The only reasonable argument for upgrade cards being outside of the 500 point limit is by extrapolating that 'set aside' in some way removes it from the fleet.  However, since the cards are bought for 'the fleet' rather than the ship you are planning to equip it to, this seems clear that 'set aside' doesn't mean, remove from 'the fleet.'
    Ergo, 500 is a hard limit, and there isn't, to use a MtG term, a 'sideboard' of upgrades that you can shift in and out allowing you to go above 500 total points.
     
    As for 'holding back' ships, I would agree that as there is no provision allowing it, you can't do it.  Armada is played with your full fleet, so unless a campaign rules specifically says otherwise (such as the rule that allows you to hold back upgrades), then you must use the entire fleet.
  14. Like
    Xindell reacted to D503 in Maryland Regional is Going to be Insane   
    Plus 2 guys and a cat playing in China 
  15. Like
    Xindell reacted to Ardaedhel in Maryland Regional is Going to be Insane   
    Dudes, there are going to be over 100 people playing Armada tomorrow. We're looking at 30 here; 50 there; and two others going on, too.

    Excellent.
  16. Like
    Xindell got a reaction from Eggzavier in Maryland Regional is Going to be Insane   
    Armada is DEAD.
  17. Like
    Xindell got a reaction from ManInTheBox in Maryland Regional is Going to be Insane   
    Armada is DEAD.
  18. Like
    Xindell reacted to Cubanboy in Happy Friday for 2/9/2017   
    Happy Friday and Weekend to you landlovers.
    This weeks question is the following, do you not own a ship and why?
  19. Like
    Xindell got a reaction from RedPriest in Sick of carrier builds...   
    I have to agree here as well.  He shouldn't have to be asked to play a different list.  It's just a decent thing to do.  Plus, it's a lot more fun.  Personally, I have a hard time playing the exact same list more than a couple times anyway, as I always want to try new things.
  20. Like
    Xindell reacted to Undeadguy in Sick of carrier builds...   
    So Blail...how do you beat the list? You keep saying the squad game is too good for this list, and that it is a problem. I know you have brought up the "squadron problem" before, but I don't know if you have explained how we can deal with it. 
    Using what the game has now, how can you beat this "unstoppable" Rieekan aces list?
    The task if pretty simple IMO. Bid higher and have point based objectives for you to score off of. The list wants to sit in place, so the best way to do that is to get ir moving.
  21. Like
    Xindell reacted to thecactusman17 in [Insert Title Here]   
    Kind of but not the way you think. 
    Demolisher and Major Rhymer are very powerful but if you remove them from the previous meta the game swings wildly in favor of Rebel abilities.  Outside of these two options and combos that could be achieved with them Imperials are/were on very weak footing.
    What I didn't want to do was create an auto-include that instantly restrains Imperial upgrade design even further.  That ultimately just harms both factions, because a knock-on effect was that they couldn't really improve Rebel ships either without risking that new upgrades would be used to improve those two existing choices.  In Imperial design decisions, you can see how it raised the ship and upgrade costs so players can't take both at the same time as easily.  This has further restrained how Imperial lists without those options can be composed because the costs for everything that could improve them are so high. 
    So if removing the triple tap is what makes this a functional option that doesn't further raise other faction costs,  then I'll do it gladly. 
  22. Like
    Xindell got a reaction from GammonLord in Sick of carrier builds...   
    I have to agree here as well.  He shouldn't have to be asked to play a different list.  It's just a decent thing to do.  Plus, it's a lot more fun.  Personally, I have a hard time playing the exact same list more than a couple times anyway, as I always want to try new things.
  23. Like
    Xindell got a reaction from MandalorianMoose in Sick of carrier builds...   
    I have to agree here as well.  He shouldn't have to be asked to play a different list.  It's just a decent thing to do.  Plus, it's a lot more fun.  Personally, I have a hard time playing the exact same list more than a couple times anyway, as I always want to try new things.
  24. Like
    Xindell got a reaction from moodswing5537 in Sick of carrier builds...   
    I have to agree here as well.  He shouldn't have to be asked to play a different list.  It's just a decent thing to do.  Plus, it's a lot more fun.  Personally, I have a hard time playing the exact same list more than a couple times anyway, as I always want to try new things.
  25. Like
    Xindell reacted to Megatronrex in Sick of carrier builds...   
    Yeah there are so many lists I've built that have yet to see the table that I can't really bring the same one more than a couple of times before I have to switch it up.
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