NickyTT
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Posts posted by NickyTT
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Well said Vykes - we are in the Armada forum after all.
Personally I am a big fan of the rule set as is and the flavour and nuance added through the use of the objective cards which in my opinion are the cornerstone of your force.
What I want to know is what does a "scenario" look like:
Does it dictate the exact composition of each force thereby forcing people to make certain purchases if they want to play it?
Would this over ride the current objective system or perhaps say "to play this scenario use these objectives"?
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The point is that GW made good rules for uneven but balances battles.
my 10 chaos knights are the equivalent of your 10 night goblins. yay balance...
So you didnt even bother to read anything about it? Surely the Goblins are not the equal, however they can still win -like in real life- on a tactical and strategic level.
I have read the 4 page rule set. Sudden death win conditions only come into play if one player had a third more models than the other. Other than that the objective of the game is to wipe out the enemy force.
Can you please elaborate on what you are referring to when you mention "tactical and strategic level" as I fail to see it
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The point is that GW made good rules for uneven but balances battles.
my 10 chaos knights are the equivalent of your 10 night goblins. yay balance...
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nothing is stopping you from putting together your own scenarios to play with your friends. But for a game to work in a competitive environment there needs to be some framework to allow each force an equal chance of winning.
If you look at the star wars LCG also by FFG each match is empire vs rebels and both sides have different win conditions. This works in a card game where matches are quick and each player has both rebel and imperial decks but would not be ideal for a minatures game like Armada which has a higher barrier to entry re cost and games that are 2 hours long
Your latest comment about you not caring about tournaments really comes down to the question of 'why we play'. you are free to play the game how you like and if that is with deliberately unbalanced forces with unique win conditions then that is fine, but to say the game should be designed this way discounts the reason why a whole lot of the community wants to play.
Re AoS - yes this is GW trying to reinvigorate an arm of their franchise that was dwindling compared to 40K, and what they have done with it will appeal to certain people. However the people who it does not appeal to include the following: people interested in mass fantasy battles using ranked units; competitive players; people who aren't that interested in space marines.
There is a game that can cater to these three categories of people - that game is Kings of War
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Hi all,
My buddies and I have uploaded the latest episode of our No Disintegrations podcast and this one has quite a focus on Armada
Check it out here:
http://nodisintegrations.libsyn.com/no-disintegrations-episode-7
we put up the timings as well so you can skip ahead to hear my sultry antipodean accent talk about B-wings
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the importance of initiative can be summarised in the following three statements:
- the player who's fleet has the lowest points cost can choose if he or his opponent has initiative
- The player with initiative has the first turn
- the player with initiative much pick which of his opponent's objective will be used.
basically what you will see is people will build a fleet that is very good with certain objectives but make their list up to maybe 290 points instead of the full 300 so they can choose to give their opponent initiative - forcing them to pick the objective from a list that does not have any 'good' options
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adar tallon activates Keyan and then Yavaris activates him = 6 black dice with rerolls if no shields
Green Knight reacted to this -
so if small ships get more advantage from concentrate fire and big ships get more from engineering I you would call that balance...
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regarding your first question - the "you" on the card refers to Paragon itself
So read it like this: when Paragon attacks a ship that Paragon has already attacked this turn...
therefore squadron's activated by it don't count as they are themselves attacking.
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can only shoot from a hull zone once unless you have a gunnery team or advanced gunnery objective
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this is clarified in the tournament rules.
You have to pick initiative before seeing your opponent's objectives
theruleslawyer reacted to this -
I'd recommend escort frigates of support refit as you'll need the second blue anti-squadron die
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Hi Guys,
I am after some feedback on the 300 points I will be fielding in a tournament next week:
Assault Frigate Mk II A - 130 points
- Paragon
- General Dodonna
- Intel Officer
- Electronic Countermeasures
- Enhanced Armament
Nebulon-B Support Refit - 71 points
- Salvation
- XI7 Turbo lasers
- Raymus Antilles
CR90 B - 47 points
- Overload Pulse
X-wing x2 - 26 points
A-wing x2 - 22 points
total 296 points
objectives:
Advanced Gunnery - make the Assault frigate the objective ship to take advantage of paragon
Dangerous Territory - I think my force is maneuverable enough to be able to grab some objectives
Fleet Ambush - forcing your opponent to split his force can't be a bad thing right?
I've got a 4 point bid for initiative which in the games I've played has been adequate. Squadrons to tie up enemy bombers and such while the ships do the most damage. If I can take first turn I activate paragon last to line him up on a target then first to shoot with front then side. CR90 and Neb work together.
what are your thoughts? any blaring weaknesses that I have missed? I have played 2 matches with this so far, the first was a huge win and the second was a lot closer but still a win
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I did that with a Neb-B last week. My opponent hadn't read that part of the rule so he was very surprised when my B-Wings took out his VSD that same turn
the issue with it though is that if you overlap any squadrons it is the other player who gets to put them back on the board and they can go anywhere as long as they are touching the base of the ship so I'd only recommend doing it if there is a clear lane in between the engaged fighters to fit your small base ship
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When you get to pick are you choosing first or second? both have their advantages
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on a Hyperspace Assault I had an x wing escorting my 2 B-wings on Yavaris that jumped in behind my opponent's Victory class SD - he had fighters waiting at the jump point but because the B-wings had an escort they still had enough health left at the end of the sortie to present an aggressive and viable threat. In the end they took out the VSD
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when you reveal your order you have to choose if you want to use it right away for the full effect or to take the token which you can use later for a smaller effect - Raymus allows you do both of these instead of one or the other

The Empire strikes back... GWs great idea for uneven battles.
in Star Wars: Armada
Posted
100% agree with this sentiment. GW have said themselves they are a miniatures company and not a games company which essentially absolves them of the sh*tty rule sets they come up with.
The rules have always been a vehicle for pushing more mini sales which is also inbuild into the power creep of new updates and the constant push to escalate engagements.
This is a very different approach to what FFG take with their games where each miniature comes with it the components needed to use it in the game