-
Content Count
27 -
Joined
-
Last visited
Posts posted by halfmanhalfsquidman
-
-
Its the amount of points you don't put into your list in order to win initiative at the start of the game. This lets you either go 2nd and get the benefits of some nasty objective cards, or more importantly, 1st in order to employ some of the nastier ships out there to their full potential, like Demolisher or the MC30. This can be really nasty if you also have activation advantage (more ships) than your opponent.
-
Is this still up to date? I'm moving to the area soon.
So, I try to be there on Mondays. There is usally one or two other players as well. Currently the X-Wing League is running as well. I'd love to see more players there on Mondays though!
-
I have a mic, and have been giving commentary? I'm not sure why you weren't getting volume, but everyone else seemed to be getting it.
To my shame I discovered I had the Twitch tab muted. My apologies.
clontroper5 reacted to this -
I think if you had a Mic and provided a commentary it would give a little more context to those that maybe are unfamiliar with Vassal. Also, if the players were called in on Skype or something it would be great to hear the interaction, assuming they agree to have their voices broadcast.
clontroper5 reacted to this -
-
Just a quick question about the ship placement for Hyperspace assault. Does the entirety of the ship have to be within distance 1 of the token, or does just a portion of the ship have to be within distance one? Same question goes for Squadrons.
-
So I recently joined the Facebook Vassal Group (https://www.facebook.com/groups/starwarsarmadaonline/) which has been fun so far, but I was wondering how often people just hop on when they have a free afternoon over the weekend or in the evenings and look for a pick up game on Vassal. The lobby is pretty much always empty in my experience.
-
I love the Motti scale and actively use it to plan out tournament fleets. For a while I was running 1 AFMKII, 1 Neb, 1 CR90 and 4 A-wings and changed to to 2 AFMKIIs and 1 Neb and 2 A-wings specifically because a Motti scale of 4 felt too light and easy to wipe out. As for Rogues and Villains, I don't think that they, or other squadrons really, need to be factored into the Motti calculation. The Motti calculation really measures the difficulty in tabling a certain list. Squadrons of any flavor really don't help with that.
What I have been doing recently when comparing lists is looking at head-to-head hull values compared to total "throw weight" of how many dice I can expect to throw out a turn. This is where bomber lists can really shine. A pure ships list with CF command is adding somewhere around 3 to 5 extra dice in a turn with CF spam. A bomber list with proper activation can expect to throw 8 to 10 extra dice if they are using a Fireball or B-Wings plus the CF dice from other ships or even more squadron dice. I just haven't found as elegant a way to express this survivability/damage output scale as the Motti Scale.
As for the Garm factor, I just don't see the utility it adds beyond the existing Motti scale.
-
1 • MC80 Command Cruiser - Admiral Ackbar - Electronic Countermeasures - H9 Turbolasers - Home One (166)
2 • Assault Frigate Mark II B - Intel Officer - Gunnery Team - XI7 Turbolasers (92)
3 • Assault Frigate Mark II B - Intel Officer - Gunnery Team - XI7 Turbolasers (92)
4 • Han Solo Millennium Falcon (26)
5 • Dash Rendar Outrider (24)-400 Points
Hybrid list, should I drop Dash for a Vanilla YT-2400?
-
Id try and cut a few upgrades for some fighters. A few fighters would go a long way for all comers lists vs a few of thos extra upgrades.
Yeah, that's something I was considering, what upgrades do you think could be spared? The Intel O/ HTT or XI7 is just so good though. And Ackbar loves the gunnery teams. As for list one, I don't want to lose survivability because I only have 3 high value ships.
-
List 1
1 • MC80 Command Cruiser - Admiral Ackbar - Electronic Countermeasures - H9 Turbolasers - Home One (166)
2 • MC80 Assault Cruiser - Intel Officer - Electronic Countermeasures - Advanced Projectors - Heavy Turbolaser Turrets (140)
3 • Assault Frigate Mark II B - Gunnery Team - Advanced Projectors - XI7 Turbolasers (91)
Total: 397
VS
List 2
1 • Assault Frigate Mark II B - Admiral Ackbar - Gunnery Team - Electronic Countermeasures - Turbolaser Reroute Circuits (131)
2 • Assault Frigate Mark II B - Intel Officer - Gunnery Team - Heavy Turbolaser Turrets (92)
3 • Assault Frigate Mark II B - Intel Officer - Gunnery Team - XI7 Turbolasers (92)4 • Assault Frigate Mark II B - Gunnery Team - XI7 Turbolasers (85)
Total: 400
Concept of play is similar for both lists, stay at range, circling the enemy fleet and pounding away with Ackbar enhanced broadsides. The option to "Ackbar Slash" from the MC80 Assault Cruiser in List 1 exists and I did it the one time I've played with MC80s (I ended up nuking 2 VSDs). But, when comparing the key elements of Firepower, Survivability , Maneuverability, and Flexibility it just seems like List 2 has it all going on. List 1's big advantage is I can put it on the table right now without buying 2 more AFMKIIs, it has a 3 point initiative bid, and the accuracies from Home One/H9 Turbolasers.
So what do you all think? Is list 1 viable in a tournament setting? What room to improve exist in both the above lists? Should I find room for a YT-2400 or some A-Wings?
-
This is, to my understanding, the first ship where we're going to have an option for Red + Blue + Black dice on the same attack roll. I haven't begun to consider all the shenanigans you could work out of that.
AFII with Paragon title can do Red + Blue +Black in a single roll. Unless you mean "we" as in "imperial players".
-
San Diego, going pretty well. I know that there will be a Sullest kit in Vista and Pair a Dice gaming, and AT EASE games in Mira Mesa also applied for a Kit, no word if they got it, but looks like it will. They hosted the Regional X-Wing tournament.
Looking at some of the facebook groups it looks like At Ease does have a kit inbound. They'll be doing their tourney on the 3rd and Pair a Dice will be on the 4th.
-
I think if you go back and rewatch the Battle of Endor scene you'll see the A wings really do more noticeable damage to ships than any other fighter type. They pop a bridge deflector shield generator and then there's the (accidental) Kamikaze into the SSD's bridge.
A-Wing Special Ability: "Too late!"
While attacking a ship, this squadron can suffer two damage to cause the defending ship to suffer one damage on the defending hull zone.
A-Wings make great missiles!
Faceup damage I'd hope! Better make it Dodonna's Pride style and bypass shields.
-
I think if you go back and rewatch the Battle of Endor scene you'll see the A wings really do more noticeable damage to ships than any other fighter type. They pop a bridge deflector shield generator and then there's the (accidental) Kamikaze into the SSD's bridge.
-
I'd be concerned about over-investing in the support ships, if you do a CR90b with Tantive, Support with Redemption and Leia, you're at 104. Add Cap Antilles to the CR90b for that oh so sweet synergy and you're at 111. Thats over a 1/3 of youre points now, and well over 1/4 in the 400 point world.
One thing that this has me thinking about is the idea that it might be better to spam engineering in a battle vice CF/Squads as I often have in the past. I was wondering if the longevity and more dice from having more ships alive is the better choice, especially if you have a back line of those two light support vessels increasing the suitability of lets say... 3 AFIIBs blasting away with Ackbars plussed up side arcs in something like the age of sail line of battle below. Note the frigate in the distance that would be used to relay signals when the decks were obscured with smoke.

Run that along the long edge of the table to stay at range kind of arcing around the other fleet and I think you'd have success.
Corellian Corvette reacted to this -
I looked at putting Leia on it as well in order to hand out the Engineering command and thereby get the most out of a rather expensive title.
Corellian Corvette and MoffZen reacted to this -
I went back and re-read the card. You are correct, and that makes the title much scarier.
I'd still be concerned that I would lose the points trade even if I vaped 1 or 2 rebs in a couple rounds of shooting, especially against the Zombie Shrimp lists that I'm sure are coming. Mostly because of the activation/dice advantage the rebels will probably have and the cheaper cost of the ships you'll be blasting into dust. However, you might allow some Gladiators to close unhindered, or allow a 2nd ISD to mop up survivors.
Edit: Then again, Gunnery Team would help with a swarming list, and that front arc is so big you'll definitely catch a couple more Rebs in your net...
-
I'm actually not sure how scary the Devastator title will be. Discarding a defense token is pretty big for a single extra die. It seems like a closing gambit to try to kill either an objective ship or MC80. If you pump all 4 into a single shot you are much more vulnerable to getting focused down.
-
I had a split experience in a recent tourney
I took:
AFIIB: Gallant Haven, Hangars, Flight Controllers, Adar Talon, ECM
Escort Neb-B: Raymus, Yavaris
2xB-Wing
Keyan Farlander
Luke
Wedge
X-Wing
Faced a balanced Rebel list with 4xA-Wings that tied up my bombers pretty good. Lost 1-9.
Faced an all ship Rebel list. With nothing to stop my B-wings (and that he chose my hyperspace assault obj while I was 2nd player) I put some serious hurt on him. Won 8-2
Final game played a VGGG list and lost 2-8 when the Gs swarmed my AFII and blasted it to bits, then turned on my Yavaris. However, with Hyperspace assault (and my being 2nd player again) I killed a full health Vicky-I with Luke, Keyan and a B-Wing being double tapped with Yavaris in the rear arc.
In summary, it seems like a crap shoot, but a balanced list and good play by a ship list will break you because there aren't enough hull points to soak up the damage multiple ships can put out.
I would say that you need at least 3 ships in a 300 point game, even if that 3rd ship is a 39 point CR90B with nothing on it, you can use it primary for movement order and helping you control the movement of battle. That way you can hold off on activating your big carrier on the inital pass (2nd or 3rd turn) until when they move close enough to be in bomber range.
2 ship carrier based builds are too easy to focus down and kill. 3 at least can make it a challenge and gives your fighters and bombers more time to chew through your opponents.
Yep, that was my analysis of the results. I was too focused on getting the max bombers and upgrades rather than survivability. I also somewhat suffered, strangely, from Hyperspace assault, as it divided my already squishy force, rather than letting them screen each other and hitting the somewhat squishy Glads with a Series of Alpha Strikes or Yavaris double taps. My opponent ran Motti though, so they still would have been a challenge.
My current rethink of a bomber list is:
AFIIB: Gallant, Adar, Expanded Hangar, Dodonna
Esc Neb-B: Raymus, Yavaris
Sup Neb B: Leia, Redemption
3x B-Wing
1x A-Wing
Precision Strike, Contested Outpost, Dangerous Territory
Game plan is ships go in slow with the Bs around them while the A does its best to lock down enemy fighters. Redemption tries to keep the other two alive and does some long range sniping, when possible focus away a ships defense tokens with a B-wing strike and normal gunnery, Adar one of them, double tap with Yav, then next turn double tap the rear arc if possible. I'll have to see how it works out though before I try it in a tournament.
-
I had a split experience in a recent tourney
I took:
AFIIB: Gallant Haven, Hangars, Flight Controllers, Adar Talon, ECM
Escort Neb-B: Raymus, Yavaris
2xB-Wing
Keyan Farlander
Luke
Wedge
X-Wing
Faced a balanced Rebel list with 4xA-Wings that tied up my bombers pretty good. Lost 1-9.
Faced an all ship Rebel list. With nothing to stop my B-wings (and that he chose my hyperspace assault obj while I was 2nd player) I put some serious hurt on him. Won 8-2
Final game played a VGGG list and lost 2-8 when the Gs swarmed my AFII and blasted it to bits, then turned on my Yavaris. However, with Hyperspace assault (and my being 2nd player again) I killed a full health Vicky-I with Luke, Keyan and a B-Wing being double tapped with Yavaris in the rear arc.
In summary, it seems like a crap shoot, but a balanced list and good play by a ship list will break you because there aren't enough hull points to soak up the damage multiple ships can put out.
-
Hows about
MkII w/ Dodonna, Leia, flight con, expnd hngr, Gallant H
Neb B w/ Adar, engineering T, enhanced arm, Yavaris
(ships>>201)
99 pts left for fighters/bombers

Leia on a command 3 ship?
And Enhanced Arm on a Neb?
You don't want your vulnerable flanks exposed so that makes little to no sense.
And you want Adar on the GH so it can activate an ace, like Luke, attack, then deactivate so Yavaris can double tap him on the next activation.
My bomber list (and I might have jacked up my fighter points because of bad memory) is:
AF MII B: Gen D, Adar, Flight Con, Expanded Hanger, ECM, GH
Neb B Escort: Raymus, Yavaris
Luke
Wedge
X-Wing
Keyan
B-Wing
B-Wing
297 Points
-
So amazon looks like they are anticipating to have wave 2 in stock around the end of September, so I think October is reasonable.
-
That would make the tournaments last for a very very long time, something like 12-15 hours for 3 rounds. Also it would raise the cost of entry for players that want to do tournaments because they know have to buy fleets for both factions (I know a lot of people, myself included, did this, but in my area it is more common that people only invested in multiple of a ship for a chosen faction). Also it is consistent with the lore (sort of) post-Endor. The Empire fragmented, leading to warlords and fiefdoms squabbling with the Imperial Remnant and New Republic, so from that prespective it doesn't really bother me.

Veteran captain....
in Star Wars: Armada
Posted
This is a very good point, but I think the good thing about Vet Cap is that he gives you the flexibility to both maximize a preplanned command, like a repair on a big guy or squads on Yavaris, while also providing you the flexibility to deal with the unexpected.