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Daht

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Posts posted by Daht


  1. If someone posts a short message to encourage people to stop arguing like children,  and you belt out 3 paragraphs of passive agressive retort WITH CAPS for emphasis to argue that you aren't the one arguing like a child... 

     

    Edit: also adding an edit to take a parting shot at someone..

     

    guess what that means?

    When you call them children, what do you expect will happen? Seriously?

    They keep acting to type, apparently. Some trolls don't stop till a thread lock.


  2. If someone posts a short message to encourage people to stop arguing like children,  and you belt out 3 paragraphs of passive agressive retort WITH CAPS for emphasis to argue that you aren't the one arguing like a child... 

     

    Edit: also adding an edit to take a parting shot at someone..

     

    guess what that means?


  3. I am not too sure about the arcs, it will I suspect have 4 x 90 degree arcs or even 6 x 60. Because if you support your Ships with Squadrons quite often you have to make a choice in shooting one or the other. We aren't too sure what there is to shoot ships with, but I suspect it will be sufficient as to have you think twice about shooting the ship over the squadrons. Ultimately the joy in being allowed to field these Armed Squadrons is that whatever shoots at them isn't shooting at my ships.

     

    At speed zero the will not have defense tokens. (At least as per the rules we have now.) So doing 13 Hull Damage shouldn't take too much effort, so they may be quite dangerous for that brief amount of time.

     

    Activation? Will they count as an activation? I suspect they may fire during the squadron phase.

     

    I also suspect we'll have to know if they are the ship or a squadron for Reikeen for example. As a ship it would stay as a Squadron it wouldn't unless it is unique. The card looks squadron sized, but there is a few bits of info missing.

     

    Mind you if FFG spoiled the missions and what was needed to play them I wouldn't be adverse to playing some games with them. I have been asking for more missions for a long time. Of course that has a snowballs chance in the Simpson Desert, because we would need the station armed and unarmed to be spoiled too. That's almost a good portion of the game there.

     

    Now, with a minimum of 12 weeks wait FFG has made sure that what remains of 2016 will feel like a wet weekend.

     

    We can see on the obstacle card it has no arcs.  The campaign comes with a second identical station punch out as the core set.   Whether the anti squad uses the main shooting ruler or has a shorter range (1 or 1-2 or close or whatever) we don't know.. but I'm pretty sure the station is not going to throw 2 reds and 2 blues against every squadron in range.  My guess is you get a set number of attacks either for ships/individual squadrons each or to split between the two.  My bet would be anti squadron being range 1 also (and the station not being a ship means you can't rymberball it from medium).

     

    Whether a 'friendly' station is an activation is a good question, as is will it have any defensive tokens or not? (it's not a ship so it has no speed, as opposed to being a speed 0 ship), I doubt it would be affected by any admiral, as it's terrain, at least in a tournament/competitive form.   There may be rules to include them in "fleets" in the campaign if you are defending something perhaps.  If I were to guess, I would say if it's not an activation it fires at the end of the round. 


  4.  

    ... Man, that Armed 13 Hull Point station has Red-Red-Blue-Blue for ANTI SQUADRON....

    That's gonna be bonkers.

    I may be paraphrasing just a little but, "It's suicide to attack a Golan defense platform head on!"  

     

    Red-Red-blue-blue anti-squadron... I mean it's our first red anti squadron to date, and 2 of 'em?  Frig, if the perma-death unique squadrons thing is absolute (and you can't buy them back or have some med-team campaign bonus), I don't think I want any of my special pricey little fighters going anywhere near that thing. Better hope that there's no way to modify those dice rolls.

     

     

    I bet it can't shoot them like ships, it has no arcs, so probably has a limited number of shots of either (squad/ship) types... so it's still deadly to your individual prime targets, but it's not gonna sweep a tie swarm in one shot.  


  5.  

    Wow, such a... lively... debate.  There is a really simple way to look at this.  Armada will go nowhere, and products will continue to be released as long as one simple thing happens.  It sells.  If people are buying the game, the game will go on, regardless of the size of tournaments or the complaints of certain members of the player base.  The last time I saw any numbers, Armada was selling... WELL.  The doomsayers have been saying Armada is dying for months and months, since the delays in Wave 2 got frustrating for all of us.  Yet, the sales numbers continue to be extremely strong.  When the sales start to significantly dry up, and new releases don't translate to spikes in profit for FFG, then we can all be concerned.  Until then, all this pointless wave analysis, comparisons to other games and back and forth bickering is just clutter to these boards.

     

    Do you have sales numbers, or a chart that says it's the top 3?  Because that doesn't mean anything.  It can be 5 billion dollars (jokenumber.gf) behind 40K and still be top 3.

     

    What does matter is how player growth and retention are doing.  My current data is based off of entire/large regions, not just some whereevertheF in rural Alabama.  I still cannot for the life of me not understand how people in this thread are not getting it.  Release cycle means jack if people are not staying with the game.  If my NorCal/SoCal/Arizona/Nevada (basically the West Coast minus Washington/Vancouver area) metrics compared to the East Coast numbers (mainly tri-state area + Delaware), two of the MOST populous zones in America (don't have connections in the UK or Asia), then I have a right to be worried about MY hobby.

     

    If you want to talk, let's talk about Regional numbers and participants, how many for X-Wing vs. Armada and what not?  The game is both 1v1 in format, so the number of players should be around the same ballpark regardless of the design of the game.  We're talking strictly numbers here; I don't want this to become another luxury game like Forgeworld vs. 40K.. look where that got GW.

     

     

    One thing to consider is Armada is not built at it's core as tournament friendly as x-wing.  Xwing is quicker, simpler, with less product to cart to the tourney (more relevant for big conventions than local tourneys).. it also very much shares playerbases with xwing, which was out first and already established it's tournament scene.   IMO it was a mistake to put all 3 star wars games on the same timetable for championships.

     

    That said, it can sell very well and be played plenty without being as big a presence at gaming tournaments.  It's sales numbers demonstrate it's doing great.  FFG seem to see it's more a personal play game than big tournament monster with the campaign pack.   Things are good.   It doesn't have to beat X-wing's numbers to be good.  If I really cared to show off my skills and be a big shot competitive player invited to many podcasts, this game would not be my first pick... but I just want to play games, the more narrative to them with less repetitive play the better, so the current direction of Armada is great for me.


  6.  

    North American Championships.

    Different to Nationals Prizes.

     

    IE, these prizes will only be at GenCon.

    The standard Nationals prize kit is what has gone out to the rest of the World.

     

     

    They seem to be the same?

     

    https://www.fantasyflightgames.com/en/news/2016/7/13/high-commendations/

     

    EDIT: BTW - is Gencon going to be streaming at any point?

     

     

    That july 13 link was after the U.S. nationals, just a week or so ago, and we were told the cards/tokens from Origins would also be prizes at Gencon.  Nice to see they added more to it.


  7. Impet

     

     

    No upgrade allows one arc to fire at the same target from the same arc twice (Advanced Gunnery isn't an upgrade - but it is the only exception.)
     

     

    Impetuous does.  But only for a single Squadron that you already attacked this turn...  

    But of course, is extra limited in the fact that it is a Raider Title.

     

     

    Only a single squadron.  Impetuous can work even out of an arc you did not shoot from at all with your normal shots.


  8.  

     

    Ard found it before I could correct him :D

    Yes, in that "collected rules" post, it is inaccurately described as a "Step One, Step Two" Process, when really, it is two bullet points under the same heading with no inherent timing specified other than "You can do these at this time!"...

     

    So they are concurrent.

     

     

    Does this mean that this whole time, you've been able to leading shots/Vader to try to get 3-4 accuracies out of your ISDII blues?  Who needs xi7's when you can just lock down every token!

     

    Does this also mean that TRC'ing an accuracy doesn't cost you anything in terms of token locking?

    Using an accuracy removes it from the dice pool.

    So no

     

     

    But you cannot repeat the steps I assume...  roll 1 acc and blanks, spend the accuracy, reroll the rest of the dice, then spend newly rolled accuracies?  


  9. Are the ally/villain expansion packs usable if you don't have the box expansion they pair with?

     

    If I were to buy a core set and say, bossk and boba fett to start, are bossk/fett usable in campaign/skirmish before I eventually pick up the box sets?

     

     

    Also.. do I need any of the boxed expansions to enter a tournament for the maps? 


  10.  

    Reporting for Kovu vs Daht.

     

    Kovu Wins with a 6-4, 30 points different exactly.

     

    Salvation, Luke, Dutch, Wedge and 2 Y-wings survive vs the None Motti ISD.

     

    Kovu went 2nd and Objective was Minefields.

     

    Thanks guys. What were the scores for each player that determined the mov? :)

     

    Looks like there was a mistake when I reported the cactus vs pilot match. I got a400 point win for destroying his ships, he got 52 for killing my squadrons. For an MOV of 348.

    Apologies for the confusion.

     

    Fixed. ;)

     

     

    Score was 281-251

     

    Heartbreaking  :)


  11.  

     

    I would much prefer all Armada tournaments to be simple double-elimination. No messy points and MVP, objectives become much more relevant instead of having to always play a super-aggressive build just to complete, big events don't take forever, and there would be no needed for trying to figure out how to handle drops and forfeits and byes.

     

    Simple.

    How is 10 rounds quick?

    God's. . . The Las Vegas Open is. On squeezing 5 rounds into a league day. . . They start at 10am and end at 10 am (lunch breaks).

    I brought that up because 10 rounds would be 2 days of that.

     

     

     

    Double elimination is tough with long games.  Without spreading over multiple days, you would need to run single elimination brackets.  It would have it's own quirks on final standings, but be pretty straightforward scoring and eliminate any concession problems.   I haven't heard that LVO is elimination brackets, I'll check with the TO. 


  12. rd 3

    Faction: Galactic Empire
    Points: 401/400

    Commander: Admiral Motti

    Assault Objective: Advanced Gunnery
    Defense Objective: Hyperspace Assault
    Navigation Objective: Intel Sweep

     

    Imperial I-Class Star Destroyer (110 points)
    Relentless  ( 3  points)  - removed to make 398 but apparently didn't re-copy properly before pasting..
    -  Commandant Aresko  ( 7  points)
    -  Ordnance Experts  ( 4  points)
    -  Phylon Q7 Tractor Beams  ( 6  points)
    -  X17 Turbolasers  ( 6  points)
    = 136 total ship cost

     

    [ flagship ] Interdictor-class Suppression Refit (90 points)
    -  Admiral Motti  ( 24  points)
    Interdictor  ( 3  points)
    -  Wulff Yularen  ( 7  points)
    -  Engineering Team  ( 5  points)
    -  Phylon Q7 Tractor Beams  ( 6  points)
    -  G-8 Experiemental Projector  ( 8  points)
    -  Targeting Scrambler  ( 5  points)
    = 148 total ship cost

     

    Gladiator I-Class Star Destroyer (56 points)
    Demolisher  ( 10  points)
    -  Veteran Captain  ( 3  points)
    -  Ordnance Experts  ( 4  points)
    -  Engine Techs  ( 8  points)
    -  Assault Proton Torpedoes  ( 5  points)
    = 86 total ship cost

     

    Gozanti-class Cruisers (23 points)
    Suppressor  ( 4  points)
    -  Admiral Titus  ( 2  points)
    -  Comms Net  ( 2  points)
    = 31 total ship cost

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