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Daht

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Everything posted by Daht

  1. The gencon north american championships share this prize pool also, right?
  2. To kill flotillas with a vic2 add h9 and sw7s.
  3. Lots of ways to nerf Rieekan, and every one of them would be okay with half the playerbase and not okay with the other. I'm fine waiting for FFG to do something, even if that something is nothing.
  4. Norm's yellow was Fire Lanes. Trust me on that one, it's burned into my mind "WHY did I take first player and WHY did I pick fire lanes" until my dying day. Or at least until Gencon. He also had Most Wanted and Intel Sweep
  5. My list (19th)- 32pts EMPIRE FLEET (390 points) 1 • Imperial II-class Star Destroyer - Admiral Motti - Wulff Yularen - Gunnery Team - Electronic Countermeasures - SW-7 Ion Batteries - XI7 Turbolasers (176) 2 • Gladiator I-class Star Destroyer - Skilled First Officer - Ordnance Experts - Engine Techs - Assault Proton Torpedoes - Demolisher (84) 3 • Gozanti-class Cruisers - Minister Tua - Comms Net - Electronic Countermeasures - Suppressor (38) 4 • Maarek Stele TIE Defender Squadron (21) 5 • Colonel Jendon Lambda-class Shuttle (20) 6 • IG-88 IG-2000 (21) 7 • Ciena Ree TIE Interceptor Squadron (17) 8 • Valen Rudor TIE Fighter Squadron (13) 9 • Objectives - Most Wanted - Capture the VIP - Solar Corona (0)
  6. These are some rules my local group are running with and playtesting. We are currently using the "expanded rules" and plan to add the alternate campaign system and skirmish battles in our next one, and are still finalizing ideas there, but I wanted to throw it out here for extra thoughts/critiques. Doing a cut and paste as well as attaching the file. File is better formatted I had to muddle with the cut and paste to make it more readable since it muddled with the format. Curious what the community thinks and has for additional ideas. Armada CC Expanded Rules Campaign can support 4 vs 4 or 5 vs 5. 8 fleet games have a final victory score of 16, 10 fleet games have final victory of 20 if using standard campaign. Strategy Phase: Before declaring battles Imperials may spend diplomat, spynet, or skilled spacer tokens to scout rebel controlled systems to see if it is a base or outpost. When setting up a turn's battles, the Grand Admirals each take the upgrade cards for each Admiral being played in their faction. When declaring an attack, the Grand Admiral names the system and places the Admiral attacking face down. Then the other GA places the defending Admiral face down. Grand Admirals may spend diplomat, spynet, or skilled spacer tokens to flip cards face up at any time (1 token per card). After all battles are set, flip all the cards face up to assign matchups. Refit and Expand Fleets: Admirals may trade in unscarred ships or squadrons (not upgrades) for their base cost in resource points. Uniques that get traded in are lost for the rest of the campaign. Instead of one upgrade per ship on turn 1, a ship can only equip one upgrade on it's first battle. Non title upgrades on ships may be moved or put in reserve before trading in. Diplomats: May be used on any system when an attack or scout is declared. The attacker or scout cannot make any kind of attack or scout on that system this turn. Attackers choose another target, scouts may choose to cancel the action and save the spent token. Skilled Spacers: Rebels can spend a skilled spacer to replace Hyperlane Raid special assault with a Base Raid. Attack an imperial base, instead of playing a base defense scenario, treat it like an unoccupied square. If the Imperial wins, they gain 1 cp. If Rebels win, the Imperials cannot gain resource points from that system (including the base). Hyperlane Raid: Any tokens on Imperials who are not completly out of their deployment zone on turn 6 give the rebel player 20 resource points and a victory token. Victory Tokens: A squadron can discard an unspent (green) victory token when activating in the squadron phase to gain the rogue skill for that round. Anti-snowballing inducement: In a battle that is not a base defense, if there is a handicap in points the lower-point fleet may purchase for this battle only up to 1 ship, 1 flotilla and/or 2 squadrons up to the handicap points. Only Z-95 or X-wing (rebel) and Tie Fighters or Tie Advanced (imps) are allowed. No uniques or upgrade cards may be purchased. These are friendly, but ships do not benefit from Admiral abilities. Alternate Campaign System This is an alternate victory condition system intended to provide a longer, more narrative play, and avoid issues having to schedule 4-10 player mega-games. It includes additional optional rules to play xwing/imperial assault skirmishes, and assumes you use the CC expanded rules above. Campaign Points: Instead of building to a set campaign point total for a final assault, CP are now used as a form of currency to set up special assaults and base attacks. Both factions gain a bonus 1 cp every round in addition to any they earn from battles. CP are earned as normal except as noted. Setup: Setup occurs as normal except rebels cannot claim territory within the correlian system itself, due to the new victory conditions. CP costs: Special assault (hyperlane/show of force) = 1cp. In addition you do earn 1cp for winning the battle. Xwing/IA skirmish assault = 1cp. See details below Base assault = 1cp or the system bonus, whichever is higher. Winner gains 1cp. Unscouted rebel systems are treated as bases, even if the imperials know a system is an outpost via listchecking, they must reveal the system to be an outpost either from scouting or a previous attack to attack it at no cp cost. Base Raid = 1cp may be spend instead of a skilled spacer. defender gets 1cp if he wins the battle. Victory Conditions: Imperials: Victory when you have destroyed a number of rebel bases equal to rebel players +2 or there are no rebel bases left on the map. Rebels: Victory when you control Corellia and 2 additional correlian systems for 1 complete game turn (Imps get 1 round to take stuff back). Skirmish Battles: An attacker can spend 1cp to declare an attack as an xwing or IA skirmish. This attack can hit anywhere on the map (including bases), and cannot be blocked by diplomats. These can be played either at standard points (100 xwing/40 IA) or with varying points based on the fleet total. (1/10 fleet value for IA, and 100 + 1/2 fleet total over 400 for xwing).. choose which at the start of the campaign. These lists can be changed from round to round, but for the campaign decide either for fully open lists, Armada Uniques only available if in the fleet with other named open, or ONLY named that exist in the armada fleet. Play either game as standard (IA can draw scenarios randomly, either from full decks or for available mats). When playing a skirmish battle, both admirals forfeit their share of resource points for the round, but still retain repair points. The winner of the game can choose either 1cp or 20 resource points as a reward. If the attacker wins a skirmish game at an opponent's base, he instead can choose to weaken the base defenses for the next turn. For the next campaign turn, the base cannot be protected by diplomats, and the following penalties apply to base defense scenarios: Fighter wing: 30 points of fighters instead of 40 Armed Station: station has 10hp instead of 13 Ion Cannon: defender only places 2 ion tokens instead of 3 These bonuses are only for the turn following the skirmish. CConflict_rules-beta.rtf
  7. I think limiting flotillas to a 1:1 ratio of other ships would work best, cut off the abuse without wrecking the squad points or table clearing nalance
  8. Nope, wave 6 will affect me more than worlds listwise..
  9. Daht

    Gross

    I'd love to see an upgrade that added an AA dice. It would need to be 8+ points and on a useful slot for balance. Given the glut of unique/named squads getting played now with so much brace/scatter and other mitigation going around it would not be devastating to anything but generic tie/intercepter/z95 swarms. I'd also like to see a flotilla limit, like a 1:1 ratio for flotillas and ships (not crazy about not counting them toward tabling, or as part of the squad points as that hurts a LOT of lists just to curb reikan spam)..
  10. I got Kevin rd2 on the bottom table. He was a great opponent but my list was a real hard counter to his, there want much he could do except hope I make a big error or roll horribly. Glad to hear he made the big comeback.
  11. I was shooting for dice, which I got. Had no idea how I'd stack up vs world competition, but feel pretty confident to hold my own now. Norm whupped me but a lot of that 10-1 score was tokens. I do feel I could put up a competitive game if I'd taken second player. Brain farts are part of big tournaments, consistent play is as important as good play. In a field that big there is a lot of luck needed irregardless of skill to make the top tables. Probably the entire top 20 could have been in the final 4 with 1 or 2 games going a little different, or getting different draws rd1. If Gencon doesn't have a side event then I will have to make the top cut for reals next time..
  12. I took no notes My list was (390 points) 1 • Imperial II-class Star Destroyer - Admiral Motti - Wulff Yularen - Gunnery Team - Electronic Countermeasures - SW-7 Ion Batteries - XI7 Turbolasers (176) 2 • Gladiator I-class Star Destroyer - Skilled First Officer - Ordnance Experts - Engine Techs - Assault Proton Torpedoes - Demolisher (84) 3 • Gozanti-class Cruisers - Minister Tua - Comms Net - Electronic Countermeasures - Suppressor (38) 4 • Valen Rudor TIE Fighter Squadron (13) 5 • Ciena Ree TIE Interceptor Squadron (17) 6 • IG-88 IG-2000 (21) 7 • Maarek Stele TIE Defender Squadron (21) 8 • Colonel Jendon Lambda-class Shuttle (20) Had a great time meeting a bunch of folks in and around the games, my first Armada tournament bigger than a small southwest regional. Rd 1 I faced the eventual world champ Norm Weir and if he didn't need any help beating my *** 1-10 I somehow managed to pick first player and his fire lanes with no strategic on my side. With a (I believe) 15-1 split on tokens was a brutal 1-10, but a great player. I made a few small mistakes in game that someone his level you don't get to recover from as well as the bonehead setup. Fortunately for me was my only humbling game of the event Had fun with it anyway as I knew it was over rd 1 even without any premonitions that I was playing the eventual world champ. Rd 2 I faced Carribeanninja's kid whose name escapes me as I suck at names. He had an mc80 with I think 3 cr90's a flotilla, and 2 a wings plus tycho/shara. Very bad match up for him fleetwise and he brought his 90s in a bit slow and I trapped his 80, IG and Valen burned down shara with 0 counters. 10-1 to me was a reasonably fun game but it was over early with a few rounds of cleanup for a tabling. Good guy to play against, just a real bad matchup. Rd 3 I faced Jaren Voss with a similar list to mine, but replaced squadrons with an arqitens. Another fun opponent and fun game. He kept his demo out of the main fight a turn too long and I ended up with a 10-1 by a narrow margin (311 mov with lots of damage on my ISD). So at the end of day 1 I had bounced back and should have been listed 16th but in my 3rd game our names were basically blank (printer fade) and we wrote the score wrong, realized it and noted the paper, and explained it to the judges who understood and said it would be entered properly but it wasn't. Had to wait till the morning and catch them to fix it, which they did. Day 2 I had my 2 best games if not results. Rd 4 I faced Typo and his reikan ramsquad. Took 2nd and he picked capture the vip. FANTASTIC game and while I hate the build he was fun to play against and the game was very tight. He ET'd to grab the VIP and run behind my ISD, but sw-7 ions and Steele/Jendon still killed his corvette, but the vip was parked behind me (very bottom of mat) and I had no way to get it back, but did take out another 2 90's.. he killed my goz and demo also.. and he realized I would win kills but he could run away and grab the VIP to win and he did.. BUT I still had IG, Steele, Jendon and a far-away ISD spamming squadron commands and was just able to take out another cr90 with my fighters alone on turn 6 to swing it my way 6-5. Rd 5 I completely forget the name of whom I played (sadly) but it was a Dodonna list with biggs/jan, an assult frigate, yavaris and some 75s. Another player 2 game with capture the vip. He kept his assault frigate alive by speeding past my ISD but failed to nav enough to stay on the board.. in the end all we had on the table was his lifeboat and nora wexley... all I had on the table was my gozanti, ciena, valen and jendon. But he grabbed the vip on turn 6 and it ended up a close 5-6 for him. I ended up 19th overall, which I'm quite happy about given the start. Definitely want to rematch Norm someday Hung out with Brobafett, moodswing and others around the games, had a blast. Definitely making soft plans to attend again next year, and hope for a similar time at Gencon this summer.
  13. Was a great time, should write up a quick report of my own.
  14. Think of them as non-FFG acrylic rulers. You can be that guy that complains and could get a judge to ban them for your game, if you really wanted to be that guy.
  15. One mistake there, I had a 10-1 win vs jaren voss transposed to a 1-10 loss they are supposed to fix, so should be me in the #15 spot with 21/715 mov. Big comeback with 2 10-1 wins after a 1-10 drubbing by (I think) Typo from the Toronto crew
  16. I am on the way momentarily
  17. I was keeping my pics secret. I was surprised to see regional dice on the prize wall (for 25 tickets!). So far its mostly old quarterly kit stuff.
  18. Only 260 currently, but will rack up points at worlds (even if just for showing up)
  19. It's 5 evades.. top 32 is gr75.. range rulers match the store champ/core set size.. the top 2 is listed as "objective token" but I wasn't able to open the bag and get a good look at that (I was only allowed to measure/compare the stick because the store is where I won the short regional ruler)
  20. The double sided ruler is black, with red print on one side, green on the other and is proper size. (was able to check one) Aside from the dice, I'm more exited for store champ prizes than worlds.
  21. No picture, but the card is gr75 transport with great art.. 5x evade tokens top 8, top 4 a black with red and green colored double sided ruler
  22. but after the VIP token.... so any ships hoping to get the VIP start speed 0.. he had an ET corvette that got it round 1 and got eaten by the rhymerball.
  23. Yeah I may have to drive to cali for 1 or 2...
  24. no pic but: · 32 Copies of an alternate art card · 8 x bags of double-sided evade defense tokens · 3 x double-sided range rulers · 2 x printed acrylic objective tokens · 1 Regional tournament Bye · 1 colour plaque · 2 Copies of the World Championship alternate art card
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