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Artifixprime

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Everything posted by Artifixprime

  1. Not sure if this has been asked before (search is dodgy on my phone) Can The Grand Inquisitor's effect trigger off the use of a Q7 tractor beam or G8 Exp Projector? Or even off something like a ram where speed is temporarily reduced.
  2. Hey, Morgan is going to run a few events of the coming months in TLC in Wicklow starting on Sunday 13th May. Details on their Facebook Page
  3. Had taken a break from Armada painting for a bit, going back to 40K. I really like the MC75 design though and enjoyed painting it a lot
  4. Apologies if this has been asked before but I'm on my phone and searching isn't the easiest... Anyway... Am I right in thinking that I'm NOT able to use boarding engineers with the precision Strike mission as the timing looks to be wrong? Boarding Engineers triggers when a reveal a command and the mission triggers when I make an attack.
  5. Very interesting. I keep forgetting that "adding dice to a pool" doesn't have the same limit on range that regular shooting does - e.g. adding Blue dice to a pool of only Red dice if you're shooting at long range. Dominator can (sort of) do the same for VSD1s by using shields instead of tokens and adding Blue dice. Limited to Close/Medium range though
  6. It's all been said above, but just to reiterate: Pack your stuff the night before along with print outs of your list Drink lots of water on the day (I usually limit myself to one [admittedly strong] coffee around lunchtime) Talk to your opponents about their lists and during the game - both to have a laugh and to clarify things before they become an issue Take pics and write it up (it's hard to remember to take pics though while a game is going on!)
  7. True. My opponent was more interested in trying out Sloane with Avenger though as he'd been trying to get it working with Overload Pulses (on a raider) for quite a while without much luck :/ This combo looks to be easier to achieve while also being useful as a fighter screen too.
  8. Nice write up. Something I noticed about Director Isard is that she works when you reveal a command, but the card isn't exhausted. This should mean that if you have the same number of ships (or more) than your opponent that you should be able to see all command stacks by the end of the turn. For some reason I'd always thought it was a single use per turn. Assuming that there aren't any single command ships that have activated before you get to have a peak that is.
  9. So after mucking about with various permutations of code I mailed FFG customer support to ask them. A helpful dude called Jake replied - turns out that the forums don't support tables. Case closed.
  10. Think they posted it on facetube some time last month. I checked again and it is on the 2nd - the forum won't let me post a link to it though :/
  11. Anyone going to the Store Event in Gamer's World on Sunday 2nd? You'll get a chance to beat me! - Guaranteed
  12. Does anyone know if it's possible to format a table within post on this forum? I've tried several times to use BB code or basic HTML but nothing seems to work.
  13. So myself and a mate took to the table to fight it out with two Imperial fleets. I took a ship focused fleet that I'm hoping use in an upcoming store event and the other fleet was trying out Sloane as the admiral. Fleets: My Fleet: Points: 398/400 Commander: Moff Jerjerrod Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Minefields Imperial II-Class Star Destroyer (120 points) - Relentless ( 3 points) - Skilled First Officer ( 1 points) - Gunnery Team ( 7 points) - Reinforced Blast Doors ( 5 points) = 136 total ship cost [ flagship ] Victory II-Class Star Destroyer (85 points) - Moff Jerjerrod ( 23 points) - Spinal Armament ( 9 points) = 117 total ship cost Gladiator II-Class Star Destroyer (62 points) - Insidious ( 3 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 74 total ship cost Raider-I Class Corvette (44 points) - Instigator ( 4 points) - Ordnance Experts ( 4 points) - Flechette Torpedoes ( 3 points) = 55 total ship cost 1 Captain Jonus ( 16 points) Opposing Fleet: SHIP: Imperial II 120 UPGRADES PTS Admiral Sloane 24 Gunnery Team 7 Reinforced Blast Doors 5 Spinal Armament 9 Avenger 5 TOTAL POINTS: 170 SHIP: Victory II 85 UPGRADES PTS Flight Commander 3 Expanded Hangar Bay 5 Corrupter 5 TOTAL POINTS: 98 SHIP: Gozanti Cruisers 23 UPGRADES PTS Bomber Command Center 8 Expanded Hangar Bay 5 TOTAL POINTS: 36 SQUADRONS PTS Maarek Stele 21 Gamma Squadron 10 Tempest Squadron 13 TIE Defender Squadron × 1 16 Saber Squadron 12 Major Rhymer 16 TIE Fighter Squadron × 1 8 TOTAL POINTS: 96 ASSAULT: Precision Strike DEFENSE: Fighter Ambush NAVIGATION: Superior Positions I had the bid and chose to go first - the mission was Superior Positions Start of Turn 1 As I had to deploy everything first, I spread out a bit. Instigator was to shadow Relentless (as I assumed it would be a target for Sloane) while the VSD and Insidious were placed to one side. Relentless, Instigator and the VSD were all pointed at the station while Insidious was intended to take the long way round the back and maybe come into play around turn 3/4. The opposing fleet deployed together though to face off against the VSD and Insidious. I pushed Relentless and Instigator to speed 3 and 4 respectively to close the distance while the VSD stayed at speed 1 and cruised forward. Insidious made a JJ turn to the right to try to reposition itself out of the part of Avenger - the idea was to either be able to sneak past it, or to force it to turn into me and effectively take it out of the rest of the game. The opposing fleet moved forward as one and repositioned the squadrons for a turn 2 attack. Start of Turn 2 I moved Relentless forward again (staying at speed 3) to land on the station and Instigator stayed at speed 4 to be able to keep up with it. The VSD moved forward again at speed 1 and Insidious survived (more on this!) to set up a double arc shot on Avenger next turn. On he other side, the VSD activated two bombers, Marrek and a regular defender (center of the pic) and sent them after Insidious. The bombers both rolled Hit/Crit forcing me to use a brace for the first one and then a redirect for the other as Marrek had rolled an accuracy and taken away my spent brace! I ended up taking two damage cards and had only one front shield along with a single Evade token to use against Avenger (can't use spent tokens). Avenger then reveals a Concentrate Fire command which, along with Spinal Armament, gave it 6 red dice to throw at me needing to get 4 damage through for the kill. But rolled this: Guess what I used the Evade on? It was an unholy roll. By all rights, Insidious should have been toast. The Gozanti and VSD moved up but knowing that they would pass under the guns of Relentless next turn. Start of Turn 3: I moved Insidious first as I knew it wasn't long for this world. The APTs put through two damage cards and I was able to strip off all of the side and front shields. It moved around behind Avenger, but was chased down by the bombers/defenders and destroyed. Avenger moved up and took 4 shields off my VSD. I activated Relentless last to be sure to get both the Gozanti and VSD with the Gunnery Team - the Gozanti was destroyed (Jonus got me the accuracy I needed) and the VSD was hit in the rear, stripping shields and causing some damage. Just to Note: The plan with Jonus is to try to position him in the same turn as I maneuver the raider against opposing squadrons. Jonus normally activates by himself in the squadron phase (while Instigator would be my last ship to move if planning to engage squadrons next turn). I move Jonus to where I think ships will be moving to so that they bring themselves into his effect range. The idea is to force a choice for the other player - activate squadrons to kill the Instigator or attack Jonus to protect your ships. Start of Turn 4: This was a short turn! Relentless activated first and took the VSD down to 1 hull and caused 6 damage cards on Avenger (4 accuracies [one due to Jonus]) - it finished off the VSD then by ramming it. Avenger stripped the remaining shields off the VSD and did (I think) 3 points of damage, but the VSD caused another 4 damage in return. We called it here as Relentless would easily account for ISD in Turn 5. Take aways from the game: Sloane is *really* good. We both agreed that cheaper TIEs or Interceptors if you like, would be better than high point Defenders. The awful roll that Avenger made against Insidious was the beginning of the end in many ways, but by all rights the combination of Sloane spending defense tokens and Avenger not allowing you to use spent tokens looks like a very deadly combination. Certainly better than trying to use overload pulses for the same effect.
  14. I like the time lapse format as a quick way of showing how a game progressed. I've tried to do this once before and I think it takes a bit of practice to get the timing right so that you get to see all of the moves that happen rather than it being a blur. Nice gaming mat too
  15. Like the contrast on the TIEs - really makes them stand out
  16. I've seen a lot of discussion about the merits of Build A over Build B and how they might be used etc... along with this is often a comment about player skill. What's missing though is how this might actually translate in to gameplay on the table. It made me think of things I used to see in the newspaper waaay back where there could be a set up of a chessboard and people would be challenged to do something like "win in 5 moves" etc... Would something similar to this be useful for discussion different builds? For example - this is from a game I played a few weeks back: It's turn 1, I'm second player and the mission is Blockade Run. Given this starting point - what might be the best moves for each player? This is just an example by the way (not expecting any discussion on it!) - a sample set-up with Rhymer/Rieekan might be more interesting. Maybe use Vassel screenshots to show how it could play out?
  17. Yeah - mates of mine were giving out about that too The actual reason though is that I made quick'n'dirty casts of real ships so I could break them and those rebel ships were the only unpainted ones I had to use.
  18. Something a little different: Made some obstacles that I've been meaning to get around to for ages - need to add a station yet though. Asteroids: Debris fields:
  19. My imperials were the ones running the blockade and Demo was intentionally deployed at the board edge. The idea was to get it to the deployment zone and score token points while handing out broadsides on the way to anything in it's path - hopefully clearing the way for the interdictors to follow.
  20. Hmmm...now there's a thought Would be cool if they did. Was thinking beyond this to maybe open up older ships to new roles too
  21. No, more generic than that. Maybe something like a title (or another card) that alters the role of a ship a bit Making up an example on the spot: "Flak Refit" CR90C: (based on CR90A) - reduce anti ship dice by 1x Blue dice, increase anti-squadron dice by 1x Blue dice. If within 1-X of another friendly CR90C gain one re-roll per anti squadron attack. I'm not suggesting this is a workable example, it's more to illustrate the idea of ships gaining a benefit from being in "formation" with others.
  22. Slightly different take on formations: Would it be an interesting addition if certain ships had a benefit from being in proximity of each other? For example - if ship A and B are within distance X of each other then they add a dice or get a re-roll from "shared fire control" or maybe get a benefit against squadrons with overlapping flak screens.
  23. Just to mention it - there's a secondary effect of Skilled First Officer that's often overlooked for Command 2 ships. The main effect is that you can discard your top dial and take the next one. On a Command 2 ship, if you use Skilled First Officer you have to set two command dials in the next turn to have a full command stack (as noted above). However, it does effectively turn your Command 2 ship into a Command 1 ship for the following turn as you're resetting the full stack, so you get to be doubly reactive. Make sense?
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