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Everything posted by Lucious Pain
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Still trying to KILL ACKBAR!!!
Lucious Pain replied to GoldCrow18's topic in Star Wars: Armada Fleet Builds
Killing Akbar is easy. Soften with Rhymer Bomber run, then overload pulse the biatch and pound with ISD and others, while Demolisher Gladiator smashes it all primed up on Assault Concussion missiles, ordinance experts last. Top this with Vadar / Screed for maximum effect. Last 4 games against a C80 I have killed it everytime, either turn 3 or 4. My best is turn 2, when opponent flew it straight at me! (Go figure). -
Have you tried Armada Warlords Fleet Builder
Lucious Pain replied to Vogons's topic in Star Wars: Armada Rules Questions
This site is dead.... -
Imperial squadron fleet ideas
Lucious Pain replied to Artifixprime's topic in Star Wars: Armada Fleet Builds
I was using it to shoot at a target (if in range) with front arc, move then shoot again with the same front arc. Used it maybe once or twice, but in one case it crippled two ships in one turn. To my knowledge you cant shoot twice after using demolisher. You can shoot, move, then shoot. -
- No undercoat. - Detailed ink wash, taking time to get it in every bit it needs to be, but not too much. - Light gray drybrush applied to wanted parts. - Yellow details. - Ink touch ups (if required). - very light white drybrush on whole model.
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The photo's make the Tie's look darker then they are. Took photos on my phone, so its a bit average quality. They are more a light gray. I like the Y Wings the best, quiet happy with those.
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Recently played around with some painting on Squadrons. Tie's and A Wings look darker in photo's then in RL. Y WINGS A WINGS TIE INTERCEPTORS TIE ADVANCED TIE BOMBER
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Imperial squadron fleet ideas
Lucious Pain replied to Artifixprime's topic in Star Wars: Armada Fleet Builds
I ran a similar fleet in 2 battles today and won both convincingly. Imperial Fleet 300 Total Victory II - Admiral Screed - Admiral Chiraneau Gladiator II - Demolisher Title - Expanded Launchers - Gunnery Team Squads - Major Rhymer - Howlrunner - Tie Interceptor x2 - Tie Advanced x2 - Tie Bomber x1 I suggest Howlrunner with 2x Interceptors. Um....5 blue dice, plus one reroll is totally nuts for the interceptors using swarm and howlrunners ability. With their speed, you can squad command them and pounce on just about anything (enemy bombers . On the other wing (with the Victory), I had Rhymer and bomber + 2 x Advanced to protect them. All do a black dice to ships. In the second game they took out a Mk II Frigate in 3 turns (with a opening volley from a Gladiator in turn 2 as help). In the first game, they sniped a C90 and made short work of it (backed up by Victory II). I have to say, I didn't use Chiraneau much, and might drop for another squad of bombers. My advanced screen dealt with enemy pretty well, and with Rhymer they could sit back and snipe. Holy hell, Demolisher with launchers is nuts. I killed a nebulon in 1 turn (shot side arc, moved, shot front arc) in game 2. Crazy. Squads are awesome! -
How did I miss this one?! ****, I would have made the trip to compete. Always next year.
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....now the Assault Frig II, that's a fugly space whale. The Gladiator is pretty dope.
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Do you think they'll introduce a 3rd faction?
Lucious Pain replied to Rocmistro's topic in Star Wars: Armada
Droid fleets and clones fleets from episodes 1 - 3. You would need a timeline though for fleet builds, as obviously the clones go evil in episode 3. -
I am pro squadron and love the dimension they bring to the game. In all of the matches I have played, they have been vital to the overall victory or defeat. The trick is designing cunning mixes of heroes and regulars that really complement each other and backing this with a decent carrier capital that can wield them at the right time and place. Well worth the effort
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300 point Imperial Fleet - Please Help
Lucious Pain replied to Lucious Pain's topic in Star Wars: Armada Fleet Builds
Thanks for the advice. Looks like Rhymer is a popular one from your comments and after looking back over his rules, I definitely see the advantage now. I guess I can use those spare points from the nav team loss (thanks for pointing that out by the way) to upgrade to Glad II for the extra anti-squad dice. One question, can you put 2 admirals on 1 ship? -
300 point Imperial Fleet - Please Help
Lucious Pain posted a topic in Star Wars: Armada Fleet Builds
Hi All, I am looking for advice on this list or recommended changes I could make. I potentially could be miles off track. A few things when reading my list: - I have never played before, and only just got the core set last week. I have read the rule book once, but madly spammed you tube for battle reports and advice. - I only have the core figures, plus a Gladiator and Imperial Squad pack (yet to arrive), so I ripped the card info from you tube clips to know their effects. - I am new to the forums and haven't studied every post yet. - I have a game pending and didn't want to totally suck. I will be running test games before then to get the flow. FLAGSHIP Victory II - Admiral Screed, Expanded Hanger Bay, Nav. Team. 120 POINTS OTHER SHIPS Gladiator I - Demolisher, Admiral Chiraneau, Engine Techs, Assault Con. Missiles. 91 POINTS SQUADRONS - 88 POINTS Howl Runner 16 POINTS 3 x Tie Fighters 24 POINTS 1 x Tie Advanced 12 POINTS 2 x Tie Bomber 18 POINTS 1 x Sontir Fell 18 POINTS FLEET TOTAL = 299 OBJECTIVES - Clueless...? haven't had time to study them yet. IDEAS - The flagship can command 4 squads, so would probably take Howl and fighters, leaving the Advanced, Bombers and Sontir with the Gladiator, who can use 2 at a time. I figured it best to have Howl and fighters all staking their bonuses together and seizing the initiative to attack first. Once engaged with the enemy Sontir and Advanced biff it out, while bombers help the gladiator smash capitals. With Admiral Chiraneau, i can break them off engagements as needed to either save the bombers from enemy fighters or get a better positioning. As the Gladiator is designed for evil purposes, with excellent movement / attack options, it should be able to get into a effective position to do this, and unleash its assault missiles for even more nastiness to defenders redirecting shield damage. I figure this backed up with bombers in one outright attack could take out one of the smaller rebel ships if successful. The Victory II would give covering fire and follow up the Gladiator, who would aim to wrecking ball the unfortunate Rebel ship placed closest to it. Probably max speed first couple of turns for positioning for both ships, collecting nav. tokens to slow them down around turn 3.
