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About Viratin

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  • Birthday 04/17/1990

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  1. The main point of what I'm trying to get at is that, with the current meta, Rebels are able to quite easily control the engagement. Their long range allows them to out-shoot Imperials, who will have to suffer enemy firepower without being able to answer it that turn. The congo-line of Rebels moving parallel to their board edge can move at speed one and simply play the waiting game. Sure, you can try to get in front of them or behind them, but the enormous wide arcs make it very difficult to fit in. A large base ship like the ISD won't be able to do it. The GSD and Raider could both do it, but both of them are short range ships, and dancing them into that position will be extremely dangerous. And, as Ly said, it's not hard for rebel players to stagger their arcs and protect each-other's blind spots. How I feel Ackbar should have been: add 1 red to broadsides, but not limited to only firing out of them. I feel that would have put him on a comparable level of power to Admiral Tarkin, who shares his point cost.
  2. The Age of the Demolisher is over. The Time of the Ackbar has come... Well, in case it isn't quite obvious by this point, Ackbar is making many Imperial players cry at the thought of monumental amounts of red dice. While not every rebel player is pulling these lists off well, those good rebels are figuring out horrid ways to make it hard to do one's duty in the Imperial Navy (good in skill, obviously. They're all scum.) Alright, for those who don't quite know what I'm going on about, let's take a look at this issue. It really is not Ackbar's fault alone. Though I believe him to be very good for his points (probably better than any other commander point-per-point), he alone is not broken. That being said, he is tremendously good. Like, stupidly good. It normally costs 10 points to increase one's side-arc by 1 red dice (Enhanced Armaments). Consider then, at this cost, that Ackbar allows each ship to add 2 red dice to their side arcs (at the "horrible" price of having to fire from their massive side arcs. Boo-hoo. Stupid rebels...) which, for a 4-ship Rebel list essentially adds 80 points worth of dice increase. More importantly, it also frees up the turbolaser slot so Rebels can purchase other fun turbolaser toys, such as the more and more popular Turbolaser Reroute Circuits (which, by the way, all these turbolaser upgrades are cheaper than the Enhanced Armaments). So, Akbar's ability is already the best bang-for-buck damage increase around. This alone teters him on the edge of the brink towards true brokenness. But, unfortunately, this problem is compounded by a few more issues that start to become apparent with a bit of tactical analysis. With the introduction of Wave II, we've solidly set up the Imperials as being more expensive than the Rebels. The massive Imperial Star Destroyer-II costs a tremendous 120 base points. The difference between the ISD-II's and ISD-I's dice pools is so high, with the changing of black dice from longer range blues and reds, that it really makes the ISD-II far more useful for its points. Really, if you want your ISD to be all it can be, you must go with the more expensive option. On the other hand, Rebels have a much flexible option in their large ship. The MC80 Command Cruiser and Assault Cruiser vary only a very little bit. What I find funny is that I believe the cheaper Command Cruiser is the better option of the two. And, from what I've seen from gaming days, many Rebels are in agreement. The flexibility of having an Offensive and Defensive upgrade slot is very nice for this ship, as well as retaining a higher Squadron value. The Command Cruiser can easily command 5 squadrons with the Expanded Hangers perk, while the Assault Cruiser (then nearly at the same cost compared to the Command variant + Expanded Hangers) can only manager 3 squadrons. Trade-off? The Assault swaps one blue die for one red die on the side arc and front arc (though the front doesn't matter, since you should never be shooting out of it anyhow) and gets 2 blues for its anti-squadron rather than 1 blue and 1 black. Whoopty-friggin-do. So, Command Cruiser's 106 points vs. the ISD-II's 120. There are similar comparisons on nearly every level: the Corvette vs Raider, VSD vs AFmkII... the only comparison that is cheaper is between the GSD and the MC30c. However, with the problems detailed below, you'll soon see why the GSD's cheaper cost is sort of a moot point. So, Rebels are cheaper. How does that support Ackbar's brokenness? There are two answers, one more obvious, and the other more subtle. The first answer, the more obvious of the two, is this: more rebel ships, more red dice from Ackbar. Fairly simple there, not gonna explain that further. Here's where we start looking at the underlying problem. Both Rebel and Imperial lists can manage fitting in 4 ships rather easily, and still have a decent amount of fighter support. One large ship, one medium ship, and two small ships, for instance (or, in the Imperial case, the medium ship, usually the VSD, is replaced by a more similarly costed Demolisher GSD). The problem here starts to develop when you look at threat ranges. Both the GSD and the Raider, making up half of the Imperial fleet, are short range ships with rather delicate frames. While the GSD was a bulldog in Wave-I, and could take a beating from anything the other side could throw at it, it simply cannot handle fire of that magnitude coming from the newer ships. By the time it gets into range, it's likely dead. Only the hero of the Imperial Navy, the Demolisher, could get into range. However, he's quite likely to die after one round of being that close to the Rebels' wall of broadsides. This leaves the Imperials with two long-range options with which to combat the Rebels: the ISD and the VSD, both of which are more expensive than their Rebel counterparts. The Rebels, on the other hand, have an easy go of it; with their long range, they can sit back, skirt the edge of the board, and force the Imperials to come to them. And, with the way our Armada tactics work (shoot then scoot) it really is very easy for them to do this. The Rebel player is almost guaranteed first strike in Wave-II, and makes darn good use of it with Ackbar and the numerous support upgrades available. Summary for that last bit: Rebels can sit back, wait for Imperials to move within range, and then unleash their massive broadsides with impunity. Okay, so, what sort of firepower are we talking about here? How can I, commander of a fearsome ISD, be worried about a Mon-Cal's firepower. Well, let's take a look. With Ackbar and a Concentrate Fire command, that MC80 is gonna be tossing six red dice my way. Each red has a 62% chance of dealing out damage, with 12.5% of its hits having a chance to be double-hits. On six reds then, you're looking at 4 or 5 damage. Woe to you if the rebel player rolls hot, of course. While normally red dice have the issue of having only one accuracy and two blanks, Home One takes good use of this by changing one of your results to an Accuracy for free. Change a blank to an accuracy? Yeah, that'll hurt. Take away your opponent's brace, and put a nice dent in that scary ISD's shields. Oh, and, don't forget, with that Turbolaser slot free, the MC80 can afford to fill it with an XI7 upgrade; most of that damage will be staying on the ISD's front arc. What's worse is: that's not the least of your worries! Following up are a pair of AFmkIIBs. Each one also tosses out 3 red dice base. With Ackbar and Concentrate Fire, they're also doing 6 reds each. But, now there's a bonus: with their Evade defense tokens, they can take advantage of Turbolaser Reroute Circuits, and add 2 damage to their rolls, 6-7 damage (though now it can be mitigated by Redirects, since they won't have the XI7 upgrade). Still, get rid of that brace. Even if the ISD has Electronic Countermeasures to allow it to use one of its braces, it'll still have taken 13 damage between the 3 ships. More than enough to strip it bare. Alright, if ya'll ain't got the picture yet: Rebels control the board, alpha-strike when the Imperials move in range, and enjoy life. Now, I'm not all doom-and-gloom! I do have a solution to propose. Our amazing friend, Rhymer. Yep, it is time to spam the Rhymer-ball, people! Consider, if you will: The best way to beat these Rebels is to beat them at their own game: out-range them. With Ackbar in most Rebel lists, the Rebels will be maximizing their ships and minimizing their fighters. Because of this, the Rhymer Ball has a greater chance of doing some major damage. Even better, because all of our Imperial fighters and bombers are nice and fast, we can command them from outside of the Rebels' range. Take back the alpha-strike! Swarm the enemy with bombers and fighters, and make Ackbar rue the day he tried to out-gun the Imperial Navy.
  3. Does anyone know if there are any 3-ring binder page sleeves that fit the small size cards for Armada?
  4. What's funny is, I've had the opposite experience with my Raiders. My tactics have involved, predominantly, an ISD, a Demolisher, and two Raiders, along with a wave of TIE-Fighters. I use Admiral Ozzel, as his ability is by far the most beneficial to this very fast list. My ISD begins the game at speed 1, with a navigate command set in place. He'll begin at the center of the field, ready to move to engage the main part of the enemy fleet straight on. In essence, it taunts the enemy into having to take this threat head-on. Leaving an Imperial Star Destroyer alone is suicide, so they have to face it. The two Raiders, loaded with Expanded Launchers, flank from one side, and the Demolisher from the other. The ISD speeds up to 3 on the first turn. Most people don't expect it, and don't think of a Star Destroyer as being so fast. With that threat looming in their face for next turn, they often scramble to prepare for it. This is perfect for letting the smaller ships flank. When the next turn comes, the smaller ships drop from speed 4 (raiders) and 3 (Demo) to 2 and 1, giving them exceptional maneuverability. This is really crucial for not only lining up your perfect shot, but also for putting yourself where your opponent has the worst chance of hitting you hard (MC80 front-arcs, for instance, are a great place to sit a Demo and double-arc it, then let it crash into you.) People do not expect Raiders to be so dangerous. But, when that Raider is sitting in prime position, and your opponent realizes it's gonna toss out 3 Blues (2 base, 1 Concentrate Fire), and 4 Blacks, it really disrupts their mindset. By then, the Raiders have probably done a significant amount of damage. I've had one Raider completely off a Nebulon from full health to dead in one shot. My Raiders tend to have the following build: Raider I: 61 pts Base- 44 pts Expanded Launchers- 13 pts Ordnance Experts- 4 pts Expanded Launchers may seem expensive, but I love how threatening it makes them. Ordnance Experts is also extremely good, as it helps not only the Raider's ship attacks, but it can also be used to re-roll those two black dice for anti-squadron. Extremely reliable AA damage. You can also swap the Expanded Launchers for ACMs. Much cheaper, but a bit riskier, since you've only got 2 black dice from your front. Even with re-rolls, you're at a coin flip to get that good crit roll you need.
  5. We only just finally got Wave II, and I've seen post upon post speculating on Wave III. Some people were even wondering how long it'll take FF to put out Wave III info and griping about it. What?! Is this like, just, setting ourselves up for disappointment to start looking forward to Wave III already? Have some fun and get to know our new Wave II toys. I've only gotten to play with my Raiders a few times now in a campaign we're doing, and I've only fielded my Imperial Star Destroyer once!
  6. I never thought that having more options would be a bad thing! Okay, it's not a bad thing. I was simply very well set with my understanding of the game and strategies and my preferred lists and how those lists stood up to other lists in the first wave. Had plenty of time to mess with it, after all. The second wave has changed many things, and I'm trying to figure out what I want to do in it all! I'm an Imperial player, and I've got a wide range of ships available to me, but I'm unsure what exactly I want to do with them. It feels like it's going to be much more difficult to build an all-arounder list like I had before. I've basically broken it down to several variables... Variable One: Large Ships How many do I want? Do I even want them? That huge Imperial is so tempting and seems like an obvious must-take. But, with a cost of 120 base, I realize there are other options in my arsenal that could be far more devastating. A pair of Raiders with Expanded Launchers, for instance, have 16 shields and 8 hull between them, whereas the Imperial has 11 shields and 11 hull (though the Imperial does have better Engineering and better defensive tokens with redirects) but they also will be putting out 2 Blues and 6 Blacks from their front arcs each. Give them both Ordnance Experts and they cost 122 points against the 120 points of the Imperial. Imperial has range on its side though. Sorta wish the Raiders had a redirect instead of one of the evades, but, oh well. I also feel the Imperial requires Gunnery Teams in order to be at maximum effectiveness, as its side-arcs are not going to make it worth its price tag if you're firing one front and one side. And what about fighting against large ships? I'm hearing all sorts of stuff about Ackbar's dread fleet of red dice death, and trying to figure out how to combat those massive Mon Cals and their Assault Frigate buddies is making me worry. Speed would be the key, I'm fairly certain, but would one of my little Raiders even survive a barrage from an Ackbar Mon Cal's side arc? Variable Two: Rogues and Villains I ran squadrons in the Wave-One meta as Imperials. Usually four or five TIE-Fighters, purely to run interference while my ships moved into position. However, I'm definitely feeling that won't be enough to handle the addition of the Rogues that have been tossed into play. I definitely need to build more anti-fighter then. But, how should I do it? I could run in more TIEs, but then I'll need more squadron command to make them effective. What about adding in Dengar with the TIE-Fighter swarm, to make my opponents have to deal with counter on all of those cheap, expendable TIEs? He'd also get the benefit from Howlrunner too, so, that's nice. Trying to figure out how I feel about Raider anti-squadron. I feel like if my opponent made the mistake of moving his squadrons forward too quickly, I could punish them between the crossfire of an Imperial's 2 blues and a pair of raiders' 2 blacks. Variable Three: 400 Points OMG! I've got 100 more points to spend! But, wait... it doesn't feel like I'm getting much more, when I've built my list, what with the Imperial eating so many of 'em. And then my opponent also has an extra 100, so I... I still haven't gotten a feel for the size of fleets with the 400 size. I feel like the number of ships isn't changing greatly, though the amount of fun toys people are putting on their ships is going up, so individual ships are becoming far more deadly. All these things put together make me really trying to get a grip on how I view Wave 2, and how I want to combat the new threats that abound.
  7. If you are losing terribly, you may shank your opponent with your dead Imperial Star Destroyer.
  8. As an Imperial player, I really have found myself staying away from most titles. The only ones I tend to include are: Demolisher (obviously) Relentless (For 3 points, changing an ISD to only having 2 command dials is fantastic IMO) Other than that, I find most of the other titles are, indeed, expensive, and often require other upgrades in order to bring them to their highest potential. In the end, I find those points are often spent elsewhere to greater effect. On the other hand, for those rare times I play as Rebel Scum, I friggin' love titles. Dodonna's Pride and Jiana's Light are favorites of mine. The second-wave titles for Rebels are even more impressive.
  9. Gonna work on getting a couple more Firesprays to add in with this group. I'm thinking I'll end up running Bossk, two or three Firesprays, and a Jumpmaster together as a fun little ball of Roguish fun. Any suggestions for what decorative color to do on the next Firesprays?
  10. You think you're sick of this? Just imagine how those sailors on that boat are feeling.
  11. Very good point. This will be changed. Also, one would believe that a couple of CR90's and a Nebulon would not go toe-to-toe with a Demolisher Gladiator and another Gladiator, but that did happen. There is little I can do about the balancing issue of the small-size ships being outclassed by the other side's ships, unless I start changing Fantasy Flight's point costs. I do not believe this will be an issue. By and large, fleets will begin splitting up their groups more the further we go, as objectives become more complex. Especially now that we have 2v2 on both tables, the odds of the two scout groups going head to head in a 1v1 is highly unlikely. If you have a suggestion for how to fix issues like these, please include them in your comments. Again, not much I can do with the points cost and keep with the spirit of what we're doing here. The other optional build I could have done would have been a Nebulon and a CR90, but that leaves that scout group even more underpowered. Again, please leave feedback for suggested fixes. I'm considering adjusting Saboteur to beginning with 2 objectives it can sabotage, increasing to three and then four afterwards. I believe that would make it a bit more dangerous and worth taking. I'm surprised I didn't see Tactical Expert as one of your ones worth taking. It doesn't require a token and is very effective for someone with the tactical foresight to apply its ability. We'll see how the balancing plays out in a few more games and in longer term setting. I've already adjusted Black Marketeer somewhat, but if it proves to be overpowered, then we can revisit it after we've tried out its current strength. If a player with a large ship manages to gain the "Outmaneuver" EXP bonus, then yes, I would agree. However, I don't see ships in the Battle Group often getting the Outmaneuver EXP bonus, which small ships in the scout group should be able to get rather easily by comparison. Scout ships are also more likely to claim objectives than ships from the Battle group. Again, we'll play around with this new system and see how it goes for the next round, and make adjustments afterwards. We will not be doing another full EXP wipe, since this EXP wipe was only due to the dissolving of the ship EXP and the total revamp of the EXP system. From now on, it should only be minor changes. I believe this situation will change drastically depending on the mission. Players will have to weigh the risks or gains of being able to capture that mission. The Retreat rule is more to be used as a tool to allow players to save their ships from obtaining more damage after there is little or no possibility of success in the mission, to prevent damage to their ships for future rounds. As Extropia also noted, it does add a bit of realism to the proceedings, which is the major point of playing in a Campaign. This is definitely a good point that I'll have to consider. Perhaps we can adjust the rules so small ships ignore the 100% damage taken in previous turn round rule for persistent damage, thereby meaning a small ship can only start with a maximum of 1 damage card in the next round. Going the alternative route and allowing EXP repairs, what price would you suggest for EXP repair? I do not think it should be full group-wide, but should be paid ship-by-ship. Considering that, the cost should be relatively low. The problem here is the balancing issue; how do you prevent this from making one side plateau while the other snowballs? I think that my previous suggestion above will be more helpful and balanced in the long run. Again, suggestions on how to fix things are very welcome.
  12. Hey guys! So, it's been a while, but I've been working away like a well-enslaved Wookie to get the Boneyard Campaign Rule Set up and running. We just had our first playtest Sunday, and had a very productive round. We had seven players turnout, and I got a lot of great feedback that's gone into refining the rules. So, without further ado, check out the Boneyard Campaign Rule Set v. 0.2! Please leave helpful feedback in the comments below.
  13. This thing is a right-hook that your opponent will not see coming. Raider-I, Expanded Missile Launchers, Ordnance Experts. I sat two of these at the edge of my deployment zone, angled towards my enemy's flank. He ignored them at first, so used to slow-moving Imperials. Turn three, these things were sitting right at the side of his fleet, and blew their massive loads into a juicy Nebulon, turning it to space junk. Some pointers: 1) One Command Dial: Makes this ship extremely flexible. Gather a navigate token early on, and you can pretty much guarantee to put yourself right where those black dice will do the most damage. 2) Maximum Firepower!: With that one command dial, you can guarantee you have a Concentrate Fire set up for your big unloading attack. With that in mind, and the Expanded Missile Launchers, I tend to dish out 4 Blacks and 3 Blues. Seven dice from a single attack? That's Star Destroyer territory. What's better is, three blues gives you decent chance to get Aims. That Nebulon can't use either of its braces, and you just hit its side arc? Yeah, it's gonna go down in one shot if you get decent roll 3) Works great with the ISD: By the time the Raider engages the enemy fleet on its flanking move, your opponent has a really tough choice to make: devote firepower to take down a "little" threat to his side, or focus everything on the enormous ISD that's heading straight at him. In my matches thus far, players who've focused down the ISD have killed it, only to have their fleet then facing nothing else, with their rears open to my Raiders, who finish the job the ISD started. In other matches, when someone peels off ships to engage the Raiders, anything else against the ISD will not be enough to take it out, leaving the ISD free to assist the Raiders when it's finished with its previous targets.
  14. @Bitharne That's exactly the list I was practicing out last night. Ozzel was on the ISD, which just had Relentless, Redundant Shields, and Gunnery Teams. I had the Demo with its usual Engine Tech/ACM build, and then two Raider-I's with Ordnance Experts and Expanded Missile Launchers. I've never liked Expanded Missiles before, but I wanted to try it out on these dudes. We played Superior Positions. I was first player, so I started my ISD in the middle, Demo on the far left, and the two Raiders on the far right. The ISD started at speed 1, the others were all at max speed. He set three Nebulons to go jousting straight at the ISD (they were well upgraded, wasn't a bad strategy), and then 3 CR90's went after the Demo. Not the best choice there, but he couldn't let the Demo flank the Nebs, so it was a "for the greater good", scenario. The ISD popped up to speed 3 on the first turn, the Demo boosted up and fired some potshots. Both Raiders moved up into a flanking position. Nebs moved straight for the ISD, and the CR90's moved straight towards the Demo. Next turn, Demo sped up between two of the CR90's, blew one away completely and damaged the other. The ISD kept moving forward and landed on the Space Station, which was on his side of the field, with it obscuring their line of sight. The Nebs all got to fire at the ISD, but did minimal damage with -1 die each for the Space Station. The Raiders dropped to speed 2 with a Nav command (still having the token from earlier to use later), and lined themselves up on the flanks of the Neb line. Next turn was massacre. Demo started it off, finished off the second CR90 and wounded the third, then boosted over to help with the Neb's other flank. ISD slowed to one, now fully covering the space station with its bulk, but not before it opened up on the fronts of two Nebs, mostly just taking out shields and a couple hull points. But then the friggin' Raiders, with Concentrate Fire, opened up with 4 Blacks and 3 Blues each, the first one blowing away one Neb, and the second one firing into the second Neb and crippling it. The turns after were just mop-up and chasing down a fleeing CR90. Moral of the story: Fast moving Imperial lists with Ozzel are going to be the bane of red-dice Rebel builds, whether they're jousting Nebs or Ackbar Broadside ships. In either case, I think this sort of list is going to get up in their face before those reds can do enough damage.
  15. As an Imperial player, I'm really enjoying using Ozzel and heavily abusing Navigates. While it doesn't give you the direct firepower bonus of Screed or Vader, Ozzel and the Navigates, I think, work even better for an aggressive playing style. The ability to maneuver exactly where you need to be is perfect. Luring your opponent in by having an Imperial moving at speed 1, then suddenly jumping it up to speed 3 and putting their fleet in your front arcs is beautiful. It also combos greatly with the Raiders, who can drop from their high-speed 4 into their highly maneuverable 2. And, of course, the Demolisher loves Ozzel; go from speed 3 on approach to speed 1 for the double-click, and engine-tech for another speed 1 double-click to guarantee those nice arcs or to circle around behind an opponent. Plus Ozzel is cheaper than anyone else, so more room for upgrades.
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