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  1. Count me in. I haven't used vassal before, but I can learn. Time Zone: Mountain Time Zone UTC-07:00 List: Faction: Galactic Empire Points: 400/400 Commander: Admiral Screed Assault Objective: Precision Strike Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Screed ( 26 points) - Relentless ( 3 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - XI7 Turbolasers ( 6 points) - SW 7 Ion Batteries ( 5 points) Raider-I Class Corvette (44 points) - Instigator ( 4 points) - Ordnance Experts ( 4 points) - Assault Concussion Missiles ( 7 points) Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) 1 Major Rhymer ( 16 points) 1 TIE Bomber Squadron ( 9 points) 2 Firespray-31s ( 36 points) 1 JumpMaster 5000 ( 12 points) 1 TIE Advanced Squadron ( 12 points)
  2. That mainly has to do with the idea of "Patent Trolling" and being over litigious in copyright protection. People understand the need for copyright and for that matter even this whole Space Rocks thing is understandable. The part that can start killing creativity is when the do things like "Patent Trolling", where you file a patent for something you haven't even invented yet and when someone does invent it, you sue them and give them a choice: Either pay your "reasonable" settlement, or they end up in court for years and watch their business get put on hold in the mean time, making it much more cost effective to just pay the settlement. Or when a company will decide to start suing anyone who even slightly infringes on their copyright, aka Games Workshop suing people for using the term "Space Marine". Sure the people who had used the term eventually won, eventually... but it does reinforce the idea that if you obtain any amount of success, you are going to at somepoint face a lawsuit over copyright regardless of if you've violated copyright or not, simply because big players have the money and it's an effective way to deter competition from rising up. Fact is we could really use some tort reform and reforming the patent and copyright system. We don't need to do away with patents and copyright, however we do need the process to be streamlined so people can't abuse it as much as they are.
  3. Yes, that site is pretty much a giant lawsuit waiting to happen. P.much
  4. Like really, does anyone have a good explanation for why they blacked out the dates on the C&D order and removed their contact information?
  5. I've only been using 1 raider as AA support for my Star Destroyer and a platform for Assault Concussion Missiles. Otherwise I haven't used or thought of a reason to use more than 1 raider.
  6. Yeah like this is a lot different than some of the stuff Games Workshop has pulled. Games Workshop would attempt to copyright "Space Marine" and sue online sellers they didn't like for using their intellectual property for simple infractions like using the image of their product on their store website. This is a case of a company clearly using intellectual property they didn't own for their own profit, and frankly being pretty shady about it as well.
  7. Armada Newbie FAQ ==================== 1. General Armada Question ---------------------------------------------- Q. What's the difference between X-Wing and Armada? A. X-Wing is easier to learn and cheaper. The games tend to go much quicker and the game has been around longer, so there's a decent second hand market for miniatures and cards as well as several solid options for your forces. Armada has a steep learning curve and is more expensive and definitely should not be your first miniature or strategy game. However it's much more strategically in depth than X-Wing to a point where it can be considered that X-Wing is like Checkers and Armada is like Chess. Generally if you like light strategy games like League of Legends, StarCraft, or are just starting in miniature wargames you should play X-Wing. If though you are a Warhammer Fantasy refugee, like playing X-Com hardcore mode, or have been playing miniature wargames for a bit you should play Armada. 2. Starting Fleet ----------------------------------------------------------------- Q. Should I buy 2 Core Sets? A. No. Unlike X-wing, two core sets aren't a cost effective solution at all. If you are playing rebels it's far more cost effective to just get another Nebulon Frigate and Corvette and buy an extra pack of dice. That way you also get a whole bunch of extra cards. Sadly 2 of the Starter box Victory Star destroyers are not very useful, nor are having more starter Tie's. If you want another Victory Star Destroyer, you are much better off buying the Victory Star Destroyer box just to get a bunch more cards as well as another pack of dice. But really, your next purchase after the Core set for the Empire is the Imperial Star Destroyer. Q. I'm on a budget, what should I get after the Core Set? A. If cost's an issue, play Rebels. Their ships are significantly cheaper cost wise and with the Core Set you can put together a decent Rebel fleet for just $30.00 more. Consider getting another Corvette and Nebulon B, or just a MK II Assault Frigate. That will give you a solid starting fleet to learn the game, and it's financially easier to add too. Also note that there's also usually really good deals on Rebel ships. People are often trying to offload the Nebulon and Corvette from the starter set for cheap along with the X-Wings, also online places sometime run smoking good deals on Rebel Ships like Amazon's $8.50 for Rebel Corvettes. Q. I'm on a budget and I really want to play the Empire A. Get the Imperial Star Destroyer and the Gladiator. It's going to run you at least $60.00 if you find the right deal online. However those two combined with the Victory Star Destroyer and the tie fighters in the starter set are a good way to learn the game for the Empire. From there look at getting the Imperial Fighter Squadron Pack as your next purchase. Q. What's the difference between the two sides? A. The Rebels tend to have faster and more maneuverable ships which excel at long range firepower (red dice). Their fighters are good all around and they have access to several different classes of bomber. They also have a tendency to have access to more repair and defense options than their Imperial counterparts. However the draw back is that Rebel Ships are more fragile and their fighters are much slower and more costly than their Imperial Equivalents. The Imperials have much more fire power and more resilient ships than the Rebels, and they have much cheaper and faster squadrons as well. They also tend to have more access to dice reroll options and manipulations than their Rebel counterparts to mitigate bad luck. The drawbacks are their ships aren't as maneuverable as the Rebels and their fighters tend to be more fragile as well. Also their firepower really only comes to bear at medium and close range (blue and black dice) Q. Which side is stronger? A. Neither. There are really strong competitive tournament builds out there, however it's arguable if either the Rebels or the Imperials are unbalanced against each other by a significant degree. Also a lot of armada games are decided on skill rather than optimized lists. Q. Aside from buying online, how else can I save money? A. Basically get ready to sell and or trade some of your squadrons and cards. In each expansion you buy, you get a number of cards that you might not want or need but other people will be willing to pay for. For example, spare Admirals are a pretty safe bet. You only ever need one Admiral, and if buy two of the same ship, you'll have a spare admiral you might never use but someone else will be willing to pay a decent price for. Another good deal are squadron packs. While spending $20-30 bucks when you only need 2 bombers, usually people are good about trading and swapping around squadrons packs and outright selling them. However in terms of cards, if there's a card you only have one of... DO NOT SELL IT. There are some cards you will regret selling or trading that are in demand right now, specifically Assault Proton Torpedos. Lots of Imperial Players want them, you only get one in each MC-30 Pack so don't sell it. They are too awesome to sell. 3. Why am I losing? ---------------------------------- Q. I'm losing, what ship should I buy so I can start winning? A. Odds are you are losing because of your strategy and tactics as opposed to you needing a new ship. Armada is a hard game to master, so you should expect to have a bit of a losing streak when you start out. This shouldn't drive you to buy another ship. Q. What should I change so I can start winning? A. The most common mistake I see with new players tends to be with deployment and maneuvering. As a rule, and especially when your starting out in Armada, you should try and keep your fleet together and not let the enemy divide you up. If for some reason you have to be divided up, make sure you have a way to try and get your fleet back together soon. For that matter, try and set your fleet to the same speed so they can come together. Try and get a Navigation Token on each of your ships early and try and take a middle of the road speed for your ships like speed 2. That way, if your max speed throughout your fleet is 3, you can easily change your speed to either 1 or 3 without needing a navigation dial. Q. I am still losing all the time, what else can I do? A. One exercise that might help is just after playing a game where you are defeated, ask your opponent to rematch the game except this time you can play his list and he plays yours. Play that game out and if your opponent manages to beat you with your list, you should be able to pick up a bunch of tricks to use and understand why he won. If you manage to win with his list, you probably can look at what changes you might want to make to your fleet based on your new experience. Q. Any other tips to help me start winning? A. The Navigate Command dial is probably the most important command you can issue to a ship, followed by the Squadron Command if you are running several Squadrons, followed by Concentrated Fire, and finally the Repair Command. Remember as nice as it is to have an extra attack die or repair some damage, getting in the right position can mean you hitting an enemy weak point with a lot of dice while they can only hit you back with a little. This is worth far more than Concentrate Fire or Repair. As a general rule, save Concentrate Fire for occasions where you don't really need to maneuver much that instant and Repair to remove face up damage cards.
  8. This thread is for providing new players with tips and resources for helping them get into Armada. Let's post tips, articles, and resources to help new players out. Useful Links ----------------------- Analysis of Rebel Squadrons - https://community.fantasyflightgames.com/topic/196647-vanilla-rebel-squadron-analysis/ The Armada Community Painting Thread - https://community.fantasyflightgames.com/topic/195570-the-armada-community-painting-thread-keep-your-pictures-here-keep-em-visible/ Armada Fleet Builder by Warlords Hive Lab - http://armadawarlords.hivelabs.solutions/ Armada Trade Thread - https://community.fantasyflightgames.com/topic/177975-armada-trade-thread/ Podcasts and Blogs ---------------------------------- Hero's Gaming Blog Articles on Armada - http://lkhero.blogspot.ca/search/label/armada http://concentratefire.blogspot.co.uk/ by Shmitty http://xwingtactics.blogspot.co.uk/ by Matthew Kelsey (this is more about Armada now) Intensify the Forward Batteries Podcast - https://twitter.com/IFFPodcast Fire When Ready Armada Podcast - http://www.firewhenreadypodcast.com/ Commonly Used Terms ----------------------------------- ACM - Advanced Concussion Missile. A card that affects black dice which on a crit will cause damage to each adjunct hull zone. APT - Advance Proton Torpedoes. A card that affects black dice which on a crit causes the enemy to suffer a face up damage card regardless of shields. Popular in the current meta. Congo Line - A tactic used by the Rebels, usually with Admiral Ackbhar, where their ships will travel in a line with one behind the other, continually fireing their side cannons at the enemy. ECM - A card which protects a defense token from accuracy. Popular in the meta to use for ships with brace. Fireball - The updated version of the Rhymerball. It's an Imperial build which utilizes the Tie Bomber Hero, Major Rhymer, Darth Vader in his Tie Advanced, Dengar, and a number of Firespray 31 bombers. Dengar's Intel allows the ball to move and fire even if it's engaged with enemy squadrons, Darth Vader's escort prevents anything else from being targeted, and Rhymer gives the ball medium range. Considered one of the dominants builds of Wave 2. Glad - Gladiator Star Destroyer Meta or Metagame - Refers to the popular builds used by players and what is considered "good". MKII - Mark II Assault Frigate Neb - Nebulon B Frigate ISD - Imperial Star Destroyer. Rhymerball - An Imperial build based around the Tie Bomber Hero Major Rhymer and a number of Tie Bombers. The build takes advantage of Rhymer's ability to give Squadrons medium range and the cheapness of Tie Bombers. Considered a predecessor of the Fireball. Vic - Victory Star Destroyer VSD - Victory Star Destroyer
  9. Shadoer

    On Vader

    I'd say it really depends on the build If you are running Raiders and Gladiators, Ordnance Experts are a much better choice than having Vader as your Admiral. If you are running something like 2 Imperial Star Destroyers, then Vader becomes a very usable option
  10. My Prediction Wave 3 -------------- Rebels Liberty Cruiser Rebel Transport - Small Ship Rebel Squad Pack: K-Wing, E- Wing, Z-95 Headhunter, and more X-Wings Imperials Interdictor Cruiser Imperial Assault Carrier Imperial Squad Pack: Tie Phantom, Tie Defender, Tie Punisher, and more Tie Fighters Wave 4 -------------- Rebels Episode 8 Capital Ship Updated X-Wing for Force Awakens Imperials Resurgence Star Destroyer (Large Ship) Tie Fo Figheter
  11. Theory on why Rey may not remember her parents names/faces...her memory was partially altered through the force to make her forget. Only way that they would be able to spin it IMO. Okay, but if true then it's even less likely it's Luke's kid. There's little reason for Luke erasing her memories of him, even to try and hide her. But who said that Luke was the one who did it? It could have been someone else...such as Rey's mother. Also there would be plenty of reasons, main one being, what kid knows when to not say something? If she was left as a kid, someone asks her who she is waiting on and she says 'Luke Skywalker', that would be very, very bad. But as I said, just a theory and the only one I can think that would make sense. I do think that she is Luke's daughter, but exact reasoning why she doesn't know who he is I am unsure. Okay but let's look at the number of hoops we have to go through in order for her to be Luke's kid. After the Jedi Academy Massacre, Luke or another force user decided they needed to hide Rey. To do this they used the force to alter her memories, then decided the best place for her was the desert world of Jakku, an Imperial controlled world and backwater. Presumably whoever was her original "guardian" on the planet knew it was Luke's kid and was entrusted with a piece of the map that would lead to where Luke was going, but somehow this Rey couldn't know. Then Luke would not tell any of his friends about her, and would not check up on her, his own daughter, for over 10 years. Not to mention, Luke seemed to realize that no one had a clue where this first Jedi Temple was and in some ways it was the safest place in the galaxy for him and his kid and presumably his wife. This is a bunch of hoops.
  12. Theory on why Rey may not remember her parents names/faces...her memory was partially altered through the force to make her forget. Only way that they would be able to spin it IMO. Okay, but if true then it's even less likely it's Luke's kid. There's little reason for Luke erasing her memories of him, even to try and hide her.
  13. Yeah that's the one design flaws in Armada. I know they wanted to put the focus on capital ships and make a squadron commands useful, but instead they've made it really awkward.
  14. I would have to disagree with this. Her 5 year old self might have known her dad's name. But in those early years kids dont have a well built long term memory. What do you remember from when you were 5? I think it is very plausible that she forgot her parents names. After all, being raised in surrogate parent's care does weird things to young kids memory. Plus it was very traumatic for her and young kids really suppress traumatic memories too. Still not knowing her dad's name is Luke or her own last name, and then not recognizing it when she hears it again is rather extraordinary. It's a stretch that she's forgotten that much. You're right that 5 year olds don't remember much, but they are able to remember their own last name and their father's name and basic things about him... like he's the hero that saved the galaxy.
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