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Posts posted by Arcanis161

  1. I'm collecting a Clone Army that I'm painting as the 212th Battalion, and I've got a couple of questions on some of the latest expansions:

    -Virtually every list I'm seeing has Rex included. At this point, is he absolutely necessary? I kinda don't want him at this point as I am doing 212th exclusively (may get him later to do paint him alongside Echo, Fives, Jesse, and the rest of the 501st characters), and I don't yet have the freehand skills to do his armor.

    -How many sets of Mk II Clones would you all recommend? I've got 4 squads of Mk I Clones already (5 once I get an upgrade pack ;) ).

    -Since I will be getting a Mk I Upgrade pack, does the captain have a good use? I feel like he's a bit expensive for what he does.

  2. Unpopular opinion: I actually like this ship.

    The red trim looks cool and the Cannon, while op as heck, is just completely wrong in all the right ways. It's stupid and I love it for it. Although, this is coming from the same guy who likes the Arquitens mainly for it being blown up so much in Rebels.

    Mostly, I think it's because there's still one out there and I would love to have an Armada/X-Wing/Legion campaign of it and the remaining First Order having to fend off all the thousands of ships and fighters hunting them down.

  3. I have a couple of ideas for modeling my Clone Trooper stuff, but as I most typically see little to no adjustment to the models in the sets, I'm not sure if these ideas would be legal or acceptable.


    The first idea is based on the fact that the BARC speeder isn't all that right now, and some of the options aren't all that great. Because the kit comes with two torsos (one for the Ion/Twin Laser and one for the RPS-6), I thought about taking one I wouldn't be using and use it on a base to represent a casualty.

    The other idea I had is taking the "extra" clone trooper from each of my 4 squads and making a 5th. My reasoning is that, due to Clone Troopers being expensive, I doubt I would use the extra troopers and, even if I could, I see more value in taking an extra squad rather than ran extra trooper in each squad.

    Now, again, I'm not sure these ideas are actually legal (if I were to go to a tournament or something) or generally acceptable by the community. What's the forum's take on these ideas? 

  4. Hello, long time no posting.

    I've been going through my extensive collection and found it's been awhile since I got anything new for my Armada collection, mainly due to the inability schedule a time for a game between myself and the other Armada players in my area. However, I noticed in various BatReps posted months past that the meta has greatly shifted since I last bought (or paid attention to what I bought) for Armada. Going through my collection again, I realized I...may have bought more out of what I would like in each respective "fleet" rather than what I would actually put to use in Armada.

    I think it's about time to do an overall "update" of my fleet, basically get rid of stuff I don't need and get stuff that I would likely need. I think I have an idea, but I want your take.

    My collection consists of the following:



    2x ISD

    2x VSD


    3x GSD


    4x Raider


    4x Imperial Squadrons 1

    2x Imperial Squadrons 2


    Home One



    2x AFmkII

    3x Mc30

    2x Nebulon B

    4x CR90

    2x Hammerhead (that's 2 ships, not 2 packs)

    2x GR75

    4x Rebel Squadrons 1

    2x Rebel Squadrons 2

    2x Rogues and Villains

    Corellian Campaign


    So far what I see right now is that I could afford to get rid of 2 Raiders, 1 GSD, and 1 MC30, with possibly also getting rid of 1-2 CR90s and/or an additional GSD. Based on what I've seen in BatReps, I'd likely want an additional pack of Hammerheads, Arquitens, and a Quasar Fire, so overall no net loss in size/storage needs, but more variety in what I can bring. I don't think I want the Pelta as, honestly I'm not seeing the benefit of getting the ship itself over the upgrade cards in it. I could probably do without 1 pack of squadrons per faction, but there's a stubborn part of me that says Squadrons should be represented by 6-12 fighters, not 3.

    But that's what I'm seeing thus far. What do you think? Anything I have excess of that I can afford to get rid of or anything else that I would need?

  5. I've got a sizable collection of Star Wars Armada stuff, but there's only two other players in my area that I know of, and they seem to play other games regularly. I'm also running out of space for Minis, and might have to prune my collection down a bit. I've already got a list of things to sell off, but I may also need to sell some Armada stuff.

    However, there are plenty of RPG players here, mostly Force and Destiny/Age of Rebellion. If I end up playing either of those, I'd be willing to use some Armada stuff to represent whatever space bits in those games. If I had to reduce my collection, what ships (and how many) would be best to hold onto for that?

  6. On 6/7/2017 at 5:01 PM, Nostromoid said:

    Is it just better to run this with Screed? Why improve your statistical odds of getting the wombo-combo OP+Avenger setup, when you can just declare that it happens?

    But Vader helps with other attack dice, too!

    Okay, but is it 13 points better?

    I figured I needed the firepower on the ISD. With Screed I can guarantee OP and 6 damage from the ISD. With Vader I have a high chance of OP and 8+ damage from the ISD. It's personal preference really.


    On 6/8/2017 at 9:15 AM, GalacticFister said:

    Why not just use an ISD-I? Put on Avenger, Boarding Troops, Captain Needa, SW-7s, and TRCs so on average you'll roll 9-12 damage with a concentrate fire command whereas with your ISD-II build you roll around 8-9. This mean you'll have to be close range, but with the points you save you can make a bid to go first so you can consistently just delete an enemy ship. And since your average damage went up your kill range just extended to include most medium ships and MC80s.

    If you do this you're not really obligated to take Overload Pulse either, so maybe take a Demolisher with sensor teams and exp. launchers or even external racks.

    Also, the reason you don't see Pulse + Avenger combos in competitive play is simply because it's not consistent or good enough. Combo-oriented lists often fall apart because they are extremely telegraphed and require a specific set of circumstances to work. However, with my suggestion you sacrifice the survivability of the ISD (since you don't have ECMs are going to be brawling at close range) for the ability to automatically delete an enemy ship in only one activation.

    Who needs defense when you can just delete their ships in one attack? :D

    If you don't like my ISD-I idea then my other suggestion would be dumping the raider and getting a Gozanti with Montferrat and Suppressor, it's basically the same thing if you put XI7s on the ISD-II.

    Once I unpack my Star Wars Armada stuff, I'll give my fleet and your ISD-I idea a try. 


    As far as combos go, yeah that always gets me. Armada is a miniatures strategy game that takes a lot of mechanics from deck-building games. The cards and my experience with Magic the Gathering always makes me want to combo stuff, even though I've had many more years of experience with strategy and tactics games.

  7. 4 hours ago, jorgen_cab said:

    To be honest I'm not so sure that Boarding Troopers are that useful on an ISD given that at that range and the many opportunities in between almost no ship will survive either way. Seems better to use them elsewhere. Boarding Troops "might" be a deterrent to a close range  attacks, especially if you are first player, other than that a bit difficult to use.


    I might also consider Boarding Engineers on the raider instead of Boarding Troops, spending a single token seem a bit underwhelming to me rather than flipping up two critical hits on a big capital ship.

    I appreciate the constructive criticism!

    However, my logic behind the Boarding Troopers in the ISD was the combo. Boarding Troopers knocks out defense tokens, Avenger makes the opponent unable to use them, SW-(s turn now useless blue accuracies into damage, and Vader rerolls fickle reds. I guess in a way that makes it a close-range deterrent. I was mostly thinking it would instantly kill most ships in the game. I've seen a two ship list win as second player at Gencon that had an ISD, so with some careful maneuvering I should be able to one shot something. As far as killing stuff in between, I've honestly seen MC30s and larger survive front arc ISD Vader; heck, I've even seen a Gladiator do it.

    Raider is mostly for important non-redundant tokens. I know when building it I picked Boarding Troopers before choosing to make it a Raider-II with Overload Pulse, but regardless the Raider-II would be playing more of an escort/support role to the Avenger, giving it targets before and after the Avenger uses its boarding parties (and staying alive much longer than most Raiders with Tua and ECMs). We may just have different playstyles, but I feel a more tanky Raider that's already helping the Avenger lends itself to more upgrades suiting that, instead of doing a good move by giving two crits.

    Even with all of this, I have to admit, something's nagging at me. Nowhere in my (granted limited) look into Tournaments and Gencon have I seen Avenger with an Overload Pulse equipped Raider-II. I'm surprised since that alone seems like such a powerful combo. Why doesn't that regularly win games?

  8. 2 hours ago, Church14 said:

    I feel like SW-7 is unneeded on a ship with access to Vader rerolls. That would free up some for a bid or maybe those DCs

    Extra damage. I'm already removing the defense tokens, so I don't needthe accuracies. Might as well turn them into straight damage.

  9. SHIP: Imperial II 120
    Darth Vader 36
    Boarding Troopers 3
    Electronic Countermeasures 7
    SW-7 Ion Batteries 5
    Avenger 5
    SHIP: Raider II 48
    Minister Tua 2
    Boarding Troopers 3
    Overload Pulse 8
    Electronic Countermeasures 7
    SHIP: Gozanti Cruisers 23
    Comms Net 2
    Suppressor 4
    SHIP: Gozanti Cruisers 23
    Director Isard 3
    Slicer Tools 7
    Howlrunner 16
    TIE Advanced Squadron × 1 12
    Sontir Fel 18
    Mauler Mithel 15
    Valen Rudor 13
    Lambda Shuttle × 1 15
    Advanced Gunnery
    Planetary Ion Cannon
    Dangerous Territory
    Strip the opponent's ability to use tokens with Avenger and supporting ships, and possibly break their will to live.

  10. 1 hour ago, Snipafist said:

    Define 'wolfpack' please. I assume you mean in a tight group of 2 or 3, maybe in triangular formation with three?

    I do well with Raiders overall but I rarely run them right next to each other. They usually work better in support of other parts of your fleet. Spreading them out a bit makes it harder for enemy squadrons to avoid the threat of their flak for more than a turn or so.

    It's mostly trying to take advantage of their four dice out of their front arcs. I figured three of the Raider-1s with Ordinance Experts flying close together would be cheap and nasty for any medium or large ship.

  11. So I'm a newer player and want to try new stuff. Since I'm new, I know I won't do too well in tournament stuff anyways as I'm still learning the tactics and nuances to the game and the ships I have.


    However, my main goal with this game is just to game with the local group and have fun. We have regular regional tournaments here, so I'm not concerned about tournament play at the moment. I'm new so I don't mind losing too much (again, main goal is to hang out and have fun). What I really want to know is not what's good to fly but what's fun to fly. So I'll ask you guys, what ships/lists have you guys flown that you had fun flying?

  12. Thanks all! I went ahead with a variant on Hawkstrike's #2 option (forgot I had this tab open on my phone to look at). Lost the first game against Korean and 4 Z95s. Got a buy and lost a practice game against "brobots" and won a third versus scum due to the luck of the dice. The scum guy was selling ships for cheap, so I got a B-Wing, E-Wing, Z-95, and the Falcon for $25.

    I really like the game, but I'm gonna go slowly in collecting. I think a new ship per tourney will be good. I'll sadly need another TFA starter for the damage deck as I lost mine :(.

  13. I've been into Star Wars: Armada for awhile, as well as Federation Commander (a shortened updated version of Starfleet Battles), and also backed the Dropfleet Commander kickstarter. However, no one in my area is into any of those games (yet. There's one other Armada guy in the county, but we have never been able to meet.), so when I heard of a X-Wing tournament this Saturday, I decided to go ahead and meet the X-Wing community.


    However, all I have is the TFA core set for X-Wing, which I got through a relative who got it for free Amazon Vine. I've only played the starter game with my bro (I, being used to miniatures games dominated him). I like the game, but I haven't bought any more because I'm already spending on my other miniatures games. Should I see at the tournament if someone is willing to let me "try before I buy" or would it be more polite to just get stuff to make a list? And if so, what should I get?

    For the second option, to answer the question of my playstyle, I'm someone who likes maneuverability and stealth. In online games I've played, I've always been very good as a tank and generally OK as a healer/support, but prefer to be a mobile attacker (stealth also preferred). Whereas many people I've gamed with don't like glass cannons, I've always wanted to get skilled enough to make them work, and generally that means mastering maneuvering and positioning. For example, a list in Star Wars Armada that I'm working on has an MC80 Liberty, an MC30, and Madine as the commander (in other words: very maneuverable glass cannons). In the game with my brother, I loved the T-70 X-Wing, so I'm not as opposed to more of those. Didn't get to fly the TIEs though, so I can't really say about them.

  14. I'm tempted to get a second Liberty to try out dual Liberty lists.

    However, that would mean I'd need to get another AFMKII to balance out "Heavy Cruisers" with my Star Cruisers, another MC30 and Nebulon B to round out and balance the frigates, 2 CR90s to balance the Corvettes, and I'll still need a ton more GR75 transport flotillas.

    And then I'll need to add more Imperial ships to match the Rebel fleet, meaning I'll need an ISD, at least 1 VSD, at least two GSDs, two more Raiders, and lots more Gozantis.

    Curse my naval fleet building ways...


    Personally, I would replace Spinal with X17 for more concentrated fire, but of course the attitude of "it's redundant" remains despite my lengthy math and analysis on the Mon Karren thread.

    BTW, I see you prefer Vet Gunners over Leading Shots. In fact, I'm starting to see a shift in this direction. So, I've got to ask, why Vet Gunners?

    I've been away from the forums lately. You've calculated that MK+XI7 will do more damage than the extra red die with MK?

    As for the Vet Gunners, my idea is that at long range I'll be launching 5 reds (assuming spinal armament). There's a chance that I could have a bad roll and at that range I can't use leading shots. But we'll see how it works in practice.


    https://community.fantasyflightgames.com/topic/228453-mon-karren-thoughts/page-3The calculations are from post 53-55.

    It was more proving that MK + X17 + Intel Officer wasn't redundant rather than comparing it to other combos.. It's not that it does more damage, it just does more concentrated damage, helping to kill ships faster. Sure, versus ships with a Brace that isn't locked down with an accuracy Spinal is better because at best you'll do one more damage, against ships with a redirect, all the damage (including bonus damage) could be absorbed by shields.


    EG: Versus an ISD-I, and it's taken a hit to the forward shields, leaving it at 0/3/2 and no hull damage. You attack the front at mid range and you roll 6 damage, including a crit, and an accuracy on the enemy brace. With your set up, Spinal Armament gives another die (since the red die roll can vary between 0 and 2 damage, let's say +1), and the opponent redirects 3 damage to one of the sides, meaning 5 damage goes through to the hull (including the two crits from XX-9). With X17, you have 1 damage redirected to the side and 6 damage to the hull with the same crits.

    In all honesty, it depends on what you want to do. The MK + X17 + Intel Officer combo, admittedly, lags against untouched ships, but in return hurts slightly weakened to heavily damaged ships more, and can make an otherwise survivable attack lethal. Your combo, on the other hand, deals more raw damage, which is useful. In the above example, my combo hurt the ISD slightly worse, but if you've got a planned follow up with one of your MC30s or your fighters, the weakened shields from your combo helps the follow up more.

  16. Personally, I would replace Spinal with X17 for more concentrated fire, but of course the attitude of "it's redundant" remains despite my lengthy math and analysis on the Mon Karren thread.

    BTW, I see you prefer Vet Gunners over Leading Shots. In fact, I'm starting to see a shift in this direction. So, I've got to ask, why Vet Gunners?

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