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Posts posted by Hastatior
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In case it hasn't been said in the past 8 hours: Armada is clearly dead.
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1 minute ago, Madaghmire said:Yes!
Its here guys! I know you thought they forgot but they didn't!
RUNEWARS ARTICLE IS UP!
haha you bastard!
ninclouse2000 reacted to this -
7 minutes ago, Stasy said:Man... I don't know what your stores issues are. I can pre order at mine, but they can almost always get something from their distributor within 2-3 days, even on new releases.
Now things can sell out, but Armada isn't nearly like X Wing or Destiny where they're sold out on arrival.
1. I want it on release date.
2. Armada is not big enough to get ordered "by default" in quantities that will guarantee #1
3. I happen to know that pre-orders are a massive component in the voodo numbers magic the local distributor uses to determine how many of something to bring in
ergo, if you cant feed up to the distributor proper quantities you might be looking at weeks rather than days and its a systemic not local issue.
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32 minutes ago, Snipafist said:Oh it drives me a little insane.
Our FLGS distributor needed "guaranteed" pre-orders* in by May 1st, so I got to round up my locals and tell them that they need their pre-orders in prior to knowing anything about the ships beyond the wave 6 teaser article. Suffice it to say, nobody was happy with that situation.*Basically our FLGS will for sure get whatever was ordered by May 1st in time for the wave 6 release but may or may not get anything ordered after May 1st exactly on time for the big wave 6 release. You can still pre-order things after May 1st but you might or might not get them when everyone else is getting their wave 6 stuff they pre-ordered earlier.
Exactly. People need to be able to know what they might want, so that retailers can know what they need so distributors can estimate what to order. FFG shoots themselves in the foot by neglecting this bottom-up dynamic and not really comprehending their supply-chain timelines
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Does it bug anyone else that they expect people to "PREORDER NOW" without any GD information??
I put my order in for the Quasars the day the article dropped, but how the hell am I supposed to know how many HH packs I want?
ninclouse2000 reacted to this -
1 hour ago, Ginkapo said:All fine, but opportunity ISNT rare if you build differently.
Which leads to a narrow band of "competitive viable" lists, which brings us full circle to why we care about this topic

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33 minutes ago, Ginkapo said:What I find intriguing about all this, is that there are at least two ships that DONT rely on activation abuse.
Arquiten - Intel Officer, Dual TurboLaser Turrets
CR90A - TRC
Now one of these we have seen many times for quite a long time, and it highlights why I find this intriguing. For a long time the TRC90A was used as activation delay for rebels and it drove imperials mad. The reason was very simple. The TRC90A was never just activation delay, it had a primary purpose. It is a ship which doesnt depend on activating at a specific point in the sequence, it stays at long range out of danger and every turn nibbles at its opponent before moving into a new position of relative safety. It spread the damage and activation quality out over the full turn rather than occupying a burst point at the start and end of the turn.
In this wave the imperials received their own version. The Arquiten. It serves the same purpose, it adds damage and activation quality outside of the traditional burst points. Which coincides with a second unit which already did for imperials, one which was much hated by rebels. Major Rhymer.
And here is the key, for a long time we have had fleets which didnt lean on activation abuse, and yet somehow with the introduction of flotillas these types of fleets have been shunned and it isnt obviously clear why. Outactivating as a concept is generally used to try and avoid taking heavy burst damage at the start of the next turn. There are three ships which epitimise this, MC30, Yavaris and Demolisher. The MC30 can be ignored as it doesnt hurt at the end of turn, so only burst once. Yavaris has been brought to such a point where like Demolisher it can hit hard at the end of the turn and again at the start of the next. Its not the flotillas themselves which have changed the game, though they do help.
So my observation is that the reason that activation advantage is so highly valued is that players are overreliant on burst damage. Now whether this is due to player choice or game design is quite a different question. Should Yavaris and Demolisher be weakened? Or Should the alternative TRC90's and Arq's be strengthened along with other sustained damage units added?
Whether the activation sequence is ABAA or AABA makes little difference, the burst damage remains unaffected.
I think it's just that players are cognizant of 2 important things:
Opportunity and efficiency.
Opportunity to do damage is something that is both fleeting and in very limited supply in the game. High activation is a way to deny opportunity to an opponent.
Now, if Opportunity is a rare beast indeed, one must extract maximum efficiency from it (burst).
As for the larger question, I have suggested in the past that a simple rule would be that a player can pass a number of times equal to the difference of their activations and their opponents activations minus 1
Minus 1 because you don't want to take away all the advantages of bringing high activation lists and frankly 4 activations vs 3 is a meh. You really are tying to fix 6 activations vs 2 or 3. If the rule is always in effect it also takes into account combat losses. Its easy to remember and leverage (you have 5 I have 3, I get to pass once. I destroy 1 of yours I have no pass, I destroy 4 of yours you have a pass).
Naturally this whole thing could be also fixed by simply saying flotillas are not ships for the purposes of tabling, which would also be fairly elegant.
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I think there is most certainly room for some serious, modestly costed, anti-squad upgrades in the game right now.
Basically, cluster bombs how they *should have been* would be an interesting addition. Something along the lines of an exhaust or discard upgrade that does 3 blue or black dice damage to every squadron within distance X of the initial target, unblockable. like a ten-numb ability for ships. This would discourage massing squads making intel and Bomber commands way less efficient and squadrons in general would have an answer that wasn't automatically "other squadrons"
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32 minutes ago, Blail Blerg said:I was trying Sato Liberty2 with OE. However, I find that the Liberty itself doesn't really offer that much firepower to put on target... and any list I concocted would have been better with more squadrons, more BCC, less Liberties, and Rieekan instead.
This can be said for all lists period lol
DOMSWAT911 and Democratus reacted to this -
17 minutes ago, Thraug said:Make red and black ones, for rebel and empire, and I'll buy a set from you, and you won't even have to ship it. I should see you at at least one Ontario Championship.
my printer isn't good enough quality to make sellable stuff, but I have no problem printing you a few to try out

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Hi all,
After seeing the use of metal washers to mark a squadrons location in case it needs to be picked up to modify the health or during movement or to make way for a maneuver tool I decided to take a trip to the HW store and get some washers. Unfortunately, none of the washers really slotted in how I would like. They were either slightly too big or way too small. on top of that, they seemed a bit too pricy for what I wanted to use them for at the sizes that made sense.
Then I realized: I have a 3D printer *facepalm*
I went home and spent around 10 minutes in a CAD program and a quick couple of prototypes later I had this (printed at lowest quality for speed sake):


Costs virtually nothing in plastic, prints quick and in many colors!
PM me your email and I will send you the .STL file
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9 hours ago, geek19 said:I mean, Runewars is a new game. FFG is trying to make sure the game that they're trying to compete with Warhammer Fantasy isn't going to die. Armada and X-wing are effectively established, so there's little reason to constantly be throwing up things for them. I understand we're all frustrated, but we'll get an article soon enough. The problem, I think, is that we all want the article NOW, so we can start planning out our ships and lists before they show up, but it'll happen when it happens.
Or if I'm supposed to be panic-ridden and everything, "WE'RE NEVER GETTING ANOTHER ARTICLE AGAIN AND THIS IS ALL @Drasnighta'S FAULT!!! I bet he's also responsible for Rieekan Aces being good and everything! Get him!"
I literally want the articles so i know how many of each I want to pre-order. It's that simple. I have my FLGS standing by for my numbers.
Madaghmire reacted to this -
So apart from blaming Dras, I'd like to point out that there is another Runewars miniatures game article up.
because we hadn't gotten enough of those yet...
I'm half expecting the next article to be about how you can return your Armada stuff for 10% credit towards Runewars.
Hey! wana buy some runewars?
How about now? Runewars?
Yeah yeah Armada, but have you heard about Runewars?
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If I can add my anecdotal opinion to the mix, I love me some raiders but would caution putting too much on them (or even, really, anything)
Naked raider 1s have served me exceedingly well as AA/flankers or even finishers. With CF dial at just the right time and a bump these guys can put out a hilarious amount of damage.
Recently I have started mixing in the odd raider 2 as a dedicated lifeboat hunter/AA.
Often, all you want is a single and preferably cheap upgrade. Most expensive thing I will put on a raider, when i'm feeling saucy, is maybe an intel officer on a lifeboat hunter. I don't often bother with APTs on them or even OEs but flechettes are cheap.
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Just now, KnightHammer said:I assume the top 32 will get the Transport card, that's the only thing that's there that fits in the kit as everything else is accounted for
Traditionally the alt-art unit cards are limited to top spots, altho I think for last regionals the Corvette was the alt-art everyone got so you might be right...
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What is the upgrade card that everyone gets going to be? So far FFG has been pretty good at giving out something that is the current hotness as an AA for upgrades. FCT?
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just messing bro. I agree, i'm just not as salty about it.
I saw this coming when I showed up to a casual 2 round tourney in Toronto after not having played competitively in a long while. I came with 2 different, experimental, fun lists I wanted to try and picked one by literally flipping a coin. Then I looked around and pretty much 80% of the people there had a version of reeikan aces list with Yavaris and everyone was shaking their heads at my list because it didn't have 134 points of squads.
Incidentally, one of the 20% was Norm with an imperial list, he lost to Yiks list and said something along the lines of not being able to find an imperial counter to that Archtype, Yik agreed that it was indeed too strong.
Keep in mind these guys are painfully good players and theorycrafters in the game, they also play a LOT and if Norm can't find a counter I don't know if there is a viable one...naturally they took what has the highest % chance to win to worlds. Results speak for themselves.
When I saw that list at work and learned some of the mechanics of it from those guys I decided not to go back to tourneys in Toronto for a while. The choice seems to be Reeikan Aces or....Reeikan aces, and since I would be playing against master level players at their own game, why bother?
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10 hours ago, Caldias said:I think the way to get around Rieekan is just building and knowing how to play as 2nd player, for one. That helps turn his advantage into nothing if you just kill stuff after it goes anyway. Most Rieekan lists I see don't have much of a bid.
haha, yeah, nothing. haha. ha.
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On 5/7/2017 at 11:59 AM, BiggsIRL said:Top 4 at World is Top 4 at Worlds.
We are on Store Championship Season. Store Championship Season is not Top 4 at Worlds. Go play with your local players and see what they like to fly. Plan accordingly.
Or let our resident numbers / logic guy reassure you why he thinks FFG will "fix the problem". http://xwingtactics.blogspot.com/2017/05/will-ffg-get-out-its-nerf-bat.html#more
unfortunately my local players who will likely show up to store championships in the area were kinda those guys...and the guys they practice with...I remember when I used to win more than 1 match in tourneys, that was nice...
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Ergo, making Reeikan affect only ships pretty much insta-balances out this archetype without it being a nerf sledge hammer and without affecting reeikan archetypes that don't lean so hard on unkillable escorts
ForceSensitive reacted to this -
What are you guys talking about, Reeikan in this archetype is not for the ships he is almost 100% for the aces. The whole thing with this setup is that it can project itself across the board and play aggressively or very defensively and not lose a lot of anything. Your biggest risk point wise is typically losing squads and zombie Biggs is a big deal here.

Perfect(?) washer size for squadron placement
in Star Wars: Armada
Posted
Hi guys, I posted a thread not too long ago about the 3D model/print I made for perfect fitting bases you can measure from. Keep in mind, these days public libraries have at least some sort of 3D printer available for cheap (often charge a pittance for plastic-weight used) and I am making the file available for whoever wants it.