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Hastatior

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Everything posted by Hastatior

  1. Loving the ideas so far, some of them I hadn't thought of On Cluster Bombs: There is an entire thread where people (including me) take turns explaining why they are crap for tournament or standard play. A quick summary is - It's 1 shot, on 1 squad for FIVE POINTS so the opportunity cost vs return is garbage - It's 5 wasted points vs all-ship lists, if you are taking 2 of them it is definitively better to add a tie fighter or find a point and add an A wing instead - It can't nuke an ace completely most of the time and its childs play to take the shot and GTFO Since there is no carry over in tournament games people would gladly take your potentially crappy cluster bomb shot and not care, in Campaign where your ace squadrons will be hunted and where someone might take a dominant ship arc shot at squadrons instead of a ship on the chance they might take out an ace rather than just suffer through them living Cluster Bombs become a legitimate thing to put on a ship.
  2. You'll be surprised but sometimes this is exactly the reason to have a Raider in the list. If you send your raider out alone to threaten a blob of bombers that have nothing better to shoot at you deserve to lose it. lol. People think raiders replace squadrons in an anti-squadron role but they don't do it 1:1, you can't send a raider in all alone against a bomber ball like you would equivalent points of fighters and expect much. If you send the ISD or the Interdictor in to bait the bombers and then your opponent has to choose whether to spend his bomber activations on your big expensive ship that can win him the game or the dinky little raider you will either A) draw a turn or 2 of bomber fire from your big expensive ship that would win them the game or B) orbit the bomber ball at speed 2 wrecking the living crap out of it while your big ship takes some shots, but guess what, that big bomber ball is worth almost as much as your big ship, so...
  3. Anyone been giving some thought to upgrade cards that will see some play in CC that just aren't tournament viable? For me, the much maligned (by me) Cluster Bombs is a great example of a card that fairly sucks in one-off tournament play and you never see, but in CC will be a real threat to your precious ace squadrons! Some of the "spend a token to change command" officers might see more play as well as commanders aim to have situational flexibility to see a ship survive. will basic YVs finally find a niche? With all those hull points and being fairly hard hitting and not too expensive they might be a great area denial squadron force Engineering teams?? anything else anyone can think of?
  4. I think this campaign stuff will see a lot of sub-optimal (for tournament play) upgrades become a real thing. I think I will stat a thread on that!
  5. Sweet vindication. Every single interpretation I had was confirmed.
  6. "Raiders are trash" and "Raiders aren't good against ships"? "I'm trash with raiders" and "I'm no good with raiders against ships" there, fixed it for you. OE raider wrecks. but its gotta go flanks or rear. Just last night at a tourney a guy at the table next to me rolled 7 damage and an accuracy with a OE raider...on one arc...I didn't catch the other arc. For the record that's a 48 pt ship hitting like a truck, as good as an ISD front arc. Same ship can also be quite painful to massed squadrons...for about the same points as 4 Tie Interceptors which would have about similar effect but zero threat against ships. Yeah. Raiders are trash. Right.
  7. Im also becoming a fan of Glad II demo with agent Kallus, don't even have to finesse to double arc the aces.
  8. 3 base = 3 +1 Howlrunner = 4 +1 Flight Controllers = 5 ... what am I missing...? You are missing that I'm half asleep and fairly dumb when fully awake but STILL OTS O DICE ON TEH CHEAP!
  9. Think you got that wrong buddy. The special assaults HAVE to happen in a specific area. "These Special Assaults can only be declared in certain locations, and both change the stakes of your battle. Instead of vying for campaign points, you're battling for a quick boost of resources"
  10. flight controllers howl, ties, dengar, mauler. Activate 6 tie fighters into enemy with ISD (with exp hangar and token), throw 6 blues out of an 8 point squadron x 6. 36 blue dice at a range 4 threat radius. just a midnight musing.
  11. And at the end of the day if there is no such rule, you can always home-brew one in. Naturally, something like this increases the value of APTs. Even if you lose the battle a couple of APT raiders can hit and run littering ships with double arc crit storms not caring if they win the battle so long as they drop crits
  12. What - you want it to be even odds for the final battle even after the rebels have been hounded from system to system across the sector? Where's the drama in that, and why bother play the preceeding rounds? Simple solution is to do what many video games do: Have a "support cost" mechanic. EG sure you have an income of x but maintaining those 3 huge fleets costs .9x, your opponent just got his face fed to him for the last 2 turns and his income of y is only being used at a rate of .2y because of all them DEAD SHIPS even if x>y you can balance it so generally .1x < .8y allowing a diminished player to rebuild. At the same time it has to be balanced so there is actually a significant benefit to not dying while still allowing for a "comeback mechanic" I think the game will benefit from the already fairly balanced nature of Armada in that while there will be some tablings I'm sure matches will fall around a bell-curve (like most tournaments)
  13. Hell if you have an opponent on the ropes with a scarred vader squadron I would send an entire portion of my fleet to kill Vader. I would ignore ship to ship shots to do AS shots. After all, you would not only be taking out a powerful unique squadron for the rest of the campaign, you would also be removing an Admiral
  14. I'm pretty sure that the number of fleets is aligned to how many players are in a campaign. 3 players per side = 3 fleets per side 1 player per side = 1 fleet per side Otherwise you are expecting 1 player to potentially come up with a crazy # of points in fleets. Sure I could probably do it and a few fellow prack addicts but it would be a big ask from most everyone else. Hell I could supply 3 players on both sides. Also the game would drag in 2v2 if there were 3 fleets to deploy, the third matchup would always see one person benched for 2 hours and that's pure suck!
  15. Then for Imperials: Who kills Jan lol Makes the rebel player wonder, when/why deploy Jan? Maybe learn to use generic HWKs... Been thinking myself that unique squads are a hard sell in CC and maybe best kept for late-game, right? I mean, Vader in a Tie Advanced is great, but un-scarring him would cost nearly the same as a fresh TAdv squad... and by extension, un-scarring a TAdv squad costs half as much as the same thing for Vader. Unique squads will have to be jealously guarded because they will make fantastic targets. Agent Kallus will be a sought after upgrade and likely to show up on ship builds not seen in standard play!
  16. Glad you feel that way because Disney has a guy (possibly leading a department) whose entire job is to make sure everything is consistent across everything they produce. Dollars to Doughnuts the fact the hammerhead shows up in Rebels and R1 means it will show up at some point in Armada. And frankly, there is plenty of room for it, like a heavier, more expensive slightly sturdier close/medium small ship akin to the raider that would pair well with CR90s or Liberties
  17. He looks like he is about to discard some defense tokens.
  18. Right? this box is positively ripe for homebrew of all sorts! I mean, imagine if you want to start the rebels on a weaker footing BUT they have a hyperspace mechanic until imps "unlock" an interdictor. Imagine getting your early-game VSDs jumped by a CR90 swarm, they down one of your ships and then bugger off! Brilliant! You can also play a hidden information variant where rebels start way weaker but can have hidden support from apparently neutral systems, this would mean a fractional contribution and only until the rebel player declares openly (call it an "extended" campaign)
  19. When trying to design my own campaign one of the first inclusions was a mechanism for jumping to light speed. I worked it out as having to activate, do nothing, declare you are jumping to light speed with the ship and then spending the entire round at speed zero. Optionally adding in that you have to be at least at distance 5 of an edge and I guess now, also, you can't do it if an interdictor is in the enemy fleet. Also, I did not see anywhere where we start with any particular number of points. I think it would be coolest if you start with limited points per fleet and have to build up gradually.
  20. "Before such ships are removed, however, you have the opportunity to repair them by spending refit points and resources equal to half its fleet point cost, rounded up. Refitting your fleet is so important that you gain thirty refit points each campaign turn that you can spend before you need to dip into your resources. And each of your Repair Yards adds an additional five refit points to your total."
  21. No, cause to clarify, you are given 30 free refit points per round. You can spend any amount of your resource pool to do additional refits. The catch is that if you are a wasteful commander and constantly have to un-scar ships well beyond the 30 free points you will start lagging behind in building up and upgrading your fleet.
  22. Lets see, I don't understand the revisionist history both Lucas and some fanbois have around the OT. In the OT you have: - Lots of people dying both explicitly and implied - Limbs getting chopped off - The freshly charred skeletons of someones caregivers - An old dude getting chucked into his certain death - Corpse burning - Incest - an animal ridden to death and then eviscerated - Torture - Slavery - The destruction of an entire planet - Physical assault - More torture - Gratuitous death of indigenous teddy bears - People nearly getting cooked alive - Living creature graphically choked to death These are just a few of the things off the top of my head. Star Wars might have been "for kids" but maybe kids are sheltered wusses these days. Star Wars was never made for kids it was made for adults and it so happened that it captured the imagination of younger viewers.
  23. Once per campaign turn, your team may declare that one of your assaults is a Special Assault, These Special Assaults can only be declared in certain locations I think that those 2 lines, consisting of 3 planets each will be those certain locations that you can use the faction specific objectives in The rebel ones, yeah. Imperials in the big box.
  24. That's the thing, though, I'm not convinced there WILL be a "swap out" or "benching" mechanism in the game. If you can't afford to repair a scarred ship you simply have to use it. Tough balls. This permanence will make you think about the strategic phase even as you play out the battle phase. And vice-versa! Do you send your heavy hitting, but rather scarred main fleet to assault something this turn, or do you hold it in reserve hoping to choose a defensive objective that will lose you the least ships?
  25. There currently nothing to say that green objectives are faction specific. Assuming that's the case, you could probably expect a greater tussle over the the relevant worlds, and a greater reward for holding them. They actually specifically said the objectives are faction specific and the exact quote has already been posted on this thread....
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