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Hastatior

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Everything posted by Hastatior

  1. So another thought. I was looking at the CC map and I noticed 2 things. 1- there are 2 big, colourful laser lines on it with some systems on it. I'm going to go ahead and assume these are the Hyperspace lanes you can ambush as rebels. In other words, any systems in there are likely more difficult to keep for the imps 2- There is a big "box" full of systems. I'm assuming these are "core" systems where imperial fleets can do a "show of force" I'm guessing this is a mechanic to allow both sides to have a set of systems that are undesirable to keep for the other side because of the possibility of having to play a green objective there, potentially feeding the opponent.
  2. I kinda prefer the idea of a -fleet-. you have 500 points, explicitly made up into a fleet with particular ships in it. It kinda works towards the permanence of combat. For example, say you purchase 3 generic VSDs and you swap between them whenever one gets scarred, whats the point of the scarring mechanism then? Each ship, whether unique or not, should have permanence in a fleet and this will actually help generate a narrative for that ship in that fleet. An opponent may end up harbouring completely irrational grudges against particular generic ships in specific fleets and I think that's amazing. I guess since you will have to buy specific upgrades for specific ships it might be too costly to simply swap out things anyway. After all in a multiplayer campaign, do you want to spend a bunch of resources to put an entire activation on the bench even if it's scarred? After all, its only 50% more if you lose it and if that ship makes the difference between keeping or losing a key system and its resources...
  3. How about grav shift reroute? that station you were defending, you thought it was where? Yeah, no..
  4. TBH there is very little they can do that will turn me off this for a few simple reasons: 1- if they make a rule I don't like I will change it 2- it provides a framework to build around in one area that I was pining for since i opened my core box: Persistence. I love Armada and Armada tournaments but I always thought it might be a deeper game if there were definite consequences to how you choose to run a list. Reeikan aces, for example, will play one way in standard but becomes a dangerous way to play in campaign. How will DMSU type lists fare when the cost of losing and having to repair half your fleet every round starts really biting into your resource budget across 3 players? All of this depth is brilliant and turns Armada from a game pushing task forces around in bubble universes into a real game of fleet combat where mistakes bite deep and stories and narratives will be generated with your friends like the standard game simply can't. 3- Even if everything about the CC campaign sucks, it still comes with the extra objectives which breathe new life into standard play 4- it is virtually guaranteed to spark interest in the game and increase the player base 5- it is highly likely to pull a lot of those living room Armada players we never see in the light of the community, who play with 1 or 2 friends, into view as they start looking to add to their circle to run 6 player campaigns. Some of these people probably love the game as much as the dedicated competitive players but have never looked and have no idea about OP. TL/DR: I look at CC and think: it is a good thing. Period.
  5. I'm thinking, who cares? You can make any fluff up you want in your head. FFGs job is to balance game design! Also, I'm loving these objectives. Keep in mind that fleet building might not be symmetrical within a single team. So say the imps have built a nasty primary fleet and a smaller secondary fleet (or maybe its early in the game), the rebels can launch this devastating raid on a turn when they assault second and they know the imperials big fleet is committed to a big attack, they can then farm the smaller imperial fleet for points and resources making the turn a push or even a win despite getting hammered by the bigger imperial assault.
  6. I can cram all my imperial stuff in one Plano tacklebox but I recently had to buy another one for the rebels.
  7. Im wondering if a round is LIMITED to any number of Assaults/defenses. Think kind of like destiny, where you can keep trading turns until someone takes a knee (claims the battlefield) but the other player can keep going So if you are on an offensive you can choose to press the attack after the initial assault/defend matchups occur, essentially throwing already potentially damaged fleets back into the fray hoping to take a big swath of territory and points but risking crippling your fleets and paying for it next turn. I guess probably NOT but it would be interesting. Then again, FFG hasn't set up cameras and security guards in my house yet to make sure I play with my plastic space ships however the hell I want! I will be buying 2 of these at least anyway so I will probably homebrew some epic campaign rules using CC as a framework.
  8. Yeah exactly, do we know for sure if the defender will know which fleet is attacking before assigning a fleet to defend? Also, pyric victories will be no victory at all in this setup, which is both bad and good. On another forum someone was pointing out that you could set up a nasty imperial aces synergy and shred the enemy squadrons and withdraw. If you have to pay to unscar or replenish squads it could be a huge way to bleed an enemy fleet.
  9. So then if you "turtle" sending only your crappiest fleets on assaults, then you won't ever win the game because you need to gain ground to score points. Also the game will be asymmetrical, there is no guarantee that fleets will be equal all the time, as a team, do you have 1 big, nasty fleet and 2 scout fleets? do you spread the points evenly? The distribution of resources in a 3 person per team game will end up being a minigame all its own. Might be worth selecting 1 player as "grand admiral"
  10. It would be super neat if you can throw more than 1 fleet at an assault. Try turtling against that! The tradeoff would be you can only *use* 3 fleets in a turn, so say Team A is turtling a key system, team B decides that they will send the 7th and 13th fleet to try and bust that key system, Team B now has to choose whether to send 2 or 3 fleets to defend it, send none and cede it, send 1 and do the most damage they can. If they send 1 they have 2 fleets to assault the enemy in a similar 2v1 or 2v0 OR they send 2 and expose a large number of assets to destruction (the attacker might decide to play to a draw or play to "bleed" the opponent). If a turn is a back and forth of choosing assaults till your team is out of fleets, and your team can choose how many fleets to commit it makes turtling much harder as there appear to be no real restrictions on movement so you can't just turtle a choke, it also sounds like you can't NOT declare an assault (looks like you can hit most anywhere on the board?)
  11. It is exactly a gaming group meetup. Armada is definitely been lending itself to living room gaming over competitive play. We had 22 people at nationals in Canada and like 3 of them were Armada friends from the US but the game sells fairly well...so those people must be at-home gaming. FFG is being smart and giving the majority of players a reason to play the game they bought into and to buy models they otherwise wouldn't so they can flesh out campaign fleets! Personally I can easily put together 2 500 point fleets for each faction, breaking zero sweats. Elitism FTW.
  12. I'm interested to know how they plan to do 2 player games Does each player run 1 fleet that carries over scars, uniques etc? cause then how do you do 2 battles? Do you purchase ships into 1 fleet or can you build multiple fleets? Can you just purchase ships and send in an amalgam of certain of them as a "fleet" for this battle? So many questions but all of them delicious! What happens when someone is on tilt? Like you got tabled hard twice in a row and can barely field a fleet? Is a portion of your resources allocated to upkeep so that if you get smashed you can buy-up a fresh fleet? Since they say you can't purchase a card that has been destroyed, does that give players with massive collections (see my sig) an advantage? Like if you lose a spinal armament but have purchased 3 liberties will you be in a better spot than someone that only purchased one? Including your own team mate?
  13. I think that wasn't to do with 3D printing - it was a deliberate attempt to emulate the appearance of the ANH ISD as much as possible. The edges and details on the ANH tower are different from those on the TESB one - they're copying those differences. Nah i mean the quality of the edges. You just can't get the same type of edges in 3D printed objects except with some very high end gear.
  14. The bigger, more apparent turrets really do look great! I think the overall larger command tower makes the ISD look more threatening. I must say that the edges and details on the tower very slightly don't match the original (this is due to 3D printing and unavoidable) but it really sticks out for me. I wonder if there is a way to mitigate that after printing?
  15. Everybody knows FFG only posts articles on days ending in Y. I have done hours of deep and thorough analysis to determine this and anyone who disagrees is a nerf-herder.
  16. Clearly you are also unaware that unnecessary snark is the renewable power-source of the future.
  17. Never Hyperspace when MC30s Almost never most wanted especially when flotillas. People will choose minefields 90% of the time, not because of their fleet but because of yours.
  18. I know that the pre-release stock for Destiny is quite limited, but stores will get a fairly decent supply. Unfortunately, even if the game flat sucks (which it doesn't) all the pre-release stuff will disappear the night of the event gua-ran-teed I actually played it for the first time today and while i still think the dice are stupid the potential for the game is quite good. The basic concepts start clicking into place mid-way through your first game and it has that deadly combination of simple rules that lend themselves to deep strategies and clever synergies. Its going to be a game that is easy to get into but super hard to master. But the dice are stupid big. and Gaudy. and big. To give an example, you can have a character that brings 2 dice to the table, you can equip up to 3 upgrades (each with dice) meaning to even activate that character and roll their pool you have to hold 5 of these big, bulky dice. I was playing today with a guy that had smaller hands than me and it was comical watching him try to shake the dice in 1 hand, they were so big they wouldn't roll over and if they did they would most likely fall out of his hand. I can imagine if they are aiming at the younger teen demographic the big dice were a big mistake. Another issue: say you roll 5 dice for 1 character, then a secondary character with 1 die and 3 upgrades, now you have 4 more dice in your pool, in a subsequent turn you can discard a card to re-roll any number of the dice in your pool. If you want to re-roll them all you now have to hold 9 gigantic, horrible dice in your hands (plural, as even with my average sized hands any more than 3 or 4 is not rollable with one hand comfortably) and when you let them go they bounce all over the **** place and its a pain. Now imagine you have played in a couple of support cards and want to re-roll them too... You start wondering why make such crappy big dice? then you realize it's so that they can print the gaudy pictures on them so you know which die goes with which card or upgrade. It's lazy, they could have done a better job by making them 20% smaller and arting reel guut to iconize the images (hell even iconizing and putting the Icon on the card as well and having 1 face with the image since all the dice seem to have a blank side anyway). If you have ever played Roll For The Galaxy, the dice there are done with icons, they are tiny and look delicious and are a treat to roll a big cup full. These dice, you dread having to roll. Ill stop now.
  19. Will they FAQ mathematics order of operation?
  20. THIS IS WHY WE CANT HAVE NICE THINGS!
  21. ? it totally makes a difference Mad is just trollin' BEDMAS baby. way to derail a perfectly good thread
  22. Just get a grey car, put some cardboard on it to make it into a doom-wedge and park it on top of a regular Armada game, there you go, Eclipse.
  23. Armada has been dead for a year, didn't you hear?
  24. The times i have faced a triple ISD list I have found that it is just way easier to isolate 1 and take the other 2 out of the fight than the ISD driver might think. if you have 4 stands of fighters and a small ship and you will pretty much know exactly where the enemy is going to start and formulate a plan to isolate and cull. One time I was running a fireball/demo/ISD list and I isolated and burned down an ISD and almost got a second with no losses, the other time i was flying my crazy billion bomber, 3 BC and Interdictor list and it was even easier. tie bombers dont even need to be controlled to stay in front of an ISD that has G8's on it and with deployment advantage you can choose the battlefield. I do recall from running PTs 2 ISD 3 Raider list that I did well vs bomber swarms because of the ability to threaten and pincer with the raiders and it would still often be a blood bath, without the maneuverability and threat of the raiders forget about it, also this was before bomber command. As a veteran and expert roller of "tie bomber blanks" I can attest to the tremendous impact a TB rhymerball derives from even 1 re-roll and after having an ISDs face pushed right in by a scurg swarm backed by bomber command and pushed by Yavaris It sure does work well for the rebels too.
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