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darth0fthedead

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About darth0fthedead

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  • Birthday 12/12/1984
  1. Agreed. Hold off on the squadrons and flush out the different ship classes first. Simply put if FFG stays close to the ship variety and stats that Sins of a Galactic Empire has I'll be a happy camper. Specifically I'd like to see the Rebs get the Quasar Fire Class as a DEDICATED carrier and the MC40 as a tank/carrier mix with the imps getting more cruiser/frigate love.
  2. Gotcha. This weekend will be my first game playing as the Empire ... and I have to say I'm starting to feel like rebels took a huge step forward compared to the Imps. Not saying this poses a significant game imbalance, just starting to pick up on some of the gripes about the rebs getting more bang for their buck in wave 2. Here's my list I'll be using. Points: 397/400 Commander: Admiral Ozzel Assault Objective: Precision Strike Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Ozzel ( 20 points) - Avenger ( 5 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) - Electronic Countermeasures ( 7 points) - XI7 Turbolasers ( 6 points) - Overload Pulse ( 8 points) Victory I-Class Star Destroyer (73 points) - Corrupter ( 5 points) - Wulff Yularen ( 7 points) - Boosted Comms ( 4 points) Raider-I Class Corvette (44 points) - Impetuous ( 4 points) - Ordnance Experts ( 4 points) 1 Major Rhymer ( 16 points) 1 JumpMaster 5000 ( 12 points) 2 TIE Bomber Squadrons ( 18 points) 2 TIE Advanced Squadrons ( 24 points)
  3. +++ Intelligence away! (387pts) +++ Kitted out Imp deuce - Imperial II-Class Star Destroyer (146pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Tactical Expert (6pts), XI7 Turbolasers (6pts)] Kitted out Imp deuce - Imperial II-Class Star Destroyer (182pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Tactical Expert (6pts), XI7 Turbolasers (6pts), •Darth Vader (36pts)] + Squadrons (59pts) + TIE Advanced Squadron (12pts) TIE Advanced Squadron (12pts) •"Mauler" Mithel (15pts) •Dengar (20pts) + Objectives + Assault Objective [Precision Strike] Defense Objective [Fire Lanes] Navigation Objective [superior Positions] Question, why the TA's instead of interceptors? No bombers so why not get the speed 5 counter 2 instead of the escort?
  4. You can have my spot. I got into work today to find out I'll be out of town for the next week.
  5. The Errant Venture was also a money sink. In later EU books Booster Terrik constantly lament don't think it would s about the upkeep on his ISD and how it falls into mild disrepair. For big jobs, merc's just find more merc's, split the booty and go their separate ways.
  6. I'm in. -9 GMT (AKST). Able to play anytime during the weekends and weekday nights. Faction: Rebel Alliance Points: 398/400 Commander: Admiral Ackbar Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions MC30c Torpedo Frigate (63 points) - Ordnance Experts ( 4 points) - Electronic Countermeasures ( 7 points) - XI7 Turbolasers ( 6 points) - Assault Proton Torpedoes ( 5 points) CR90 Corvette B (39 points) - Tantive IV ( 3 points) - Raymus Antilles ( 7 points) - Overload Pulse ( 8 points) [ flagship ] MC80 Assault Cruiser (114 points) - Admiral Ackbar ( 38 points) - Defiance ( 5 points) - Intel Officer ( 7 points) - Engine Techs ( 8 points) - Electronic Countermeasures ( 7 points) - Redundant Shields ( 8 points) - Enhanced Armament ( 10 points) - Leading Shots ( 4 points) 5 A-Wing Squadrons ( 55 points)
  7. Not gonna lie. . . That fight scene over the lake that was a panorama of Finn as Poe shreds the TIE F/O's was amazing! It's like watching me dog fight in Battle Front ...
  8. I've been enjoying 500/600 point games with my counterpart since we got a hold of wave 2 and now have little interest in playing down to 400 points ... Is this me just be greedy or does anyone else feel that the extra 100-200 points makes the game feel more of a fleet action and less, idk ... restricting?
  9. Don't need IG-88, a-wings dont have escort. I can just shoot jan from jump. If the A wings engage a majority she'll be fine, she just needs to be distance 2 from the A's If' she's distance 2 from the A's then they are losing out on her brace tokens ... This is my personal pattern of thinking. Like everyone said it depends on what commands you plan on issuing but considering you are taking Ackbar I'll make the gut call of YT's.
  10. The game is played on table top, of course it's going to play 2D. Come in from the sides and catch them when they turn. Use the space on the board and herd the enemy instead of bee lining right at them - ISD's make great anvils and Fireballs/glads make great hammers. Varying speed throws timing off, just because an ISD can move 3 doesn't mean it always has to.
  11. If you haven't already, paint them up! It's a proven law of table top gaming, self-painted models perform better.
  12. The fact that there is a thread dedicated to a maneuver that is more of a high-risk high-reward tactic of opportunity than anything says a lot about the direction this game is going. I'm very pleased with wave 2 and with the options it provides. In wave 1 I found myself basing lists almost solely on the capacity of what a ship can do, now wave 2 I'm basing it on what I want to ACCOMPLISH instead and have a hard time containing myself in regards to points. The game is getting more complex and I like it! For instance builds like your "Fireball" thread will be the new norm, not because it's "broken" or "OP" as some might say, but rather we're starting to get into the phase of the game where it becomes essential to base your fleet on combat multipliers - the aforementioned "Fireball" does exactly that.
  13. You will have to forgive me. Because What I mentioned was the fact that I enjoy the idea of the discussion, but what I do not agree with is the extreme levels of Negativity that you have attached to the topic. For that, I present as snippets: The amount of hull points, versatility, immunity to squadron commands, threat range, and damage potential is absolutely insane. I think this inclusion is going to be one of the biggest threats to the Wave 2 meta. It's a bad feeling and testament to the threat level of this meta-changer. At the same time, you have a self-sufficient super squadron like the Fireball that makes command-reliant Rebel squadrons look like a complete joke. Then stating that "Armchair Generals need not apply", and then completely ignoring my own, real life experience as I presented it, and then leaping on a statement which I made which was general in nature and not a statement quoting you at all. You do not seem to be out for Discussion. You have written an opinion piece, and you are out for vindication. A Vindication of Fear. My own statement was in agreeance with you. That, yes. You will need to consider more than a Token A-Wing force. You Will need to consider a dedicated game plan for when it comes up. The difference I am stating here, is a difference of Meta. Namely, My Meta is Not Your Meta. The Fireball tried to enter my Meta last weekend at our League gaming sessions... It shared only mixed success (2 players, 4 games, 2 wins, 2 losses, one of each to the players). The players of my meta seemed to take it on and not assign any more challenge to it than many other squadron builds that have been tested with, rather than succumbing to the negativity of the unbeatable. I posited that the REASON for this is, since Wave 1, and WELL into Wave 2, we have already been focused on Squadron related builds. What I do not agree with is the way you approach the subject from a point of overwhelming negativity, and then where you respond with aggressiveness to the point of pseudo swearing to get your point. Beat me to it. Well put. Exactly. Honestly if you know what your up against ahead of time you can always counter with the minimum amount of points, but this "arm chair general" will not be seen taking anything less a minimum of 87pts in the squadron department from now on. The combinations AND versatility that Intel offers are just too tempting to ignore.
  14. We all know wave 1 really was just a demo version of the game and with the ISD and other ships released we can really start to play the game with more than just a "rock/paper/scissors" mentality. Now that we're knee deep in Wave 2, Is it just me or does anyone else get a kick out of utilizing naval warfare history into their Armada stratagem/tactics/meta? (I.E. Ackbar Slash = Admiral Duncan/Jervis/Nelson's tactics used against the French and Spanish) That being said, what have been some of the more impressive and surprising maneuvers you've experienced during your games? Where do you think the meta for wave 2 will fall when the proverbial dust settles? With carrier/squadron groups, ship of the line approach or possibly a mix of the two? Personally I gravitate toward the idea of Carrier group combos. I loved watching documentaries on the Battle of Midway and how fighters/bombers were able to dominate the battle in such a decisive manner so I've had a lot of fun coming up with new builds - using the Yavaris/Independence as focal points and then employing cr90's/mc30's as battlefield disrupts. Obviously no right answer here with the only real constant being the ability to adapt, however, I enjoy the banter the banter regardless and want to get some of your thoughts in regards to the overall stratagem of Armada and the direction the game is going. Cheers!
  15. Hello, I'm wondering if there's anyone on here that's from the Anchorage area? I've been trying to contact enthusiasts but all the local gaming groups only play X-wing with not much interest in Armada present.
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