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DerRitter

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Everything posted by DerRitter

  1. The golds are ok, but the others besides being too expensive, they also have quite mediocre abilities. So definitely need a price drop.
  2. As funny as it looks can't be done as Ani only has 1 force, so if you use SNR you no longer have an available force to use his ability. Which is basically the whole problem with force talents, they look good but there is just too much competition for those force tokens.
  3. that would be too good with Obi-wan.
  4. Back on topic. I liked the Linked Batteries cannon upgrade from 1.0, it was tailor-made for the B-wing, unfortunately B's weren't competitive when it appeared.
  5. Some answers here made my change my opinion on Sense (maybe drop to 5) and I totally agree that SNR is very tricky to balance. HP Windu is interesting too. He has been killed before shooting more than once and generally has Force to spend. The comparison between Brilliant Evasion and Heroic is interesting. Both are situational and can be very powerful in with some good (bad?) luck. And indeed if a pilot that adds eyeballs to defense dice appears it would be incredibly valuable.
  6. I have been wondering if Force upgrades (FU) are too weak or too expensive. I started flying Republic a few days ago and find myself keeping the force slot unequipped on my Jedi. I did a quick search on mayor events on listfortress and could see only a few of the these in general use: Hate (3 pts). Currently is the 22nd most used upgrade on according to listfortress and the most used FU. I believe is by far the best of all: first is cheap, second helps recover force instead of requiring you to spend it. It found his home in the Sith Infiltrator (low agi, high HP) and for some time in Vader, but then I found different opinions on its value compared to a larger bid. Supernatural Reflexes (varies): The formerly crowned jewel of upgrades now is almost unseen it. The point nerf pretty much killed it, excepting some extremely expensive Kylos and some crazy builds 24+ points is just too much. I admit I'm biased here, as SN Luke was the most fun I had with Rebels in 2.0, but now at base 86 points I just can't find how to build a list around him. I understand that a nerf was necessary, but maybe they went too far? I have heard of some people theorizing about SN Inquisitors, but haven't ever seen in play. Sense (6 pts): This is designed to help lower Initiative pilots, unfortunately, the only low In force pilots only have one force and often require it to use their own abilities (like fine-tuned controls on the Jedi Knights). High In force pilots are already pretty expensive to play support and need their force to earn his points back. Still, this upgrade does sometimes see table. Predictive shot (4 pts): uff bullseye and requires a force to activate. I could see it on Anakin or Kylo (high In double reposition), but first I need to not having used my force to mod the attack dice and even then I'm depleting my force charges for a very conditional effect. Brilliant Evasion (4 pts): I find this one just bad, You need to have 2 eyeballs AND have 2 uncancelled hits before this is better than just using a regular force point. Also, don't have a focus token. ¿Maybe in a stealth device delta-7? Heightened Perception (3 pts): For only 3 points I can shoot first in the round. Now I see some utility here for low ini force pilots, but those already are struggling with force points and you have to give up a dice mod. Instinctive Aim (2 pts): just take a Lock and there are no low In force pilots that can carry good ordinance (aka torpedos) Battle Meditation (varies): I REALLY want to find a list to use this upgrade. In theory, looks great: you trade 1 action and 1 force point for 2 actions on some torrents or arcs. In practice, the cheapest carrier would be a 49 Jedi Knight (with no configuration). It's is just too expensive for a support ship! and once I start looking at more expensive pilots I wonder why give him a support talent? So, after looking at all the force upgrades I find that they are either too amazing but too expensive (Supernatural Reflexes) or not worth the points compared with the basic use of the Force. This is even worse considering that all pilot with force has to also spend it to activate their own pilot skills. I would like to hear your opinions on the Force Upgrades. For those that don't agree with me please show me some builds that could use them and if you agree with do you believe there is a point level where this would be useful or are most of them almost jamming beam material?* *By jamming beam material I mean that even free, they are so situational that you would almost never use them instead of having the force token available to mod dice.
  7. Before throwing the res awings to the pitch fork, remember that Lulo is a 4 hp 2 agi ship when stressed. The awings pop really fast if you are not extremely carefull. Tali ia only 2 attack dice and her ability is being cheap I5. Just how many rebel awings do you see in play? Also, while 5 awings is an effective listn I'm not sure is a dominating meta warping list. Considering that the resistance lacks a lot of variety, mostly because weird costing: a bomber list is always 3-5 points too expensive for having good wingmen. The falcon quite overcosted too, the same happens with the all t70 nos names poe or nien (this last one needs upgrades to shine). I could gwt behind a point increase in the awings if some other components of the faction when dowb to compensate and expand the options, right now i believe a raise would only narrow the faction even more.
  8. Great read! and Congrats on whats looks like a great match! As a new player these reports really help me get the feeling of the game, is the game log available or did you recorded the stream? I would love to to see this and other games of the vassal cup if posible.
  9. A list that you have practiced with will usually perform better than a new list. But again, be ready to play it a lot and have a good time
  10. I was very exited to play republic, but I have to admit this was a little underwheling. Delta 7 looks like bad tie v1... .....really hope that somethings make me change my mind.
  11. DerRitter

    Poe > Kylo

    SNR has a counter play in that there are not high mobility i6 force pilots. Vader is the only one and that is the reason he doesn't have boost. I could say that bb8 poe can do some crazy pre movement boost and broll, but he is limited by green maneuvers and only 2 charges. I feel that Anakin will really expensive, really fragile or both.
  12. I somewhat disagree with these, they are many low (less than 5) initiative pilots with great abilities, that still do not see playtime, a quick list improvised: Pilots with great abilities held back by Initiative: Garven Dreis (Xwing, Arc): not seen without Swarm tactics Dutch Vander (Ywing): sees some playtime, bot mostly replaced by norra (I5) or another (Xwing) Jake Farrell (Awing): all a wings pay too much for what they bring to the table. Just see the resistance version. Jek Porkins, Kullbee Sperado, Leevan Tenza (Xwing): all this pilots abilities would be great in a high initiative pilots. Captain Rex (Tie\ln): This guys saw playtime in 1.0, now 32 points for a I2 2 dice attack ship is not worth it. Ved Foslo (Tie advanced x1): Old Juno, has a strong maneuver correction ability that is not very usefull at I4 Countess Ryad and Colonel Vessery (Tie Defened): there is a good reason this guys are not high initiative, they would have no counter play. Turr Phennir (Tie Interceptor): I shoot and I'm gone, sounds nice? Unless you have already shoot, then is pretty meh. Mayor Rhymer (Tie Bomber): Ad. Protons at range 2? Graz (Kihraxz): position dependent ability in a I4. Zari Bangel, Greer Sonnel (Awing rz2): both of these guys have better abilities than Tali, but the lower I keeps them in the dark. Kara Kun, Temmin Wexley (t70 xwing): these guys are in thought position, as their higher initiative friends (Nien and Ello) also have bvery strong movement abilities. On the other hands, there are some high Initiative pilots with very lackluster skills.
  13. Considering that the APP is just a web interface to the website, I believe an offline mode would be imposible until you now..they actually develop an app.
  14. Didn't the rebel player ever flakked or just wasn't on camera? With only 4 HP a couple squadrons could have fallen by turn 3/4
  15. And you also oversimplify one of the most interesting aspects of Armada, deciding the order of activation of your ships. Not Like
  16. @Cleto0 thanks for the ideas. I wanted to use the Liberty + comms net so I could delay the squadron activation on turn 2 if necesary. So it was a bit more a one or two times thing in a game. I can see the benefit of putting more teeth to the LMC80 as it is not a good carrier. is Biggs a good idea with only one other escort fighter? It could be switched to luke (extra bombing) or wedge (for the dutch/wedge double yavaris activation combo). @rcm17One of he first builds I tried (suggested by @The Jabbawookie) was a LMSU I was tryng to go for something with a litte more fighter coverage (and ended with over 100 points in squadrons, **** balance is hard!)
  17. This is what I have so far. My idea is to push squadrons with Yaveris and Liberty (using squadron tokens from the comms net flotilla). The Liberty act as the main damage dealer until the squadrons are free to bomb. The squadron complement all have bomber so if I win the squadron flight the survivers can join the bombing. Faction: Rebel Alliance Points: 400/400 Commander: General Dodonna Assault Objective: Most Wanted Defense Objective: Fighter Ambush Navigation Objective: Solar Corona GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) - Bomber Command Center ( 8 points) = 35 total ship cost GR-75 Medium Transports (18 points) - Comms Net ( 2 points) = 20 total ship cost [ flagship ] Nebulon-B Escort Frigate (57 points) - General Dodonna ( 20 points) - Yavaris ( 5 points) - Raymus Antilles ( 7 points) = 89 total ship cost MC80 Battle Cruiser (103 points) - Liberty ( 3 points) - Gunnery Team ( 7 points) - Engine Techs ( 8 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 131 total ship cost 1 Wedge Antilles ( 19 points) 1 Ten Numb ( 19 points) 1 "Dutch" Vander ( 16 points) 1 Gold Squadron ( 12 points) 1 Jan Ors ( 19 points) 2 X-Wing Squadrons ( 26 points) 1 Rogue Squadron ( 14 points) = 125 total squadron cost Some glaring weakness I percive that no ship is particullary resilient. And having the commander sitting in the LMC80 makes it a VERY juice target. I would feel much safer having him in a Jaina's light corvette (A with TRC) or naked B, but that's whe I have to either slim the Lib to an almost naked star cruiser or reduce the fighter compliment. I wan't to again express my thanks on all the help I have recibed here.
  18. I was just lookong for that topic. For 1 point being able to (in average) live 1 attack longer i think is great. If it costed 2 or 3 pts it would be bad. But comparing to other 1pt epts i guess is a good choice (For now)
  19. Hello again. I finally got some new purshases: R&V squadron pack and a secondo GR75. Any thoughts in how to improved the later fleets? Also i got my hands on a couple of TRC upgrades for the CR90s. A problem I am having with armada fleet building is finding the balance between ships and squadrons. If I kite the LMC80 and a couple CR90s, I dont have enought points to support the squadrons (yavaris, gr75), but if I do the other I end with a very slim amount of ships (O so i belive)
  20. Hello there! I believe most missions can be played withouts any modification. 1e missioned often had problems with powercreep (thinks exploding too fast or inposible to kill ships). In 2e my guess is that should not be a problem. However! If you like a cooperative x wing i can't recommend enough Heroes of the Aturi Cluster (HotAC). Is an amazing cooperative campaing where you play your own pilot, gain experience and improve your ship. There is a Facebook group where a convertion to 2e is being made. But a 1e version could work pretty well
  21. And cost 2 point less, if you bring 52 points wedge your list is illegal at 202.
  22. The problem with a Clone Wars Core Set is that existing players may not want to buy another core just to get the pilots/upgrades from it. It's a dammed if you do/dammed if you don't situation. To me, the best choice would be to have an "accessories pack" with rules, damage deck, dice and tokens, and no ships or pilots. BUT I don't think it's a wise business decision.
  23. Then they would no be so "epic" Maybe Epic ships could be more like in the background, so not a model, but part of the playmat. So we could fly over an ISD (or part of an ISD) attacking turrents and generators....wasnt't a mod that battle?
  24. Obi-wan IN1 When you engage say "I hate Flying¨¨" and destroy an enemy ship. Action: Destroy Grievious, Darth Maul, Maul or Anakin
  25. I disagree, Faction locked cards actually can decrease the power creep. As they have a more restricted number of carriers. In 1e R2D2 would have been a lot less effective if he couldn't be fielded with Poe. The same now "Selfless" could be very powerfull in Republic ARCs protecting Jedi, but is not available to them. If you refer to the fact that there would be Universal upgrades only available in certain factions ships. I fail to see how Armada is better. you can't get Itensify Firepower unless you buy into imperial (even if a Pelta can run it). So far FFG as said they would release all universal upgrades in all factions, but never said it would be in the same wave. I did had some hope that the rerelease of the Sriker would bring new cards (not incluided in the conversion kit) and then provide a card-only upgrade pack.
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