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Mad Cat

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Posts posted by Mad Cat


  1. Some ace squadrons have begun to appear with evade defense tokens. They would have been pretty useless apart from long-medium range flak but the new v1.5 changes to the evade token means they are reasonably useful.

    Could we see an ace squadron with a salvo token in the future? 

    It would be the equivalent of counter that could attack squadrons with the normal anti squadron armament and could also attack an enemy ship with the battery armament that uses flak against the ace. It would only take a small rule change to allow a squadron to use salvo with he standard anti ship or anti squadron armaments rather than the rear arc battery.


  2. Yes many stores got them in 2 weeks ago. My FLGS ordered 6 of each but only were allocated 4 starter 3 Squadron And 2 upgrade card packs. 
     

    Chaos cards, magic madhouse, dark star gaming, wayland games and Zatu games all have CW starter sets in stock. Squadron packs and the card upgrades are more rare at the moment, but keep trying. My store just had a restock of a couple of squadrons and a card pack so we’re able to fill all their pre orders finally. 


  3. You need red dice for long range not blue. Disposable capacitors is an upgrade to let blue dice fire above medium range but for one turn only and not on large ships.

    Ackbar seems your man (Fish) for this.

    MC80C or MC80A are a good flagship. Engine techs to keep your move distance up but your speed down and this helps with your QBTs. RBDs or EWS or both on the Assault version. ECMs are still good but you will need a repair token or two to refresh them (Hondo on a little ship). 

    Take 2 CR90As with TRCs. Jiana's light is good but keep them cheap. EWS is expensive and your side hull zones are small and enemies can easily hit your nose or rear even if you are broad siding them. 

    AF2 take the B version as it is cheap and who needs extra front dice when Ackbar is in charge. If you can squeeze in some A-Wings or Z95s as a token fighter force to give you one turns of bomber annoyance this ship can do a squadron command to fling them in. Gunnery teams gets you 5 red dice at 2 targets a turn, 6 with enhanced armament but LTTs are probably better.

    Drop Aux shields as it can't take the flagship shields above 4 and they start at 4. Toryn can go too as this is now a red dice fleet. Home one is good in 800 point games but 2 of your other ships can do without accuracies with the TRCs so spend the points elsewhere. Counter (1) isn't going to get you any bomber kills even if you do take 30-50 points of squadrons.

    Missions: Advanced Gunnery, contested Outpost and minefields are good. With the latter place a big blob of mines and rocks in the middle of the table and see which way the enemy want to go around it to get to you. Then turn the other way and drag him through the pain while you fling red dice at him and keep the range open. Advanced gunnery Ackbar assisted MC80s tear ships to pieces but still keep the range open to avoid the double points if you loose it. Contested outpost is ok but don't get too tied to the base just for 20 points. Fire lanes is good but risky if the enemy have 2 Strategic squadrons like Lambda shuttles. Planetary Ion cannon is good by putting three tokens in a small triangle then using them like the mines in the minefield scenario.


  4. 1 hour ago, bkcammack said:

    There’s another type of command token?

    Play an Ozzel fleet. You hardly ever need nav tokens.:)

    btw I only yesterday realised that an Ozzel fleet Raider can now change speed by three on the following turn. Ozzel fleet ability + Nav dial + token.

    I'm really liking the new ability, especially in carrier fleets where Quasars flotillas and ISDs can plot lots of Squadron commands while Ozzel lets them change speed at will for 12 points below Thrawn and for all six turns. 


  5. 4 hours ago, Karneck said:


    Anything with the symbol of a command, means that command needs to be resolved or resolving in order to unlock and use. Like gunnery teams.

    So Mon Karen armed with Gunnery Teams can activate both those effects (and reroll a single die in the attack pool) by spending a CF token on its first shot?

    But in contrast to this an ISD with ECM would need to discard a repair token to ready ECM and would not get 2 repair points when it did so.


  6. 1.5 version of the Gunnery Team card.

    My ISD-II with GTs has a CF token banked. I fire the first shot from the front arc at an MC80 and I wish to now shoot flak at 4 squadrons also from the front arc. 

    When do I spend the CF token? 

    1. On the first volley at the ship? I shoot the MC80 getting it to one hull so throw in the token to reroll a die and get the kill. Can I then do the flak shot?
    2. On the first shot at a squadron of the second volley (even if I roll max damage).
    3. On any shot at a squadron of the second volley (on the understanding that the CF token is discarded even if I roll max on all 4 shots - similar to Demolisher spending a nav token to remain at speed 3 just so it can also use ETs).

  7. 15 minutes ago, Basile1902 said:

    The mc-80 has advance projectors not projection experts, otherwise cool ideas

    I miss read. It's just been so long since anyone took them but the new XI7 changes in 1.5 make them decent. However, assuming getting shot from the flank most of the time (where the enemy should be) you have double redirects (and I assume double Brace too) so killing your front and aft shields is straight forwards. APs are  therefore only effecting the far side 4 shields that could easily be moved across with a repair command or destroyed using normal redirects assuming you get shot in the front or rear some time in the game.  On a ship this size and staying power this is probable so RBDs may be better for you.

    It would leave a 5 point bid so you could swap in Rogue & YT2400 and even get Jiana's Light if you dropped Green rather than the A-wing.


  8. You have no source of tokens so the MC80 will be rather busy. It will be doing Squadron Commands, Nav commands for the ETs and Repair commands for the Projection Experts.

    Drop PE as TRC90s may not last long enough to receive the new shields. Use the points to replace E-Wing & A-Wing with Rogue Squadron and a YT2400. The rogues (with Hera) will take the squadron pressure off the Flagship although you could still plot a squad command with it for turn 2 to get the initial fighter strike in quickly. You could also get Jiana's light and Hondo to give an emergency nav and squad token.


  9. Yes I like them.

    • Harder plastic. 
    • Sharper detail.
    • Hardly any mould lines.
    • Not quite as forgiving if you drop or sit on one but they can glue back together easily.

  10. 6 minutes ago, 5particus said:

    I have just built this on Warlords and it is 402 points, each of the Acclamators is 1 point more than you said, is the SFO the skilled first officer?

    The list was written before all the card changes were known from the new upgrade pack.

    External racks has increased from 3 to 4 points so I would have to drop the SFOs or tweak the fighters a little.


  11. You asked for it.....

     

    The Armada v1.5 Christmas Carol

     

    Good King Yavaris has dropped out - from the list of Rieekan,

    Leia's point drop came about - and the game was even,

    Tarkin shall return to play - giving token treasures,

    Use them in a 1.5 way - ready 'Lectronic Counter Me-a-sures.

     

    General Tagge can choose his turn - likewise Garm Bel Iblis,

    Admonition's tokens burn - Mon Karren nerf what is this?

    Mothma points are down a bit - no buff for Devastation,

    Avenger card is not worth spit - H9s are modifi-ca-a-tion.


  12. Don’t take Kit. Don’t take Plo. Take Dengar instead😀

    Dengar gives intel and counter (to everyone not just generics and his stacks with existing counter) so gets the effect of both Jedi for fewer points. No adept 2 but swarm gives one re roll.

    I like Delta-7s but the Jedi ace versions all seem a little too costly. Plo is ok if you have several escort fighters as the enemy have to shoot them and they get swarm on the counter (1). Another Jedi ace can make them obscured too but it is a paler version of the Biggs ball and more costly. 


  13. You could. It could be an inefficient way of doing things. It all depends on your repair points.


    A CR90 for example could move a shield to each flank turn one or you could just over repair (I.e. boost the 2 Shields to 3) the port shield because that’s where the action will take place. 
     

    A nebulon could over repair the port and move a rear shield to starboard with the last repair point. 
     

    A Liberty could just over repair both side shields with its 4 repair points. 


  14. 2 hours ago, bkcammack said:

    I think you’re right. The new card doesn’t even say anything about moving. It just says choose to only attack. FCT doesn’t involve the squad’s activation. 

    I don't think Squadrons can move. When a activated by a squadron command a squadron can move and attack or attack and then move. The Yavaris wording states they must only attack to get the bonus die.

    As for FCTs, Yavaris says "may choose to only attack during your activation".

    Now does this mean each squadron's activation or does this mean during the activation of Yavaris?  It is an upgrade card to the ship and uses the word "your" on it, so I think it is the latter. This means FCTs are still done in the activation of the ship either before or after (flight commander) the squadron command so you wouldn't get the extra attack die. 


  15. My thoughts...

    Konstantine - Including non flotilla small ships as one of your qualifying ships is a good improvement. You can even use an SSD now as one of your medium or larger qualifying ships too (not that many people will). I also like that if the enemy are already speed 1 one and you don't want to speed them up you can take away a nav token instead. Overall I still think he is below average but there are increased fleet design options so we may see him more often. Instead of ISD + 2 VSDs we may see Cymoon and 4 Arquitens for example to keep opponents slow and pile on the red dice. 

    Ozzel - Instead of changing speed by two you now get a free speed change and can put any command on top of that (including a nav to get the old effect). Grav well made you speed zero and you have a nav raid token from Surprise Attack? Ozzel can save your flagship's bacon. He could become a decent carrier admiral letting ISD-1 and Quasars to Squadron constantly while Ozzel lets them change speed each turn. More flexible and better but for 8 more points Tarkin gives you the same effect and can hand out different flavored commands on various turns.

    Garm - I've always liked him since Ahsoka arrived and tokens can doo more with certain upgrades needing them to refresh. raid tokens are becoming more common (Dukku) and Garm laughs these off easily.  Choosing turns depends on your average ship command value and the intensity of combat. I'll probably still go 1&5 or 1&4.

    Tagge - Choosing both of your defense token turns is a nice boost but I still don't rate him too highly. Equipping Salvo to your ships and thrashing them as much as possible could be nasty. 

    Tarkin - Tokens now have more uses and he is becoming cheaper. Smashing.

    Mon Mothma - nice points drop and the extra dice effected at close range and if the enemy ship is larger you can get even more. The main hurt to her fleets is the ACM/APT/OE changes which moderates her source of intense damage output.

    Demolisher - Its main change is on the turn after you make your dive into close range and hit the enemy with 4 black dice. Next turn you can double arc him but you may have to slow down or even ram him to get the second shot in. 

    Avenger - No longer an auto include on Sloane lists. I don't really see the point anymore. Brush off Relentless and a SFO.

    Admonition - Upset by this change, well it is still the equivalent of 4xBrunson for 1/6th of the cost. 

    Mon Karren - I didn't see the need for this change. the 8 point cost was discouragement enough.

    Yavaris - It is still good but no longer fantastic. If the enemy have counter(2) you would have taken it twice under the old rules so there's a perk.

    Slicer Tools - Flotillas can easily bank a repair turn one to let you get 2 uses from the slicer tool. I suppose Quantum Storm may feel the strain on occasion to slice on the extra speed 1 move. Hardcells can also take Slicers and they have a brace so this is probably more for them.

    OE/ACM/APT/External racks - I think these go too far when combined together. MSU lists will suffer especially with the pass tokens. Armada is turning into a red die game I fear. Still at least Screed works the same number of times as ACMs now so you could not bother with OE. 2 rerolls however should be plenty for most black die volleys but Sato MC75 ACM+E-Rax may long for the old times on a bad dice day. OE is still great for black die flak.

    ECM - Large ships need to bank one repair token somehow. Medium ships can probably do without as they should die soon of they are taking that much of a battering as to need ECM several times.

    DTTs - Could have gone down to 4 points I think.

    H9/QTCs - Modification to hamper them being used together on Cymoon, Liberty and SSDs. Remember we also don't know what the Clone Wars larger ships may be getting in the next few waves. 

    XI7s - Fine makes APs useful and Foresight a little better. 

    Engine Techs - Agree with this although I never really experienced double ramming.

    Brunson - Gone a little too far I think but compared to Derlin I can see the logic. I will still use her but only on special occasions rather than an auto include. 

     

     


  16. This isn’t so bad. I generally don’t use GTs more than once or twice a game but it is nice to have them for the threat and to take advantage of forking positions. Add Hondo to a Gozanti and give the ISD a CF token. 
     

    not reattacking a target is prohibited only in the users activation so Salvo and counter(1) are not effected. 
     

    Can an SSD still fire with GTs at three different targets if it uses say only one CF token on its first shot?


  17. Now that we know the points and stats of most Republic stuff from the Clone Wars initial wave, here is a carrier list.

    400/400 Surprise Attack, Asteroid Tactics, Infested Fields
    C70-C, Bail Organa, LTT - 80
    Acclamator-I, Flight Controllers, Expanded Hangar, Boosted Comms, LTTs, E-Rax, SFO, Nevoota Bee - 97
    Acclamator-I, Flight Controllers, Expanded Hangar, Hyperspace Rings, LTTs, E-Rax, SFO - 91
    4 Delta-7s, 3 ARC-170s, Anakin Skywalker - 132

    The intel rule is changing to handing out grit so I decided not to bother with it. Instead I've included two sets of flight controllers to try and win fighter superiority as soon as possible. Up to 8 extra blue dice and swarm granted to 4 fighters a turn, combined with adept and dodge on the deltas should make this achievable. My missions will help too with squadron raid tokens or space slugs popping in to chew a few enemies. 

    The slow speed of the bombers can be mitigated by giving them scout from the Hyperspace Rings which could also be fun with the predictable enemy flagship deployment of Surprise Attack. It all depends on the strength of enemy squadrons as to how aggressive I am with this. I may even Scout the Deltas on occasion to stiff arm enemy squadrons and keep them tied up and well away from my bombers or I could use the 7 hull counter (1) bombers as bait for enemy squadrons - then in comes an alpha strike of Deltas each with 4blue and a black with 2 rerolls.

    Flagship can orbit on a flank or even cut behind the carriers and squadron blob to keep alive and chip in the odd red dice. Bail can hand out repairs or navs as needed and these could even be discarded to remove squadron raid tokens. SFOs on the carriers are for Slicer Tool protection or to offer an emergency nav or repair to be plotted and either brought forwards or ignored all together. 


  18. Chaos cards and magic madhouse are good and do post free for £20 or larger orders. Chaos cards have monthly discount codes. 
     

    Zatu games can be very cheap on occasion. You always pay postage but they have a permanent discount code to get 3 or 5% off if you order 3 or 5+ items so for larger orders this can save you more than the postage. 


  19. Ships
    I'm liking both Munificents. The points values seem a lot more reasonable compared to the super cheap Acclimators.

    For example, put High Cap Ion turrets on the MUN-SF and compare it to the AF-IIA. Same points, same anti ship but one blue moves from the rear to be added to the front. Similar Flak power with 2 blue compared to black & red. Same hull, shields, ENG & SQUAD values. Differences are speed, upgrade slot and the command value.

    Only three points between the MUN-SF and MUN-CF means - if it isn't being fitted out as a Carrier - you will probably opt for the SF version for the Defense and Support slots. I don't think Engine Techs is a good bet as it adds so much to the cost and stops you repairing with the decent engineering value and after all these are red dice ships who prefer long range action. Auxiliary shield teams and a turn one repair command to fill them up looks effective and just stay at speed 2 most of the time for the excellent turning.  LTTs are so good on both variants to get rerolls in flak, salvo and normal shooting. A lack of gunnery teams means the decision to use the super range flak may stop you shooting ships and enemies can use this against you by staying on the same axis of attack as the ships. No flight controllers is also a shame for the carrier loadout but Flight Commander, FCTs & Boosted comms looks good. 

    Upgrades
    Depending on the ratio of squads in your fleet compared to squad activations, the new Hyperwave Signal Boost card can add some redundancy to make up for loosing a carrier or a slicer tool/raid token upset. Two or three MUN-CF carriers and plenty of vultures in a fleet I would go for one Hype-SB and the rest boosted comms. I wonder if the Separatists will get a large carrier with the slots to take both? Against squadronless opponents Hype-SB could almost double your carrier control limits by just placing your fighters in the path of an enemy ship and use your squad command to shuffle those that don't get overlapped and placed in contact by you. 

    Sa Nalaor is Captain Needa on steroids. Very useful for these long range ships, either carrier or combat versions. Evades are great against smaller volleys and your enemy doesn't know which token to accuracy so that he can ensure his D-Cap HIE crit goes off. Tide of Progress looks good for the points and could save you from a structural damage crit. Combine it with Med Team if you aren't using the support slot for anything else. Wat Tambor, Battle Droid Reserves and 1-2 Projection experts could all combine to make a 3-4 munificent fleet into some sort of oversized Biggs ball/TF Antilles.

    Commanders
    Count Dukku looks like a minor annoyance to some fleets (Garm, Tarkin, Thrawn, Bail, SSD) and a major pain in the neck for others such as carriers, repair spam & Madine. 

    Kraken is a little expensive but better than Screed and allows the MUN-CF, D-Cap & HIE to be a nice cheap shield ripper. It has a narrow front arc but then that means it's easy to double arc from the front corners. It gets expensive but Swivel Mount Batteries could allow you to do long range guaranteed crit HIE or OL Pulse shots at any range from flank arcs too. QBTs could do it from any arc if your opponent is faster, you may have to drop to the 1 yaw speed one to get this effect.

    Squadrons
    Vultures are better TIE fighters if controlled by a carrier, worse if left alone unless you also buy Hyperwaves.

    Haor Chall Protortypes seems expensive. As the intel rule stands now Haor would be good. He/it would punish squads that leave your fighter ball using intel granting the heavy keyword. But Intel is changing to granting friendly grit so if Haor has a buddy the enemy have to fight their way clear unless they are obscured, they are Tycho or admiral Chiraneau is on the prowl. Oh yes and he will work against cloak moves trying to disengage at the end of a turn.  You could fling Haor in alone to pin a lot of grit squads or pop him in the midst of trouble but obscured and see if the enemy run for it or fight it out against an obscured scatter ace. Rushing up between 2 ships could be fun as you know these will both do a move so you get a red dice at each and another one when you would fire normally. Writing all this down I think Ive changed my mind since starting this paragraph. He's a little situational but ok I suppose.


  20. The Arquitens look expensive, almost a naked VSD-I cost. Advanced projectors isn't good with only 8 shields when you can access 6 of them anyway using your two redirects. Also CC versions are more expensive than CLs for a bit more squadron value. 

    Take an Arquitens CL with Needa & TRC, add RBD if you fancy staying power but I usually go without. This frees up 4 or 9 points which can get you an ACM OE Demolisher and maybe Brunson in place of the other kitten. Demolisher is a whole other threat the enemy have to deal with and it can easily get in the way of enemy attempts to burst through to get at the flagship. 

    Squads are ok. Watch out for massed interlocking flak with those fragile interceptors. Marek would be good in place of Vader. He hits hard and bombs well. Jendon and a jump master could replace Dengar & Tie-A and the jumpy can resurrect through the reserve hangar. You should only need the Intel once to get a second ramming attack from mauler, by then the fighter battle should be going your way. Jendon also gives the flotilla the equivalent of boosted comms using relay and the Arquitens/demo could even plot a squad command turn 2-3 or bank a squad token turn one and use it through the relay. If you can find a spare point upgrade an interceptor to Sabre squadron, if used twice a turn via Jendon with Howlrunner close by and flight controllers on one of those attacks is great fun. 11 dice with 2 swarm rerolls can really ruin Jan Oors' day no matter how many X-Wings she is sat in the midst of. Mauler can ram off her last point of damage if she manages to brace twice or you roll bad.

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