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  1. round 3 skycake v keskai keskai has init, picks second player skycake first player played planetary ion cannon skycake wins 400-0 10-1 his raddus fleet had me thinking I was boned, but got out of it like a greased up pig and ackbar setup death swirl for some fish in the barrel shootin fun... GG
  2. skycake v machinebede1 skycake wins 400-156=244 mov 9-2 ggs
  3. everything looks good, except maybe put bail on ord cruiser, and swap deposits for infested fields
  4. check out the new blue objectives that came out with the campaign, this looks like a good place for infested fields. also consider using wide area barrage, its common to do 3 splash damage out of your side arc onto another target
  5. Got out to the Sentry Box to try out the new SSD today and learn a little bit on what she has to offer the Armada tables... Here is the list I took: Faction: Galactic Empire Points: 399/400 Commander: Admiral Piett Assault Objective: Station Assault Defense Objective: Contested Outpost Navigation Objective: Solar Corona [ flagship ] Star Dreadnought Command Prototype (220 points) - Admiral Piett ( 22 points) - Ravager ( 4 points) - Damage Control Officer ( 5 points) - Wulff Yularen ( 7 points) - Captain Brunson ( 5 points) - Gunnery Team ( 7 points) - Quad Battery Turrets ( 5 points) - Heavy Ion Emplacements ( 9 points) - Intensify Firepower! ( 6 points) = 290 total ship cost Gozanti-class Cruisers (23 points) - Darth Vader ( 1 points) - Comms Net ( 2 points) = 26 total ship cost 1 Colonel Jendon ( 20 points) 1 Maarek Stele ( 21 points) 1 Morna Kee ( 27 points) 1 Mauler Mithel ( 15 points) = 83 total squadron cost The idea here was to just use station objectives to score points, or use corona to line up some great shots with the SSD. The squads would provide a screen against heavier squad loadouts, and could bring some damage to lists that were low on squads. The SSD under Piett, and through wulff and comms net, would be able to have its choice of commands, selecting the best ones for the moment. Ravager would also function as a CF command if I only had the token to use. DCO would keep crits a non-threat while Brunson could cancel 6-8 damage over the course of the game. Gunnery Teams provides flexibility in target selection, while QBT's would nearly always add a blue to an attack against a ship. HIE would synergize with QBT so it would proc more often, as well as CF commands and ravage titles that could add more blues to the shots. Also, HIE would mean that even defenders that could use ECM to spend their brace Intensify Firepower would keep the damage up and help shore up weak attacks. All the while Vader would be watching from the Gozanti looking to choke anyone out for not getting exactly the dice rolls needed... my opponent ethan was running somethin like: Faction: Rebel Alliance Points: 390/400 Commander: General Madine Assault Objective: X-Custom Objective Defense Objective: X-Custom Objective Navigation Objective: X-Custom Objective [ flagship ] MC80 Star Cruiser (96 points) - General Madine ( 30 points) - Mon Karren ( 8 points) - Strategic Adviser ( 4 points) - Caitken and Shollan ( 6 points) - Engine Techs ( 8 points) - Heavy Ion Emplacements ( 9 points) = 161 total ship cost MC30c Torpedo Frigate (63 points) - Admonition ( 8 points) - Lando Calrissian ( 4 points) - Ordnance Experts ( 4 points) - External Racks ( 3 points) = 82 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost Modified Pelta-class Assault Ship (56 points) - Veteran Captain ( 3 points) - Projection Experts ( 6 points) - External Racks ( 3 points) - Shields to Maximum! ( 6 points) = 74 total ship cost GR-75 Medium Transports (18 points) - Hondo Ohnaka ( 2 points) - Comms Net ( 2 points) = 22 total ship cost = 0 total squadron cost so the game went like this... he took first player and selected my contested outpost.. we set up obstacles and I placed the station in the center of the map... usually I would try to set it in a corner but two things 1. my opponent blocked off my corners with obstacles as opponents often do 2. even before that I felt like putting the station in the center because all the SSD's arcs are fairly good with QBT, CF, and Ravager that I didn't mind that setting up in the middle would expose flanks. see images here turn 1 his lib setup with the pelta to my left, the gr75 directly across from me to skirt the edge, and his admo and trc90 on my right.. I knew that I would not likely get too many frontal shots but that was ok... I setup my squads morna and jendon on left and mauler n maarek on right, then vader goz on my right flank... I turned the ssd this round toward lib and got ready for engagement turn 2 with squads on lib. turn 2 we got into it, I flung my squads to his lib doing like 6-7 damage, then a long range shot from ravaer getting off 7 damage, but no HIE... that said lib was already starting to smoke a little... overall happy with ravager, IF, CF command, QBT,and piett squad here... I moved into his lib front arc and he hit me for 5 after dco contain and Brunson throwing a damage away, mon karren preventing me from bracing further damage away... he then moved into my side arc at close range. the trc 90 and admo moved up into medium on left flank turn 3 Ethan thought that his lib, although damaged, could survive the SSD activation, so he activated pelta to send some shields instead. a risky play for sure... so next I activated the ssd to try and kill the lib before it could deal any extra damage to me. I flung the squads in using piett squad token, then threw a ravager cf qbt shot out my side for 9 dice into his side... I needed to block both braces and get 5 damage after squads had beat it up, would be tough for sure. my initial roll had no accs so I added in some blues with cf ravager, getting an acc... vader was displeased and choked out the DCO for a full reroll of acc generating dice... I got the two accs and 4 damage with IF plinking in the fifth and the lib went down in flames.... at this point I was pretty happy with the purchase even with the colossal price tag. I took a 5 dice long rage shot out the front at the gr but whiffed for accs and vader deciding there had been enough force choking for now... and a last shot at admo coming in which shaved off 3 front shields... he took some medium range shots with trc90 and admo and moved them into close range... turn 4 Ethan activated admo for a double broadside that racked up some decent damage and then moved to the other side of the SSD. at this point I had a choice to activate and try to kill the 90 before it shot, or wait for my cf token from comms net... I messed this up because I could have had a CF token from wulff this turn if I had used him when I spent the CF for IF... I decide to wait... which was ultra greedy, but in my defense, might have offered a better shot, and better movement for squads... he activated his 90 and put 7 more damage into the SSD... I activated ssd and used a squad on admo and then fired... my HIE got admoed and I put some dece damage on it, hoping the rest of the squads could get it in the squad phase and then I moved... I had tried to swing the rear end into Admo to get another damage on its hull but misjudged and overflew it, landing on an asteroid no less for shiled failure. chalk that one up to inexperience with how SSD moves... my eyes were saying ram no problem, but in the end it wasn't even close lmao... this move had also exposed my unshielded rear with no redirect... yikes... my squads failed to finish off admo which meant certain death next round turn 5 Certain death realized and the SSD went down to the cheers of many a rebel terrorist! I picked up one final token off the station with vader and the game was called... final mov was 400 -281 7-4... ethan and I agreed had I just killed cr90 when I had the chance and saved that 7 damage it would have been unlikely he could have killed the ssd and I would get all 6 tokens plus a hefty share of his fleet giving me something like a 9-10 win... anyways it was a great first game with it on the table and a lot of fun to fly. would definitely recommend picking one up if you get the chance.. Cheers.
  6. While I am shooting with a ship I decide to spend a cf token and by doing so ravage ability lets me add a die.. at the same time, im only using the cf token to resolve the command so if I tap Piett, he should allow me to resolve the command as the dial, so then can I add another die? one for ravage and one for CF dial through Piett ability?? thanks
  7. More dice does seem the way to go via a vis Ackbar since crit effects will be largely useless against the SSD due to ubiquitous usage of damages control officers...
  8. Exactly! Along those lines then maybe this as well could help relieve squad activation economy... ************ Support Team Fighter Wing Specialists At the beginning of the squadron phase you may choose up to 2 non unique squadrons at distance 1-5. Those squadrons have Rogue until the end of the turn. *************
  9. lol was just thinking about this same idea but had this **************** Offensive Retrofit something something hangar deck: Squadcommand: you may exhaust this card to activate up to 2 additional non-unique squadrons during this command. ****************
  10. ************************ Fleet support: Battle techs (10 points)*possibly unique* After deploying fleets you may discard this card to choose one friendly ship. That ship can discard any non-title upgrade. If it does it may equip a different upgrade of the same type. ************************ Thoughts?
  11. I'm leaning towards a possible tweak for squads as well but less from an "aces are too good" perspective and more from an "full aces on both sides slow down the game too much" perspective.... Listening to podcasts over the years, players at regionals/world's, and watching games at these events as well it seems to be a recurring theme in armada that the squad game is too taxing... You routinely see games that involve lots of aces on both sides going to/past time. You hear in casts about players lamenting having to play 4 rounds plus with squads, or you hear from players who say the feel like they just had a lobotomy after playing a tourney with full squads... And no matter how practiced you get at your fleet and playing with full squads there is simply no minimizing the massive amount of computing power required in real time at the table... I was thinking no more than 67 points of aces out of the 134, with unique squads not counting towards the 67... Might be a good starting place
  12. saw that tie interceptor ship that Rey fights as Lego in a store yesterday, major vonreg.... Maybe we'll get him some day...
  13. 4 games day one isn't it? Probably need a 26-28 somewhere in there
  14. cool idea how much extra time does it take setting up?.... me ill probably just be taking pictures and posting to messenger group or something like that.... I would sooner rely on Darth Vader upholding his end of the deal UN-altered than FFG OP streaming the tournament in a comprehensive, meaningful fashion...
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