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About iamfanboy

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  1. I still remember the opening scroll: It is a dark time for those who understand STAR WARS. The Fangirl TRAVISS who cannot help but fall to her knees whenever one of those T-helmets come into her view has now involved JAINA SOLO with her dread schemes, as BUBBA FEETS is somehow qualified to show a Skywalker something other than a death gurgle as he falls into a Sarlacc. Meantime, the self-harming YUUZHAN VONG, whose emo powers are so strong the FORCE refuses to touch them out of sheer disgust, have succeeded in making a story about good and evil somehow about "evil and less evil, so the Empire is now buddy-buddy with the New Republic, right?"
  2. Yes, because Star Wars has always been about that adult audience, being such a realistic depiction of how warfare and realpolitik would combine in the the far future on an intergalactic scale. Wait, no, opposite of that. It's been about kids and for kids (of all ages) for as long as it's been around, and on any realistic (ie, not fanboy-weighted scale) Star Wars Rebels is easily in the top 25% of any kind of Star Wars fiction extant. Maybe not the top 10%, but top 25%? Sure. I mean, that includes Traviss' relentless fellating of the Mandalorians, the Ewok 'movies', "The Stockholming of Princess Leia", Jar Jar Binks, the utter and absolute misunderstanding of everything that Star Wars IS by making Sheev Palpatine the 'good guy' who saw the Vong coming, Skippy the Droid Jedi killing himself to make sure R2-D2 achieved his destiny, Jar Jar Binks, Luke getting tricked by the Dark Side more times than a Twi'lek dancer flashes her nips, "I hate sand" being a penultimate romantic line, Jar Jar Binks, the Sun Crusher, wyrwolves, and Jar Jar Binks, so... Yeah. Not necessarily a high bar to cross. But I do enjoy Rebels.
  3. I was seriously expecting some pinup fanart of Thrawn in a gold banana hammock, lounging on the beach - double points if Hera or Leia were ogling him from a distance. I wasn't going to question where and why you found it, just laugh uproariously at the incongruity of it all. And then I was amused, but disappointed at the same time, after clicking on your link. I feel like this is a thing that should exist. It's making me laugh just thinking about the little touches - maybe there's a Japanese-style fried noodle stand nearby that the Rebels are running covertly while the Imps frolic on the beach, maybe Vader is curled up in the shade of a big umbrella with a drink in his hand... I somehow see Emperor Palpatine and Tarkin frolicking in the surf, laughing as they bounce a ball between each other...
  4. I can see your point of view; however, the more I use stuff from Imp Squadrons 1 (the only set I own currently aside from R&V) the more I feel like it's a case of "Buy more or go home." Rhymer doesn't start to sing until you've got at least 4-5 Bomber ships around him. TIE/INs don't really work as a one or two off until you get Saber Squadron and Ciena in CC. Vader is nice, but you don't really need Escort as an Imp until you get Rhymer going full bore - and at that point you probably want Tempest Squadron as well. Mauler Mithel, once again, requires Intel in order to REALLY start destroying stuff. When I compare that to purchasing, say, Rogues & Villains as a second pack - which gets you IG-88 for countering Intel/Escort combos, Bubba Feets for a versatile killer, and an Intel ship to work with that has uses in both generic and Ace varieties - R&V seems like a better deal than IS1 if we're arguing from "But they'll use the stuff in there later anyway!" I'm not saying it's a bad choice for them to buy IS1. Obviously they'll use it later, so recommending it has serious merit. But it's not the best early choice IMHO. But I also enjoy arguing, so don't mind me TOO much.
  5. I actually think that your list you posted above is okay - four activations is pretty good, the Victory is a fair combat carrier with Jerry around and maybe a Navigate token if you need to speed change, the Gozanti and it together can push almost all your squadrons if they have tokens, and the Arquitens circles the battlefield. My quibbles are mostly about the Raider - it's devilish to use, particularly without External Racks (currently only available in a Rebel boxed set, gosh darnit!) though Ordnance Experts will help get that ACM crit effect off. Basically you have to get really good at zooming in from long range to short range, blasting them, and then GTFO'ing. TIE Fighters AND Phantoms are also hard to use, and the reason I recommended the Jendon/Marna/Maarek core in my previous post is because it's a tight set of activations that can dish out damage to both squadrons and ships equally, meaning that if you win the squadron mini-game you can go on to the ACTUAL game of killin' ships (and that your opponent can't just ignore your squadrons lest they start tearing up your ships!) Remember, squadrons don't matter if you don't have any ships around. Killing squadrons is secondary, killing SHIPS is what matters. That's one reason why Sloane is hyped a bit, because she means that regular ol' TIEs can help kill ships by making their ordinarily worthless blue anti-ship die into a token remover - not that I'm endorsing her to you, Motti and Jerjerrod are far better beginning Imperial commanders, if only Motti wasn't in the Victory expansion... But seriously, if you haven't, read at least the beginner and Imperial relevant parts of the Cannot Get Your Ship Out blog. It's quite good.
  6. My only problem with including Mauler Mithel in the 'starting assortment' is simple: You're asking a newbie to pay $20 for one card. YES, the stuff in there is relevant later on, particularly if they can afford two IS1 packs, but out of that initial list it's one card that could be replaced by more TIEs or a Defender (taking it to straight 400 points!), or fewer TIEs and another superfriend for Jendon (3 TIEs and another Deci or Whisper?). Don't get me wrong, I love Mauler Mithel, and the IS1 pack is a solid buy for any Imperial player, but if we're keeping it to a bare minimum then it's strictly not necessary. And... well... TIE Fighters are hard to use. I'm only NOW getting the hang of them, months after starting seriously, and telling a beginning player to use them is like telling a beginner in X-Wing (circa two years ago) to use Soontir Fel and Palpatine: Yeah, it's STRONG, but it requires a lot of experience and being able to think ahead to USE them. When they have access to more forgiving stuff, like Defenders and Whisper, it's almost like forcing our own experiences on them. "Back in my day, we only had the 6 TIEs in the starter set and we LIKED it, dadgum these newfangled ships, and you'll have to like 'em too!" When I'm recommending stuff for beginning players in any wargame (and I'm up to about 17 now that I've been through?) I don't steer people to the harder stuff at first, even though I DO point it out. If they want a Lure in Malifaux's Neverborn, I recommend Lilitu, not Beckoners. If they want a good C3S brawler in Alpha Strike, I point them at the WVR-9W2 Wolverine, not the KIM-2C Kimodo. If they want a good melee unit in Eldar, I tell them to pick a less expensive hobby than Warhammer 40k - like Faberge eggs or antique car collecting - but when I DID play I'd recommend Scorpions, not Banshees. It's not that the other choices are invalid, but they are more corner-case and difficult to use than the other options. Same deal with TIE Fighters: Good in the right list and the right hands, but not as all-around good or easy to use as some of the other things available to this imaginary starting player.
  7. So what you're saying is, "Don't buy the best ship in the game, it turns into a crutch..." That's... less than good advice. I mean, the Gladiator was left off MY list for one significant reason: wanting to turn the VSD he already owns into a dangerous combat ship. That needs the Arquitens (Jerry & Tua) and Quasar Fire (Quad Lasers & Caps), which means a list that can use both of those ships, which means at least a somewhat strong squadron presence that's versatile, which means Imperial Squadrons 2 and by preference half of Rogues & Villains, which not coincidentally is also a VERY strong start into the Imperial side of the game. Remember that he specified " I'd like to keep it relatively cheap/simple at first, and then buy MOOOOORE." An ISD and a VSD together are not a balanced squad; while the ISD is a great centerpiece, it's not really conductive to the 'start' of a collection, more like a 'middle' addition when you want something a bit scarier than a VSD and have the cheap activations to support it (Gozantis, Raiders) or the skill to take a double-activation list into a game dominated by 4-6 activations. While Boosted Comms IS a necessity for every serious player, it really doesn't come with any other cards that are essential either.
  8. I actually think that the Imperial Light Cruiser is THE most important thing for an Imperial player just starting out and not sure how much money he can put into the game. It has: 1) Moff Jerrjerrod. Jerry makes the VSDs dance and helps out almost every Imperial ship - and if you're planning on using the VSD as a combat carrier, than giving it some maneuverability without needing commands is key. 2) Minister Tua to equip the life-saving ECM from the core box. 3) The Arquitens. It's a solid flanking ship that pairs well with the "Front Towards Enemy" style of the VSD. After that... Imperial Squadrons 2, AND try to split a Rogues & Villains with a friend. Why IS2 and not IS1? Well, the sad truth of the IS1 squadrons is that they require more of what's in the box to field well. You need at least 4 Bombers to REALLY use Major Rhymer - and R&V for the Jumpmaster. The TIE/INs don't really sing without the Corellian Campaign boxed stuff. And while Escort is always nice to have... The IS2 box is practically ready for a medium or small group right out of the box. Morna Kee, Maarek Stele, Decimator, and Colonel Jendon is a great whack of firepower by itself, reasonably versatile (capable of attacking ships AND squadrons!) with only Squadrons 4 to activate... easily within reach of a VSD! After that? I really do think that the Imperial Light Carrier is the best third (fourth, if you split an R&V!) purchase. Why? 1) Disposable Capacitors and Quad Battery Turrets, once again helping out the VSD. 2) Frees up the VSD for pure combat output by driving the squadrons. And then after THAT, pretty much whatever you want to. Those three ships CAN form a full 400-point squadron by themselves (whether or not it's good is debatable, but...) So to sum up: 0) Armada Dice Set ($10) 1) Imperial Light Cruiser ($20) 2) Imperial Squadrons II ($20) and splitsies Rogues & Villains ($10) 3) Imperial Light Carrier ($30) Budget List Faction: Galactic Empire Points: 397/400 Commander: Moff Jerjerrod Assault Objective: Targeting Beacons Defense Objective: Fire Lanes Navigation Objective: Intel Sweep [ flagship ] Victory II-Class Star Destroyer (85 points) - Moff Jerjerrod ( 23 points) - Minister Tua ( 2 points) - Electronic Countermeasures ( 7 points) - Gunnery Team ( 7 points) - Disposable Capacitors ( 3 points) - Quad Battery Turrets ( 5 points) - Leading Shots ( 4 points) = 136 total ship cost Arquitens-class Light Cruiser (54 points) - Centicore ( 3 points) - Reinforced Blast Doors ( 5 points) - Dual Turbolaser Turrets ( 5 points) = 67 total ship cost Quasar Fire II-class Cruiser-Carrier (61 points) - Pursuant ( 2 points) - Wulff Yularen ( 7 points) = 70 total ship cost 1 Colonel Jendon ( 20 points) 1 Morna Kee ( 27 points) 1 Maarek Steele ( 21 points) 1 Boba Fett ( 26 points) 1 TIE Defender Squadron ( 16 points) 1 TIE Phantom Squadron ( 14 points) Hopefully SOMEONE can lend the guy a Leading Shots out of the promos that get passed around, or he can just get one off eBay. Centicore is there to help keep the Quasar Fire safer, which Jendon will also help with - and with some red dice from Quasar Fire II, won't be completely worthless in the actual scrum - though it could be ditched along with the Phantom squadron to throw another good hero squadron in there; maybe Whisper or another Decimator? I... I don't know that it's a GOOD list, but it's a playable list, and it's under $100 extra investment into the game. EDIT: Ignore the objectives, really. For some reason I thought Jendon had Strategic when he does not.
  9. ....Am I a sad nerd for knowing that this is Porkins and it should be Gold Leader saying this?
  10. Ah, yes, nothing more dangerous than someone on the Internet with the dread fear of being wrong, doing just enough research to make themselves feel better without getting any more context. Less than thirty ships destroyed out of literally three thousand combat ships sunk during WWII, and you want to call it a 'tactic'? That's 0.01% of combat losses. There were more combat ships lost to accidental ammunition explosions. There were NO ships built to ram in WWII - the most common idea was reinforced keels to let destroyers run over subs, fielded by the British, and even THAT did so much damage to the destroyers that they officially discontinued the idea in 1943, and resulted in possibly two subs destroyed for the cost of a year in drydock. Your laserlike focus on this (lest you be, gasp, incorrect about something on the Internet) also fails in another important respect: When are ramming tactics EVER used in the Star Wars universe? Even in the EU, it's rare, and we've seen two canon examples, both of which result in ships dying immediately: the second ISD over Scarif in Rogue One, and the Interdictor/captured Quasar Fire in the season finale of Rebels season 3. These reinforce my points: 1) Collisions result in ships dying 2) Armada bumps cannot be actual collisions if they only deal one damage 3) Therefore, they have to be something else 4) The stress on the hull from avoiding collisions is the logical choice. (The Lightmaker was more gently nudging the first ISD over Scarif, so it's less a collision and more an involuntary thruster movement.) "High Horse"? More like "Actual knowledge". I was mostly just trying to give you a bit more information, in case you were mistaken or mixed up with some of the stuff from the 1870-1900 period when ship armor was better than ship guns. But now I officially know you have no real knowledge to contribute on either real naval warfare or made-up Star Wars warfare. Sad, really.
  11. From an efficiency standpoint, it's far better to do your activations all at once rather than piecemeal - especially if your plan is to jump their fighters first and deal damage. But shouldn't you have linked to your own article about it, @Snipafist? http://cannotgetyourshipout.blogspot.com/2017/08/imperial-ship-review-quasar-fire.html
  12. Ships haven't been designed to ram since ancient triremes during Roman times. Somewhere between 100 and 150 thousand people lost their lives in maritime collisions during World War II. It was NEVER done intentionally, and almost all of them were 'friendly' collisions; WWII ship combat was point blank if you were half a mile away, let alone close enough to kiss. You're conflating two different concepts: damage resistance and stress resistance (I mean, the game does too, but they are two different things!) The difference in DAMAGE resistance between a large ship and a small ship is easy to explain - a bigger ship can not only carry more armor, but also has more compartments and emergency bulkheads in case of breaches, carries more guns so it's harder to neuter, and so on. Stress resistance... Okay, grab an empty soda can and crush it. It reaches a point where you can't crush it any further, yes? If someone wanted to, they COULD reinforce the inside of the empty soda can to the point where you couldn't crush it to begin with, but it would take a lot of materials (or, ya know, not drinking it in the first place!) Now, stress is an interior force, not an exterior force, so this isn't an EXACT approximation, but smaller ships are inherently more stress-resistant. If a speedboat, a destroyer, and a carrier were moving at the same speed (50 MPH) and turned in a tight-but-doable radius for the speedboat, everything inside the destroyer would be thrown violently around, and the interior of the carrier would be shredded from the forces involved. Or to take that soda can analogy, throwing it against a wall would be imperceptible on the crushed can, put a ding in the empty can, or make the full can absolutely EXPLODE. Or the kind of turn that an X-Wing could laugh off would be hard for a YT-1300, damaging for a CR90, and ruinous for an MC80. That's why bumps in X-Wing don't do damage for representing the "evasive action" situation (Oicunn excepted because he's awesome), but do that damage for larger ships. We just don't stage the damage down for smaller ships for evenhandedness and simplification of rules. As a side note, intentional collisions in the Battletech universe were one of the most common ways for authors to dispose of that pesky category of interstellar combat ship once they became unfashionable to said authors. We used to joke about how "Fox Corvettes were the most expensive fire-and-forget missile that the Federated Suns ever developed", so many of them died at ramming speeds.
  13. Wow, can't believe that I missed this post... The power creep in X-Wing can be directly attributed to an unwillingness to nerf properly. TIE Phantoms were almost unbeatable except by PWTs when they first arrived, and it was almost half a year before they finally corrected that. In that summer, people found the power of arc-dodging PWTs, which were 'nerfed' by the introduction of Autothrusters - which led to the dominance of high PS arc dodgers like Soontir Fel, which were then 'nerfed' by the introduction of GOOD bombs, which are going to be 'nerfed' by...? And this isn't even touching on the Jumpmaster 5000 situation, where it's survived three 'nerfs' and is still one of the top ships because they refuse to nerf the ACTUAL problem (too cheap with too many upgrade slots), so it's dominated the game consistently since its release almost two years ago. Well, the actual ACTUAL problem is that everything prior to wave 6 is overcosted by 1-5 points, (and some Wave 6 and 7 is, like the Punisher!) so the only X-Wings you see are piloted by Biggs Darklighter, the only TIE Fighters you see are stolen by Sabine, and while Darth Vader may be making a resurgence every other iconic ship (A-Wings? B-Wings? Interceptors? Y-Wings? Falcons?) or pilot (Wedge? Soontir? Chewie? Tycho? Mauler Mithel?) are flown by chumps actively trying to lose. Compared to that hot mess, Armada is a haven. At least I can bring CR90s and X-Wings to the table and not worry about losing to "New Toy! Available for only $19.99!" which I barely even recognize as being Star Wars.
  14. The squadron plates kinda show the "good-but-impractical idea" of having health measurements on bases, particularly in a measurement-decisive game where you have to pick up the pieces and then place them back down. I remember back when Mechwarrior Dark Ages came out and becoming quite furious at a friend that kept purposely placing his pieces in the slightly wrong spot... I really need to get those washers to put underneath the squadrons.
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