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Darth Sanguis

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  1. Like
    Darth Sanguis reacted to AllWingsStandyingBy in New FFG IP policy does it mean anything for us?   
    This made me chuckle.    The only reason I stumbled into this aisle again is because it was linked in another game's forum pointing out this new IP Policy.

    I'd hate to overstay my welcome of course, so I'll end with some positive words.  I do hope Armada somehow suddenly revs up and eventually finally gets the release it was promised years ago and gets the rest of the stuff hinted at and somehow starts getting regular releases and a community rebuilds around it again.  I think some of those things will happen, but I cannot really believe that they will all come to fruition.  But it is one of the better games I ever played, and it deserves better than its current treatment.  I would genuinely love for the game to find a new footing, even though I've moved on and wouldn't benefit from it. 

    So best of luck, ye Armada faithfuls!  Keep the eternal flame burning.  Second star to the right and straight on 'til morning... 

    *salutes, tearfully*
  2. Like
    Darth Sanguis got a reaction from geek19 in New FFG IP policy does it mean anything for us?   
    Thread theme:

    When your EX sees you at the grocery store and "accidentally" bumps into you just to tell you how happy she is with her new boyfriend. 
  3. Haha
    Darth Sanguis got a reaction from Akhrin in New FFG IP policy does it mean anything for us?   
    Thread theme:

    When your EX sees you at the grocery store and "accidentally" bumps into you just to tell you how happy she is with her new boyfriend. 
  4. Like
    Darth Sanguis reacted to The Jabbawookie in New FFG IP policy does it mean anything for us?   
    SSDs have a history of unburying themselves...
  5. Haha
    Darth Sanguis reacted to Formynder4 in New FFG IP policy does it mean anything for us?   
    A pity you didn't drop the forum when you dropped the game.
  6. Haha
  7. Sad
    Darth Sanguis reacted to AllWingsStandyingBy in New FFG IP policy does it mean anything for us?   
    (500) Days of Bummer, starring Joseph Gordon-Levitt as unhealthily obsessed Armada fan who cannot take off the rose-colored glasses.

    And the SSD's been available for pre-order for, what, nearly 400 of those days?  LOL @ people who pre-ordered an SSD as soon as vendors listed them.  The inflation rate of the US dollar since then has been about 4.25%, meaning that the $165 put down in over a year ago would now have been worth $172.02 (not even factoring in the about $2-6 of interest (depending on one's rate) that the $165 would have made sitting in a mid-rate savings account during that time), meaning effectively that the price of the SSD is going up up up for anyone who pre-ordered early.  Caveat emptor.
  8. Like
    Darth Sanguis reacted to Imperial Advisor Arem Heshvaun in The Reason the Rebels wanted to bring down the AT-ATs   
    Because they were filled with cake.
     
     
  9. Haha
    Darth Sanguis reacted to thepopemobile100 in The Reason the Rebels wanted to bring down the AT-ATs   
    You're not wrong. It being an AT-AT is just icing on the cake.
  10. Like
    Darth Sanguis got a reaction from RyonOlson in House rule idea: Adding the Z-axis.   
    The idea is to keep the addition of the Z-axis simple. 

    Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

    Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

    As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

    Rules additions:

    Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

    When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

    When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

    While a ship has a plane token with the A/green side face up, that ship is on the top plane.

    While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

    While a ship has no plane token, that ship is in the center plane.

    A ship cannot Ascend or Dive more than one plane at a time. 

    While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

    While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

    When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 



    Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

    If you have thoughts on the idea, I'd be glad to hear 'em. 


  11. Like
    Darth Sanguis reacted to EagleScoutof007 in House rule idea: Adding the Z-axis.   
    I like this idea. Have you thought of possibly using clear plexie glass sheets or something like that to show the different planes like 3d chess in Star Trek? Honestly I thought you were thinking this till the token was mentioned. Might look cool though measurements might be thrown from picking up ships. Something to think about.😊
  12. Like
    Darth Sanguis reacted to slasher956 in House rule idea: Adding the Z-axis.   
    One thing to add to the basic rules:
    During setup, when placing obstacles decide which plane(s) they are deployed on.  Stations are ALWAYS deployed on the Centre Plane.
    However I think that obstacles within close range to the firer that are on the same plane should still obscure the attack irrespective of what plane the target is on.
     
    edit - add a yellow plane marker for centre purely for obstacles so that they can be deployed on 1 or 2 planes.... ie this asteroid belt is on top and centre... this one is just bottom 
  13. Like
    Darth Sanguis got a reaction from slasher956 in House rule idea: Adding the Z-axis.   
    The idea is to keep the addition of the Z-axis simple. 

    Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

    Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

    As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

    Rules additions:

    Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

    When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

    When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

    While a ship has a plane token with the A/green side face up, that ship is on the top plane.

    While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

    While a ship has no plane token, that ship is in the center plane.

    A ship cannot Ascend or Dive more than one plane at a time. 

    While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

    While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

    When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 



    Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

    If you have thoughts on the idea, I'd be glad to hear 'em. 


  14. Like
    Darth Sanguis got a reaction from DScipio in House rule idea: Adding the Z-axis.   
    The idea is to keep the addition of the Z-axis simple. 

    Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

    Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

    As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

    Rules additions:

    Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

    When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

    When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

    While a ship has a plane token with the A/green side face up, that ship is on the top plane.

    While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

    While a ship has no plane token, that ship is in the center plane.

    A ship cannot Ascend or Dive more than one plane at a time. 

    While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

    While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

    When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 



    Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

    If you have thoughts on the idea, I'd be glad to hear 'em. 


  15. Like
    Darth Sanguis got a reaction from EagleScoutof007 in House rule idea: Adding the Z-axis.   
    The idea is to keep the addition of the Z-axis simple. 

    Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

    Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

    As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

    Rules additions:

    Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

    When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

    When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

    While a ship has a plane token with the A/green side face up, that ship is on the top plane.

    While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

    While a ship has no plane token, that ship is in the center plane.

    A ship cannot Ascend or Dive more than one plane at a time. 

    While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

    While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

    When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 



    Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

    If you have thoughts on the idea, I'd be glad to hear 'em. 


  16. Like
    Darth Sanguis reacted to TheBigLev in House rule idea: Adding the Z-axis.   
    Elegant solutions, I like it!
  17. Like
    Darth Sanguis got a reaction from Muelmuel in House rule idea: Adding the Z-axis.   
    The idea is to keep the addition of the Z-axis simple. 

    Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

    Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

    As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

    Rules additions:

    Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

    When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

    When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

    While a ship has a plane token with the A/green side face up, that ship is on the top plane.

    While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

    While a ship has no plane token, that ship is in the center plane.

    A ship cannot Ascend or Dive more than one plane at a time. 

    While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

    While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

    When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 



    Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

    If you have thoughts on the idea, I'd be glad to hear 'em. 


  18. Like
    Darth Sanguis got a reaction from LostFleet in House rule idea: Adding the Z-axis.   
    The idea is to keep the addition of the Z-axis simple. 

    Navigate commands would allow players to shift between 3 separate planes (top, center, bottom). Ships would gain 2 extra hull zones specific for this function. These hull zones would be Top and Bottom and would each have the same shields as one of the side hull zones but no attack dice.  Using the same Arc and LoS process a ship above or below another ship may still attack that ship, however the attack can only land on the defender's Top or Bottom zone based on their position in relation to your own.  (to keep the system simple, in order to attack you'd still need all the requirements of an attack as it stands now. Meaning Arc/range and LoS to at least one of the hullzones printed on the ship token). Instead of a shield wheel the player would need a couple color coded or labeled shield tokens on their ship cards to track the remaining shields for top and bottom. (I know Armada players get their panties in a twist over shield tokens and such but in earnest it's not any harder to track).

    Adding these planes could add a little variety to attack and defense strategies. Ships that have high shields and use redirects to soak damage could choose to ascend or dive as a means to soak a couple extra attacks. Meanwhile ships with specific critical effects could reap the benefits of landing a hit on the top or bottom to drain shields to specific hull zones or land damage to specific zones (as I envision it now, when ACMs Or HIEs were to proc the attacker would choose the "adjacent" zones since all the standard zones would be considered adjacent, at the same time, it also allows the redirect token to get better usage).  

    As a few odds and ends various other aspects would need slight tweaking. The obstruction ruling would change so that LoS traced through an object only adds obstruction if that object is on the same plane. (Same with obstacle effects, a ship can only proc the effect of obstacles they land on if it's on the same plane.) Unfortunately, since the game is still played on the x/y axis overlap rules would still have to remain the same. Fighters would also go mostly unchanged, however any squadron that can attack a standard hull zone would have the option to attack the top of bottom as well. 

    Rules additions:

    Navigate command: (dial) Increase or decrease the ship’s speed by one, and/or increase the yaw value of one joint by one for this maneuver, and/or perform an ascend/ dive maneuver. 

    When a ship performs an Ascend or Dive maneuver from the Center plane, place a Plane token set to the side that matches the maneuver next to the ship.  [A/Green for an ascend, D/Red for a dive. ]

    When a ship performs an Ascend or Dive maneuver to the Center plane, remove the plane token from that ship. 

    While a ship has a plane token with the A/green side face up, that ship is on the top plane.

    While a ship has a plane token with the D/Red side face up, that ship is on the bottom plane.

    While a ship has no plane token, that ship is in the center plane.

    A ship cannot Ascend or Dive more than one plane at a time. 

    While attacking a ship on a different plane, The attacker declares the defender and the attacking hull zone, then attacker the declares the defending hull zone. The defending zone will always be top while the attacker is above the defender. The defending zone will always be bottom while the attacker is below the defender. Measure line of sight to the defender to ensure the attack is possible and to determine if it is obstructed. The attack is possible if any one of the defender's standard hull zones are inside the attacking hull zone's firing arc, at attack range, and the attacking hull zone has Line of Sight on that hull zone. 

    While attacking, if line of sight is traced through an obstacle token on another plane or through a ship on another plane that is not the defender, the attack is not obstructed by that obstacle or ship.

    When a ship overlaps an obstacle after executing a maneuver, if that obstacle is not on the same plane, it does not resolve an effect. 



    Well, anyways, that's some thoughts on how to add a relatively simple Z-axis to the game.

    If you have thoughts on the idea, I'd be glad to hear 'em. 


  19. Haha
    Darth Sanguis got a reaction from Kani Kantai in Where's the community?   
    "The Jericho..."


  20. Like
    Darth Sanguis got a reaction from Bucknife in You know you have a problem when...   
    you refer to every list, no matter what game, even table top RPGs, as "fleets"....
  21. Haha
    Darth Sanguis reacted to Drasnighta in Where's the community?   
    ...  Where's the Kaboom?

    There was supposed to be a Forum Shattering Kaboom...
  22. Haha
    Darth Sanguis reacted to LTD in Happy Friday   
    Enterprise A.
     
    (I'll show myself out...)
  23. Haha
    Darth Sanguis reacted to Karneck in Where's the community?   
    WE'VE BEEN COMPROMISED! PULL EVERYBODY OUT. GET THEM OUT OF THERE!

    But seriously, please come join us!
  24. Haha
    Darth Sanguis reacted to Katarn in Suicide tank   
    I rode in the back of a vehicle at an airsoft game Sunday- I have physical evidence to prove this to be true.
     
    Stop mocking the T47 with your superior firepower.  It's unkind.
  25. Haha
    Darth Sanguis reacted to Kani Kantai in Star Wars Armada fleet fairness   
    You don’t even need to do the orca pattern, just paint it as black as possible and play on a Star mat.  Trust me the harder it is to see the better.
    Or if you can’t bring yourself to pay money for something so hideous, just proxy it with one of the googly-eyed fish in a small bowl.
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