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MrTopHatJones

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Posts posted by MrTopHatJones


  1. 1. You build an Agenda deck choosing 6 unique decks from your total collection (look for the matching names in the top right corner). You then shuffle these up and after every mission pick FOUR that you can purchase from with your accumulated influence.

    2. The heroes get 50 credits per crate that they interact with or pick up, they don't get bonuses for the ones they don't touch.

    3. Yes, use the green points until the mission rules tell you otherwise. And when you deploy all 3 (or however many are in a group) have to go to the same point.

    4. Re enforcements have to come in at the deployment points.

     

    Edit: lol albert literally beat me to it by seconds :P He is probably more accurate anyway.

    Thanks. I think the agenda deck confused me because there are only 18 agenda cards in the core set anyways, but since I haven't really messed with those (or the imperial class cards, apparently) I can start messing with those before our next session and build a deck with some of the Return to Hoth cards (as applicable).

     

    Next question while I'm thinking about it: there's no reason for the Rebels to know where the deployment points are before guys start popping out of them, right? I just read them everything under the mission briefing and leave them to their fate?


  2. I have two play groups.

     

    First one, we started off with 3 rebel players and 4 heroes, and someone joined in mid campaign. She just plays Diala the way it was built, but makes her own decision on how to spend XP from now on. 

     

    Second one, someone couldn't make it for the first game and we picked a hero, played 3 missions and didn't spend any XP on him. When he came for the second game, I let him pick the hero he wanted and spend XP however he wanted.

     

    I think it's all reasonable. I wouldn't really like it if heroes start changing during the campaign, but in the second case it was whatever, especially since the previous hero hadn't spent any XP and it was that player's first time playing.

     

    I set a date when all players can make it. Depending on the group, if someone doesn't make it and cancels kind of last minute, we'd either play without them or reschedule. But as I said, it depends on the group. Anyways, if someone misses a game, we'd probably play their hero but not spend any XP. Maybe we'd get them items though.

     

    As for your second question : yes you can include any hero on any campaign. You can also include imperial units from any expansion (but you have to earn unique villains before you play them), as long as the habitat matches the mission.

     

    Thanks for the help, all. We went through the first two missions (Aftermath and Fenn's story mission) and they were a lot of fun. Aftermath was a blowout for the Imps (they didn't realize how fast 6 rounds could go), but Brushfire literally came down to the last die roll. A few more questions, if you'll indulge me:

     

    1. Re: The Agenda Deck. How many cards do I start with? How many do I get after every mission? Do I have to use them after each mission, can I keep them, or are they 4 random cards every single time?

    2. Re: Crates. The way I've played it, you get 50 credits per unopened crate at the end of every mission. Is this correct?

    3. Deployment points. Again, my understanding is that you can deploy new groups at green deployment points until other ones are opened per the mission rules.

    4. Reinforcement: Do reinforced groups come in at the deployment points or with their friends?

     

    Thanks!


  3. I have a similar problem with one of my groups and I just keep a bigger roster. I was upfront with them and said that the campaign will advance on my schedule and I will give at least a weeks warning for play times to try and accommodate as many people as I can. I was able to convince them of this strategy by showing them the stack of missions we have yet to play and basically saying that if we do it this way we can get through 2 campaigns (at least) in the time it would take us to do one waiting on everyone.

     

    So I have 7 people total in that group (including myself) and we generally have just the right amount of people each time. When there are more than 5 I give them the option to play on my side or as an ally on the side of the Rebels for the night. It hasn't come down to a situation where they didn't own an ally yet, but if it did I would just let them pick one at random. It's about having fun so just do what works for your group, but just be up front so no feelings are hurt if player X comes back and someone has advanced his character.  In the rare occurrence they are really upset with the upgrade choice I've let them rebuild from where they were before hand.

     

    And ya if you aren't playing the campaign with 4 heroes it will be severely unbalanced and not very fun.. especially the core. Trust us, play with four heroes.

    Will do. I have 4 people for this, not all of whom make it every time, so it'll likely be 3 people (including me) most sessions since it's my friends who, like me, are often off in the daytime.


  4. It's best to play with 4 heroes, however you want to do that.  They should all be at the appropriate amount of gear and XP for the threat level.

     

    Heroes can be used in any campaign.  Loku however is garbage and shouldn't be used in any campaign.

     

    I've played the tutorial and a skirmish. My friends coming over have played Armada and X-Wing but never IA, so it might be a stretch to have them play two heroes at once, but we'll see.


  5. Hey,

     

    So I'm about to start my first IA campaign ever (hooray) and we've already purchased the Return to Hoth expac. I'm going to be running the show as the Imperial, and I have two questions:

     

    1. My group has people who can't always make it. Is it okay to sub heroes (and players) in and out, giving the Heroes the appropriate rewards for when there are fewer of them? If someone misses a session, do we just advance their hero as normal?

    2. Can I include the Return to Hoth heroes in the original campaign or does that break it somehow?


  6. Let's stick with the obvious, here:

     

    If you cheat at Plastic Spaceship Game, you have already lost.

    You will continue to lose, forever.

     

    As far as playing people like that... don't. If their life is so destitute that they need to cheat for the ego boost of saying they've "won" at a game that means nothing, then leave them alone with their sadness and move on with your life.


  7. I think there is an Atlanta group but I don't remember any of their names.  I'll try to find one of them and steer them to this thread.

    That would be lovely, especially with the new Fellowship event coming up.


  8. Hall of Beorn is a great tool when you want to look up card text, if you haven't tried it yet you should definitely check it out. I like to use RingsDB for more complex queries, since it has a textual search bar that becomes quite powerful once you learn how to use it.

     

    Here's a query of allies with cost 3 or less and willpower 2 or greater--these are the ones I would consider to be solid questing allies. You'll note that the greatest density of them is in Celebrimbor's Secret (after eliminating the temporary allies from The Road Darkens). I didn't mention it before for a few reasons:

    * You'll need the Voice of Isengard deluxe pack before you can play the quest

    * Starting with Heirs of Numenor, the quests become a little more narrative, and if you are interested in the story it's probably better to play a cycle in order rather than jumping in in the middle of one

     

    But if you're okay with just using the player cards, Celebrimbor's Secret would also be an excellent choice to jumpstart your questing power.

    Thanks for the help. I'm trying to do cycles but I also want to maximize the enjoyment of my playing time, and from what I've heard the first cycle is hit or miss. I got the saga expansions for the player cards/theme/excellent reviews (the buyer's guide has TBR as one of the best expacs in the whole game, looking forward to it) and also because I'm the only one bankrolling the whole thing. I'll probably try to do all of the Dwarrowdelf cycle and get Return to Mirkwood for Dain Ironfoot.

     

    The Northern Trackers, Elf Stones and Ancestral Knowledge have been saving our bacon in Moria. Here's hoping that good luck holds out.


  9. Hi deck builders!

    I'm new to the game and have been absolutely loving it. I tend to okay with a friend, and have a coreset, Khazad Dum, Black Riders and OHaUH.

    The issue I'm discovering is how necessary spirit seems; namely, how (at least with the cards I have) Lorien Guide, Northern Tracker and Eowyn seem absolutely necessary for survival in the quest phase and location clearing. The lore cards allowing 2 progress tokens on location (4 for dark locations) have also been helpful.

    Are there better ways to go about this (or expansion cards that make it easier) or do I just need to make sure these cards come with me wherever I go? Threat on locations is kicking my butt.

    Thanks!


  10.  

    I agree, I'd prefer a guaranteed 2 ships every 4-6 months. I'm concerned that this is it for the year. If there isn't a release to coincide with the movie, then it will be just that much harder to attract people.

    Few games if any get that. Even X-Wing does not get that.

    You as a player attracts people, playing the game, being enthusiastic, etc. All those 's attracts people.

     

     

    Correct. These games are complex and have a relatively high barrier of entry of time and money relative to other games (Warhammer excepted). I hosted a game night at my house just last night, and despite there being a ton of other games out/being played, about 5-6 people wound up watching a friend and I get our Armada game in. Now they'd like us to demo it for them.

     

    Be the change you want to see, as it were.


  11. I understand that multiple posts, every month or so, complaining about the state of the game (no matter how much/little has been announced or released) when you have everything but a release date for a ton of new content accomplishes nothing except make the community look like a bunch of whiners. 

     

    This thread is now 3 pages long. It has almost nothing to do with Armada as a game, but rather is people ranting back and forth about pretty much nothing.

     

    The ships will come out when they come out. Screaming into the void won't change that.


  12.  

    WOW LOL "an age since they told us about wave III"  LOL now that's funny.  The games only been out for sale for 16 long months or so LOL.  I do so love these threads LOL  

     

    https://www.fantasyflightgames.com/en/news/2016/3/16/bigger-battles-better-tactics/ 

     

    16th March 

     

    4 months ago now. 

     

    And 4 months ago, people were whining because FFG WON'T ANNOUNCE ANYTHING ARMADA IS A DEAD GAME SELL ALL YOUR SHIPS

     

    ...If they announce it too early, OMFG WHY DO WE HAVE TO WAIT?

     

    ...If they announce it too late, OMFG DEAD GAEM

     

    I'm glad people have such excellent lives that FFG's release schedule is a pressing concern for them.

     

    Everyone just take a deep breath.

     

    It's gonna be okay.


  13.  

     

     

     

    If you're on a budget, you might consider prioritizing some of the Deluxe expansions over the Adventure Packs. Each deluxe comes with 3 quests free of other dependencies, so they extend your play options the quickest. The quests in the Adventure Packs are all tied to a specific Deluxe box, and they expand upon the themes introduced in that box, so if you find a Deluxe box you particularly enjoy you could branch out into its APs for more like it.

    Over Hill and Under Hill and The Black Riders, the first boxes of the Hobbit and Lord of the Rings Sagas respectively, contain four heroes instead of the usual two per Deluxe, so they might be a good place to start if you're looking for bang for your buck.

    Watch out for Heirs of Numenor, however; when it was first released it was thought by many to be brutal (even unfairly so) and it can turn people off if they're not ready for it. Maybe save that box for when you have a larger pool of player cards to meet it.

    Thanks. The deluxe Expacs and Saga expacs look like the way to go for us for now to get up to 50 card decks. I'll probably do The Black Riders and The Road Darkens for now, then pick up Khazad-Dum and Over Hill and Under Hill when I get the money.

     

    Thanks for the help!

    Sounds like a good plan. The only thing I would note is that The Road Darkens only contains one hero (Gandalf) instead of the usual two, and half of the player cards from that pack only really work when playing with him, so if broadening your player card options is the primary goal it might not be the best choice. That said, he's an interesting hero; he plays really differently from other heroes.

     

    Good luck!

    So do you think that it'd be best to get Khazad-Dum first? With Hobbit it feels a little Dwarf Heavy. Thematically I love Gondor but I'm a little bit afraid of Heirs of Numenor for now.
    The early game was pretty Dwarf focused, unfortunately--they're the focus of the Khazad-Dum player cards too. I personally think Khazad-Dum would make a better companion to the Core Set than The Road Darkens, both because the player cards are a little more broadly applicable and because the quests are easier (relatively speaking).

    If Dwarves really aren't your jam, you might be better off sticking with the LotR Saga boxes for a bit--they tend to be less faction-based and more general purpose.

     

    Oh, don't worry, they are; Dwarves and Gondor are my two favorite thematically speaking. I just also have to get my wife and friends into the game, and their tastes (wrong though they may be) might vary.


  14.  

     

    If you're on a budget, you might consider prioritizing some of the Deluxe expansions over the Adventure Packs. Each deluxe comes with 3 quests free of other dependencies, so they extend your play options the quickest. The quests in the Adventure Packs are all tied to a specific Deluxe box, and they expand upon the themes introduced in that box, so if you find a Deluxe box you particularly enjoy you could branch out into its APs for more like it.

    Over Hill and Under Hill and The Black Riders, the first boxes of the Hobbit and Lord of the Rings Sagas respectively, contain four heroes instead of the usual two per Deluxe, so they might be a good place to start if you're looking for bang for your buck.

    Watch out for Heirs of Numenor, however; when it was first released it was thought by many to be brutal (even unfairly so) and it can turn people off if they're not ready for it. Maybe save that box for when you have a larger pool of player cards to meet it.

    Thanks. The deluxe Expacs and Saga expacs look like the way to go for us for now to get up to 50 card decks. I'll probably do The Black Riders and The Road Darkens for now, then pick up Khazad-Dum and Over Hill and Under Hill when I get the money.

     

    Thanks for the help!

     

    Sounds like a good plan. The only thing I would note is that The Road Darkens only contains one hero (Gandalf) instead of the usual two, and half of the player cards from that pack only really work when playing with him, so if broadening your player card options is the primary goal it might not be the best choice. That said, he's an interesting hero; he plays really differently from other heroes.

     

    Good luck!

     

    So do you think that it'd be best to get Khazad-Dum first? With Hobbit it feels a little Dwarf Heavy. Thematically I love Gondor but I'm a little bit afraid of Heirs of Numenor for now.

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