Jump to content

Nostromoid

Members
  • Content Count

    642
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Nostromoid got a reaction from starbat861 in Rebellion in the RIM, Cards, rules & pics   
    YT-2400 could be "Iron Squadron," since the show Rebels conveniently used the ship as the centerpiece of an episode. I think I'd rather have it be called that, since using the name and likeness of Sato's li'l Zac Efron nephew would be awkward in a dogfight against Maarek friggin Stele.
    For the other ships, it might make sense to look at the various pilots who fly those ships in X-Wing: YT-2400, HWK-290, Scurrg, Firespray, JumpMaster, YV-666.
  2. Like
    Nostromoid got a reaction from MasterThrawn in Rebellion in the RIM, Cards, rules & pics   
    YT-2400 could be "Iron Squadron," since the show Rebels conveniently used the ship as the centerpiece of an episode. I think I'd rather have it be called that, since using the name and likeness of Sato's li'l Zac Efron nephew would be awkward in a dogfight against Maarek friggin Stele.
    For the other ships, it might make sense to look at the various pilots who fly those ships in X-Wing: YT-2400, HWK-290, Scurrg, Firespray, JumpMaster, YV-666.
  3. Like
    Nostromoid got a reaction from Muelmuel in Rebellion in the Rim article   
    Since no one's mentioned it, I'll toss in that the box art definitely deserves some appreciation.
    When's the last time you saw an Interdictor trading close-in strafe attacks with an MC-75? And the TIEs might be outnumbered by the B-Wings? And Nebulons are chasing the Interdictor through space? It might be a ridiculous notion to see any of that in an Armada game, but that's a shame because it's gorgeous to look at.
    I snooped around the picture for any clues about unreleased ships. The only thing I could see is a blob firing out toward the foreground. I'm pretty sure it's just a Gozanti seen in direct frontal view. But there's some seriously challenging scaling going on with foreground and background, so it's hard to tell.
  4. Like
    Nostromoid reacted to That Blasted Samophlange in Clone Wars Unit Request & Speculation   
    And with a comment like that, you are instantly in the same category as who you complain against.
  5. Like
    Nostromoid got a reaction from Wintercross in Rebellion in the RIM, Cards, rules & pics   
    The map layout is very interesting. Clearly, the map has been divided into regions with colored highlights, so there might be action taking place in a certain corner of the galaxy and traversing to another region might be harder than traveling within the same region. At least, that would be my hope.
    The two small bubble areas look like interesting regions, each containing two planets. There's one in the middle of the photo, and on on the left. I'll assume that the map is oriented the way that people tend to orient maps of the SW galaxy, which would put "galactic North" on the left edge of the paper as it's shown. The little pocket of two planets in "galactic East"... could it be Hutt Space? Specially marked off with some feature that makes battles there work different? I'm excited if that's true. Those two planets are likely Nal Hutta and Nar Shadda, and you can see to their right/"south" what looks like dusty ol' Tatooine and Geonosis with its rings. And the other bubble... could it be the Hapes Cluster? Or Mandalorian Space?
    In the "southwest" corner of the map, located bottom-right in the image (and bottom-left if you held the map upright facing you), we already know what there is to see, because FFG tweeted it out. Hoth, Bespin, Dagobah, and Mustafar. That region is labeled with a Roman numeral "V." My guess on the fifth and final planet of this region, bluish-green with a short name, is... Endor!

    We can also see some clues about what kinds of game mechanics might play into the campaign.
    That icon next to the "Steal Supplies" objective for Bespin is hard to decipher. I'm guessing it has something to do with the narrative elements of the campaign, like it triggers a special campaign scenario. Each planet indicates... something... about different upgrade slots. Hoth is 10/5 ion cannons, whatever that means. Mustafar is 8/4 fleet commands and 10/5 turbolasers. My best guess is that these numbers are rewards for the winning and losing fleet: 10 and 5 points, or 8 and 4 points. It would be really interesting if particular planets let you build up key aspects of your fleet, like winning at Mustafar buffed up your turbolasers. It's an idea I ran with in the Siege of the Arkanis Sector campaign, last year.
  6. Like
    Nostromoid got a reaction from WhatsArmadaWithYou in Rebellion in the RIM, Cards, rules & pics   
    The map layout is very interesting. Clearly, the map has been divided into regions with colored highlights, so there might be action taking place in a certain corner of the galaxy and traversing to another region might be harder than traveling within the same region. At least, that would be my hope.
    The two small bubble areas look like interesting regions, each containing two planets. There's one in the middle of the photo, and on on the left. I'll assume that the map is oriented the way that people tend to orient maps of the SW galaxy, which would put "galactic North" on the left edge of the paper as it's shown. The little pocket of two planets in "galactic East"... could it be Hutt Space? Specially marked off with some feature that makes battles there work different? I'm excited if that's true. Those two planets are likely Nal Hutta and Nar Shadda, and you can see to their right/"south" what looks like dusty ol' Tatooine and Geonosis with its rings. And the other bubble... could it be the Hapes Cluster? Or Mandalorian Space?
    In the "southwest" corner of the map, located bottom-right in the image (and bottom-left if you held the map upright facing you), we already know what there is to see, because FFG tweeted it out. Hoth, Bespin, Dagobah, and Mustafar. That region is labeled with a Roman numeral "V." My guess on the fifth and final planet of this region, bluish-green with a short name, is... Endor!

    We can also see some clues about what kinds of game mechanics might play into the campaign.
    That icon next to the "Steal Supplies" objective for Bespin is hard to decipher. I'm guessing it has something to do with the narrative elements of the campaign, like it triggers a special campaign scenario. Each planet indicates... something... about different upgrade slots. Hoth is 10/5 ion cannons, whatever that means. Mustafar is 8/4 fleet commands and 10/5 turbolasers. My best guess is that these numbers are rewards for the winning and losing fleet: 10 and 5 points, or 8 and 4 points. It would be really interesting if particular planets let you build up key aspects of your fleet, like winning at Mustafar buffed up your turbolasers. It's an idea I ran with in the Siege of the Arkanis Sector campaign, last year.
  7. Like
    Nostromoid got a reaction from Yipe in Rebellion in the RIM, Cards, rules & pics   
    The map layout is very interesting. Clearly, the map has been divided into regions with colored highlights, so there might be action taking place in a certain corner of the galaxy and traversing to another region might be harder than traveling within the same region. At least, that would be my hope.
    The two small bubble areas look like interesting regions, each containing two planets. There's one in the middle of the photo, and on on the left. I'll assume that the map is oriented the way that people tend to orient maps of the SW galaxy, which would put "galactic North" on the left edge of the paper as it's shown. The little pocket of two planets in "galactic East"... could it be Hutt Space? Specially marked off with some feature that makes battles there work different? I'm excited if that's true. Those two planets are likely Nal Hutta and Nar Shadda, and you can see to their right/"south" what looks like dusty ol' Tatooine and Geonosis with its rings. And the other bubble... could it be the Hapes Cluster? Or Mandalorian Space?
    In the "southwest" corner of the map, located bottom-right in the image (and bottom-left if you held the map upright facing you), we already know what there is to see, because FFG tweeted it out. Hoth, Bespin, Dagobah, and Mustafar. That region is labeled with a Roman numeral "V." My guess on the fifth and final planet of this region, bluish-green with a short name, is... Endor!

    We can also see some clues about what kinds of game mechanics might play into the campaign.
    That icon next to the "Steal Supplies" objective for Bespin is hard to decipher. I'm guessing it has something to do with the narrative elements of the campaign, like it triggers a special campaign scenario. Each planet indicates... something... about different upgrade slots. Hoth is 10/5 ion cannons, whatever that means. Mustafar is 8/4 fleet commands and 10/5 turbolasers. My best guess is that these numbers are rewards for the winning and losing fleet: 10 and 5 points, or 8 and 4 points. It would be really interesting if particular planets let you build up key aspects of your fleet, like winning at Mustafar buffed up your turbolasers. It's an idea I ran with in the Siege of the Arkanis Sector campaign, last year.
  8. Like
    Nostromoid got a reaction from LordCola in Rebellion in the RIM, Cards, rules & pics   
    The map layout is very interesting. Clearly, the map has been divided into regions with colored highlights, so there might be action taking place in a certain corner of the galaxy and traversing to another region might be harder than traveling within the same region. At least, that would be my hope.
    The two small bubble areas look like interesting regions, each containing two planets. There's one in the middle of the photo, and on on the left. I'll assume that the map is oriented the way that people tend to orient maps of the SW galaxy, which would put "galactic North" on the left edge of the paper as it's shown. The little pocket of two planets in "galactic East"... could it be Hutt Space? Specially marked off with some feature that makes battles there work different? I'm excited if that's true. Those two planets are likely Nal Hutta and Nar Shadda, and you can see to their right/"south" what looks like dusty ol' Tatooine and Geonosis with its rings. And the other bubble... could it be the Hapes Cluster? Or Mandalorian Space?
    In the "southwest" corner of the map, located bottom-right in the image (and bottom-left if you held the map upright facing you), we already know what there is to see, because FFG tweeted it out. Hoth, Bespin, Dagobah, and Mustafar. That region is labeled with a Roman numeral "V." My guess on the fifth and final planet of this region, bluish-green with a short name, is... Endor!

    We can also see some clues about what kinds of game mechanics might play into the campaign.
    That icon next to the "Steal Supplies" objective for Bespin is hard to decipher. I'm guessing it has something to do with the narrative elements of the campaign, like it triggers a special campaign scenario. Each planet indicates... something... about different upgrade slots. Hoth is 10/5 ion cannons, whatever that means. Mustafar is 8/4 fleet commands and 10/5 turbolasers. My best guess is that these numbers are rewards for the winning and losing fleet: 10 and 5 points, or 8 and 4 points. It would be really interesting if particular planets let you build up key aspects of your fleet, like winning at Mustafar buffed up your turbolasers. It's an idea I ran with in the Siege of the Arkanis Sector campaign, last year.
  9. Like
    Nostromoid reacted to LordCola in Battle of the Dreadnoughts -- A Star Wars Short Film   
    Some people on YouTube came together and made this amazing little short film about Star Wars capital ships fighting and if it does well they will do more. I thought to myself, what community might enjoy this type of film more than the Armada community. So lets show them some love!
    This is basically Star Wars Armada the Movie.
    Man I whish Disney would make a show revolving around capital ships and their crew. Kind of like TNG or Andromeda. This is the closest to that we ever got.
     
  10. Confused
    Nostromoid got a reaction from Rimsen in Rebellion in the Rim article   
    I really want to know about "irregular squadrons" (as mentioned in the Hired Scum objective). I thought this was a brand-new term. However, someone pointed out that the paper insert for Rogues & Villains addresses this. Sure enough, checking Crabbok's unboxing video from way back in 2015, I see a paragraph that I do not recall ever noticing:
    So, this rather obscure game term is not new at all, and in fact has been quietly laying around, never mentioned or acknowledged by any other rules or effects in the game, until four years later! This is all so interesting to me. It gives us a class of units in Armada that started with the YT-1300, YT-2400, HWK-290, Scurrg, Firespray, YV-666, Aggressor, and Jumpmaster, and since then has actually been added onto. Though it's never mattered until now, the Lambda, Decimator, Gauntlet, VCX, and Lancer are all irregular squadrons, and always have been. As are all of their unique analogues.
    I like the irregular keyword, though I suppose it's a little bit unintuitive. The name seems right for mercenary forces that exist outside of the traditional military organization of either the Rebellion or Empire, hence all the bounty hunters and civilian craft in this category. But that would make the Decimator and Lambda a poor fit, being irregulars only be technicality and not really in their fictional roles. Meanwhile, some Rebel fighters could have been irregulars if they were flown by pirates or outlaws fighting a common enemy of the Alliance, like the odd Z-95 or Y-Wing. Still, by the rules, your "Hired Scum" (for either faction?) are allowed to consist of all Lambda shuttles.
    I've been saying that Armada could use more tags. Stuff like this makes it easier for rules to interact with other rules. Contrast this with rules for unique squadrons, for which the only defined term is "unique" and "non-unique." This completely prevents future rules from interacting with the eight "Corellian Conflict" squadrons (Gold, Rogue, Dagger, Green, Saber, Gamma, Tempest, Black) differently from "ace" squadrons. The rules can't distinguish between them (without being obnoxiously wordy) because, from the rules' point of view, there is no definitional difference.
  11. Like
    Nostromoid got a reaction from Fraggle_Rock in Rebellion in the Rim article   
    Since no one's mentioned it, I'll toss in that the box art definitely deserves some appreciation.
    When's the last time you saw an Interdictor trading close-in strafe attacks with an MC-75? And the TIEs might be outnumbered by the B-Wings? And Nebulons are chasing the Interdictor through space? It might be a ridiculous notion to see any of that in an Armada game, but that's a shame because it's gorgeous to look at.
    I snooped around the picture for any clues about unreleased ships. The only thing I could see is a blob firing out toward the foreground. I'm pretty sure it's just a Gozanti seen in direct frontal view. But there's some seriously challenging scaling going on with foreground and background, so it's hard to tell.
  12. Like
    Nostromoid got a reaction from Admiral Calkins in Rebellion in the Rim article   
    Since no one's mentioned it, I'll toss in that the box art definitely deserves some appreciation.
    When's the last time you saw an Interdictor trading close-in strafe attacks with an MC-75? And the TIEs might be outnumbered by the B-Wings? And Nebulons are chasing the Interdictor through space? It might be a ridiculous notion to see any of that in an Armada game, but that's a shame because it's gorgeous to look at.
    I snooped around the picture for any clues about unreleased ships. The only thing I could see is a blob firing out toward the foreground. I'm pretty sure it's just a Gozanti seen in direct frontal view. But there's some seriously challenging scaling going on with foreground and background, so it's hard to tell.
  13. Thanks
    Nostromoid got a reaction from Wraithdt in Rebellion in the Rim article   
    Since no one's mentioned it, I'll toss in that the box art definitely deserves some appreciation.
    When's the last time you saw an Interdictor trading close-in strafe attacks with an MC-75? And the TIEs might be outnumbered by the B-Wings? And Nebulons are chasing the Interdictor through space? It might be a ridiculous notion to see any of that in an Armada game, but that's a shame because it's gorgeous to look at.
    I snooped around the picture for any clues about unreleased ships. The only thing I could see is a blob firing out toward the foreground. I'm pretty sure it's just a Gozanti seen in direct frontal view. But there's some seriously challenging scaling going on with foreground and background, so it's hard to tell.
  14. Like
    Nostromoid got a reaction from DunaMoose in Rebellion in the Rim article   
    Since no one's mentioned it, I'll toss in that the box art definitely deserves some appreciation.
    When's the last time you saw an Interdictor trading close-in strafe attacks with an MC-75? And the TIEs might be outnumbered by the B-Wings? And Nebulons are chasing the Interdictor through space? It might be a ridiculous notion to see any of that in an Armada game, but that's a shame because it's gorgeous to look at.
    I snooped around the picture for any clues about unreleased ships. The only thing I could see is a blob firing out toward the foreground. I'm pretty sure it's just a Gozanti seen in direct frontal view. But there's some seriously challenging scaling going on with foreground and background, so it's hard to tell.
  15. Thanks
    Nostromoid got a reaction from AdmiralOldOwlz in Rebellion in the Rim article   
    Since no one's mentioned it, I'll toss in that the box art definitely deserves some appreciation.
    When's the last time you saw an Interdictor trading close-in strafe attacks with an MC-75? And the TIEs might be outnumbered by the B-Wings? And Nebulons are chasing the Interdictor through space? It might be a ridiculous notion to see any of that in an Armada game, but that's a shame because it's gorgeous to look at.
    I snooped around the picture for any clues about unreleased ships. The only thing I could see is a blob firing out toward the foreground. I'm pretty sure it's just a Gozanti seen in direct frontal view. But there's some seriously challenging scaling going on with foreground and background, so it's hard to tell.
  16. Like
    Nostromoid got a reaction from Alqui in My 3D Obstacles   
    Months after my first post about it, and almost a year after its original conception, I finally have something to show for myself. I'm really excited to finally get this on the table this coming Wednesday. Here's what I did with my long weekend...
     
    Bases and Posts
    Bases: 1/4" acrylic sheet with adhesive paper. Cardboard tokens were traced onto the paper, and the pieces were cut out on a scroll saw.
    Posts: 1/8" acrylic rods and 1/16" acrylic rods. Drilled a hole in the base (be careful to drill steadily, or else the hole will be too loose of a fit). 1/8" for the post and 1/16" for the branching pieces.
     
    Asteroids
    Lava rocks from Home Depot, with a few different shades of color added. You could do a stony gray, black, brown, lunar white, or martian red. I went with a dirty brown color, first spray priming them black for the recesses and then dry brushing brown over the high spots. You could also spray them your highlight color and roll them in dark wash, but I think having the color contrast helps them look cratered.
     
    Here's the finished product, minus one that wasn't quite done drying yet.
     
    And the final set.
     
     
    You're not going into an asteroid field?
    They'd be crazy to follow us!
     
    Dust Fields
    Polyester stuffing, spray painted black and then touched up with splotches of paint. I tried a few colors. Orange and peachy-tan were alright, purple (Citadel Genestealer Purple) was better, and gold (Citadel Gehenna's Gold) was the best. A 1/16" acrylic rod went through to give structure and an attachment point for the post.
     
     
    If you come around the corner of a dust field without looking both ways, you're gonna have a bad time.
     
    Stations
    The stations were actually the easiest part of the project. I had a "Federation Spacedock" from a set of 90s Micro Machines, and I bought another one to make two stations for the campaign and new objectives. One got a red paintjob to distinguish the two, and both got a little bit of touching up, though I may revisit the painting.
     
    One station, two stations, red station, blue station.
     
    A little staged action shot.
     
    Debris Fields
    I bought some miniatures from the old Starship Battles game by Wizards of the Coast. They were approximately in scale with Armada, and hopefully their destruction covers up any discrepancies. I used my drill and a nail heated over a candle to carve them apart, but a real hot knife or a minis saw would be better. I added some more wear by scorching them over the candle flame, and added some orange highlights to the exploded-open wounds.
     
    I used the same methods as the dust fields to do the billowing smoke and flames, but I'm actually going back and forth on whether I like them more without the smoke. In fact, there's a lot of details that are hard to see with how busy they are right now. I made one more set of debris as a "TIE fighter graveyard." The TIEs are rejects from the many extras I have, one was actually broken from the beginning. They were carved apart and burned over the candle. That hull piece was unsurprisingly cut off from one of the exploded transports, and the smashed-up satellite is for the final phase of my project (stay tuned).
     
     
    The Devastator jumps into Scarif orbit. "Lord Vader will handle the fleet."
     
    A little Rebel payback...
     
  17. Like
    Nostromoid reacted to ElizLestrad in A More Canon Sloane Build   
    I've got to admit, that out of all the characters from the new canon (with the possible exception of Iden Versio) Sloane stands as one of my favorite Imperial characters.  So I was dismayed that when she was finally released for Armada, they religated Grand Admiral Rae Sloane, commander of the ISD Ultimatum, then the ISD Vigilance, then the SSD Ravager, and finally the SSD Eclipse, to a mere light carrier commander.
    With the coming of the SSD and sector fleet rules, that is something that (thankfully) can finally be rectified.  Here is my first test build for a proper Sloane build:
    1194/1200 points
    (Flagship) Executor II-class Star Dreadnaught "Ravager"
    Admiral Sloane
    Lira Wessex (Since there was no Adea Rite officer card)
    Quad Laser Turrets
    Boosted Comms
    Quad Battery Turrets
    "All Fighters, Follow Me!"
    2x ISD II-class Star Destroyers
    Quad Laser Turrets

    2x VSD-class Star Destroyers
    Assault Concussion Missiles

    Interictor-class Suppression Refit "Interdictor"
    G-8 Experimental Projector
    Targeting Scrambler

    Morna Kee (Sloane's personal pilot)
    6x Tie Fighter Squadron
    6x Tie Interceptor Squadron
    5x Tie Bomber Squadron
    2x Tie Defender Squadron
  18. Like
    Nostromoid reacted to reegsk in Could Armada implement a Holdo hyper ram?   
    I would imagine they'll have to explain it, because of nerd rage. But I think there's a fairly simple explanation - it's incredibly, incredibly inaccurate. Holdo only pulled it off because of a perfect set of circumstances.
     
    The Supremacy is about 60,000 meters wide. Holdo hit it about a third of the way down the starboard "wing", so estimate about 10,000 meters off of dead center (I think it's safe to assume she was aiming for a head-on collision to maximize damage). That right there is a very, VERY large margin of error. A Resurgent-class Star Destroyer is about 3,000 meters long, so even with three stacked nose-to-nose and attacking from the side, there's still a chance you would miss (and that's only considering yaw. . .add in pitch and you're more likely to miss). And if you do miss, you haven't calculated an actual jump through hyperspace, so chances are good you're going to collide with a stellar body and your ship will still be destroyed, having done no damage.
     
    So if you wanted to incorporate it into Armada, you'd have to remove the friendly ship (counted as destroyed), and somehow have an extremely, extremely small chance of succeeding. Choose a target hull zone as per usual, and if you somehow succeed, destroy the target ship and any ship within Range 5 of the opposite hull zone.
  19. Like
    Nostromoid reacted to Forresto in Could Armada implement a Holdo hyper ram?   
    People will argue the hyperspace ram issue to death until its nerfed in the lore. Logically if we've never seen the maneuver before it clearly only works under extremely rare situations. If there's one thing I appreciate about Star Trek fans more then Star Wars fans, is that no matter how much they hate something, they will still try and figure out how it works.
    There's also a million reasons why it happened the way it did. All of the First Order ships may have diverted power from shields to engines leaving themselves exposed. Kamikazes doesnt work well in industrialized warfare where your enemy has all the industry and you're barely bringing capital ships into the fleet so the rebels definitely couldn't have employed this tactic.
    Lets also make this clear from the get go. Just because the Raddus is as proportional to the Supremacy as a Nebulon is to an ISD, it doesnt mean a Nebulon would necessarily have the same effect. The Raddus has a lot of mass that a Nebulon doesnt, which means a lot more material to tear through enemy vessels. Sure a Nebulon undertaking a hyperspace hammer ram may do damage to an ISD its unlikely it would do significant damage. 
    I don't think adding this to the game would ruin it if done correctly but it couldn't be like in the movie. Such a ram could only damage enemy vessels not destroy them, that would be OP. 
  20. Like
    Nostromoid got a reaction from Templeton in New homebrew campaign soon   
    Things to Know
    The campaign is called Path of Rebellion. For now, at least. I'm calling my overall series of campaigns the Anaxes Series, and this will be the second entry. You may remember my project last year, the Siege of the Arkanis Sector. It was my first stab at making a homebrew campaign and it was both my top project for most of the year and also quite a steep learning curve. I've taken some of my best ideas and applied them to the newest "season," and I'll be rolling out this second campaign very soon.
    It's a bigger galaxy. I took a step up from Arkanis Sector and made this campaign span the whole Star Wars galaxy. Aesthetically, it felt too crowded to jam the entire crowd of misfit faces from Armada into a single sector. This campaign will feature battles from Corellia to Tatooine, and all sorts of worlds in between. Everything in Armada, and perhaps a few custom cards, will find its way in.
    Fleet building is more restricted. This sounds crazy, but hear me out. In the campaign, I have a large spreadsheet with ships (prebuilt with upgrades) and squadrons (prebuilt into small groups of 2-4 squadrons). Players pick from these units, but the key trick is that they're not allowed to edit them. In other words, you pick off of a menu rather than tailoring everything according to design.
    Thematic. I want to encourage rules that make the campaign feel like real warships, and less like collectible card combos. I consider both game effects and the role and history of the units in the game during the design process. Rebalancing. I'm realistic that some cards and some combos are just better than others. Prebuilt ships means that I can tweak the cost of a package if it's underpowered or overpowered. Tech tree. Early in the campaign, teams will have access to more basic units (staples of the faction, or ships typical of the early Rebellion era), and later in the campaign players will unlock more advanced options. ' A war on many fronts. Locations in Path of Rebellion belong to various fronts of the war, and when you fight over any given world, your successes will result in progress for your team across that front. Tatooine, Ryloth, Mandalore, and others represent one front: the Outer Rim with its harsh worlds and pirate raids. Mon Cala, Minntooine, Pammant, and others represent another front: the well-defended shipyards of the Mon Calamari people. In total, I have four fronts so far. I plan to consider the campaign in "1.0" state when these four are ready, but in the future I hope to expand on that and bring even more planets into the game.
    Scarring and veterancy are back, first introduced in the Corellian Conflict. This time, it’s expanded upon in a more granular way, with levels of scarring instead of a binary scarred/unscarred. The most common way to take a scar is by being destroyed in battle, which adds +1 Scarring. But, some effects can add or reduce scarring. What matters is that each scar increases the cost of the unit by about 10%. As ships are battered in combat, it becomes more and more inefficient to keep fighting with them. Commanders will want to rotate their forces, seeking newer and stronger ships as older ones are taken down. With the right strategies, admirals can find opportunities to remove scarring, such as through claiming victory at planets that house the proper facilities. Veterancy, meanwhile, is also given levels instead of an on/off status. It works similarly to the Corellian Conflict, but I will be ready for a few more specifics soon.
    Agenda cards interact with the rules. Most of the time, players will be holding three randomly drawn agenda cards during a battle, hoping (or strategizing) for the right conditions to transpire so that those agenda cards can be played in order to win more campaign points. Agenda cards resemble Objective cards from Rebellion. Both teams use these cards, but individualized for the faction. Most agenda cards give the player something to strive for in battle, aside from straight victory. For example, destroying a specific type of ship, or keeping your flagship alive. These cards are played at the conclusion of the battle, during the Scoring step. But, a few agenda cards are played at other timings, and may interrupt play in order to deliver an unusual effect, such as interacting with the agenda cards in your opponent's hand. Additionally, some agenda cards give a small boosted effect if played by the indicated commander. There will be a few of these that affect each commander for both factions, but the system is meant to be a touch more generous to "underpowered" commanders like Tagge, Mothma, Tarkin, and Iblis.
  21. Like
    Nostromoid got a reaction from GhostofNobodyInParticular in New homebrew campaign soon   
    Example of Play
    In this example, the Imperial team includes fleets commanded by Admiral Motti, Admiral Screed, and Grand Admiral Thrawn. The Rebel team includes fleets commanded by Admiral Raddus, Commander Sato, and General Dodonna. Each one has a fleet consisting of ship units and squadron units. The players running each fleet didn't customize or tailor their fleet composition. Instead, they chose from the list of available units, picking from the "Start" lists only for this first round. Once each fleet is complete, the teams are ready to begin.

    In the Strategy Phase, each player draws three agenda cards from their team's deck. They cannot trade cards, but they can discuss. Then, the players should draw five locations from the deck of planets. For this example, they have drawn Fondor, Lothal, Hoth, Mon Cala, and Alderaan. Each of these planets is color-coded to the "front" of the war that it represents, and for each front there is a set of objectives. Players draw one objective from the shuffled deck of objective cards that are set aside for each front. For this example, the objectives are Advanced Gunnery (at Fondor), Station Assault (at Lothal), Dangerous Territory (at Hoth), Intel Sweep (at Mon Cala), and Sensor Sweep (at Alderaan).

    The Empire assaults first, choosing for Admiral Screed to designate the first attack. This player chooses Lothal and its Station Assault objective. The Rebel team must then choose one of its players to act as defender in this battle, settling on Admiral Raddus. Screed and Raddus are now paired for a battle. The Rebels choose a location to assault from the remaining four planets, and then the Empire chooses a location to assault from the remaining three. After this, the two unselected locations are shuffled back into the deck, and unused objective cards are shuffled back into their decks.

    All three battles are played out during the Battle Phase. At the end of the battle for Fondor, during the Scoring step, the battling players calculate Margin of Victory and each gain campaign points according to a system very close to the tournament scoring system used in Organized Play. For this battle, Raddus wins against Screed, and the Rebels gain 7 campaign points while the Empire gains 4. Both players can also play agenda cards from their hand of three. Screed plays two agenda cards--Thin the Ranks, and Sudden Strike--earning points because he destroyed many enemy squadrons during the battle, and because he destroyed an enemy ship before it had activated. Raddus has only one agenda card whose conditions he has met--Tracking Device--and he earns points because his enemy's flagship had at least one face-up damage card on it at the end of the battle. Finally, the winner of the battle, Raddus, gains one more effect as a reward, this one based on the battle's location, Fondor. Raddus may choose one Large-base ship from his team and reduce its scarring level by one.

    Both teams add these campaign points to their team score for the Yellow front, representing their progress in the long series of raids and uprisings against the Empire's weapons factories and shipyards among the Core and Midrim worlds. The Rebels unlock some hard-hitting bomber groups and frigates, while the Empire gains a few examples of the Emperor's newest classes of Star Destroyer: the Kuat Refit and the Cymoon-1 Refit.

    Unfortunately, lots of ships and squadrons were destroyed during the battle at Fondor. Each ship that was destroyed gains a level of scarring, which will make it more expensive in the future. Squadrons are scarred as a whole unit, which might include two, three, or four individual squadrons. Rules govern how much of a squadron unit must be destroyed in order for the whole unit to become scarred. Scarring will make it increasingly inefficient to keep fielding the same units over and over, unless they are carefully protected, and eventually units will no longer be worth fielding, as they are too costly to patch up. Thankfully, as Admiral Raddus learned, by winning the right battles, he can selectively unscar his most important ships, using Fondor's spacedocks to refit and repair one Large ship that needs the attention.

    After all of the battles for the round have been resolved, and campaign points have been updated, each player rebuilds his or her fleet, using the newest costs and perhaps choosing some of the newly unlocked units. This phase of the campaign has few restrictions on it, so commanders may want to update their ships to the newest classes and swap in some higher tiers of units to replace their scarred forces. Unused agenda cards may be either discarded, or revealed to all players and then kept for next time. Then, the campaign continues with the next round.
  22. Like
    Nostromoid got a reaction from sabsben in New homebrew campaign soon   
    Things to Know
    The campaign is called Path of Rebellion. For now, at least. I'm calling my overall series of campaigns the Anaxes Series, and this will be the second entry. You may remember my project last year, the Siege of the Arkanis Sector. It was my first stab at making a homebrew campaign and it was both my top project for most of the year and also quite a steep learning curve. I've taken some of my best ideas and applied them to the newest "season," and I'll be rolling out this second campaign very soon.
    It's a bigger galaxy. I took a step up from Arkanis Sector and made this campaign span the whole Star Wars galaxy. Aesthetically, it felt too crowded to jam the entire crowd of misfit faces from Armada into a single sector. This campaign will feature battles from Corellia to Tatooine, and all sorts of worlds in between. Everything in Armada, and perhaps a few custom cards, will find its way in.
    Fleet building is more restricted. This sounds crazy, but hear me out. In the campaign, I have a large spreadsheet with ships (prebuilt with upgrades) and squadrons (prebuilt into small groups of 2-4 squadrons). Players pick from these units, but the key trick is that they're not allowed to edit them. In other words, you pick off of a menu rather than tailoring everything according to design.
    Thematic. I want to encourage rules that make the campaign feel like real warships, and less like collectible card combos. I consider both game effects and the role and history of the units in the game during the design process. Rebalancing. I'm realistic that some cards and some combos are just better than others. Prebuilt ships means that I can tweak the cost of a package if it's underpowered or overpowered. Tech tree. Early in the campaign, teams will have access to more basic units (staples of the faction, or ships typical of the early Rebellion era), and later in the campaign players will unlock more advanced options. ' A war on many fronts. Locations in Path of Rebellion belong to various fronts of the war, and when you fight over any given world, your successes will result in progress for your team across that front. Tatooine, Ryloth, Mandalore, and others represent one front: the Outer Rim with its harsh worlds and pirate raids. Mon Cala, Minntooine, Pammant, and others represent another front: the well-defended shipyards of the Mon Calamari people. In total, I have four fronts so far. I plan to consider the campaign in "1.0" state when these four are ready, but in the future I hope to expand on that and bring even more planets into the game.
    Scarring and veterancy are back, first introduced in the Corellian Conflict. This time, it’s expanded upon in a more granular way, with levels of scarring instead of a binary scarred/unscarred. The most common way to take a scar is by being destroyed in battle, which adds +1 Scarring. But, some effects can add or reduce scarring. What matters is that each scar increases the cost of the unit by about 10%. As ships are battered in combat, it becomes more and more inefficient to keep fighting with them. Commanders will want to rotate their forces, seeking newer and stronger ships as older ones are taken down. With the right strategies, admirals can find opportunities to remove scarring, such as through claiming victory at planets that house the proper facilities. Veterancy, meanwhile, is also given levels instead of an on/off status. It works similarly to the Corellian Conflict, but I will be ready for a few more specifics soon.
    Agenda cards interact with the rules. Most of the time, players will be holding three randomly drawn agenda cards during a battle, hoping (or strategizing) for the right conditions to transpire so that those agenda cards can be played in order to win more campaign points. Agenda cards resemble Objective cards from Rebellion. Both teams use these cards, but individualized for the faction. Most agenda cards give the player something to strive for in battle, aside from straight victory. For example, destroying a specific type of ship, or keeping your flagship alive. These cards are played at the conclusion of the battle, during the Scoring step. But, a few agenda cards are played at other timings, and may interrupt play in order to deliver an unusual effect, such as interacting with the agenda cards in your opponent's hand. Additionally, some agenda cards give a small boosted effect if played by the indicated commander. There will be a few of these that affect each commander for both factions, but the system is meant to be a touch more generous to "underpowered" commanders like Tagge, Mothma, Tarkin, and Iblis.
  23. Like
    Nostromoid got a reaction from Benjan Meruna in Starwars Armada:halo   
    I'm not going to say there even is a "problem" with Armada. (I'm not! This isn't another one of those threads!) We don't have to compare ourselves to any other game. Armada doesn't have to fail the way that other fleet games have, and it doesn't have to keep up with X-Wing, which is pretty much a fluke that can't be replicated.
    We all feel envy at what FFG's most highly-promoted games get to enjoy. Yet we still got the campaign set, they didn't, and we will (some day!) get the biggest miniature you've ever seen when the SSD comes out.
    If there is a problem, it's that Armada has unfair expectations set before it. It seems like it's not enough to be a successful game, it has to be a global phenomenon. Is it hard to break even when you pay licensing to Disney and Lucasfilm? Is it embarrassing to put up lower sales than X-Wing? (Armada isn't going to be an X-Wing killer, much less a 40K killer.) Does it have to be an ever-accelerating moonshot of ever-mounting success?
    Let's take a second and appreciate that, through the good times and bad, the Armada community is still here. And the game is still in print. And the parent company is still putting out stuff (slowly... so excruciatingly slowly). AllWingsStandyingBy mentioned a few other miniatures games in the fleet genre. Those, and a whole bunch of other miniatures games have come and gone since 2015, and Armada outlived them. You'll find those other games in the clearance section of Miniatures Market, but not on the shelf next to Armada.
  24. Like
    Nostromoid reacted to Darth Sanguis in Will there be a 2.0 Armada?   
    I think this is where you start to see the gap between casual players and OP players.

    Generally speaking communities built around OP are gonna get bored more quickly. I don't think it's a far stretch to say this. Part of being competitive is seeing which commanders, ships, squads and upgrades work best for their cost. Considering many of the people who are active here on the forums are also talented competitive players, it's no surprise that many of them are sharing the sentiment that the game is going or has gone stale. Add to this the fact that many new releases are previewed months ahead of time revealing commanders and ships to be tested ahead of time, I don't think competitive play has much of chance of staying "fresh" without a much faster release schedule. (Maybe one similar to X-wing?) 

    That said I don't think this equates to the overall meta being stale, though. 

    OP is fun, I host tournaments whenever I can, and compete just as often, but I am by no means a competitive player. Not to say I'm not good, I just don't like being locked into "competitive" choices in fleet building. With that in mind my choices for list building aren't restricted. I play pretty much weekly, sometimes two games a week. I play oddball fleets, Pulsetaps, BTAs with phantom swarms, A list with 6 VT-49s and a kuat, even made a fun NK-7 list. Am I gonna win an event higher than local tournaments with these? Probably not. (I'd give 'em a run for their money with that 6 VT-49 list though lol) But I am still able to come up with new and refreshing ways to play. 

    My point being, many casual players are quite happy because the game is much more balanced than it was previously. To them the meta is still vibrant. 

    After all, large ships have a legitimate place in the game again, yet MSU's can still wreak havoc. Flotilla spam is a thing of the past. Large point dumps into squadrons or squadron defense are no longer a must to play, and yet heavy squadron lists are still valid as a fleet archetype. Things are good. A little stale if you gotta be #1? sure, but that ain't me. 

    Though I won't argue that some new releases are welcome at any time
    I do agree with this, but I really don't think we need a 2.0 to implement it. This feels like the perfect thing to implement for OP, making it optional for casual players. 
     
  25. Like
    Nostromoid got a reaction from Jabby in Any rumors on the re-print of Squadrons 1 packs??   
    I felt dirty contributing to the scarcity. Eh, maybe if it's still there next time I'm in. Maybe they've never had a committed Armada player notice it, or maybe they're one of those stores people are saying have started getting a trickle of stock.
×
×
  • Create New...