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About Parkdaddy

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  1. Class of 16 here. Yeah, you probably won’t find anything anywhere near you. The nearest place I found with a consistent community was Gamers Gambit in Connecticut as a firstie (forget the name of the city). I forget if it was 1 or 1.5 hours. But there was a Chick-fil-A at the mall nearby, so it was totally worth the drive.
  2. Check out Obsidian Squadron on Facebook. It’s used for all Ffg games in Missouri
  3. You will probably have to travel to get a game in. Metagames in Springfield is where I went while I was there, and that’s really the only place I found with consistent players anywhere nearby. Eclipse games and comics in Rolla has tables, but you’ll have to find someone for Armada. There’s also a small store right outside the main gate (right side of the road as you’re leaving) that I never visited because I never noticed it until the day I was leaving.
  4. Had a specific question that I thought may have been answered before, but couldn’t find it, so I hypothesized a general question that becomes more relevant the more that new interactions and special upgrades are released, which also answers the question I want to ask. I will 1) pose the current state of effect resolution as I see it, 2) give an generic better illustrate the question, and then 3) pose my question. Timing, effects, and resolution queue. When a timing hits (ie, end of round, during an attack, etc...), upgrades with that timing get put in the queue for resolution and are resolved according to initiative, as each player sees fit. 1) In Armada, this is currently simple because the board state does not often change as a result of resolving effects in the queue, WHILE those effects are being resolved. All modifications to an attack are resolved before the attack resolves, and therefore no squadrons or ships are removed from the board during the resolution of effects with a “while attacking” timing ...currently 2) to better illustrate, I’ll use a generic sequence of events followed by specific example from Star Wars Destiny. *Timing Alpha occurs *Queue generates: Effect 1, Effect 2... -Effect 1 resolves -Effect 2 resolves *as a result of Effect 1, Effect X was put into play, which has Timing Alpha. However, because it was not in play to “see” Timing Alpha, it does not get to resolve, even if other effects with the same timing are currently resolving. This is how FFG has ruled with other games, and it has come up in Armada via Raddus/Bail, and Pryce/Hyperspace Assault, etc... other upgrades where a set-aside ship forgoes the opportunity to use an effect. A “seeing” rule is consistent and easily applied within this context 3) The “seeing” rule becomes tricky, however, when effects get put in a queue and then the board state changes as a result of those effects, before the timing is over, and in a manner that significantly alteres the way other effects still in the queue would resolve. Specific example to follow, and then I’ll shut up. Fighter Coordination teams allows you to move squadrons after you move, provided they are in range. Flight Commander allows you to perform a squad command after you move. Say you end your movement out of range to move any squads, but still in range to command squads. They both have the same timing, so they both get put in the queue, and you choose to command squadrons first. You move the squadrons into range of FCTs, then use FCTs to move them an additional 1. FCTs “saw” the timing and therefore got put in the queue, but it did not “see” the squadrons until during the resolution as a result of the board state changing, while it was in the queue. Is this legal?
  5. Agreed. Additionally, as written, you currently could choose to toggle the activation slider of an enemy squadron, thus introducing Dutch’s ability to the Imps. Not a bad thing, IMO, but very undercosted for the flexibility and power
  6. I would consider a millennial anyone who wasn’t alive when the OT came out/younger than 30. From reading the forum rants against including prequel stuff over the past 2 years and some, admittedly, ubiquitously derived assumptions, it would appear that most opposition comes from those who grew up with the OT. But yes, I do believe you were correct in some of my misconceptions, though I have definitely met multiple baby-boomers who absolutely love the models and only buy the expansions for the hobbyist aspect. The game appeals to a younger crowd, but the nostalgia appeals to the more affluent crowd.
  7. Agreed on predictions 1 and 3, but I believe the prequel factions are inevitable for Armada, for almost all the same reasons that you called out for the Executor. I say we get Clone Wars factions before X Wing. -It will sell. The ships are beautiful, iconic, with lots of screentime, and a lot of people want them. Not as iconic or desired as the Executor, perhaps, but the demand will be there nonetheless. -Someone pointed it out earlier; rebooting of the Clone Wars. You want fuel for campaigns, unique squadrons, future life for the game? Plenty of cannon material within that series which will appeal to Millenials who grew up with the prequels. We don’t necessarily dominate the miniatures scene at this point in time (because some of our pocketbooks aren’t exactly that big), but a few years down the road and Millenials/Generation X will be the target audience. -Lastly, from a thematic standpoint, the Clone Wars era lends itself more towards the “Armada-style” battles that SWA is supposed to encapsulate. There were far more full fleet conflicts during this era than during the GCW, and there is plenty of material to draw from. This game was designed for the CWE, and FFG would be crazy not to play into that.
  8. Yavaaris plus Aces is really strong, but there are alternatives to doing well and still having fun. Ys plus HWKs with ruthless strategists (AF Mkii) presents a ton of hull to chew through. The trick is to hit your opponent with the Ys before the Intel is gone. Massed Bs also presents a lot of hull, plus AA competence, plus heavy AS capability. Combined with Flight Commander, fighter coordination teams, and AFFM!, they almost an effective speed 5.
  9. No, it is not. However, with the nerfing of Demolisher, Engine Techs is no longer an auto-include, opening up the slot for FCTs as an equally viable option. In traditional style lists, Demo rarely flies with squad support, even if squads are in the list. At most it would be the equivalence of 2 TIEs in a screen, assuming they’re able to cover Demo before Demo gets into position. Previously this was an issue, as Demo was always dialing Nav or CF, but @TheCallum‘s suggestion of Thrawn is a nice, new way to cover down on this weakness. Demo gets to Nav into position, AND provide him/herself with squadron cover without first opening itself up to a concentrated bomber strike. That has always been a pitfall of Demo play that I, as a Rebel player, have always been able to take advantage of. The concept I’m trying to get at, though, is outfitting Demo for a multi-role. You can’t always get the last-first, you can’t always get first. But you can always synchronize Demo with squadron support to either screen or play the objective for points while still having the option to use Demo in a slightly less-threatening, traditional ship hunting role. I just haven’t seen a Demo used like this.
  10. I don’t see how adding a Bomber with a special ability that guarantees accuracies against ships takes away from your anti-ship capabilities... But i do believe you brought up a great point: the rock-paper-scissors of Armada, which Demo can fill either the squadless or squad heavy rolls very effectively. I think that using Demo in a carrier capacity would give it a nice, rounded approach. Another point you brought up was taking away from activations by including squads in the list. The traditional Demo relies heavily on the last-first play, but the unreliability of last-first play in the new wave has been brought up in multiple other threads. Demo can’t be fielded to rely on last-first anymore, and so I think that further reinforces the concept of fielding a Demo that can flex squads and assist in objective play. The build I’m leaning towards in list building is GSD-II, FC/FCT, OE, and APTs. Throw in 2 Lambdas and Captain Jonus with other squad cover. Demo maintains the majority of its bite against ships, can kill Flotillas in a single shot with Jonus, and flexes the Lambdas to kill objective play.
  11. Fleet conditions. View these as working somewhat like an admirals ability, that can either help or hinder your fleet (and either cost or refund points spent). I think introducing that mechanic (with tons of playtesting) alongside either a new campaign or factions would give FFG some breathing space to hold off on producing more Rebllion/Empire Ships. They could entirely shakeup the meta with something like that.
  12. Flight Commander/FCT is where I was going. The great thing about those timings is that it’s the same timing as Demo—shoot then resolve a squad command, or vice versa. And that shot can be against squads or a ship, pending which element needs focusing down. The Mauler double splash via FCT is a wonderful idea, and I think it is made more possible by a Demo set up. Against a decent squad player, it would be virtually impossible to fire it off, and it just isn’t going to happen against a stellar player. But a Demo with FC/FCT and ruthless strategists (RS) could feasibly have Mauler jump into a fray, eliminate the squads he is engaged with, and move him again via FCT. The thing I’d like about this build is that it maintains versatility by only dedicating the Weapons Team slot to anti-squadron duty. FC/FCT remains useful for anti-ship duty as well (lining up a Jonus shot with a GSD-II, objective play).
  13. I do quite like that build, used it in a CC campaign specifically to counter @Brikhause‘s Rieekan aces. It was swingy, but fun. Screed/Flechettes definitely helps with being able to lock down any single “danger-ace,” like Ten Numb or Dutch. The use of ordnance experts also helps with putting the anti-ship power back into the Demo-build, but then you’re giving up the ordnance and officer slots to upgrades that will only affect Aces. Aces were prevalent enough at worlds to warrant it (and based on the top tables, I’d say @Kristjan made a great meta call), and they probably still will be.
  14. Definitely FCTs. For a long time, I was wanting to use FCTs on an Interdictor or Squall in order to use Lambdas for objective play, but the Glad has that extra punch, as you pointed out. I think that would be key: a mini-carrier with punch I think that Demo using FCTs with Lambdas and Minefields or Firelanes could really pull some weight and mitigate the weaknesses of not going 1st with Demo. That’s where I would go with the use of FCTs on any ship, though
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