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Triangular

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  1. Like
    Triangular got a reaction from Xeletor in New Relay   
    That's right! But IMHO there is no clear difference to other options.
  2. Like
    Triangular got a reaction from Stasy in Happy Friday   
    From my point of view Armada seems to be fresh and interesting!
    Today is my birthday, so it's a very happy Friday! I wish many Happy Fridays to everyone!
     
  3. Like
    Triangular got a reaction from The Jabbawookie in Happy Friday   
    From my point of view Armada seems to be fresh and interesting!
    Today is my birthday, so it's a very happy Friday! I wish many Happy Fridays to everyone!
     
  4. Like
    Triangular got a reaction from eliteone in Happy Friday   
    From my point of view Armada seems to be fresh and interesting!
    Today is my birthday, so it's a very happy Friday! I wish many Happy Fridays to everyone!
     
  5. Like
    Triangular got a reaction from mcworrell in Happy Friday   
    From my point of view Armada seems to be fresh and interesting!
    Today is my birthday, so it's a very happy Friday! I wish many Happy Fridays to everyone!
     
  6. Like
    Triangular got a reaction from Darth Max in New Relay   
    Did anyone recognise the following question and answer in the faq (p. 8)
    Q: Does a squadron with relay need to be close–medium
    range of the ship that is activating squadrons so that those
    squadrons can activate?
    A: No.
    For that "in range to be activated" does not mean "close-medium range of the ship that is activating".
  7. Like
    Triangular reacted to Madaghmire in New Relay   
    And this right here, is where I disagree. If you are being activated by a ship, you are in range to be activated. I see no difference if that extension which allows for you to be activated is created by a relay bubble or by boosted comms. Every single person saying otherwise has created a distinction based on nothing. There is no such thing as activation range as a clearly defined term. 
     
  8. Like
    Triangular reacted to Rikash in New Relay   
    From RRG 3 under Commands -> Squadron:
    From FAQ'd cards:
     
    I think I disagree with you, GK. My additions are in italics. My hypothetical scenario involves an ISD2 with a squadron dial, 2 lambdas, and 2 interceptors. One lambda is within medium range of an ISD. A different lambda and one interceptor are beyond medium range of the ISD, but within distance 3 of the first lambda. Finally our errant interceptor who is beyond distance 3 of the first lambda (and medium of the ISD), but within distance 3 of the 2nd lambda. From Relay rules, you first check to see if the Relay squadron is in range to be activated. We check the first lambda, and see it's in medium of the ISD. No one argues I can now activate the 2nd lambda and interceptor via Relay and have them move/attack. I now go to the 2nd lambda and check if it satisfies the condition ( ... if you [Relay squadron] are in range to be activated ... ) which we just established was met (I can activate the first lambda). The 2nd interceptor is at range 3 of the 2nd lambda and eligible to be Relayed.
    I don't see any language that allows us to draw a distinction between being activated at medium range and being activated by relay. Either you CAN be activated or you CAN'T.
  9. Like
    Triangular got a reaction from Darth Max in Will it be possible to build a Relay-Chain?   
    The YOU is perfectly clear. The problem is the understanding of "in range to be activated". IMHO it is valid to say that a squadron in range 1-3 of a relay squadron IS in range to be activated. If FFG meant otherwise they should have written: "When a friendly ship resolves a squadron command, if you are in range to be activated by that ship, ..."
    I don't want to say that my interpretation is the only possible or better than any other. I just want to say, that the wording CAN be understood both ways. And we have to wait for FAQ or email. That's all.
    Thank you for listening and "nice dice"!
  10. Confused
    Triangular reacted to AegisGrimm in Will it be possible to build a Relay-Chain?   
    The new rule sure seems to me that the Relay-ed squadrons have to be within range of the squadron with relay at the beginning of it's activation, rather than after a movement.  Which I guess could end up with the chain situation but couldn't involve movement to extend/chain it, and seems like a lot of points to tie up in a gimmick.
    Example: Ship uses a command, activates a squad with relay in range, which before it moves, can pass activations along to other squadrons even further away from that ship.  You could chain relays, but only if all squads with relay start their activation in the squad activation (boosted or not) of that original ship.
    Am I correct?  So it would probably be incredibly situational at best, because it seems like now a squad with relay just gives a commanding ship a temporary form of Boosted Comms without the need of the card on the commanding ship. 
  11. Like
    Triangular got a reaction from The Jabbawookie in Will it be possible to build a Relay-Chain?   
    I don't think, that RAW is so clear, as stated. It only says "if you are in range to be activated" it doesn't say "When a friendly ship resolves a squadron command, if you are in range to be activated by that ship alone, up to X of the squadrons it activates can be at distance 1-3 of you." 
    As I see the wording at the end "can be at distance 1-3 of you" is as strong as the wording of Boosted Comms. "You can activate friendly squadrons at close-long range (instead of close-medium)." Both card effects give additional range. When you can chain Boosted Comms and Relay, which nobody negates, then I see no reason not to chain Relay and Relay.
    I don't think the game would be better with one of the solutions. You can find strong reasoning for chaining or not chaining. I just think it's not clear and we need a faq to the faq as always. 
  12. Like
    Triangular got a reaction from Madaghmire in Will it be possible to build a Relay-Chain?   
    I don't think, that RAW is so clear, as stated. It only says "if you are in range to be activated" it doesn't say "When a friendly ship resolves a squadron command, if you are in range to be activated by that ship alone, up to X of the squadrons it activates can be at distance 1-3 of you." 
    As I see the wording at the end "can be at distance 1-3 of you" is as strong as the wording of Boosted Comms. "You can activate friendly squadrons at close-long range (instead of close-medium)." Both card effects give additional range. When you can chain Boosted Comms and Relay, which nobody negates, then I see no reason not to chain Relay and Relay.
    I don't think the game would be better with one of the solutions. You can find strong reasoning for chaining or not chaining. I just think it's not clear and we need a faq to the faq as always. 
  13. Like
    Triangular got a reaction from The Jabbawookie in Will it be possible to build a Relay-Chain?   
    Every answer gives us a multitude of new questions!
  14. Like
    Triangular got a reaction from Cubanboy in ...Happy Friday?   
    How about the "Happy Friday" GR-75 Transports?
    Or maybe it should be a Modified Pelta, which is lacking a second title anyway...
  15. Like
    Triangular got a reaction from Muelmuel in Legion's command system adapted for Armada?   
    Okay! Then just let's discuss what is the difference between initiative and activation between "Armada"-style and "Legion"-style.
    Armada-initiative and activation is a system without luck. It's all planning. How big is you point-gap. Do you want to be first player or do you want your opponent to play your objectives? Do you want to first-last?
    Legion-initiative and activation is a system with luck involved. The conditions for the game are random, but you can involve a bit. For initiative you have to bid every round and you throw a dice when you had a tie. For activation there is luck involved but you can minimize it.
    For me the difference is between control (Armada) and randomizing (Legion). Randomizing can be fun, but also very frustrating, when someone is only winning, because of lucky initiative bidding (maybe three ties and always winning through initiatve die) or luck with getting the right tokens to activate.
    The question is if you like a playstyle more like chess or like Settlers of Catan.
    I don't expect a system like Legion would bring so much impact against flotilla spam. Because you have tokens for unit types, not for units itself, a list with 1 heavy hitter and X flotillas would benefit very much from this kind of activation padding. In Legion their exist 5 types of units and you have to field at least three of them, when I remember right. You would have to twist the rules in the same direction, I suppose.
  16. Like
    Triangular got a reaction from >kkj in Legion's command system adapted for Armada?   
    I would say, that the Legion Activation method is half hearted. It would have been consequent to give the units individual numbers (or other individual ID) instead of unit IDs. So it would have been no better to have six trooper units, than 1 ATST, 1 Speeder Bikes and 2 Troopers. (Is it really that much easier to command troopers without supporting and heavy units?)
    I read three Legion battle reports. All stated, that winning (or loosing) came out of the winning (or loosing) the activation, when Luke and Vader were engaged in melee. It was always a tie (because!) and the tie-breaker die decided over the outcome of the match.
    Even though all three reports liked Legion very much, I don't think this part of that game is a model to improve Armada (which is IMHO a wonderful game already).
  17. Like
    Triangular got a reaction from >kkj in Legion's command system adapted for Armada?   
    Okay! Then just let's discuss what is the difference between initiative and activation between "Armada"-style and "Legion"-style.
    Armada-initiative and activation is a system without luck. It's all planning. How big is you point-gap. Do you want to be first player or do you want your opponent to play your objectives? Do you want to first-last?
    Legion-initiative and activation is a system with luck involved. The conditions for the game are random, but you can involve a bit. For initiative you have to bid every round and you throw a dice when you had a tie. For activation there is luck involved but you can minimize it.
    For me the difference is between control (Armada) and randomizing (Legion). Randomizing can be fun, but also very frustrating, when someone is only winning, because of lucky initiative bidding (maybe three ties and always winning through initiatve die) or luck with getting the right tokens to activate.
    The question is if you like a playstyle more like chess or like Settlers of Catan.
    I don't expect a system like Legion would bring so much impact against flotilla spam. Because you have tokens for unit types, not for units itself, a list with 1 heavy hitter and X flotillas would benefit very much from this kind of activation padding. In Legion their exist 5 types of units and you have to field at least three of them, when I remember right. You would have to twist the rules in the same direction, I suppose.
  18. Like
    Triangular got a reaction from >kkj in Legion's command system adapted for Armada?   
    I'am only a casual player and did a store championship only once. So I don't know too much about how much a problem flotilla spam really is. For me it's not.

    But I do know something about systems. There are more central parts of a system (building the core) and more peripheral parts. You can change the peripheral parts without changing the character of a system. Every new wave does that. And there are a lot of people paid for thinking about which changes can be made without bringing the system in imbalance and lots of people trying out if their assumptions are right. That's a quite difficult task.
    And in Armada they way it determines initiative and activation of ships isn't peripheral, it's part of the core. If you would change the core, it wouldn't be a resemling system any more. Maybe it would be a better system, but it wouldn't be Armada any more that we know now.
    I find Legion very interesting and would love to play it sometimes. But I also like Armada the way it is. I don't want the core of the system changed. I don't want Armada to be Legion.
  19. Like
    Triangular got a reaction from SkyCake in Legion's command system adapted for Armada?   
    I would say, that the Legion Activation method is half hearted. It would have been consequent to give the units individual numbers (or other individual ID) instead of unit IDs. So it would have been no better to have six trooper units, than 1 ATST, 1 Speeder Bikes and 2 Troopers. (Is it really that much easier to command troopers without supporting and heavy units?)
    I read three Legion battle reports. All stated, that winning (or loosing) came out of the winning (or loosing) the activation, when Luke and Vader were engaged in melee. It was always a tie (because!) and the tie-breaker die decided over the outcome of the match.
    Even though all three reports liked Legion very much, I don't think this part of that game is a model to improve Armada (which is IMHO a wonderful game already).
  20. Like
    Triangular got a reaction from SpartanFury80 in Legion's command system adapted for Armada?   
    I'am only a casual player and did a store championship only once. So I don't know too much about how much a problem flotilla spam really is. For me it's not.

    But I do know something about systems. There are more central parts of a system (building the core) and more peripheral parts. You can change the peripheral parts without changing the character of a system. Every new wave does that. And there are a lot of people paid for thinking about which changes can be made without bringing the system in imbalance and lots of people trying out if their assumptions are right. That's a quite difficult task.
    And in Armada they way it determines initiative and activation of ships isn't peripheral, it's part of the core. If you would change the core, it wouldn't be a resemling system any more. Maybe it would be a better system, but it wouldn't be Armada any more that we know now.
    I find Legion very interesting and would love to play it sometimes. But I also like Armada the way it is. I don't want the core of the system changed. I don't want Armada to be Legion.
  21. Like
    Triangular got a reaction from SkyCake in Legion's command system adapted for Armada?   
    Okay! Then just let's discuss what is the difference between initiative and activation between "Armada"-style and "Legion"-style.
    Armada-initiative and activation is a system without luck. It's all planning. How big is you point-gap. Do you want to be first player or do you want your opponent to play your objectives? Do you want to first-last?
    Legion-initiative and activation is a system with luck involved. The conditions for the game are random, but you can involve a bit. For initiative you have to bid every round and you throw a dice when you had a tie. For activation there is luck involved but you can minimize it.
    For me the difference is between control (Armada) and randomizing (Legion). Randomizing can be fun, but also very frustrating, when someone is only winning, because of lucky initiative bidding (maybe three ties and always winning through initiatve die) or luck with getting the right tokens to activate.
    The question is if you like a playstyle more like chess or like Settlers of Catan.
    I don't expect a system like Legion would bring so much impact against flotilla spam. Because you have tokens for unit types, not for units itself, a list with 1 heavy hitter and X flotillas would benefit very much from this kind of activation padding. In Legion their exist 5 types of units and you have to field at least three of them, when I remember right. You would have to twist the rules in the same direction, I suppose.
  22. Like
    Triangular reacted to stonestokes in FAQ drop before worlds confirmed   
    I am of the opinion that flotillas are probably fine as they are. I could see a change to Relay requiring the relay squadron to be within activation range of the activating ship. That just makes sense thematically and mechanically.
    But many of the suggestions in here about flotillas — limiting the number of flotillas in a fleet, changing when or how flotillas may activate, etc. — seem heavy handed.
    I don't know what you guys are seeing in your communities, but I'm seeing a lot of list diversity lately. Wave 7 has been pretty great for that.
  23. Like
    Triangular reacted to svelok in Our week?   
    Legion's a very different genre of game. It's fundamentally reliant on having multiple unit options - Armada achieves variety with upgrade options, but the style of game Legion is wouldn't jive as well with that.  As an example: every Legion army must have a Commander and 3 Corps. At an absolute minimum, that's over 25% of your list's points - for "launch wave" Empire, it's over 40%. You need to have multiple options for Commanders and Corps to have any list individuality. 
    On the contrary, I really appreciate the fact that FFG knows what kind of games X-Wing, Armada, and Legion are, and don't try to force each to be like the others. It means everybody has different favorites (Armada is best, Legion is cool, X-Wing doesn't interest me), because each game has its own individual identity.
  24. Like
    Triangular got a reaction from CaribbeanNinja in Legion's command system adapted for Armada?   
    Okay! Then just let's discuss what is the difference between initiative and activation between "Armada"-style and "Legion"-style.
    Armada-initiative and activation is a system without luck. It's all planning. How big is you point-gap. Do you want to be first player or do you want your opponent to play your objectives? Do you want to first-last?
    Legion-initiative and activation is a system with luck involved. The conditions for the game are random, but you can involve a bit. For initiative you have to bid every round and you throw a dice when you had a tie. For activation there is luck involved but you can minimize it.
    For me the difference is between control (Armada) and randomizing (Legion). Randomizing can be fun, but also very frustrating, when someone is only winning, because of lucky initiative bidding (maybe three ties and always winning through initiatve die) or luck with getting the right tokens to activate.
    The question is if you like a playstyle more like chess or like Settlers of Catan.
    I don't expect a system like Legion would bring so much impact against flotilla spam. Because you have tokens for unit types, not for units itself, a list with 1 heavy hitter and X flotillas would benefit very much from this kind of activation padding. In Legion their exist 5 types of units and you have to field at least three of them, when I remember right. You would have to twist the rules in the same direction, I suppose.
  25. Like
    Triangular reacted to ndogg229 in FAQ drop before worlds confirmed   
    So I think flotillas are fine just the way they are...
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