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About NeonKnight

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  1. Or....the Corvus itself did not have any missile munitions on board. Hard to bluff someone into thinking you are gonna do something, if nothing equivalent could do it. Think of a person holding a toy gun in their pocket and pointing it at you, threatening to shoot you if you don't hand over your wallet. Effect, because you could have a gun, the image is there. Now think the same thing, only instead of holding the toy gun in your pocket, you make a 'gun shape' with your fingers and point them at someone and threaten to shoot if they don't give you their wallet. I'm betting they'll give you something, but it won't be a wallet. Again, the threat only works if it's possible and expected, not "never been before, why would it be now?"
  2. Nope...Definitely an H and an A, and the third letter could be any of the following: B P R, and maybe D. a Y just doesn't have the shape.
  3. Could be: HAR HAP HAB Doubtful HAD My guess is HARD or HARRAS No good HAP word or HAB
  4. Because rebel's Need more toys and empire doesn't get any?
  5. Ah, yes, I see what you mean, the Ship card vs the Ship Base (I wouldn't call it a token as to me, that to me is the little things used to represent BRACE, DEFLECTION, EVASION, IGNORE CRITICALS), so error on my part.
  6. Actually...that's 3 Black and 2 Blue out the front of the card. Not sure anyone else has mentioned yet.
  7. That's what I thought, the Officer Card, as that would be waaaaaaay to good for three points I don't need to kill your Command Ship, just the Commander
  8. When reveal a Command Dial you may discard a [SQUADRON] dial or token and this card to choose 1 enemy ship at close range. Choose and Discard 1 non-commander upgrade card assigned to that ship. Big question, as I cannot see. Is the [?] icon a Commander Upgrade (i.e. the Admiral) or an Officer Upgrade? If the Admiral...that is a powerful 3 point card.
  9. Vancouver Canada here, so around 86% for us, was kinda cool!
  10. No you are correct not many games out there that still rewards the second player, but to bring in a pass mechanic and change the first player bid would necessitate rebuilding the rules from the ground up.
  11. I'm starting to wonder if you are are on the same side of the argument here? I'm all for activation control i.e. out activating my opponent. Isn;t that what you are saying too?
  12. And that is no different from other Activation games. Once the first few rounds are over, I'm likely activating my biggest pieces first, and leaving the slough to fend for themselves, maybe plaink a shot here or there, but ultimately, they've been used for what they were meant for, to force your big pieces to do/go somehwere I wanted them to go, and allow me to react instead of guessing.
  13. Sure it did. Again, if you had less activations than me, as second player, I'm not force to move my big piece. I can hold my Big piece by moving my little pieces until I need to move my big piece. And D&D Minis had objectives, not a lot mind you, but objectives. For example, if you had one of your pieces in the 'victory area' you would earn x-amount of VP each turn. So, often folks would try and rush them cheap pieces to victory areas to earn some quick points. Eliminating them little point pieces with a BIG piece at the victory area, often meant your opponent needed to come after them to kill them. All I'm trying to say, is I see the strategy in out activating an opponent. But if you start eliminating my work to gain activation control, be it either through building or eliminating pieces, you've changed the game. Think of it this way. You and I (and I mean YOU in the general opponent rule, not just Drasnighta) each had 4 ships, I'm 2nd Player, and in round 2 I manage eliminate one of your ships, giving me an advantage, how fair is it, to then in turn 3 have you 'pass' on an activation, so you can take away my advantage?
  14. Not that different. I'm not going to get into the move/attack mechanic, but stay simply in activations. We each would have 200 points in a standard game, of which you can have a maximum of 12 figures. Each turn, we take turns activating our units. Yes, D&D Minis had a roll for initiative each turn, but regardless, if you brought 6 models to the game, and I brought 12, I can move my 'useless' 3 points models, forcing you to move your more expensive models before I need to move my more valuable models. Without bringing in the first player/second player mechanic of Armada, how if my having a bunch of cheap 3 point models any different than someone bringing in lots of flotillas? I'm just not seeing it.
  15. I'm saying that because I have yet to actually play any tourney for Armada, yet was consistently one of the higher ranked players in North America in D&D Minis which had a similar build/activation mechanic.
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