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ShoutingMan

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  1. I tried to setup Vassal but I couldn't figure it out. I'll have to give it another try when time allows.
  2. Thanks for the feedback. While it's old hat to many apparently, it's not at all obvious from the rules or reference, and I've not read the FAQ's closely except for when I hear about something big like the Rhymer nerf or Avenger revision. I'm a longtime 'eurogamer', but this is my first "miniatures" game.
  3. And that's how firing range distance measurements are actually done in tournaments? If this is how it is, I'll incorporate it into my gameplay. I just keep looking for ways to speed up my gameplay, and I keep finding additional fussy rules that slow down my gameplay.
  4. ShoutingMan

    Taskforce Armada Format! 200 pt 3x3 area

    Ok. Part of my confusion is the "Learn to Play" 180 point 3'x3' game doesn't use obstacles. I've been trying to find its obstacle placement rules to use in TF...which won't work. Following standard rules for obstacles in the 400 pt 6'x3' game: Dangerous Territory changes obstacle placement slightly: http://starwars-armada.wikia.com/wiki/Dangerous_Territory So TF would follow this too, with obstacles distance 3 of sides and distance 5 of players' edges (and distance 1 of each other).
  5. New question about something that I think was FAQ'd a while ago, but suddenly become a real issue when playing this afternoon. Do people, Tournaments, play the above RAW, measuring firing range to nearest in-arc point on defender rather than nearest defender hull point being attacked? An example: Cymoon and GR75 are approaching head-on, GR75 to the Cymoon's left, positioned to come alongside and pass. The Cymoon just barely had front arc on the GR75 left hull, the arc line cutting just a millimeter or two (literally) within the left hull forward of the GR75's rear most corner. It's medium range, measuring from Cymoon front arc to nearest point on GR75 left hull. But it's long range measuring Cymoon front to GR75 rear-most point where the Cymoon front arc touches the GR75. My opponent (@racknut) pointed this out, but I disputed and we couldn't find the ruling easily, so I fired with full attack pool for medium range (blues and reds). But RAW per FAQ I should have only used red dice. It's in the FAQ, and yet I don't think I've ever measured this way. Is this really how people play, whether for fun or competition? Here's an illustration of the scenario: https://imgur.com/a/PkWX2wW
  6. ShoutingMan

    Taskforce Armada Format! 200 pt 3x3 area

    Duplicate
  7. ShoutingMan

    Taskforce Armada Format! 200 pt 3x3 area

    What are placement restrictions for obstacles in Taskforce? That is, how far from the edges do they go? And are the restrictions changed for Dangerous Territory? Thanks. I'm sure this is explained somewhere obvious, but I've not found it and this keeps bugging me during TF games - which proves to be a great way to get a good game in when I can't afford the time for the full game.
  8. That's basically what i was seeing: With a fleet of Defenders, it was feeling like I could have gone with a non-Sloane (be it Moff JJ or Thrawn or whomever) to help the shooty-ships and then used the bombers as bombers, maybe with Rhymer (who I haven't really adjusted to since his nerfing). Against an unknown opponent, I very much like the Aces to stay alive and extricate themselves from other squadrons. But I also hoped the simplicity of Defenders would compensate for the the loss of Ace-ability: managing the special abilities and related placement needs of an ensemble of Aces is a lot more fussiness in the gameplay compared to a handful of identical Defenders. Raider Lifeboat: I've got two Raiders and want to love them, but their effective use still eludes me. Similarly the Arquiten. That's a separate thread. I want to play more Sloane; I really enjoy chewing on big ships with little squadrons. But I'm starting to feel that maybe I missed Sloane before I hardly got started with her, because of the Flotilla-tabling FAQ revision. I confess to often building fleets around wanting to fly a ship versus trying to find the optimal fleet. I bought these toys and I want to play with them. It sort of offends my sensibility that the Quasar might be relegated to the bottom of the toy box because of FFG's struggles with game balance. But helpful recommendations thoughts. I now want to look at a Sloane revision with Aces and swapping the flotillas for a Raider or Arquiten. I liked using the Quasar with Boosted Comms, but I should re-examine using the ISD as squadron pusher.
  9. This is what happened last game: lean four ship fleet killed my two ships and tabled me. Under previous flotilla rules, I think I could win with this fleet. With new flotilla tabling rules, not sure it’s viable.
  10. Not if your opponent doesn’t fly squadrons, I don’t think. In that case, scatter and anti-squad don’t matter; 6 Hull keep them alive; and every face of a bomber die does something useful.
  11. Thanks for the feedback! I’ve been traveling for two weeks and haven’t had time to read or think over the discussion. Hopefully this weekend I can mull over Sloane some more.
  12. ShoutingMan

    Sloane vs Madine - a short report

    Some additional comments: I won the bid at 393 vs 400 points. I chose first player, wanting first move to have the choice of Squadrons or ISD attack to start. Also being out activated, I didn't want to give my opponent last-first attack opportunities with four big ships. I selected Solar Corona for the Objective, as I was not depending on accuracy generation for my game, and the other two objectives were too obviously dangerous. While Solar Corona per se wasn't bad, what killed me was having to deploy first. I was too spread out with the Quasar and Goz BCC on my far right; he then put his ships all on my left (his right) to threaten my ISD, and keeping them away from the squads. I lost at least a full turn of Sloane attacks just getting Q and Squads into position. Additionally, I meant to fly 6 Defenders total. Then I realized I only have four total in my kit, so I swapped out for Ciena and Valen. On this fleet, those two extra Defenders would have helped. Overall, I like the bomber heavy fleet. It requires a level of deployment and fleet-flying coordination that is still somewhat outside my skills. Because I rolled all hits/crits with my squads, I basically didn't get any value out of Sloane this game. BCC + Defenders alone is pretty potent if I could keep the squads in range. I tried Squall for the first time over Pursuant. I got some value out of that extra push in correcting for my deployment problems, and didn't really miss Pursuant, which has been my go-to Quasar title. Positiong keep me from getting use out of Leading Shots on the ISD. First attack was Long range, so all red dice. And they were 3/5 blanks (sigh). Then the close range shot was so good I didn't need my Concentrate Fire command or Leading Shots to modify. After that, I was out of position and couldn't get Leading Shots use. That's where Solar Corona hurt me, was tossing a blue die that could have help slightly with Leading Shots. I think flying an ISD against a Madine Fleet, I need to stack it with Navigate Commands rather than Concentrate Fire or even Engineering (late game). I needed to change my deployment to allow for any possible deployment from the opponent. @racknut had an interesting and different flew, and he flew it well. It was good to fly my new experiments with Sloane against a fleet that takes the opposite design philosophy (big ships, no squads). It was a fun game. I flew about as well as I can, and made smart choices. There were some tactical decisions that should have been different in hindsight, but that's a chance to learn. I now have internalized the "tabling" ruling from the last FAQ; I didn't realize what that meant and why it mattered. But mostly I left thinking it's possible defeat a big-ships fleet with Sloane: not easily, but it's not hopeless.
  13. After several months of detente in the Republic, conflict has broken out again ... which is to say that after several months of summer distractions, I'm getting back to Armada. I flew squad-heavy Sloane: https://armada.ryankingston.com/fleet/28814/ @racknut flew Big-ships Madine: https://armada.ryankingston.com/fleet/28673/ The photo shows the end of round two. My Quasar had finally gotten into the action and chewed off shields on the top MC75 over round 2 and three. But the Rebel had his big ships converged onto my ISD. At the start of round three, the ISD had a brilliant roll (show below) that killed that top MC75. But due to the GR75 position, the ISD could not navigate out at speed 2. The flotilla took a card and the ISD moved forward at speed 1. The remaining two big ships rolled and stripped the shields from the side, top and bottom, and put on seven cards of hull damage. The Quasar used a squad and front arc to kill the GR75 and moved at speed three, almost vertical and ahead of the ISD. Round four the ISD launched a feeble side attack on the remaining MC75. But the Quasar had moved in too close and the ISD could not move out at speed two or three. It moved up at speed one, taking a card. The MC75 rolled a ridonkulous group of dice and the the ISD was dead. That MC75 flew onto the station. Round five, The Gozantis I'd prepped with squadron commands and they put some squadrons onto the second MC75. The Quasar still had reach to several Defenders and it chewed on the MC75 and taking it down. However, its final vector was too vertical, and it couldn't stay on the board. It was lost. And I was tabled, having only squads and flotillas remaining to my opponents remaining MC80.
  14. I revised the fleet per suggestions, tweaked the support ships, and changed out the squadrons to try an experiment I've been wondering about. https://armada.ryankingston.com/fleet/28139/ Name: ISDII Sloane Defenders + Quasar + 2 Faction: Imperial Commander: Admiral Sloane Assault: Advanced Gunnery Defense: Planetary Ion Cannon Navigation: Superior Positions Imperial II (120) • Admiral Sloane (24) • Electronic Countermeasures (7) • Leading Shots (4) • Avenger (5) = 160 Points Quasar Fire I (54) • Taskmaster Grint (5) • Boosted Comms (4) • Pursuant (2) = 65 Points Gozanti Cruisers (23) • Bomber Command Center (8) = 31 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • JumpMaster 5000 (12) • Maarek Stele (21) • 5 x TIE Defender Squadron (80) = 113 Points Total Points: 394
  15. Thanks for the tips. I need to think through it and see how it looks.
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