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ShoutingMan

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  1. Like
    ShoutingMan reacted to Green Knight in Thrawn I guess I'll start   
    No.
    This is fairly straight forward.
    You can only spend a command once per round.
    When you do, you can:
    Spend a token.
    Spend a dial.
    Spend a dial AND a token.
    Nothing else possible.
  2. Like
    ShoutingMan reacted to DiabloAzul in Thrawn I guess I'll start   
    This was already answered earlier in the thread. And it follows directly from the RRG.
    In short, no you can't...
    When you reveal a command dial, you get the option to:
    Gain that dial for later spending, or Spend that dial to gain a token instead. You cannot convert a dial (regardless of how you got it) to a token later in the turn. And the dial received from Thrawn is gained, not revealed. So the necessary condition for tokenizing it is not met, the choice (blue or red) has already been made for you by Thrawn.
  3. Like
    ShoutingMan reacted to Nevetz in Introducing Armada Warlords: database and fleet builder   
    I have already asked my provider to keep sessions alive for more time than usual, but it didn't resolve much. We'll try to find a way to keep users logged in the builder for much longer.
  4. Like
    ShoutingMan got a reaction from Green Knight in Introducing Armada Warlords: database and fleet builder   
    Awesome! Looking forward to seeing what comes next.
    I have two mundane, but long-standing requests
    Login bug. Warlords loses login after some period. It seems better than it was, but there's still the risk of losing a fleet mid-build if you walk away and come back. Normal websites preserve a user login state (with cookies or whatever) for at least a month. Warlords rearranges order of ships after saving
  5. Like
    ShoutingMan reacted to Green Knight in Introducing Armada Warlords: database and fleet builder   
    WAVE 7TH HEAVEN FINALLY HITS ARMADA WARLORDS!
    Nevetz has given me ftp and dbase access to Warlords, so that I might aid his good work with this builder.
    I freely admit to using 4 other builders (Fab's, Kingston, Battlescribe and Android Fleet Builder app), so I'm not a "Warlords or bust" kind of guy... they each have their pros and cons, but I feel Warlords has a good save and share functionality, the best of all the builders. It's easy to use... and it is also a widely known and widely used builder, so it deserves to keep going.
    I have started by adding missing images and dbase entries for wave 7: everything from wave 7 should now be usable. Plz report ASAP if you see anything missing/buggy.
    For the future all new content will be added ASAP!
    I have also listed some known bugs and/or feature requests for Warlords. These require some changes to php files and/or changes to dbase structure. I will look at it, and discuss with Nevetz if anything can be done. But this will take some more time, so please be patient (but now is a GOOD TIME to report bugs/feature requests). 
    Fixes:
    added missing cards from wave 7 Bugs that could use some fixing:
    dual upgrades: on edit/clone it happens that the 2nd upgrade disappears (example: Boosted Comms/Exp Hangar) upgrades that grant another slot: on edit/clone it happens that say ECM gets deleted if TUA is the one granting the Defensive slot Chimaera is even worse: as soon as you save, the Fleet Command disappears, both from text export and public view (it is oc also gone on edit/clone). Feature request:
    make the editor stop randomly shuffling the order of ship/squads on edit/clone; not a big, but very annoying. made dual-slot upgrades eat both slots enforce/warn about non-legal upgrades (such as large-only on non-large ships) add points summary for squadrons (text export view) http://armadawarlords.hivelabs.solutions/
  6. Confused
    ShoutingMan got a reaction from teeseeuu in Small Ships with Critical Black Dice versus Madine MC80 and Leia   
    https://imgur.com/a/QQiKP
    (So I don't know how to embed IMGUR albums or images anymore. The last time I did this, that post no longer shows the images.)
     
    I'm trying to learn how to fly a what I understand is an "MSU", a fleet of only small ships. The fleet build is discussed at this link.
     
    @racknut  can post his build if he wants. 
     
    The game goes like this:

    Deployment
    With a 387 Empire vs 398(?) Rebel, I won the bid and chose first player. I took from my opponent's Objectives the Hyperspace Assault. We'd never played it, so I was curious. 
    I arrayed my ships along the center facing straight forward with speeds of 2 or 3. The previous game, I ran the first version of this fleet, with ships winging off to the sides. That went badly, since the MC80 was positioned late enough to be able to cut off a Raider and take it out early This time I tried a neutral arrangement to hopefully give flexibility to react to the Rebels. 
    The Rebels took positioned the MC80 on one side with its GR75's, the Corvette on the other side, and the MC30c non-deployed as the HA ship.

    Round 1
    I moved outward generally angled towards the CR90. The CR90 moved towards the Rebel left side. The MC80 moved downward with GR75s nearby.

    Round 2
    The Rebels deployed the MC30 between my flagship Light Cruiser and a Raider (seen in the end-of Round 1 photo).
    I moved my Cruiser to preserve Moff Jerjerrod. The MC30c double-arced the Raider and killed it. Playing through this for the first time, this suggests either I should have gone with Most Wanted Objective; that would have put the pain on my flagship, but wouldn't have enabled an early ship loss so easily. Or, I needed a different deployment strategy to mitigate HA. I was not really thinking through the implications of the tokens mis-guessed the HA deployment tactic that would be used.
    The MC30c was in range for my GSD-I. I got a great side shot on it. But with no accuracies in the black dice, he used an upgrade card to discard one die and Lando to force a re-roll which converted 2 dice with Hit/Crit to blanks (!!!) and redirect. What should have been an APT-crippling attack of 6 points and a face-up card was 2 pts spread over two hull zones and no cards.
    Ships moved, and the MC80 Madine'd a 90-degree curve to come for my GSD, Raider, and Goz.
    I took out his squadrons with Ciene / Valen and some help from the Raider that passed through.

    Round 3
    As seen in the End of Round 2 photo, I had a close range side arc at the MC30c. But the MC80 was at medium range of a GSD. I could have activated to fire on the MC30, and if I got really lucky, killed it in a one shot. But if it wasn't a one-kill, then I would have left my other GSD directly threatened by the MC80. I chose to activate the threatened GSD and fly it away. This may have been the wrong choice tactically. Ultimately it wouldn't have changed the game, but I might have been able to kill the MC30c to at least slow down the game. But I also might have only damaged it for a Round and lost a GSD immediately.
    The MC30c fled.
    The MC80 fired on the my Goz but the dice hated him and it was basically a whiff. It fired on the Raider, which took some damage, but lived.
    Through this, I'm trying to get a bead on the CR90. But I can't. It's cruising around at Speed 4, with some Madine-enabled jinking. I got some hits on it, but never enough to destroy it.

    Round 4
    The MC80 killed my second Raider and the Goz.
    The MC30c was flying to safety.
    I conceded the game here at the end of the Round. I was going to kill the CR90, but my GSD was going to die. 

  7. Like
    ShoutingMan reacted to Mad Cat in Small Ships with Critical Black Dice v2   
    As raiders don't redirect you often die with rear shields remaining so plenty of extras to take Jerjerrod damage on. His extra double yaw especially when going fast can get you into great firing positions or out of bad situations. 
    Maybe a Skilled first officer on Demolisher and alternate CF and Nav commands until he is spent. 
  8. Like
    ShoutingMan reacted to rasproteus in rules answers: arc & line of sight diagrams   
    I don't think anyone is complaining that they have "faqqed out" the ability to take that shot.  The issue to me is the way they did it, which makes this shot illegal as well:

    Post-FAQ, you CAN'T take that shot, which to me seems equally odd.
  9. Like
    ShoutingMan reacted to Quarrel in rules answers: arc & line of sight diagrams   
    I've made what improvements I could in a reasonable amount of time (this blew up over a weekend when I was quite busy). I'm not even an active Armada player personally, so I'm not confident I can increase the overall clarity by writing more -- the most fundamental part of rectifying common misconceptions is knowing what those are, and I had no idea there was such a widespread trend of thinking only external edges mattered for checking whether shots had arc.
  10. Like
    ShoutingMan got a reaction from LeatherPants in rules answers: arc & line of sight diagrams   
    The simple reading of the rules and examples i've seen were: Firing Arc check is from cardboard perimeter to cardboard perimeter. Which in the above case, the defender is outside Arc, so it would fail anyway.
     
    What's to me surprising is @DiabloAzul's example, where the shot fails on Left hull zone of the upper right defender.
     
    I don't get it. Someone earlier said it's because tournament players were cheesing victories by exploiting these scenarios?  Regardless, FFG FAQ'd it, so I'll follow it.
  11. Like
    ShoutingMan reacted to Astrodar in rules answers: arc & line of sight diagrams   
    Part of the rear hull is in arc of the CR90. It just isn’t an “edge” portion that touches plastic. In this example, there is LOS from yellow dot to yellow dot. However, the closest point in range is forced to cross another hull zone, so the shot is cancelled. It perfectly exemplifies what they were trying to show. Even with dot-to-dot LOS, you may lose the LOS during range measurement. 
  12. Like
    ShoutingMan reacted to LeatherPants in rules answers: arc & line of sight diagrams   
    That is how everyone on the earth ruled this circumstance, but a closer read in the FAQ clarifying LOS requirements adds the stipulation that the line drawn for range cannot pass through a non-targeted hull zone either.
    I can honestly say I've never noticed that clarification in the FAQ until just recently, and thanks to this thread.  I've also never seen a game played out that utilized this additional method of determining LOS either.  Granted, I've only played in two competitive environments, and several casual settings, but range was always measured to the closest point that was in arc, but didn't pass through adjacent hull zone, as long as the yellow targeting dot requirement was met. 
    I question whether the designers realized the implications of the FAQ, simply because the diagram they provide as an example (not the one above, the one on page 4 of the FAQ) is a terrible example, since the ship doing the firing doesn't even have the enemy targeted hull zone in arc anyways, so the range measurement passing through the non-targeted hull doesn't even matter in that example.
  13. Like
  14. Like
    ShoutingMan reacted to Grumbleduke in rules answers: arc & line of sight diagrams   
    Not quite. If you go back to this image, the blue line for checking range is measuring from the front hull zone of the CR90 to the front hull zone of the ISD.  Based on the geometry that's going to be the perpendicular from the front-left border of the ISD's hull to the front-right corner of the CR90. And that will go through the ISD's left hull zone.
    By itself that doesn't matter. We'd still measure range to the front hull zone - so the full length of that blue line. But with the extra FAQ ruling because the blue line goes through the left hull zone, the CR90 doesn't have Line of Sight to the ISD's front hull zone.
    The CR90 still has the ISD double-arc'd, with front-to-side and side-to-side shots.
    Yes. That's what it's meant to do. If you're behind a ship you shouldn't be able to shoot the front of it... you're behind it.
  15. Like
    ShoutingMan got a reaction from stonestokes in Small Ships with Critical Black Dice   
    That was a disaster
     
    My opponent brought an MC80 Madine fleet with five activations. During deployment he got his MC80 on the side where I put my Raiders and they were immediately threatened, which threw off my entire game. I also two profound tactical errors, not reading the boards, and lost my Raiders in the first two rounds. I conceded after Round 4.
     
    I found that playing a small units fleet is different enough from my mixed-units fleets (esp Dual ISD or ISD + 2GSD) that I don't know how to fly it yet. I'll make some tweaks and try again in the next game. Very likely against a very similar MC80 Madine fleet. 
     
    I appreciate the feedback here. It was informative and helpful, and I've got some thoughts on small revisions to  explore "MSU" fleets.
  16. Like
    ShoutingMan got a reaction from racknut in Small Ships with Critical Black Dice   
    That was a disaster
     
    My opponent brought an MC80 Madine fleet with five activations. During deployment he got his MC80 on the side where I put my Raiders and they were immediately threatened, which threw off my entire game. I also two profound tactical errors, not reading the boards, and lost my Raiders in the first two rounds. I conceded after Round 4.
     
    I found that playing a small units fleet is different enough from my mixed-units fleets (esp Dual ISD or ISD + 2GSD) that I don't know how to fly it yet. I'll make some tweaks and try again in the next game. Very likely against a very similar MC80 Madine fleet. 
     
    I appreciate the feedback here. It was informative and helpful, and I've got some thoughts on small revisions to  explore "MSU" fleets.
  17. Like
    ShoutingMan got a reaction from SkyCake in We got an Objective Article?   
    Yes.
    I’m not new, but I’m not an expert. I have not paid attention to “Strategic” or used the Lambda Shuttle yet. And Objectives are only slowly moving from “annoyance” to an interesting part of the game. This article gave me some new insights into Armada gameplay.
  18. Like
    ShoutingMan got a reaction from Mogrok in We got an Objective Article?   
    Yes.
    I’m not new, but I’m not an expert. I have not paid attention to “Strategic” or used the Lambda Shuttle yet. And Objectives are only slowly moving from “annoyance” to an interesting part of the game. This article gave me some new insights into Armada gameplay.
  19. Like
    ShoutingMan got a reaction from stonestokes in Small Ships with Critical Black Dice   
    I added OE to the GSD and Raiders, and switched Screed to Ozzel hoping to get both Criticals and Speed Flexibility with this choice.
    I removed Enhanced Armament and put in Turbo Reroute Circuits and added Needa. I could have saved 3 pts with Slaved Turrets. But I've not played much with "spend defense tokens for firepower" mechanics so I chose TRC.
    I stripped titles from the Raiders.
    I kept Hand of Justice because I've never used it.
    I need to get External Racks to try those, but for now I go without (we're not flying what we don't have).
    Instead of Ciena and Valen (a fantastic pairing) I'm trying Ciena and Howlrunner, who should be simpatico. Boosting to 4 TIE's.
    I could shave off the points to add in a 23pt Gozanti. I see the value to winning the activation game. But I'm not going to. Push that further in a future fleet.
     
    This is interesting for me. Very different from what i've flown recently. And it uses pretty minimal ships, something I've been playing with recently (vs the instinct to load up an ISD for bear). Cool. Should be an interesting game tomorrow.  
     
    20180128 - Small Ships with Critical Black Dice 
    Author: ShoutingMan
    Faction: Galactic Empire
    Points: 397/400  
    Commander: Admiral Ozzel
    Assault Objective: Opening Salvo
    Defense Objective: Hyperspace Assault
    Navigation Objective: Dangerous Territory
     
    [ flagship ] Arquitens-class Command Cruiser (59 points)
    -  Admiral Ozzel  ( 20  points) 
    -  Hand of Justice  ( 4  points) 
    -  Captain Needa  ( 2  points) 
    -  Turbolaser Reroute Circuits  ( 7  points) 
    = 92 total ship cost
     
    Gladiator I-Class Star Destroyer (56 points)
    -  Ordnance Experts  ( 4  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    = 65 total ship cost
     
    Gladiator I-Class Star Destroyer (56 points)
    -  Ordnance Experts  ( 4  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    = 65 total ship cost
     
    Raider-I Class Corvette (44 points)
    -  Ordnance Experts  ( 4  points) 
    -  Assault Concussion Missiles  ( 7  points) 
    = 55 total ship cost
     
    Raider-I Class Corvette (44 points)
    -  Ordnance Experts  ( 4  points) 
    -  Assault Concussion Missiles  ( 7  points) 
    = 55 total ship cost
    4 TIE Fighter Squadrons ( 32 points) 
    1 "Howlrunner" ( 16 points) 
    1 Ciena Ree ( 17 points) 
    Card view link
     
  20. Like
    ShoutingMan got a reaction from stonestokes in Small Ships with Critical Black Dice   
    TRC + Need sounds good. Will try. I think i passed over that initially, just not paying attention and having not use it. Plus +1 Red Dice broadsides seemed to be good and fits with Screed Ordnance vs QLT: My thinking esp. on Instigator was to use him as anti-squadron, locking down possible squadron furball. QLT would help him do his job and maybe survive locking down bombers. And the other guy Impetuous honestly I was keeping ships similar to simplify my fleet to make life a bit easier. I have to think on this. Ordnance Experts on GSD: I normally use them. But I've got Screed, so I don't specifically need to fish for grits. And I've automatically put Engine Tech on GSD every time I fly them, even post-nerf. So I'll take off ET and put on OE. If I fish a crit I don't have to spend a dice to Screed a crit External Racks: I don't have that upgrade Big fan of Ciena+Valen since learning about the duo a few months ago. But they're a 30pt combo, and I had only 25 at initial build. I also found the if my opponent gets the jump on me, he can lock them down individually and they die much faster. If I end up freeing more points, I'll look again at the squadrons. I'd like to try something besides C+V to explore.   
     
    I was staring at Hyperspace Assault, and then flipped back to Fleet Ambush for some reason...synaptic misfire... Exactly what you say happened to my opponent recently: He bid low, named me first player, I picked FA from him, then put a Quasar and Bombers out there and got some good initial clobbering on his AF. HA lets me float a GSD and squads until opportunity arises. I considered 4x APT. But I've only got two cards. I could ask my friend to borrow two more, but I thought I'd just go with a pair of ACM on Raiders. It's interesting that you find they don't mix. I guess I want to learn that lesson for myself. Ozzel: I flew him a couple times before I got Jerjerrod. I didn't find his speed jumping as useful as I expected. With a fleet of fast flyers, I can imagine some benefits. I know I need guaranteed Criticals to make use of my small armaments and APT / ACM upgrades. I can load out Ordnance Experts, and trade in Ozzel over Screed as a hopeful balance. I need to think on this You're giving some good advice I'm probably going to ignore. For game logistics I'm not really wanting to find ways to increase my fighter screens or add Gozantis at the moment. I'm a slow player and am trying to speed up my game playing. Having a simpler, smaller fleet I think helps right me work on game play. Adding more squadrons and more activation works against that. The next fleet I want to play after this is probably a Quasar + 2xGoz + Rhymer type affair. 
  21. Like
    ShoutingMan reacted to SkyCake in We got an Objective Article?   
    What's funny is that a good majority of armada players still don't get these fundamentals. Something like building for your objectives, or making sure you can play as first if you're forced to still escapes a good portion of players. So maybe you take the article's content as a given, but you would be in the minority.
     
    Keep up the good work FFG. ??
  22. Like
    ShoutingMan reacted to Grand Admiral Buford in We got an Objective Article?   
    As a sort of noob here, I love ANY articles that will help me find a better way to understand and play this game. I have played various wargames since the late 70's so I'm totally ignorant of the basic ideas but Armada has some intricacies that most other games lack. That makes it both more fun/interesting and more challenging. Objectives are a big part  of that difference. Articles like this one will go a long way toward brining in more new players who were afraid of the tiny plastic spaceships. I say keep it up.
  23. Like
    ShoutingMan reacted to OlaphOfTheNorth in We got an Objective Article?   
    This is sort of an evergreen topic, objective play is one of the most misunderstood things for new players in this whole system. It just came up this week over in the rules board, which is a pretty frequent event. The more places official FFG stamped information on the subject is available, the better off new players will be.
  24. Like
    ShoutingMan reacted to Mogrok in We got an Objective Article?   
    It isn't always about people that have been playing since core...it is also about new players that might feel a little overwhelmed for objective selection. 
  25. Like
    ShoutingMan reacted to Karneck in We got an Objective Article?   
    I don't view this as an article for long time members of the community. I see it as an article that is promoting interest in getting new players reading and into Armada.
     
    Generating news like this is a great way to get Armada back on the front page. I like it.
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