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Grumbleduke

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  1. Like
    Grumbleduke got a reaction from Muelmuel in Who shoots first Bail or Han?   
    The default timing rule is:
    Although the more interesting question is what happens if you have Bail but the 1st player has Han Solo. Based on the other timing rule:
    ...which would mean the first player's Han would go before the second player's Bail (and also before the Second Player got to use EWS, or Hondo, or any other "start of the ship phase" thing).
  2. Like
    Grumbleduke got a reaction from Flengin in Vader (*new* officer)   
    Because the card is only relevant at the beginning: "After deploying fleets, you may place 1 round token on this card."
    It's weird because the trigger and effect are separated in time. The trigger happens when you place the round token on the card, but the effect happens during the specified round. Removing the card in between those doesn't stop the effect because the effect has already been triggered.
    Look at something like Disposable Capacitors:
    The trigger for this is discarding the card when you activate - yet the effects persist until the end of the round. If the effects of a card cease when it is discarded (or can't happen after it is discarded), disposable capacitors wouldn't do anything.
    Or with the Fleet Commands - they are triggered at the start of the Ship Phase, when a token is spent or the card is discarded. Even though the card is discarded, their effects keep happening until the end of the round - even if the ship is destroyed (per the FAQ). There's nothing magical about the end of the round - so by extending the Fleet Command FAQ (or how Disposable Capacitors works) - the effect of Governor Pryce should keep happening even if the card is discarded.
    Contrast with something like Moff Jerjerrod. That is triggered "During a friendly ship's Determine Course step" - so if Jerjerrod is discarded (or destroyed), his card is no longer triggered, so no longer has any effect.
    It's not conclusive, but I think fits with similar cards.
  3. Thanks
    Grumbleduke got a reaction from LTD in Speed 5 B-wings?   
    Yes, it's in the FAQ.
     
  4. Like
    Grumbleduke got a reaction from Mad Cat in Compendium of UK Armada Events - *** 2019 ***   
    More details on Dark Sphere's 4 May event; standard Armada tournament (3 rounds), starting 10.45am, at their Shepherd's Bush store: https://www.facebook.com/events/266381544011667/permalink/341057413210746/
  5. Like
    Grumbleduke got a reaction from DunaMoose in WE"RE GETTING CLONE WARS!   
    Has anyone heard anything about how they are doing this? Are we getting a new Core Set, single-ship expansions, or multi-ship packs (like the X-Wing Clone Wars)?
  6. Like
    Grumbleduke got a reaction from OgRib in WE"RE GETTING CLONE WARS!   
    This link should work.
    End of the Q&A seems to have been cut off, but you can see it here instead.
  7. Like
    Grumbleduke got a reaction from LordCola in WE"RE GETTING CLONE WARS!   
    This link should work.
    End of the Q&A seems to have been cut off, but you can see it here instead.
  8. Thanks
    Grumbleduke got a reaction from Mad Cat in Compendium of UK Armada Events - *** 2019 ***   
    For Store championships I'm guessing they're waiting for FFG to sort out how they're running the new Organised Play stuff.
    As for normal tournaments... I think some places are still waiting for their 2018 Q4 kits, and have given up on Armada until that happens (or the 2019 Season 1 kits turn up).
    One more tournament for the list - Entoyment Wargaming in Poole is having a 2018 Q4 event on 19 May: https://www.facebook.com/events/400674417151140/
  9. Like
    Grumbleduke reacted to Drasnighta in Pre-Measuring with Raddus, Profundity and/or Hyperspace Assault   
    Urgh, once again, “justification based on Hyperspace being how it was done”, but really, we can’t reky on that - because rules understanding evolves and things get tightened- we were far mire lax with Hyperspace for example, because it didn’t happen that often and was far more limited in ship size and effect... Raddus is a spur to GET IT RIGHT.
    Then we’ve established That at this point we have no guidance (beyond the rules call of the single highest judge we have in Armada) .
    So I mean, where there is no specific rule, go to the concept of sportsmanship.
     
    Ideally... On the day, at the time, You should look at what you are doing.  
    Ask yourself “am I advantaging myself or my opponent here?”
    If you’re arguing to do something to advantage yourself - stop. 
    Using additional extra components (spare base) or utilizing questionable concepts (“I’m going to place but not deploy yet”), I feel, in my personal way, that you’re stretching, if not breaking, what I consider a core sportsmanship concept.
    I wouldn’t do it.
    Everything you do, when it’s outside of plain basic, should have an element of risk-reward. Utilising conceits not specified in the rules to gain advantage or mitigate risk is, essentially, not what I consider a good idea at any level of competition.
    That could also be why such a question is NOT one I’ve asked of FFG- the very idea someone would try it is anathema to me. 
  10. Like
    Grumbleduke got a reaction from Bertie Wooster in Amending Scatter   
    There's the possibility of Gallant Havening it, but that seems a little extreme. And again, would do nothing to deal with MMJ.
    So what's wrong with MMJ?
    Is it the reliable damage output? Maarek has a guaranteed 1 hit per attack - SW-7s is the only other thing (off the top of my head) that does that. Morna has 3 blues against  a ship, with rerolls; that's better than the front arc of a CR90B. Plus she has comparable HP to a CR90 and repeating braces.
  11. Like
    Grumbleduke got a reaction from The Jabbawookie in Pre-Measuring with Raddus, Profundity and/or Hyperspace Assault   
    But again, why? Why can you pick the ship up once you've decided to drop, but not before? There's nothing in the rules that says either way - that's just how it has been done (and is reasonable).
    Is that how it has always been done with Hyperspace Assault (which has been around a lot longer)?
    Yeah, I thought that might be helpful as well. Until I got to the bit in the Tournament Rules, where they define a "tool" (in the context of measuring) to include "another component such as a [ship?] token." The TRs explicitly rule out using "[c]ustom “setup” templates" and say you can only use range rulers to help with deployment, but then the later bit on measuring implies you can use things other than the range ruler and maneuver tool when measuring range, distance or movement (because it states that you can only use one at once).
    That TR would then suggest that you can't use the range ruler and ship base/token while deploying a ship - only one at once. Which just makes things unnecessarily awkward imho (but then I'm a big fan of pre-measuring, so biased).
    I get the way the rule seems to have been decided - but even in this thread we've had three different versions of it (you can play with its positioning/you can play around provided you keep a finger on it/you can play around provided it doesn't touch the table). It would be nice to get a FAQ clarifying it; something like "Q. When can a Player use a ship base to measure positioning or distances?"
  12. Like
    Grumbleduke got a reaction from The Jabbawookie in Pre-Measuring with Raddus, Profundity and/or Hyperspace Assault   
    Yes, but why?
    With Engine Techs, it's because the rules and FAQ are clear that you can only use the maneuver tool during the "Determine Course" step.
    With deploying ships there's nothing in the rules anywhere about how it works. I get that it is reasonable to say that you can't put the ship down and move it around and then not deploy it (with Raddus, Hyperspace Assault or Profundity), and maybe with initial set-up, but that all has to be extrapolated from other rules by analogy. There's nothing in the rules or FAQ to say that if you take your finger off a ship it is deployed, or that when deploying a ship you can move it around freely, or that you can use the ship base to measure things.
    And that's why I'm still thinking about this a couple of days later; there are very few rules on what you can and can't do while deploying ships. You can't use templates, you can use the range ruler, but you can only use one thing at once - implying that you can't use both the range ruler and ship while working out where to deploy, only one at once?
  13. Like
    Grumbleduke got a reaction from Muelmuel in Rebellion in the Rim article   
    Not sure if it has been noted already, but Rebellion in the Rim is listed on the site as SWM31 not SWM28 - so we still have that missing.
  14. Thanks
    Grumbleduke reacted to PodRacer in Compendium of UK Armada Events - *** 2019 ***   
    Firestorm Basingstoke has announced a tournament on the 28th April, 1130am
  15. Like
    Grumbleduke got a reaction from Fraggle in Rebellion in the Rim article   
    Not sure if it has been noted already, but Rebellion in the Rim is listed on the site as SWM31 not SWM28 - so we still have that missing.
  16. Like
    Grumbleduke got a reaction from Rimsen in Rebellion in the Rim article   
    Not sure if it has been noted already, but Rebellion in the Rim is listed on the site as SWM31 not SWM28 - so we still have that missing.
  17. Like
    Grumbleduke got a reaction from Bertie Wooster in Pre-Measuring with Raddus, Profundity and/or Hyperspace Assault   
    Question that apparently came up during a Worlds game just now (with a ruling against).
    When using Raddus, Profundity or Hyperspace Assault, can you use the ship base to check where you can deploy it before you decide to deploy it? [Disclaimer: as a Raddus/Profundity player, I'm biased towards saying you can. But I will try to reason it out.]
    From the rules reference:
    Wording from the upgrade cards:
    Raddus: "At the start of any round, you may deploy that ship at distance 1 of a friendly ship." Profundity: "At the start of any round, you may deploy the set-aside ship at distance 1." Hyperspace Assault: "At the start of any round after the first round, the second player can deploy the ship and squadrons that he set aside at distance 1 of 1 objective token." Arguments for "No:"
    The rules do not say explicitly you can pre-measure with a ship. The rules only say you can pre-measure with the range ruler, or with the maneuver tool at any time. Ships that are set aside cannot interact with the game (e.g. cannot be assigned tokens), and so (by extension) cannot be in the Play Area unless they have been deployed. The TRs make it clear you can only use one tool at a time, and cannot use anything other than a range ruler to help you deploy a ship. Arguments for "Yes:"
    When deploying a ship, it is implicit that you can pre-measure using the ship (otherwise you could have to place it exactly where it would go, with no adjustments), When deploying ships during setup until you declare which ship you are deploying and how fast it is going (by tradition?) you are free to put down one ship, and move, or remove it (implied chess piece rules?), and deploy a different ship instead, While the TRs say you cannot use custom templates, or use anything other than range rules to help during deployment it is implicit that you can use the ships themselves, A situation could arise where it would be impossible to deploy a ship (improbable, but possible). Without pre-measuring it may be impossible to determine easily whether the ship can be deployed (e.g. with Hyperspace Assault, if you couldn't deploy around one Objective Token after trying, would you be forced to deploy by a different one?). Any thoughts? Has this been ruled on before - either officially or unofficially? Would the answer be different in a non-Tournament setting?
  18. Like
    Grumbleduke got a reaction from Mad Cat in When does the next Armada store championship season start?   
    Well firstly we're not getting Regionals any more.
    We're getting 2 Store Championships per year, and "Prime Championships" instead of Regionals - possibly only 1 per year.
    Given that we still haven't got the 2018 Season 4 kits properly, and that we're no longer getting quarterly kits in the same way, I'm not sure even FFG knows what will be happening.
  19. Like
    Grumbleduke got a reaction from Akhrin in Meta Topic - What Will The SSD do to the Meta?   
    The Mon Karren, Intel Officer, XI7, Spinals build seems to chew through it pretty well. Maybe throw in Engine Techs to help get it in the side arcs.
    All those Defense Tokens don't do much if you can only use one an attack. And with Intel Officer you only need one accuracy and there's no brace, the redirects don't help much, and you can pour damage through to hull (even getting crits through depending on which Defense Token they use).
    Main downside is that you've only got three Defense Tokens yourself, which could be awkward against an Emperor Palpatine Officer.
  20. Like
    Grumbleduke got a reaction from Bertie Wooster in Meta Topic - What Will The SSD do to the Meta?   
    The Mon Karren, Intel Officer, XI7, Spinals build seems to chew through it pretty well. Maybe throw in Engine Techs to help get it in the side arcs.
    All those Defense Tokens don't do much if you can only use one an attack. And with Intel Officer you only need one accuracy and there's no brace, the redirects don't help much, and you can pour damage through to hull (even getting crits through depending on which Defense Token they use).
    Main downside is that you've only got three Defense Tokens yourself, which could be awkward against an Emperor Palpatine Officer.
  21. Like
    Grumbleduke got a reaction from Muelmuel in The Ackbar slash??   
    I prefer the Reverse Ackbar Slash; where you have two MC80s and encourage enemy ships to fly between them.
    Good times.
  22. Like
    Grumbleduke got a reaction from LostFleet in When to release Raddus Bomb ?   
    Raddus is all about getting that one ship in the perfect place at the perfect time. And that fits naturally with the MC75 Ordnance. My list started as an Ackbar dual-MC80 one, then I replaced one with an MC75 Armoured (to discourage someone from sitting in front of your ships, blocking them), but I had a lot of trouble getting the MC75 into the right position. Raddus solves that problem (most of the time).
    So my main list (which I've been playing for far too long now) is an MC80 Assault with all the shiny (180 points), and MC75 Ordnance with Lando, ECMs, APTs, ERxs, OEs and Profundity, and then a simple Hammerhead Torpedo with OEs and ERxs. Plus two Comms Net GR-75s for tokens, activation padding, drop options and Leia for those times when you need a new command quickly.
    Most of the time it works wonderfully. It fears a heavy Demolisher (which can last-first and kill the MC80), BTAvenger (which, if it gets lucky, can kill the MC80) and heavy squadron lists with a lifeboat (where you can't just kill all the ships by the end of turn 3, and the squadrons become free points).
    I experimented for a while without Profundity (and some squads instead), but I think you need the extra ship for activation padding, and for the first activation on the drop-round. It's also great to send that after a smaller ship (it can one-shot Yavarises, CR90 objective ships etc.) while the cruisers take on the larger ships.
    I get the appeal of the Liberty as the Raddus ship; (particularly the Mon Karren, XI7s, Intel Officer, Spinals, Engine Techs version) - with the red dice it can chase quite well. But it's a lot of points, and dies fairly easily. Plus you need some fast ships to get into position to drop. Plus with that sort of list, why not go Madine - the Mon Karren can still get wherever it wants to be, doesn't have to worry about spotters, and you're not putting too much emphasis on a single aspect of the game.
  23. Like
    Grumbleduke got a reaction from LostFleet in When to release Raddus Bomb ?   
    It depends a lot on the style of your Raddus fleet. If you're using a Liberty, you probably need time to get your spotters around the enemy ships, so your Mon Karren can get behind them and chase them off the board. If you're using an MC75 Ordnance, particularly a Profundity, you want to drop sooner, so you can get in front of the enemy ships/let them come into range of you, where you can block them and chew them up.
    With my Profundity/HH combo I tend to drop turn 2. Sometimes turn 3 if my opponent is playing slowly. Once I dropped turn 5 (and probably should have dropped turn 6), but that was a special case (by the end of turn 4 I think we had a total of 1 damage across all the ships).
    Usually that is soon enough that there's time to chew up the enemy fleet and get a 10-1 or 9-2 (if the Profundity goes down). Also means that your opponent has less time to get things into position. Plus dropping later leaves you with a nasty activation disadvantage.
    But sometimes you want to wait a bit - let the enemy commit somewhere before dropping - particularly with a squadron-heavy build (it encourages them to split their fire - try to take down my MC80 flagship, then the MC75 drops and they're distracted and switch to that).
    That said, European Armada seems to be a lot more aggressive than North American Armada; often turns 2-3 are the big turns when the key stuff happens - I had a game on Monday that was called half-way through turn 2 (partly due to Raddus droppings). One of the players around here has been experimenting with Raddus-dropping a Mon Karren turn 1, which can be pretty devastating.
  24. Like
    Grumbleduke got a reaction from The Jabbawookie in When to release Raddus Bomb ?   
    Raddus is all about getting that one ship in the perfect place at the perfect time. And that fits naturally with the MC75 Ordnance. My list started as an Ackbar dual-MC80 one, then I replaced one with an MC75 Armoured (to discourage someone from sitting in front of your ships, blocking them), but I had a lot of trouble getting the MC75 into the right position. Raddus solves that problem (most of the time).
    So my main list (which I've been playing for far too long now) is an MC80 Assault with all the shiny (180 points), and MC75 Ordnance with Lando, ECMs, APTs, ERxs, OEs and Profundity, and then a simple Hammerhead Torpedo with OEs and ERxs. Plus two Comms Net GR-75s for tokens, activation padding, drop options and Leia for those times when you need a new command quickly.
    Most of the time it works wonderfully. It fears a heavy Demolisher (which can last-first and kill the MC80), BTAvenger (which, if it gets lucky, can kill the MC80) and heavy squadron lists with a lifeboat (where you can't just kill all the ships by the end of turn 3, and the squadrons become free points).
    I experimented for a while without Profundity (and some squads instead), but I think you need the extra ship for activation padding, and for the first activation on the drop-round. It's also great to send that after a smaller ship (it can one-shot Yavarises, CR90 objective ships etc.) while the cruisers take on the larger ships.
    I get the appeal of the Liberty as the Raddus ship; (particularly the Mon Karren, XI7s, Intel Officer, Spinals, Engine Techs version) - with the red dice it can chase quite well. But it's a lot of points, and dies fairly easily. Plus you need some fast ships to get into position to drop. Plus with that sort of list, why not go Madine - the Mon Karren can still get wherever it wants to be, doesn't have to worry about spotters, and you're not putting too much emphasis on a single aspect of the game.
  25. Like
    Grumbleduke got a reaction from CommanderDave in When to release Raddus Bomb ?   
    It depends a lot on the style of your Raddus fleet. If you're using a Liberty, you probably need time to get your spotters around the enemy ships, so your Mon Karren can get behind them and chase them off the board. If you're using an MC75 Ordnance, particularly a Profundity, you want to drop sooner, so you can get in front of the enemy ships/let them come into range of you, where you can block them and chew them up.
    With my Profundity/HH combo I tend to drop turn 2. Sometimes turn 3 if my opponent is playing slowly. Once I dropped turn 5 (and probably should have dropped turn 6), but that was a special case (by the end of turn 4 I think we had a total of 1 damage across all the ships).
    Usually that is soon enough that there's time to chew up the enemy fleet and get a 10-1 or 9-2 (if the Profundity goes down). Also means that your opponent has less time to get things into position. Plus dropping later leaves you with a nasty activation disadvantage.
    But sometimes you want to wait a bit - let the enemy commit somewhere before dropping - particularly with a squadron-heavy build (it encourages them to split their fire - try to take down my MC80 flagship, then the MC75 drops and they're distracted and switch to that).
    That said, European Armada seems to be a lot more aggressive than North American Armada; often turns 2-3 are the big turns when the key stuff happens - I had a game on Monday that was called half-way through turn 2 (partly due to Raddus droppings). One of the players around here has been experimenting with Raddus-dropping a Mon Karren turn 1, which can be pretty devastating.
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