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About AdmiralOldOwlz

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  1. Cycling objectives ... Like Objectives permitted in Q1, thoses ones for Q2, theses for Q3, and lastly all projets objectives only granted in Q4?
  2. I'm looking more into the two new factions. Why? My tought are that they will "speed" release many clones extensions like they are doing with legion "pace will not go slower" as they said for legions. New factions will recquired lot of ships. So lots of expansions.
  3. 1 - Is there a possibility to create "Folders"? Way too much fleet to manage. 2 - Is there a possibility to select multiple fleet to "delete" or one day transfert from a folder to another. Without doing it fleet by fleet? Is not, is it an option viable to add?
  4. We got our first game last friday finally. Me The D*ick Fleet (TF format/CCampaign initial round) Author: AdmiralOldOwlz Faction: Galactic Empire Points: 200/200 Commander: Admiral Motti Assault Objective: Station Assault Defense Objective: Fire Lanes Navigation Objective: Salvage Run [ flagship ] Interdictor-class Suppression Refit (90 points) - Admiral Motti ( 24 points) - G7-X Grav Well Projector ( 2 points) = 116 total ship cost Gozanti-class Cruisers (23 points) = 23 total ship cost 1 Lambda-class Shuttle ( 15 points) 2 YV-666s ( 30 points) 1 Aggressor Assault Fighter ( 16 points) = 61 total squadron cost My opponent was playing Sato CCampaign initial round. Author: AdmiralOldOwlz Faction: Rebel Alliance Points: 200/200 Commander: Commander Sato Assault Objective: Custom Objective Defense Objective: Custom Objective Navigation Objective: Custom Objective [ flagship ] Modified Pelta-class Assault Ship (56 points) - Commander Sato ( 32 points) - Assault Proton Torpedoes ( 5 points) = 93 total ship cost Nebulon-B Support Refit (51 points) - Salvation ( 7 points) = 58 total ship cost 1 Tycho Celchu ( 16 points) 1 Han Solo ( 26 points) 1 Z-95 Headhunter Squadron ( 7 points) = 49 total squadron cost First off, my fleet is a one time surprise that will undoubtedly work well ... one time. Second my opponent was pissed off by a recent major defeat on salvage run, and did not want to take the time to destroy station plus an interdictor, so he went blindlessly into Fire lanes. Only Tycho and Salvation survived. I deployed my grav token on the largest way possible and he deploy in it. First round, i slowed to speed 0. My lambda securing closer the furthest objective token. He banked a CF token. Round2-5 he closed in. Token completly secured. Lambda damaged but unengaged due to being on the station. The rogues on my side rolled tremendously only Tycho survived. Round 6, Black thunder on the dictor but he repaired easily and double-arc then ram the Pelta. The rogues and lambda collecting 3 last hit on the amiral ship... As said before, it will surely not work that well a second time. But fastest game ever.
  5. Edited to new info. My guess at the card with the ties : Starting name with a *M* last word for *Deck* Seems like an image from Rogue One movie where ties was launch from the station. Maybe replacement for dead tie when they die near a ship?
  6. First game scheduled 12 April, 18h00. Will take pic on each round and share it.
  7. Read until page 4. Organising a CC with a 200/250 points task force format. With the seasonal league kit, it should play wonderfully.
  8. Not read the entiee post but plan to do so. Is the commander obligation really give a positive input. Or the absence of one judged too bad?
  9. Benn following you all day long. Wife n kids are pissed off. But i'm still excited. Thanks for your hard work.
  10. Like that great post : Let's try to sort out everything that have been announced and was is readable/guessing for the rest. First, great artwork from the cover. Two, great artwork for the map. Awesome details, a lot of attention to it. The CC map was a bit black with white distant star pretty blank. Titles: Victory unreadable one. Objectives (12 new standards and 11 new campaigns objectives) Hired Scum, Setup : The second player places all obstacles, excluding the station. Then the second player chooses 3 obstacles and places 1 objective token on each. Before deploying fleet, the second player chooses up to 40 fleet points of non-unique, irregular squadrons and adds them to their fleet for this game. There squadrons are SCUM, and are set aside. SPECIAL RULE : At the start of any round after the first round, the second player can deploy up to 2 of the SCUM squadrons at distance 1 of an obstacles with an objective token. Then remove that objective token, "if able". While a SCUM squadron is defending, the attacker may reroll 1 die for each friendly ship or squadrons at distance of the defender. Marked For Festruction, Setup : Place obstacles as normal, adding the 2 dust fields ans excluding the station and asteroid fields. Then the second player places the 2 PURGIL in the setup are. Each PURGIL must be placed beyond distance 1 of all obstacles and beyond 5 of both player's edges. SPECIAL RULE : Each ship has the following critical effect : : If this attack is at close-medium range, remove all objective token from enemy ships. Then assign a objective token to the defender. After a player moves a PURGIL, if that purgil is at distance 1 of a ship with an objective token, that player may choose and discard 1 objective token. Then that ship suffer facedown damage and the opposing fleet's owner gain 1 victory token. Doomed Station, Setup : The second player places the gravity rift in the center of the setup area. Then, starting with the first player, the players alternate placing the remaining obstacles, excluding the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of both player's edges. END OF ROUND : Starting with the second player and alterning, each player chooses 1 obstacles that does not havean objective on it and moves it to within distance 1-2 of its current location toward the gravity rift (Wich cannot be chosen). Then that player places an objective token on that obstacle. When an obstacle touch the gravity rift, that obstacle os removed from the play area. Afterall obstacles are moved, each player sums the command values of their ships at distace 1 of the station. The player with the highest total gains 1 victory token. Then remove all objectives tokens from the play area. Infested Fields, Setup : Places obstacles as normal, excluding the station. After placing obstacles, place 1 objective token on each obstacles. Then the second player places 2 exogorth obstacles, each touching a different obstacle. SPECIAL RULE : When a ship or squadron overlap an obstacle, that ship or squadron's owner may remove the objective token on the obstacle to gaun 1 victory token. After the start of each squadrons phase (After exogorth perform attacks), remove each exogorth from the play area. Then the second player move the obstacle each exogorth was touching to within distance 1-2 of its current location. END OF ROUND : For each exogorth obstacle not in the play area, the second player chooses an obstacle and place 1 exogorth touching that obstacle. Asteroid Tactics, Setup : the second player places all obstacles, excluding the station. SPECIAL RULE : When one of the first player's ship or unique squadrons overlaps an asteroid field, it may recover 1 of it's non defense token. That token must be exhausted. When one of the second player's ship or non-unique squadrons *...* that obstacle *...* squadron m*...* tokens or m*...* After the st*...* exogorths *...* exogorth c*...* END OF ROUND : *...* 2 exogorth*... obstacles. Fleet in Being, Setup : After deploying fleet, the first player [assigns] each of their ships 1 objective [token]. Then the second player assigns each [of their] ships a number of objective tokens [equal] to that command value. SPECIAL RULE : When a ship with an [objective] token is declared as the target of [an attack] it may discard 1 objective token to [refresh 1] of its exhausted defense tokens. END OF GAME : Each player gains 1 victory [token for each] enemy ship in the area [that does not have an objective token. TOKEN VALUE 15PTS (Thanks to Jabbawookie for the text) Volatile Deposits, Setup : Place obstacles as normal, adding [the 2 dust] fields and excluding the station. SPECIAL RULE : While a ship is attacking a [ship, the] attacker can choose 1 obstacle at [distance] 1 of the defender, then resolve the [following] critical effect : *CRIT ICON* Each ship or squadron at distance [? of the chosen obstacle suffers damage [equal to] half the total number of crit icons [in the] attack pool, rounded up. [If the defender] is one of the first player's [ships, the] attacker can resolve this effect [with any] crit icon. END OF ROUND : For each asteroid field, each [players sums] the command value of their [ships at distance] 1. Then for each asteroid [field the player] with the highest total gains [1 victory token] TOKEN VALUE 15PTS(Thanks to Jabbawookie for the text) Officiers Sabine Wren, at the start of the Ship Phase, you may discard this card to place 1 proximity mine token in the play area at distance 1-2 of an obstacle and beyond distance 3 of enemy ships. (4Pts) Iden Versio, When you resolve the *evade* defense effect, you can cancel 1 die at close range or distance 1. *Squadron command/token* : You may discard this card to choose 1 enemy ship at close range. That ship gains 1 raid token of your choice. (6Pts) Squadrons (8 unique) Lando Calrissian Millenium Falcon, Speed 3, Hull 7, Red1/Blue2/Black1 as Anti-Squad, Blue1/Red1 as Anti-Ship. GRIT & ROGUE. (23Pts) While attacking, you may discard a defense token to set 1 die to any face. That die cannot be modified again. While defending, you may spend 1 of your defense token to force the attacker to re-roll 1 or more dice of your choice. IG-88B IG2000B, Speed 5, Hull 5, Blue2/Black2 as Anti-Squads, Black1 as Anti-Ship. Counter1 & Rogue. (21Pts) At the start of the Squadron Phase, you may toggle your activation slider to the activated side. If you do, you may perform an anti-squadron attack against each enemy squadron at distance 1. treat these attacks as obstructed. YT-2400? HWK-290? Scurrg? Firespray : Gonna guess Jongo Fett? Jumpmaster? YV-666? Upgrades [Additionnal Hangar Bay?] : [While a friendly squadron with ??Swarm?? at distance 1-3 is defending? New rules/tokens PURGIL Exogorth Gravity Rift Raids token. Purple circle with a laser hit? White triangle (Mine from sabine?) Purple marker? Full sized fleets or "escalation-style play". ///Unequal power?/// 3'X3' play area for some ...? Custom Commander with speciality (Repair Exprt or Independant Raider?) choosed at the start of the campaign. Earn & Spend experience to devlop thoses ability? ///Only campaign uses or usable on normal fleet?/// Permanent damage? Narrative scenario ... ///As the news objectives?/// Planets have cards upgrade symbols and numbers with it. Subs-sector have colors. Impact to be seen! Add below what you saw, what's to come and ... Guessing! Edit : PS : Congratulation to team Canada for his good work at Worlds. Wish you luck tomorrow. Looking to face you again at Toronto or Quebec City ;0)
  11. Does somebody will try to synthetise all cards and guessing the unreadable ones? We got a Victory title! That's on my personnal opinion enough tout get me excited and happy to still be playing that game.
  12. Superb work here. Thanks you. Does data Say anything on mass uses of YT-2400?
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