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SpaceC0wboy

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Posts posted by SpaceC0wboy


  1. 2 hours ago, Ginkapo said:

    One possible fix is to introduce Raddus and Profundity as a direct counters to deployment superiority. And introduce Pryce as a direct counter to activation superiority. What do these actually do to the game? No one knows as they are all in here whining rather than noticing the performance of both these cards in the latest regionals.

    Gink has a very good point here. I faced @comatose this past Saturday as first player with 1 ship more than he had and a Strat Adv when he did not. Turn 3 started with his Armored MC75 facing down my Ordnance MC75 at close range with Dodonna's Pride and TRC Jaina's light both at medium. I've got him dead to rights, no?

    No. @comatose had Bail on his Shark(do we have a good nickname for these yet?) Tuna? Anyhow, he timed and positions Bail perfectly on round 3 and my first place activation strong fleet couldn't do a thing about it. If you're having activation woes I'd definitely check Bail and Pryce out. Getting your heavy hitter into position and loosing that first barrage can be a game changer.


  2. Consistent ranged shots or iffy close up crits? I've gone back and forth many times about this and was stubbornly in the turbolaser/ion cannon camp until the MC75 dropped.

    Just this past Saturday I ran the following list at Adepticon in Chicago;

    Most Wanted, Con O, Solar

    MC75 Ordnance

    Strat Ad, OE, Quad Lasers, ECM, APT, Ord Pods

    CR90B Dodonnas Pride

    Pelta Assault

    Dodonna, Projection Ex, IF!

    CR90A Jainas TRC

    GR75

    Toryn Comms Net

    3 YT2400s

    For me this is a very 'crit fishy' list and it had a pretty mediocre performance, I placed 10 out of 16. Just for context this was my first major tourney and I had only played the list once before on Thursday.

    The thing that got me was that I didn't roll that many crits(although the Interdictor Targeting Scrambler sloughed a few) and I am wondering if crit effect weapons are more effective than those which add dice control or negate defenses(i.e. XI-7's or Leading Shots). I'd like to hear your thoughts, anecdotes, and perhaps even charts and graphs on the subject.


  3. On 3/26/2018 at 12:27 AM, geek19 said:

    I killed Jack's Interdictor (same build under Thrawn) Saturday when I fired full squadrons and 2 CR90 shots at it for THREE TURNS.  It was MOST WANTED.  The ship WON'T DIE.

    WHY WON'T IT DIE??????????????

    I had the pleasure of tangling with that monster round one. Hands down one of, if not THE, most frustrating ships I've ever had the headache of battling. I predict we might start seeing a lot more of this much maligned ship in the coming year. I would have been better off engaging his gnarly ISD.


  4. 49 minutes ago, Snipafist said:

    Yeah, it was good to meet you too! The Interdictor is a great ship nowadays and it was in both my fleets (I'm saving the specifics until @geek19 gets the fleet lists up later).

    A Feast for Odin is a swell game, and we tend to play it a fair amount (Jack's in my boardgaming group, too, and I know he's got another group he games with as well). I know he lurks on the forums but I don't know if he has a proper username or not.

    You're up in the northwest burbs, right? Or am I thinking of someone else I spoke to?

    Kudos on that build. It was AWFUL to fight. It was perhaps the only time it would have been better to fight the ISD instead!

    You've got the right guy @Snipafist, I live in a suburb far far away on the 'outer rim' of Chicagoland. The best place for folk in my area to link up with you city folk(Corucago? Chicagoscant?) is likely Games Plus, however that might be an awful trek for y'all as well. For me it's about an hour's drive.

    I'll get out to Fair Game one of these days. From all the pics I've seen it looks like a very tidy and well put together store. It's always a pleasure to see a game store that's not your typical cramped 'nerd dungeon'.


  5. 23 minutes ago, Green Knight said:

    Not surprising, but it will make the card a big less relevant. 

    I played Saturday at Adepticon and unfortunately got shuffled next to people I had already played(so take the sample size with a grain of salt) however I still saw it in a lot of lists. The 'unactivated ship' ruling didn't drastically change it's usage in my opinion.

    I had brought one with a 5 activation list and faced two 3 activation lists with Adviser and a 4 activation list without. It helped out a bit against the 4 list and I saved him against the 3 lists a couple of turns, seems to be a good way to go but still haven't worked out the exact permutations of how that works. The running joke all day was calling him 'the politeness officer' as one player would trigger and the other would pass it right back. "Hello there, Strategic Adviser Jones here, I'll need you to activate a ship"..."Oh hello Adviser Jones, this is Strategic Adviser Smith here. I'm afraid we can't do that at this time, I insist, please activate a ship."

    I hope they FAQ it so that the opposing player MUST activate a ship, just as the card is written. This was discussed a bit at Adepticon with no real consensus as to whether or not it would be a good fix.


  6. It was great to get out and meet everyone, despite going 0-3 I had a really good time and will likely come out again next year.

    Also way to make the Interdictor great again, hands down the most awful thing I faced all day! Not sure if Jack is on here and what his tag is but it was a good match and I hope to see you again some time in the future if not for Armada then for our shared passion for A Feast for Odin.

    Shout out to @comat0se for a crazy exact tie game. I may have to find my way down to Champaign just to try my luck against you once more!


  7. Sidenote, back in Tucson a lot of us called the MC80 "the/a pickle". Hey, at least it's a little more kid friendly if you've got any little ones about.

    Also, for what it's worth, 30's will always be shrimps, too late to turn that bus around.

    And in case it wasn't answered earlier, Assault Frigate Mk's are sometimes referred to as guppies or space whales. I have also heard them called potatoes...maybe we had a vegetarian bent back in Tucson.


  8. I want to echo @svelok and add a little further rationale.

    I think a good dab of the appeal of Armada(or any Star Wars game really) to new players is being able to play out the characters that we all know and love. Let the new guys have Tarkin or Han Solo from the get go. Sure they might get blasted but I believe they'll be a lot more invested if they get to pick what they want starting out and not be constrained. The ISD is a HUGE pull to this game, if you tell your buddies, "Sorry, can't get it until you play raiders or Glads"(which can be tough to learn with) they might be over Armada before they've even had a proper chance to get into it.

    I applaud your decision to play Armada at your 'stag do' as our buddies across the pond call it, however I think teaching the game AND the campaign WITH restrictions might be a bit much for an evening or even two. If possible I'd try to get a learning game with the new players in prior to your bachelor party AND THEN see if they're down to go at it CC stay for your party. My intent here isn't to crush your dream, but rather save you a possible lot of heartache and frustration when your two newbie pals want to bail after the first match.


  9. Agreed @Blail Blerg. I enjoy the fact that unlike a lot of war games out there the two sides are somewhat asymmetrical. If anything I think it would be cool if the Rebels got something with a new mechanic. I thought that's how fleet commands were gonna go but FFG decided to headshot that idea. This discussion is for another thread entirely though.

     


  10. 12 minutes ago, Blail Blerg said:

    Though I haven't seen if HIE ups the damage enough to work. And of course you have to use it for what it does, but sometimes what it does just doesn't amount to enough. ISDs nowadays can full on battering ram fight against super MC80s. What makes you think the Interdictor stands a chance? Sure, you drop his speed, but if he just keeps nerving and being smart, he'll have a good chance to catch you with their that ISD, or a 2nd ISD or his squads. 

    I fought one with HIE and D-Caps in a list rife with HIE's. The HIE+Caps certainly made it much scarier but you're throwing an expensive upgrade on an expensive ship. The HIE's certainly help, but I think some new experimental retro's are in order.

    I'll stick by upgrades like @PartyPotato's reflector shields, they mitigate cost, add defensive and offensive power and expand the ship's role.


  11. The 'What will Wave 8 Be' thread started turning into a 'How do we fix the Interdictor' thread, so for sanity's sake I'm doing this.

    The Interdictor is the only Armada ship I don't own. Don't get me wrong, I want to, but I can't see buying something that I'll never use. I've yet to hear "the interdictor is a great ship, leave it alone!". So, how would FFG go about fixing it?

    I'm going to straight steal @PartyPotato's post, I think it has great merit on second thought:

    Give me interdictor upgrades!!!

    more experimental retrofits.

    Ion Vortex - 2 pts - discard to place token within long range.  All squadrons at distance 3 must immediately move distance 1 towards the token.  Remove token after being resolved.

    Shield Damage reflectors  - 3 pts - If the hull being attacked by a ship has at least 1 shield exhaust to reduce damage by 2.  Select Any ship at close range that immediately takes 2 damage.

    So much cool stuff you could do with experimental retrofits.

    I think a fighter pull is a great idea, simple and would be an interesting unconventional change to a battle. I initially knocked the Shield Damage reflectors however I thought a bit about it and think it could be a really good(and funny) idea. Imagine, this Interdictor comes CHARGING at you with it's reflectors on using engine techs. I initially shut down reflectors as too expensive however @PartyPotato had a great rebuttal stating that the Interdictor is already overcosted therefore cheap upgrades would bring the cost in line. The idea of a charging 'dictor cracks me up, the shock effect of shepherding enemy ships around the board would also make it viable. At best I think Armada is a game of taking one bad choice over another, I think these 'deflector shields' would pull that off in spades.

    Feel free to add in your own fixes to the Interdictor, I'm intruiged to hear y'alls thoughts!

     


  12. On 2/24/2018 at 11:33 AM, PartyPotato said:

    Give me interdictor upgrades!!!

    more experimental retrofits.

    Ion Vortex - 2 pts - discard to place token within long range.  All squadrons at distance 3 must immediately move distance 1 towards the token.  Remove token after being resolved.

    Shield Damage reflectors  - 3 pts - If the hull being attacked by a ship has at least 1 shield exhaust to reduce damage by 2.  Select Any ship at close range that immediately takes 2 damage.

    So much cool stuff you could do with experimental retrofits. 

    I agree, the Interdictor really needs some love. It's the only Armada ship I don't own just because it's so overpriced on points.

    I like your first idea, the second seems a little undercosted.


  13. 23 hours ago, TallGiraffe said:

    Yea cause the Rebels need a heavy black dice brawler.

    swm30_card_mc75-ordnance-cruiser.png

     

    opps my image slipped in.

    Uh, we had a slight close range attack malfunction for a minute there. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?


  14. I listened to your first episode and despite the off color commentary and running banter which I didn't enjoy I found it pretty informative and worth wading through.

    I didn't even make it through five minutes of this episode. I'm guessing you'll tell me to go <REDACT> myself, but you did say you love to hear feedback, so here it is; If you ease up on the sexual comments and attempted humor I'd probably give it another listen, but at this point I'm out.


  15. Hi Folks,

    I wanted to hear from the maneuver/black dice heavy flyers how much importance they place on first player bid. I'm a long range/fighter player mainly and I'd like to dip my toe into the close quarters/maneuver side of things and I can't see flying those kind of ships(MC30's, Glads, Raiders) as second player, seems like you're always going to lose one of your glass cannons once engagement starts. Lets hear it brawlers!


  16. The question is, how complex do you want to get about tying these games together? I just had a brief convo with a local X-Winger about it and I believe the easiest way to do it is to have the different games give bonuses to the others based on victories; i.e. your special forces X-Wing squadron tears up the repair yards at Corellia, now the opposing Armada guys lack those 5 repair points, your team's armada won the battle over the planet you're assaulting, now you get orbital strikes. If your legion force wants to strike somewhere completely separate from the X-wing and Armada force that's fine, but they won't enjoy the benefit of the added support, as in real conflict combined arms is always superior but limits your scope of operations.

    I'd submit this as a campaign where the different games aren't locked to each other( the legion and x-wing guys can strike wherever they want) however there are different risks and rewards for coordinating on a given location or spreading out. The downtime shouldn't be too bad in this type of campaign either provided each game is on a different day and each team plays consistently.

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