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ptownhiker

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  1. I played my first game flying the SSD and ended up with a 5-6 loss (215-199). Both my opponent and I made errors, and my SSD build needed improvement. This was the first time I had connected the SSD to the maneuver tool, and I hadn't adjusted my mental map of where the ship would go as it turned. Instead of going around a debris field, I landed on it, and then (because of the tactical situation) ended up staying on the debris field for two more turns. I also missed a ram that I thought was certain. On the other hand, I did force my opponent into a front-starboard double arc which, when it was combined with a mine that my shuttle had dragged over, blew up the MC-75 flagship. I enjoyed playing the game and figuring out the basics of using new cards (Piett, Palapatine -- who I kept forgetting about) and card combinations I hadn't invested in before (Needa-HIE-TRC, which was cool, but is expensive).
  2. Tell them that your boss is most unpleased with their apparent lack of progress. Tell them that you boss is coming to visit them in person. Maybe they will double their efforts.
  3. Me and friend played a game yesterday evening that proxied Doomed Station and some of the other cards. It was fun. On one hand, the obstacles move, but the players choose how far within distance 1-2 they move. The player controlling the station ended up just judging the station toward the gravity risk so that he could continue to gather points from it. We didn't have an instance where an asteroid moved into a ship's path and the ship landed on it to take damage (the deployments just didn't work out that way). From a rules perspective, we determined that an obstacle, after being moved, could not overlap another obstacle.
  4. Playing games in "radio silence" is fun. Close Action: Age of Fighting Sail has the same mechanism, and it creates a lot of excitement and tension. A big mechanical difference between Fighting Sail and Armada is that Fighting Sail has simultaneous movement. Ship captains write down their moves, everyone plays them out, and then collisions are resolved. I should also add that Fighting Sail is best when each player has only one ship. There is also the question of theme. Fighting Sail is a late 18th century-early 19th century sailing combat game. Ships couldn't communicate in battle except by signal flags (the game has a mechanism for that). I agree with others above that radio silence feels odd in Armada. The idea makes sense to me in a scenario where some environmental factor is preventing communication and coordination among ships. In addition to radio silence, the order of ships, while going back and forth between the teams, could be randomized. While this adds a large chance input to the game, perhaps each fleet has a bowl or bag where the name of the ship to go next is drawn out. This would create drama and tension during the game, but it is something I would only want to play one or two times.
  5. Of course, the real tragedy here is that the Imperial Squadron I packs are out of stock. The same thing happened in the summer of 2017 when I started playing. I went several months as a new player with TIE bombers, interceptors, and advanced.
  6. There are plenty of store tournaments within an hour's drive of me, even Nationals is local. I got on a two hour plane ride recently, on a lark, to go to a Regional tournament (and had a lot of fun playing). I live close to the airport, and the flight was cheap.
  7. The tournament rules indicate that you need to bring all ship and squadron models. I recommend that you borrow a model from someone else at the tournament. When I travelled to the Louisville regional recently, I actually forgot to pack objectives (I know, who does that!?!). I arrived early to the tournament and was able to borrow the necessary objectives from two people. I have found the Armada community extremely supportive in doing these types of things. Also have a backup plan for your fleet in case no one is able to lend you one.
  8. In addition to the suggestions already given, also take a look at IG-88. I have combined him (her? it?) with heavier hull squadrons as an option to help clear space of enemy fighters, or at least tie them down. Even with only one scatter token, I have found IG-88 surprisingly survivable. The ability to ignore Counter and Intel is worth points investment.
  9. Well done on three wins and winning the top 8 dice. Your MC30s were both well kitted out. I have a mental block on H9s, associating them only with red dice, but your use of them with the torpedo frigates can help me see the value on using them with the medium range ships.
  10. When I double arc an opponent's ship, and there is a difference between the strengths of my attacks, I start with the smaller one. This way, my opponent must make decisions with defense tokens on the first attack with less information.
  11. Assuming you were in Louisville, I played that fleets in round 3. We made it to round 5, and I got a 6-5 win. There were so many pieces of his fleet to move around! I still think you made the right decision about not taking a bye (not that I have ever had to worry about deciding on that). I come to play games of Armada.
  12. I like the addition of regular TIEs in place of the Defenders. I’m not sold on the idea of Boarding Troopers, which seems to overlap with what your TIE swarm will do whenever accuracies turn up. I do do recommend adding a second Jumpmaster, or replacing your single Jumpmaster with Dengar. A single Jumpmaster is at risk of dying quickly.
  13. The scene in the Washington Metro area (I'm on the Northern Virginia side) is excellent. I took part in a 10 player narrative scenario event last weekend held at one of our local stores. It was great fun. It is pretty easy to play pick up games and there are regular tournaments (although the schedule has slackened over this winter). Regarding the price of the Core Set, I'm not certain if I would have jumped in at the $99 MSRP. One friend introduce me to the game and, coincidentally, another friend decided to sell his Core Set for $40. All of a sudden, I was in. My purchases since then have been a combination of FLGS purchases, online buys, and picking up items on eBay.
  14. I have seen @duck_bird use Wide Area Barrage on an ordnance cruiser combined with, IIRC, expanded launchers on a Sato fleet. I was experimenting with an Imperial MSU fleet. After she hit one of my ships (killing it, I think), wide area barrage then deleted my nearby Raider. In that situation, the card was absolutely effective.
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