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Arctitian

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  1. It was part of an official kit (2017 Quarter 2 Tournament Kit, apparently) that my local store used to run a league. Must have been lying around for a while...
  2. Some new stuff Assault Frigate (edit: tried weathering for the first time and it's fun, and gives the ship a lot more character. Wanted it to look like the front armour was a newer replacement) Transports pretty colours... Round Dial (just got this yay!) and before rubbing the paint off (with the short edge of an acrylic range ruler):
  3. @cynanbloodbane Thank you very much, and thank you for the original constructive feedback It helps to get another perspective because, after staring at your own work for so long, it eventually gets difficult to objectively assess and judge when it's 'done' and whether it's met your mental image of what you were going for. It also helps to have a little push in the right direction, because when you eventually tell yourself 'it's done' sometimes you misjudge and it's worth doing a little more... I'm very happy with how it turned out and I'm glad you agree!
  4. Okay I went back and touched up the purple to bring some of it back and highlighted the leading edges of the wings/nose as per @cynanbloodbane's suggestion. I think it's a lot better now Kind of subtle, but if you compare to the previous photos you can really see a difference. I didn't want to go too far the other direction either! edit: adding some more photos
  5. @cynanbloodbane Thanks that's a good idea! Just to clarify, are you thinking more around the nose section, or all along the front wing edges? Thinking about it, a fairly bright purple / pink 'halo' along the front edges of the ship could bring some really nice contrast to the green potentially. I kind of had to do all the purple highlighting first, due to the green 'glow' effect being thrown across the 'surface'... so I kind of had to judge in advance how the overall effect would look when dry-brushing and washing with green... I was thinking of possibly bringing back some of the purple highlights on the hull, maybe washed quite thin so as not to contrast the green too much.
  6. Just finished off my Liberty MC80. Wanted it to look very alien and kind of menacing. Was partly inspired by @Vykes' Liberty posted here, also took some very useful tips from their post Still got to give it some matt varnish, and letting the engines dry before I can finish them off, but it's basically finished... edit: updated pics here
  7. It's a good point; while it's tempting to add objectives like this to a Madine list, it does mean your ships are likely to be diverted from combat for a while, or at least diverted from your main target / the best possible shots. And you want that coordinated assault. I did really like navigational hazards, because it's a real hassle to so many other fleets and makes their approach even more uncertain (and you can really 'herd' them or make them face difficult decisions)... putting crits / damage onto ISDs AND getting points for it is lovely... and doesn't really alter your own game plan... plus it's just fun to move rocks around (especially as second player) as well as getting to deploy 3 vs 2 of them and the station Thank you You definitely learn a lot by sticking with something for a while... edit: incorporating QBTs and thinking about my best objectives, here's what I've settled on for now. Will try it out soon hopefully. Regarding Mon Karren, and dropping XI7s, the idea is that I focus on pure damage and they brace, the MC75 has the XI7s so it ALSO encourages use of brace, and the Corvette ideally will target the same hull zone too too (assuming target has one brace, it won't want to spend it vs the Corvette with two bigger hitters coming up, so it's probably taking all those hits... even if they're redirected). Don't need to worry *too* much about accuracies. With 6 activations and second player probably (first player engine techs Mon Karren alongside 5 other activations is a scary prospect) so I get a nice objective + Bail when I need it. Slicer tools help a little vs carriers hopefully, and nav / other tokens get handed out like candy... Faction: Rebel Alliance Points: 400/400 Commander: General Madine Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Navigational Hazards [ flagship ] MC75 Armored Cruiser (104 points) - General Madine ( 30 points) - Strategic Adviser ( 4 points) - Phylon Q7 Tractor Beams ( 6 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) - External Racks ( 3 points) = 164 total ship cost MC80 Star Cruiser (96 points) - Mon Karren ( 8 points) - Bail Organa ( 7 points) - Caitken and Shollan ( 6 points) - Engine Techs ( 8 points) - Quad Battery Turrets ( 5 points) - SW-7 Ion Batteries ( 5 points) = 135 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Comms Net ( 2 points) = 22 total ship cost CR90 Corvette A (44 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 53 total ship cost GR-75 Medium Transports (18 points) - Quantum Storm ( 1 points) - Slicer Tools ( 7 points) = 26 total ship cost = 0 total squadron cost Card view link
  8. Haha yeah... it is a bit extravagant on the points, though... but so much fun If I drop IA and ET on the Corvette and drop the Mon Karren title for Endeavour, I can get in a comms net flotilla. Also adding XI7s to the mc75 too and Quad Turbolaser instead of spinals on the Liberty. Gives me something like this: (also Madine could go on the Corvette maybe) Faction: Rebel Alliance Points: 400/400 Commander: General Madine Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Intel Sweep [ flagship ] MC75 Armored Cruiser (104 points) - General Madine ( 30 points) - Strategic Adviser ( 4 points) - Phylon Q7 Tractor Beams ( 6 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) - External Racks ( 3 points) = 164 total ship cost MC80 Star Cruiser (96 points) - Endeavor ( 4 points) - Bail Organa ( 7 points) - Caitken and Shollan ( 6 points) - Engine Techs ( 8 points) - Quad Battery Turrets ( 5 points) - X17 Turbolasers ( 6 points) - SW-7 Ion Batteries ( 5 points) = 137 total ship cost CR90 Corvette A (44 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 53 total ship cost GR-75 Medium Transports (18 points) - Quantum Storm ( 1 points) - Slicer Tools ( 7 points) = 26 total ship cost GR-75 Medium Transports (18 points) - Comms Net ( 2 points) = 20 total ship cost = 0 total squadron cost Card view link
  9. @Zamalekite, @Mostly_Harmless_Species, @The Jabbawookie, @Norell, @Cleto0, @thecactusman17 Thanks for all your comments! I tweaked it a bit more after I last posted having had more time to reflect, and now I'm looking at it again in view of what I've read here. Changes I made (before reading): I decided against the Profundity title, as has been pointed out the ships I have can go where they want anyway, it just sounded fun. I've come to the conclusion that Bail might be better on the Liberty... it's more suited to a hit and run attack and then swing around for another run. Bail lets it be more aggressive moving towards a threatening target given that it can activate first on Bail's turn and get past before return fire hits. The sheer maneuverability and speed variability with Madine+engine techs makes it a looming threat that's hard to avoid or predict. It becomes more viable to use Bail turn 3 instead of 4 as I usually had to with the Ordnance, allowing for a quicker more decisive attack with all ships, making best use of Madine's abilities. The mc-75 has more staying power in the thick of the action (and I switched to the Armoured so it can operate at medium / long range, which gives it more maneuvering options...) With more focus on the Liberty, Madine can move to the Armoured. Or the Corvette perhaps. Now the Mc-75 can float around playing the range game, trying to get in good double arc positions and tractor beaming things and generally being annoying.The threat of external racks might encourage opposing ships to be cautious about getting too close as well. I know Intel Agent would be better on a ship with bigger attacks, but I just can't bring myself to lose Bail or Strategic Advisor. They work so well for Madine, the latter allowing him more time to react to opposing ship movements, which is crucial for keeping ships at good ranges and with good arcs. I know gunnery team is deemed practically mandatory on the Liberty. My thoughts were that I wanted this to be an assassin ship, using Bail to take out a chosen target as early as possible and then flank the rest of the list. As a maneuverable glass cannon operating on the flanks, it's not often that it gets good double shot opportunities (in my experience so far - and especially on the cheaper Star Cruiser, it's likely to be a case of throwing 3 red dice at something further away, which I'm not sure is worth the 7 points). I decided to double down on making one shot count, and I think my whole play style with Madine is more about precise strikes than spreading lots of damage around anyway. I really like Mon Karren, because it frees you from having to worry about accuracies (edit: although, having added XI7s recently, I can see how it's not as useful now as it was before I had those on it... I might switch to endeavour and keep XI7s, for basically the same effect 90% of the time as was pointed out... or the other way around, lose XI7s and keep the title...). So putting things that output more damage like spinals and SW-7s becomes an option (though I can see dual turbolasers being a cheaper option too). And with those 4 blues and 4 reds + re-rolls, you're very likely to get an accuracy in there somewhere. You just need one really (assuming one brace - and I'm going to make sure I'm going for a vulnerable target in the first place, if at all possible...). Keep one, re-roll other reds with C&S and turn extra blues into damage. Redirects are hardly useful, so that damage is going to beam through into hull. This also makes Mon Karren into a crit machine... nobody wants to *just* spend a contain, and usually with so many dice there's going to be crits beaming through those shields, even with brace. Engine techs is so good on it, I'm not sure I could lose it... it makes such a difference and it's so much fun... I even *kind of* want it on the corvette, it seems like overkill with Madine but it become the fastest, most maneuverable ship in the game, and the things it can do are crazy... you can always put it exactly where it needs to be, and assuming a decent number of activations, it never needs to be somewhere where it has more than one long range shot coming its way (ideally on / behind an obstacle too). My thoughts with Intel Officer were that it the Corvette plinks away at my target, but that damage is less likely to be mitigated with defense tokens because of both IA and the threat of my others ships (hopefully) lining up shots on it as well in the same turn (and Madine makes it a lot easier to do this). They'll want to save the brace most likely, but what if I can also stop them redirecting damage from the same hull zone my other ships are gunning for? I haven't tested it but that was my thought process at least. Squadrons: I'm open to any suggestions! I tried Shara + Awing (also for the extra deployment), hoping to pin down enemies just to slow them down a turn or two... they sort of work sometimes but there's so many things that stops you pinning down opposing squadrons that I'd need to invest more points... and Madine really wants to focus on his ships... often Shara gets pinned and just faces off against someone like Ciena Ree for multiple turns until one of them dies... usually Shara due to lack of support. What are some efficient squadron choices? Even if it's just one, I don't really need the deployment. I can play around with points a little to try to fit them in, especially on the Corvette and Transports.. Threw in some possible alternative objectives (Advanced Gunnery would essentially make the Liberty into a double-tapping superpowered Corran Horn that hits and runs, for those who've played xwing, so it's essentially a non-option for most lists) Leia's just there for a little flexibility, allowing me to navigate more often until something really needs to repair, for example... Regarding practicing with Bail, that's what I'm doing, and I love it... (@thecactusman17 what do you mean by 'neutral' turn btw?) he's hugely powerful IMO, particularly with Madine, and especially as it lets you be happy with second player and using your objectives while having one sweet first activation when you really need it... he's the most important component of my list at the moment. However, I will definitely try out IA instead and see how it goes... because that does sound brutal. You could probably herd the enemy away while barely having to flank them at all haha! IMO Leading Shots is less useful in this Liberty build because losing a blue to potentially reroll some better reds is sacrificing burst damage in comparison... I like LS on the mc75 because it's more about consistency and wearing down the target... also, on the approach / chasing, C&S w/ spinals is an actual threat (esp. w/ Mon Karren and XI7s) vs no rerolls on 3-4 red dice without leading shots at long range. This works better for a flanker IMO. Also C&S can reroll blues if they really want an accuracy, and if the reds are already good enough... I actually do like the idea of QBTs, I hadn't really considered that... but with frequent navigating, as Madine is happy to do, going in slow then bursting into life when needed is an option for sure... might need to try that (edit: it occurs to me that engine techs could still have a place here... you can still go effective speed 2 while getting your extra blue!) (edit 2: I actually think I love this idea... cheaper, triggers on multiple arcs, combines well with tractor beams in 'encouraging' the enemy fleet going slow vs a more maneuverable fleet... or else... ) Heavy Ion Emplacements could work, but I really like the consistency and flexibility in practice of SW-7s. They are work really well in this build I think. Also depends on getting a crit, and with a few strong attacks I want to rely on luck as little as possible... No one's ever actually chosen capture the VIP, so who knows, but I'm not sure it's that weak with a Madine Corvette... I don't mind going first or second now, so I'm happy building to 400. With my thought processes explained a bit, I'm more than happy to hear counter-arguments and suggestions. Cheers! Faction: Rebel Alliance Points: 400/400 Commander: General Madine Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Intel Sweep [ flagship ] MC75 Armored Cruiser (104 points) - General Madine ( 30 points) - Strategic Adviser ( 4 points) - Phylon Q7 Tractor Beams ( 6 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) - External Racks ( 3 points) = 158 total ship cost MC80 Star Cruiser (96 points) - Mon Karren ( 8 points) - Bail Organa ( 7 points) - Caitken and Shollan ( 6 points) - Engine Techs ( 8 points) - Spinal Armament ( 9 points) - X17 Turbolasers ( 6 points) - SW-7 Ion Batteries ( 5 points) = 145 total ship cost CR90 Corvette A (44 points) - Jainas Light ( 2 points) - Intel Officer ( 7 points) - Engine Techs ( 8 points) - Turbolaser Reroute Circuits ( 7 points) = 68 total ship cost GR-75 Medium Transports (18 points) - Quantum Storm ( 1 points) - Leia Organa ( 3 points) - Slicer Tools ( 7 points) = 29 total ship cost = 0 total squadron cost Card view link Fleet created with Armada Warlords
  10. Changes from what I had previously (dropped the squadrons to fund this): Liberty: switched Dual Turbolasers for Spinals on the Liberty, added Caitken and Shollan as a weapons team Corvette: added Intel Officer Mc75: added the title, also dropped to Proton Torpedoes because this is all about brutal burst damage to hull, not attrition - and even if a ship survives, it'll likely be crippled in some way Transports: switched Comm Relay for Slicer Tools (they end up having to nav for the boost and fly around so much to keep up / avoid death that their token-giving abilities tend to be limited anyway) ...I had Madine on the Liberty because it proved easier to run away to safety when threatened too badly, and the Mc75 is a bit too juicy a target to gang up on in the thick of the action otherwise... might change it now that the Liberty is a bit more expensive, but also maybe not... we'll see how it works out in practice I decided against gunnery team on the LMC a while ago because usually I'm trying to assassinate one ship and staying as far from others as possible... and the mediocre reds at long range just aren't worth the point for that second shot, and left it empty for points... now fitting in C&S and going up to spinals seems like it'd work really well because 4 blues can be re-rolled for accuracies if needed (they're damage anyway, so no risk) or just re-roll blank reds - having 4 dice of each colour make them really flexible here...
  11. Update: it's amazing how much you learn from a day of playing Armada... seeing how things did / didn't work in 3 usually very varied matches, reflecting on what you did well and what you'd do differently etc. So after 2 low-key store tournaments, I've tweaked the list to this (yet to actually try this particular version, though…) and I love it so much because every time I play I get to know it better and I learn so much... and Madine is *extremely* effective if you play him well which I am yet to do, but I'm starting to see *how* to do due to losing enough times to see what DOESN’T work haha… This version I decided to abandon Shara and 1xA-wing because they're simply not an effective roadblock to bombers and are easily neutralised by all the various abilities nowadays that make a substantial fighter force synergise into something really difficult to pin down with a couple of interceptors (lower case ‘i’!), even if they’re as mean as Shara… (Snipe, Intel, grit, rogue, obstruction etc.) Essentially the list was/is effective, but without those throwaway points (and deployments, but Madine doesn't really care if he just deploys near the middle and waits to react) there's SO MANY points to make my current ships deadlier. The whole idea of this list is a precision strike that can take out pretty much anything if you set it up correctly (usually focused around Bail's decisive turn) and (as I'm starting to now realise) all other maneuvering is simply to set that up. I'm really enjoying it and am starting to realise that while it’s tempting to view - and play - Madine too reactively, as a chaser / flanker usually at high speeds, his real strength lies in speed variability and sudden dizzying bursts of movement (potentially - ideally - with 3 extra clicks using a token) it teachers you A LOT about starting to pay very close attention to anticipating ships' flight paths and speeds, which is essential to being a good Armada player I think... and letting them come to YOU and not chasing them but always being somehow looming in front of where they're headed… waiting for them to drift helplessly into your range / arcs... With that short treatise on how much I like Madine over with, here's my current list, planning on using slicer tools and sheer murderousness to take out carriers. Maybe it works, maybe it doesn't... these are expensive ships... but they are TERRIFYING... 3 point bid is for second player btw (as my Strategic Advisor always tells me, waiting is best, also I love these objectives, AND I have Bail which my list basically revolves around...) but if I HAVE to be first player, I'm certainly not complaining... Faction: Rebel Alliance Points: 397/400 Commander: General Madine Assault Objective: Most Wanted Defense Objective: Capture the VIP Navigation Objective: Navigational Hazards [ flagship ] MC80 Star Cruiser (96 points) - General Madine ( 30 points) - Mon Karren ( 8 points) - Strategic Adviser ( 4 points) - Caitken and Shollan ( 6 points) - Engine Techs ( 8 points) - Spinal Armament ( 9 points) - X17 Turbolasers ( 6 points) - SW-7 Ion Batteries ( 5 points) = 172 total ship cost CR90 Corvette A (44 points) - Jainas Light ( 2 points) - Intel Officer ( 7 points) - Turbolaser Reroute Circuits ( 7 points) = 60 total ship cost GR-75 Medium Transports (18 points) - Quantum Storm ( 1 points) - Slicer Tools ( 7 points) = 26 total ship cost MC75 Ordnance Cruiser (100 points) - Profundity ( 7 points) - Bail Organa ( 7 points) - Ordnance Experts ( 4 points) - Phylon Q7 Tractor Beams ( 6 points) - Electronic Countermeasures ( 7 points) - External Racks ( 3 points) - Assault Proton Torpedoes ( 5 points) = 139 total ship cost = 0 total squadron cost
  12. Hmmm. Let's see. I've played around a little trying to fit in Strategic Advisor and now I'm at 400 pts exactly (I know going first for a black dice ship like the ordnance MC-75 is important, but is it essential?...) Basically: moved Madine to the MC-75, and swapped Superior Positions out for Solar Corona. Dropped Skilled First Officer for Strategic Advisor on the Liberty. Added in Shara Bey and a Headhunter as my squadrons instead of the 2 A-wings (I'm getting the Corellian Conflict, so now I have her as an option and she sounds really good). Dropped the Aspiration title on the MC-75, it's nice but not essential I think. Thoughts?
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