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RunJerZeeNets

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Everything posted by RunJerZeeNets

  1. A rusty Mr. Handy... with a bloody saw.
  2. Next comes the other power armor. I had to really experiment to get the black metallic effect.
  3. First one I did was the BoS. Went for a heavy rust effect. Spent a lot of time on the details around the Gatling laser. Also did some nice details on the fusion core (not pictured).
  4. Finished the miniatures from both the base game and the New California expansion.
  5. Had three players on 13 February. Starhawk vs. SSD!
  6. 13 February BatRep Moff Jerjerrod took the Ravager and 2 Gozanti cruisers whale hunting, finding Krista Agate commanding the Unity supported by an MC75, Garel’s Honor and GR75 transports. As the two fleets turned to face each other, 2 pods of Purrgils dropped out of hyperspace, migrating through the sector. Jerjerrod took advantage of the confusion these pods created to put deploy Agate, as Agate took the bait of 2 Gozantis separated from Ravager. The larger ships moved to engage each other, with the MC75 taking several barrages from the Ravager. The smaller cruiser was able to withstand three full volleys from the Ravager while the Unity and Garel’s Honor maneuvered into position. Ravager was finally able to destroy the MC75, but Garel’s Honor was able to fully unload all her ordinance on the Ravager, before impaling on the bow of the Dreadnaught. The smaller ships went down, but were able to drain the shields of the Ravager, just as the Unity entered firing range. The Unity was able to finish off the Super Star Destroyer with an excellent Salvo and front battery volley. The rebel Battleship did what it is designed to do, hunt down and sink SSD. 400-238 Rebel victory.
  7. Four players joined us on 6 February! Great times and exciting fleets!
  8. 6 February BatRep Rebel Alliance Intelligence obtained a very disturbing report; after the destruction of the Death Star, the Empire was testing a miniaturized version of the dreaded Super Laser. The reports indicated that the new weapon was under going trials in an Exogorth infested asteroid field dead in the Outer Rim. General Madine was dispatched to investigate the disturbing report; commanding a small task force consisting of 2 MC80 Liberty class cruisers, the Shining Light and Fabled Sin, Madine commanded the fleet from the Pelta Command Ship Mercy. Madine’s force jumped into the asteroid field, surprising General Romodi aboard the Rakehell, an Onager Test Bed, supported by 2 Arquitens Light Cruisers, the Red Death and Emperor’s Spear, a Raider II, Lightning, and a Gozanti Cruiser, Chariot, that happened to be transporting Darth Vader to inspect their new weapon. The Lightning rapidly advanced on the Fabled Sin, attempting to use the asteroids and Exogorths as cover; she was caught out of position and obliterated by the Fabled Sin without firing a shot. The Rakehell opened fire with its Orbital Bombardment Particle Canon, damaging the shields of the Fabled Sin. Recognizing the ranged fire power of the new super weapon, Madine and the Mercy kept their distance from the fight, able to flee with observations of the new technology. The Fabled Sun disengaged from the fight, while the Shining Light approached the asteroids, opening fire on the Emperor’s Spear, severally damaging the ship. However, the Shining Light drifted too close to the Rakehell, which was able to align the super weapon with a series of stationary movements, hammering the cruiser with 3 ignition attacks. The Emperor’s Spear and Red Death poured Turbolaser fire into the Shining Light, allowing Rakehell’s third ignition to destroy the cruiser. Being outgunned and out-ranged, Madine fled the field, securing data on the new super weapon for Rebel Intel to analyze. 140-67 Imperial Victory
  9. 23 January BatRep Moff Jerjerrod was dispatched to hunt down a rouge Grand Admiral Thrawn. The tactical genius had taken a pair of Cymoon I ISD supported by a Raider II commanded by a clone of the feared Sith Lord Darth Vader, engineered specifically to board enemy ships and decimate their crews. Knowing the strength of Thrawn’s tactical skills, especially when supported by a Sith clone, Jerjerrod deployed the Assault Prototype Super Star Destroyer Ravager supported by Admiral Titus and the Sith Lord Vader, each in Gozanti Cruisers. The Moff was able to surprise the Chiss admiral, gaining initiative as the fleets engaged in a minefield. Both Gozanti Cruisers were lost in the engagement (55 pts), victims of Thrawn’s well designed minefield, but initiative proved decisive. The clone Vader’s Raider rapidly approached the SSD, but was downed by a strong broadside. The first Cymoon withered under the fire of Ravager’s forward batteries, but was able to drain the Dreadnought’s forward shields. Grand Admiral Thrawn’s custom Cymoon I ISD attempted to flank the massive ship, but was destroyed by the augmented broadside of the SSD. 400-55
  10. 16 January BatRep Admiral Radus’ Profundity squares off against Admiral Screed’s Assault Prototype Star Dreadnought supported by Boba Fett and several Firesprays. Tycho and Shera were able to hold off the fighter bombers while Radus launched a Hammerhead, scouting a hyperspace point for MC75 reinforcements. The combined firepower of 2 MC75 and the Hammerhead were able to drop the Super Star Destroyer.
  11. Battle reports from weekly Central NJ Armada meet ups. Join our Facebook group: https://www.facebook.com/groups/CentralNJArmada
  12. Good, 3 players came, 1 was a reintroduction to Armada; he wanted to pilot his new SSD. We plan to meet every Thursday night at 8 PM to accommodate work and family schedules. Next Open Play will be 23 January. https://facebook.com/events/s/open-play/277193373255539/?ti=icl
  13. Central NJ Armada is hosting Casual / Open Play on 16 January at Platinum Star Games on US 9 South in Howell, NJ starting at 8 PM. https://www.facebook.com/groups/CentralNJArmada/permalink/2454010828246140/
  14. Thursday 20 February, Central NJ Armada will host Rebellion in the Rim at Platinum Star Games starting at 8 PM. We will be picking teams, building task forces, selecting bases, and round 1 Strategy Phase. Battle Reports:
  15. @Laminidas How did you get the blue windows? I want to do the same effect on my bog standard SSD.
  16. So it is gray... I think I’ll paint the engines: 1.) Base coat with Citadel Mephiston Red base 2.) Light wash with Citadel Casandora Yellow shade - should make it red-orange 3.) Paint the flat center of the engine nozzle with Citadel Troll Slayer Orange layer. I’m still debating about running a Citadel Imrik Blue dry brush across the top city scape and the bottom landing bay cut out to make windows. Ive never done a dry brush before and I’m a bit paranoid about taking paint to a $200 model. Even this easy stuff... just paranoid I’ll ruin it.
  17. Is there a consensus on the color, aside from red engine glow? I painted the 2 SSD from Star Wars Rebellion with Citadel The Fang base coat, a heavy Citadel Nuln Oil wash on the city scape, lighter wash on the flats, the did the flats in Citadel Russ Gray layer. They came out pretty nice. I want to paint up my Armada SSD to look like the Executor. Is it blue-gray or gray? I’m thinking of using a gray or black prime, followed by The Fang, which should give a darker tone, Nuln Oil wash, and Russ Gray layer. Alternatively, I could do a white prime and Mechanicus Standard Gray base as I think the base may be too dark, wash with Nuln Oil, then layer on Dawnstone to the flat sections. Either strategy would be finished with either a Imrik Blue or Longbeard Gray dry brush to pick up windows on the city scape.
  18. These pages from Amazon? BCW 4-Pocket Pages for storing Photos or Postcards | Pocket Size 4" x 5-1/2" | 20-Pages Total https://www.amazon.com/dp/B004QVH0RK/ref=cm_sw_r_cp_api_i_bOZoDbNC984VH
  19. Saturday 18 May 3 PM first round start 2 PM registration - $5 Nova Games - Freehold 3338 US 9 South, Freehold NJ https://www.facebook.com/events/621151281629704/?ti=ia
  20. I used a 2” binder to hold the library, perk, and unique asset cards for my first game. It worked quite well; I didn’t have the perk cards separated from the library with a divider / tab, so getting to that section as a minor pain... but overall it worked well. Second advantage is that with all the cards one needs to keep in order in the binder, I can fit all the New California components in the main game box. For transport, I put the the core box and binder in my Feldherr drawstring bag (that my Armada bag came in), ready to go.
  21. I played last night for the first time. I did the Capital Wasteland scenario as a solo player and played for about 2 1/2 hours as the Vault Dweller. I included the New California content in the encounter, loot, asset, and enemy token decks. The game was a lot of fun. I was on my way to losing though, as I hadn’t advanced either faction relative to each other while holding 3 Freedom agenda cards and 1 Security. I called it quits with both the BoS and Enclave half way through influence level 2. But I didn’t care. Running through all the side quests, gaining loot, killing mobs, and exploring the board was a lot of fun. I didn’t advance the main quest much as I kept finding fun side things to do. The game would have been more fun with another player reading the encounter cards, so we could laugh at the write ups (I triggered Wacky Wasteland) and be better at not reading the consequences ahead. Trying to keep the decision consequences secret while playing solo is really hard. Also, having a second brain and eyes to ensure all the monsters activated would be helpful as I know I missed a couple of humanoid activations. The game strikes me more as a beer and pretzels party game for board gamers than a serious ‘play to win’ game. Just exploring and questing to build a cooperative story seems to work a lot better than trying to win the influence game. It played like a Fallout video game. I felt more freedom to ignore the main quest though and just have fun. Thoroughly enjoyed. Will play again.
  22. Thank you for the feedback. I’m still playing with my Sloane builds. I dropped Option 1 down to 380 pts and option 2 down to 384. I also corrected the error and installed ECM as the defensive retrofit. Then I had a crazy idea... instead of lifeboating with the Raider, could I use them as a clean up force. So here is my third iteration, Sloane Ordnance Phantoms. I bid 20 points for first player, enabling the Pryce last-first in turns 2 and 3. I cede the activation game, running only 3 ships, but have enough points to upgrade 1 of the Phantoms to Whisper. The strategy is to deploy the Raiders behind the Avenger ISD-2, use the EHB boosted squadron command to push Super Best Friends, Whisper and the Phantoms into my primary target, turning the defense tokens red for Avenger. Avenger drops 14 dice (assuming 2 Leading Shot rerolls) into 2 targets, then navigating away. XX-9 assume that the squadron alpha + Avenger shutdown the defense tokens, so 2 damage will get through and neutralize contains. The 2 Raiders follow up with ExRacks to kill off any wounded ships or flotilla hunt. I went cheap on these assuming they might be short lived. But 2 blue and 4 black dice with rerolls is pretty nasty follow up to 4 reds and 3 blues. Against Thrawn, the squads engage the opposing squads turn 1, taking away the alpha strike, likely deploy at speed 3 to close in on the ISD early, trying to drop it before the Pryce turn. Against Raddus, keep the raiders and squadrons in the side and rear arcs, trying to force the drop, or deploy the Raiders at speed 4 to drop the Flagship before the drop. Reeiken Aces are delt with by trying up the bombers with the 4 blue dice anti-squadron batteries, then going after Yavaris, dropping it with the Pryce last activation, negating the Reeiken zombie. Assault: Opening Salvo Defense: Fighter Ambush Navigation: Superior Positions Imperial II (120) • Admiral Sloane (24) • Governor Pryce (7) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • Leading Shots (4) • XX-9 Turbolasers (5) • Avenger (5) = 177 Points Raider I (44) • Ordnance Experts (4) • External Racks (3) = 51 Points Raider I (44) • Ordnance Experts (4) • External Racks (3) = 51 Points Squadrons: • Colonel Jendon (20) • Maarek Stele (21) • Whisper (20) • JumpMaster 5000 (12) • 2 x TIE Phantom Squadron (28) = 101 Points
  23. I was inspired by MOTF batrep using the recent Polish Nationals Champ list. I’ve had success at Store Championships and GNK with Rebels, so I want to try Imperials for a change of pace. The use of the double red anti-ship battery on the Phantoms to generate accuracies was very appealing. At first I swapped out the Raider lifeboat for an Enhanced Armaments Arquitens, but found I was too aggressive with it and Sloane died before I used her ability. Based on my first play test, I developed 2 lists. Both rely on Pryce for activation management and Avenger as the carrier. Sloane rides in a Raider, staying away from the weapons fire. Similar to a Thrawn 2-Ship, the Avenger activation is the focus of the list. All the damage is coming from it, either from the Squadrons or that front arc. Having to really only manage 1 ship should make tournament play mentally easier. Option 1: Sloane Phantoms Very similar to the list played on the MOTF batrep, I put Capt. Brunson on Sloane’s lifeboat to enhance survival. Super Best Friends and the Phantoms get activated by Avenger ISD-2 to burn through the defense tokens. A boosted comms Gozanti provides a backup Super Best Friends activation in case of a Slicer Tools strike on Avenger. I swapped Flight Commander for Gunnery Team as my local meta is squadron light so I don’t think I’d need to burn a squadron screen as often, and the extra 8 dice shot out of the ISD is deadly. I make up for the loss of a blue anti-squadron die by upgrading the Jumpmaster to Dengar. Assault: Advanced Gunnery Defense: Fighter Ambush Navigation: Superior Positions Raider I (44) • Admiral Sloane (24) • Captain Brunson (5) = 73 Points Imperial II (120) • Governor Pryce (7) • Gunnery Team (7) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • Leading Shots (4) • Avenger (5) = 155 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Boosted Comms (4) = 27 Points Squadrons: • Colonel Jendon (20) • Maarek Stele (21) • Dengar (20) • 4 x TIE Phantom Squadron (56) = 117 Points Total Points: 397 Option 2: Sloane Stealth Defenders The big change from option 1 is to swap 2 Phantoms for 2 Defenders and Bomber Command Center. I also have to drop Brunson from the lifeboat, so I need to be more careful with Sloane. This change provides insurance against an early Sloane elimination and all 8 faces of the Defender blue bomber die are useful, with Sloane’s critical reroll and BCC allowing for very solid dice management to select the right face for the situation. I also have no bid, so I’m totally reliant on a successful alpha strike at the end of turn 2 to eliminate a major threat before it activates at the top of turn 3. Assault: Advanced Gunnery Defense: Fighter Ambush Navigation: Superior Positions Raider I (44) • Admiral Sloane (24) = 68 Points Imperial II (120) • Governor Pryce (7) • Gunnery Team (7) • Expanded Hangar Bay (5) • Early Warning System (7) • Leading Shots (4) • Avenger (5) = 155 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Bomber Command Center (8) = 31 Points Squadrons: • Maarek Stele (21) • Colonel Jendon (20) • Dengar (20) • 2 x TIE Defender Squadron (32) • 2 x TIE Phantom Squadron (28) = 121 Points Total Points: 400
  24. Ok, let’s do some math. I don’t have the game handy, so I’ll be doing it from memory. I believe there are 244 numbered cards in the library between the base game and New California. Cards 240 through 244 have duplicates, so let’s assume (as I don’t have the cards handy to check) that’s 260 individual cards. Standard card binders hold 9 cards per page, therefore we need 29 pages in the binder, for single card top loading. Inked Gaming showcase binders are 1.5”, side loading and double sided, capacity of 342 cards. Therefore a basic 2” office binder with UltraPro pages should do the trick for single sided.
  25. I just finished sleeving all the cards in Fallout and New California. As I was working my way through the decks, I wondered how everyone manages the library during play. Does one just stack up the deck and thumb through it when directed? Or would a binder work better? I can see the organizational advantages of the binder, but is a Deck more efficient?
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