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R4Pi3R

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  1. Haha
    R4Pi3R reacted to Drasnighta in (Crew) Vader can discard Gherant during the attack he'd be discarded, right?   
    He can buy you a turn of Sato long range Crit immunity on someone like Demolisher, before you get in close to, well, Demolish’er
  2. Like
    R4Pi3R reacted to Drasnighta in Question about effect timing - Flight Commander, FCT   
    You know, you could be right in that it’s ship activation, and couldn’t FCT immediately after the drop...
    I’ll check it up when I have a few moments
     
    The RLB reallynthrew me off.
     
     
    EDIT:
    checking the FAQ, the FAQ for RLB is only talking about not moving that Squadron acrtivation - but it could theoretically count as ship activation...
     
    BUT
    In doing so, we’ve answered the question!
     
    You DO NOT DROP until you’re resolvingbthe Squad Command.
    So reveal, delay, FCT triggers... tovdi nothung becaysevyiu haven’t dropped yet... then drop and activate.
    or
    Reveak, delay. Drop and activate or not, then FCT.
     
    cant interrupt the squad command drop for the FCT move!
  3. Like
    R4Pi3R got a reaction from The Jabbawookie in Question about effect timing - Flight Commander, FCT   
    To which activation does the "It cannot move this activation" part of RLB refer? If it's the squad's activation there's no problem, but if it's the ship's activation, the ruling for Yavaris should apply, shouldn't it?
  4. Thanks
    R4Pi3R reacted to Drasnighta in Lando the math   
    You can only spend one of each type per attack. Doesn’t matter what you’re spending it for - a card effect, or itsregular effect, you can only spend a type of token once.
    Note tgatvthis restriction is on the defender, because that’s why it’s different when Sloane spends one for you.
     
     
    Now, you are right it is while defending, not during the defense tokens step. So you could reroll ten numb before he spends .... because it is a modify dice effect... I think, however, only If you’re first player.
     
    From the RRG:
    An effect that modifies attack dice can only be resolved during the “Resolve Attacks Effects” step of an attack unless another timing is specified.
     
    And:
     
    If both players have effects with the same timing, the first player resolves all of his effects with that timing first.
     
    So you gotta do it before Ten spends!  And hope he doesn’t just Toryn reroll a different blue to what he wants after you lock one down 😁
     
    And of course, the restriction on not double spending tokens or multiples of a same type are per attack, notboer spend defense tokens step.
     
     
  5. Haha
    R4Pi3R reacted to Drasnighta in Lando the math   
    I was still editing, and still am 😁
  6. Like
    R4Pi3R reacted to The Jabbawookie in Invading Personal Space (My Up Close & Personal List Gets Another Run Out)   
    Congratulations on the win, sounds like a challenging game!  How did the Gozanti eat a structural then die to a ram? Did APT not trigger?  If it did, a black crit gets through.  Structural does 2, then the hit crit punches 1 damage through hull.  Dead Gozanti.
     
    And Precision Strike isn’t terrible for you with the face ups you’re dealing; a double arcing Glad is 30-60 points just by itself, plus the bombers are sacrificing damage.  Without Yavaris, and with the Pelta’s inability to run, I want to see this.  Table the upstart! 😁
  7. Like
    R4Pi3R reacted to RedDogReb in Invading Personal Space (My Up Close & Personal List Gets Another Run Out)   
    Played @Hetzen last night.
    I took the following:
    ISD Kuat, Screed, Strategic Advisor, Gunnery Team (swapped from Ord Experts), ECM, Leading Shots, ACM
    GSD1, Intel Officer, Ord Experts, Engine Techs, ACM, Demolisher
    GSD1, Intel Officer, Ord Experts, Engine Techs, ACM, Insidious
    Gozanti, comms net
    Gozanti, comms net
    394 points
    He had the following (I can't recall all the upgrade cards)
    Raider, Sloane, ...
    Quasar, .....
    Arquitens, Brunson....
    Gozanti, Comms Net
    Goazanti, Comms Net
    Squadrons:
    Jendon, Mauler Mithel, Ciena Ree, Marek Steele, Howlrunner, one or two more aces I think and a couple of ordinary tie fighters (maxed out on squadrons!)
    Total 397
    I chose 1st player and Most Wanted. These ships being my ISD and one of his Gozantis. Hhhhmmmmm....
    When I saw Jons fleet I saw perhaps my worst fear - Squadrons, as far as the eye can see, squadrons.
    We both deployed quite centrally, my ISD in the middle, flanked by the GSDs with the Gozantis a little behind.
    Jon had his Quasar the right of his deployment, Raider behind it heading to his right, a Gozanti, the Squadrons a bit ahead, the Arquitens, with the last Gozanti (and objective ship) behind that heading to his left.
    I placed obstacles in the corners, he placed his towards my side of the board.
    My combat ships were Speed 3, Gozantis Speed 2 - I need to get up close and personal!
    His all were Speed 1. It felt like this was going to be a long hard slog as it would take me a minimum of two turns moving to be able to fire at the ships, but would likely take plenty of shots from the squadrons before that.
    And so it proved.
    I was able to deal some damage to the Arquitens and cripple the Quasar from the ISD before it died a death from a thousand cuts (the killing blow coming from a Gozanti - Oh the shame LOL!) in turn 3/4 think (if this had been a video game, that would be called kill stealing!)
    Fortunately my two GSDs were virtually untouched, and in good positions for Insidious to get a broad side attack on the Arq and close range front arc shot on the MW Gozanti, Demolisher was able to shoot at the Quasar and follow up and fire at the Raider with its second shot after moving.
    Upshot was that in the space of a max of 2 turns, the ISD died, but so did the Most Wanted Gozanti (thanks to a very lucky structural damage when Jon decided not to burn an Intel Officered Scatter. The killing blow coming from a GSD bump though!), the Quasar from Demolisher and then the Raider was one shotted with Demolishers second shot after moving. I got the final hull point on the arq with a concentrate fire shot from one of my Gozantis. First shot missed. Second hit. Re-roll it due to Evade, rolled a hit again.
    It was then we realised that all that he had left were squadrons and one Gozanti. Game over.
    Final score was 423 v 279
    In this game luck was very much on my side:
    1. I got exactly what I needed to one shot the Raider
    2. He was very unlucky getting the structural damage crit effect
    3. Even with the benefit of Sloane, and one or two other upgrade cards, there were a couple of bombing runs which should/could have done more damage, so killing the ISD sooner. If it had been killed sooner, then its unlikely I would have got either the Quasar or the Arquitens, as his squadrons would have been all over the GSDs.
    4. Getting a hit on a re-roll to kill the arquitens.
    @Hetzen was a great oppo to play against and look forward to him playing again, although I suspect karma might be biting me in the backside next time!
    The swap from my initial Ord Experts  to Gunnery Teams on the ISD also helped in my opinion. I'll keep this tweak even though it reduces the bid.
    Played three, won three (even if one was by only 11 points!) with this list. It might be a bit one dimensional (fly fast, get close) but it suits my simplistic mind/style and with no squadrons, my choice of orders on the dials is reduced by 25%.
    My son (18) wants to play against this list with a squadron heavy rebel list he has. His bombers could inflict serious damage, but he only has two ships (plus two GR75 flotillas) - A pelta and Assault Frigate, so I need to close quickly. His objectives though are truly awful for my squadronless fleet - Precision Strike (nope), Fighter Ambush (definitely nope), Superior Positions (again nope)....ahhhh..................
     
  8. Like
    R4Pi3R reacted to RedDogReb in Screed vs Leia (or squadronless me vs my squadron heavy son)   
    After some trash talking, and some more adult conversations (BORING!) I played my son (18) tonight.
    I used:
    Kuat, Screed, Strategic Advisor, Gunnery Team, ECM, Leading Shots, ACM
    GSD1, Intel Officer, Ordnance Experts, Engine Techs, ACM, Demolisher
    GSD1, Intel Officer, Ordnance Experts, Engine Techs, ACM, Insidious
    Gozanti, Comms Net 
    Gozanti, Comms Net 
    My sons list:
    Assault Frigate Mk2, Boosted Comms, ECM, Flight Controllers, TRC, Leia, Major Derlin
    GR75, Comms Net
    GR75, Bomber Command, Boosted Comms
    Pelta, Boosted Comms, Fighter Co-ordination Team, Flight Commander, All Fighters Follow Me
    2 x B wings
    Jan Ors (Moldy Crow)
    4 x X wings
    Y wing, Gold Squadron
    Y wing Nora Wexley
    I was first player, and chose Precision Strike.
    I deployed centrally, (Demo, Goz, Kuat, Goz, Insidious) he had a X/Y wings and Comms Net GR75 on his right flank. Assault Frigate, b wings, Pelta and Bomber Command GR75 on his left.
    My combat ships were speed 3, the Gozantis speed 2. His ships speed 1.
    T1, I move towards his Assault Frigate and Pelta with all three of my combat ships. His x/y wings close on Demolisher, the rest move forward.
    T2, I lose Demolisher to some accurate bombing, with the final blow coming from the Assault frigate. I was a bit worried at this point, over the ease with which the bombers had shredded a GSD. I managed a bit of damage on the Assault Frigate and Pelta.
    T3, I am now very close to the Assault Frigate and Pelta with the Kuat and Insidious. A lot of damage was inflicted on the former and some on the latter, as it was outside black range. In return Insidious was down to one hull point.
    T4, Insidious destroys the Assault Frigate and damages the Pelta, tries to run, but even with Engine Techs, can’t get away, and is destroyed. Kuat however blasts the Pelta a new one with front arc shot and then gets the Bomber Command GR75 with a perfect side shot.
    Game over as he only had squadrons and flotillas left.
    including tokens, the score was 430 vs 252 ( MOV 178)
    there you go @The Jabbawookiecrushed the upstart as ordered!
     
  9. Like
    R4Pi3R reacted to drail14me in What Objectives for this Bomber list?   
    @The Jabbawookie, @Cleto0, @Mad Cat, @R4Pi3R
    Thanks for the help and advice. We played our game tonight. My friend showed up with a Vader ISD, two Arquitens, a Gozonti and three Decimators as expected. I had the bid but gave him first player and he picked Solor Corona as the Objective.
    The Z-95s were only able to take out one Decimator. Even with two re-rolls, the red dice sucked. However, the Z’s did their job and kept the Decimators out of the fight away from my ships.
    Yavaris with Nym, Norra and Dutch backed up by a Coms Net transport is devastating. They dropped an Arquitens in the 3rd round then pumbled the ISD in the 4th. The ISD killed Yavaris the next round but Rieeken kept it around the rest of the round allowing it to leave the ISD on one hull. Nym finished off the ISD on a Squadron Command from the MC-80 then the remaining Squadrons killed the last Arquiten. 
    Fun game and good to finally win against his decimator mini swarm. 
  10. Haha
    R4Pi3R got a reaction from drail14me in What Objectives for this Bomber list?   
    No worries, it'll come... I for my part sometimes still wanna move then shoot... 😅
  11. Like
    R4Pi3R reacted to drail14me in What Objectives for this Bomber list?   
    I don’t know how I keep getting this one mixed up. 
  12. Like
    R4Pi3R got a reaction from Blachieboy in The complicated task of Squadrons and Fair Play   
    To get in on this. It might be a misconception that leads to the assumption that initiative changes. The Initiative Marker is a tangible representation of the posession of initiative. It gets flipped during Status Phase, but this only happens to indicate the slidercolor of unactivated squadrons for the next round. The token does not actually change the owner, nor does the change of color indicate a change of initiative between players/Teams.
    This is an easy yet clever workaround so players don't have to pick up all squadrons again during Status Phase, to "reset" the activation Slider (which would only add  to the already somewhat  flimsy positioning of squadrons) or keep track of activated squadrons in any other way. 
  13. Like
    R4Pi3R got a reaction from The Jabbawookie in The complicated task of Squadrons and Fair Play   
    To get in on this. It might be a misconception that leads to the assumption that initiative changes. The Initiative Marker is a tangible representation of the posession of initiative. It gets flipped during Status Phase, but this only happens to indicate the slidercolor of unactivated squadrons for the next round. The token does not actually change the owner, nor does the change of color indicate a change of initiative between players/Teams.
    This is an easy yet clever workaround so players don't have to pick up all squadrons again during Status Phase, to "reset" the activation Slider (which would only add  to the already somewhat  flimsy positioning of squadrons) or keep track of activated squadrons in any other way. 
  14. Like
    R4Pi3R reacted to Karneck in The complicated task of Squadrons and Fair Play   
    Greetings and welcome Blachieboy!

    I will do my best to answer your questions.

    A Round of star wars armada is broken up into 4 phases.
    Taken straight from the Star Wars Armada Wiki. - https://starwars-armada.fandom.com/wiki
    *****
    1. Command Phase is the first phase of a game round. During this phase, players secretly and simultaneously choose commands on their command dials and assign them facedown to their ships.
    A ship must be assigned command dials until it has a number of command dials equal to its command value. This may require that more than one dial be assigned to a ship, such as during the first round of the game.
    When assigning a command dial to a ship, the dial is placed under any other command dials already assigned to that ship.
    The next phase is Ship Phase.
    2. Ship Phase is the second phase of a game round after Command Phase. The first player activates one of his ships. Then the second player activates one of his own ships. Players continue taking turns in this manner until all ships have been activated.
    Players cannot activate ships that have already been activated.
    If a player has no unactivated ships remaining, he must pass his turn for the rest of the phase.
    When it is a player’s turn to activate a ship, if all of that player’s unactivated ships are prevented from activating by card effects (such as Admiral Raddus or Governor Pryce), then that player passes his turn to activate. (see: FAQ Version 4.1.1; 2018/04/23 p. 6)
    A player can exhaust a Strategic Adviser upgrade card equipped to an yet unactivated large ship instead and pass his turn.
    Once per round, when a player would have to activate a huge ship, he can choose instead to pass.
    Steps during Ship Activation
    When a player activates a ship, he performs the following steps in order:
    1 . Reveal Command Dial
    After step 1: Execute (if possible or desired) a Squadron command and/or Engineering command.
    2 . Attack.
    Resolve (if possible or desired) Concentrate Fire command.
    3 . Execute Maneuver.
    Resolve (if possible or desired) Navigation command.
    The next phase is Squadron Phase.
    3. Squadron Phase is the third phase of a game round after Ship Phase. During this phase, the first player activates two of his squadrons. Then the second player activates two of his own squadrons. Players continue taking turns in this manner until all squadrons have been activated.
    Players cannot activate squadrons that have already been activated.
    A player does not choose the second squadron to activate until after he finishes activating the first one.
    If a player only has one unactivated squadron remaining when he must choose his first squadron to activate, he only activates that squadron.
    If a player has no unactivated squadrons remaining, he must pass his turn for the rest of the phase.
    A squadron can either move or attack when activated during this phase; it cannot do both unless possessing the keyword Rogue.
    4. Status Phase is the last phase of a game round after Squadron Phase. During this phase, the players ready all of their exhausted defense tokens by flipping them to their readied side. They also ready all of their exhausted upgrade cards by rotating them 90° counterclockwise.
    Set your exhausted Defense Tokens back to green.
    At the end of this phase, the first player flips the initiative token to its other side and places the round token with the next highest number to the side of the play area to indicate the number of the next round.
    *****
    So to answer your question about squadrons, any squadron not activated by a ship is activated in the squadron phase. Rogues do not get to activate twice. Squadrons may only activate once with the exception of Adar Tallon, who can unactivate one squadron, as per his card ability.
    initiative never changes once a game has started. First player is always first, second player is always second. If one player runs of out ships to activate while the other still has more, than that player with more activates the remainder of his ships in any order he chooses until he is not able to activate any more ships.
    There are too many Exceptions than what can be gone over here. Pretty much, read the upgrade cards to understand what it is they do, any questions to any card. Just fire away or look up my explanations on my youtube channel below.
    All rules are maintained and updated under FFG support.
    https://www.fantasyflightgames.com/en/products/star-wars-armada/
    This includes rules, rules reference, and the FAQ. You are encouraged to read them to gain a better grasp on the game, although it will take many games and several readings to garner an understanding of the game.
     
     

    Also, my youtube channel helps to cover and explain many aspects of Star Wars Armada, it is called Star Wars Armada Explained (or SWAE)
    https://www.youtubecom/SWAEStarwarsarmadaexplained
    Feel free to check it out, I still have tons of upgrade cards left to do, but I'm also working on creating other content as well to cover squadrons and in-depth "How-to" in order to try and explain everything about this great game.
     
  15. Like
    R4Pi3R reacted to The Jabbawookie in The complicated task of Squadrons and Fair Play   
    1. When all ships have activated, the squadron phase begins.  Starting with the first player, both players take turns activating two squadrons.  Squadrons may either shoot or move (if allowed.)  Squadrons with the Rogue keyword may shoot and move (if allowed.)  As always, they may do this in any order.  The squadron phase ends when all squadrons have been activated.
    1.5.  Regarding the fleet command: a fleet command is a type of upgrade.  You are probably thinking of a squadron command.  When a ship reveals a squadron command, it may activate a number of squadrons up to its squadron value at close-medium range before shooting and moving.  Those squadrons may move and shoot in any order.  A squadron token has the same effect, but only activates one squadron.  A dial and token can both be spent at the same time.
    2. Initiative does not change.  Every round, the first player will move the first ship in the ship phase.  Then it is the second player’s turn to do so, and so on.  When all ships have been activated, the squadron phase begins.
    3.  Only Adar Tallon, Dutch Vander and Flechette Torpedoes allow you to toggle a squadron slider in an abnormal way.  Flechette Torpedoes and Dutch allow you to turn squadrons “off” for the round if they haven’t had the chance to activate yet.  Adar Tallon lets you turn an activated squadron “on” again to give it a second activation.
    4.  Rogue lets you move and shoot if activated in the squadron phase.  If you use a ship to command a squadron with Rogue, it activates like any other squadron, and may move and shoot like any other squadron.  Then it’s done for the round.
    5.  Every card changes the core rules, and you’ll have some research to do.  We’d be here a while otherwise.
    Hope this helps!
  16. Like
    R4Pi3R reacted to Cleto0 in Help With Imperial Squadrons (inc Rogues)   
    http://cannotgetyourshipout.blogspot.com/p/squadrons-index.html 
    Great stuff here ^ if you want to learn how to build squadrons into your lists. there are also some common ideas that I know of like Ciena Ree + Valen, 4 TIEs, Sloane 8, and Rhymer Bombers. let me know if you want more in depth explanation.
  17. Like
    R4Pi3R reacted to Bertie Wooster in We Weren’t Expecting Special Forces   
    Next time when you're setting up, get to the store first, hide the Quasar behind the ISD, the squads behind the Quasar, single file to hide your numbers.
  18. Haha
    R4Pi3R reacted to The Jabbawookie in We Weren’t Expecting Special Forces   
    Couldn't get a game in Thursday, because the guy that was free "had seen me with squads."  I tried to show him the Lambdas, but it was too late.  The month of March will be squad-free to prove a point, but after that... it's shuttle time.  And not just 2-3, that could be actually good.  4 is the minimum.
  19. Like
    R4Pi3R got a reaction from Kylemcph240 in Rieekan List   
    It's because it is not really a crit effect. Otherwise it would be pretty useless against scatter-aces, which it was pretty surely designed against
  20. Like
    R4Pi3R reacted to Karneck in XX-9, FCT, crit   
    Welcome! See you are a new player maybe? (or at least new to the forums.)
    Understanding Star Wars Armada can be difficult and some things don't seem to make sense. May I direct you to my channel? I'm currently in the process of reviewing how every card in the game works, and I'm alittle over half way!

    http://www.youtube.com/c/SWAEStarWarsArmadaExplained 
  21. Like
    R4Pi3R got a reaction from The Jabbawookie in Rieekan List   
    It's because it is not really a crit effect. Otherwise it would be pretty useless against scatter-aces, which it was pretty surely designed against
  22. Like
    R4Pi3R got a reaction from The Jabbawookie in Interdictor vs Liberty   
    Except the dictor is medium and SA is large only 😕
  23. Like
    R4Pi3R reacted to Green Knight in Nav token and Engine Techs   
    Correct on all counts.
    However, re 2 you could take the token, then spend it again on the same round, thereby enabling engine techs.
  24. Like
    R4Pi3R got a reaction from Lem213 in CR90s as far as the eye can see....   
    A buddy of mine loves his CR90 swarm (even though he always whines about having 7 of 'em when he doesn't use 'em all in a list).
    If flown well, they're a nuisance to play against, bc as you said, the amount of TRC enhanced damage sums up pretty quick and burns through evades. His favorite list is 6TRC90s + engine techs, while the flaggship has Madine and Jaina's Light. They dart around all over the place and can adjust speed and yaw perfectly to get in position or, when needed to, apply 2 ramming damage.
    Cluster bombs on the other hand...well... imho they suck... 5 points for 1 time use and no possibility to control the roll just isn't worth it. Chart officer is nice, but he will probably want to get rid of them, once he played the list a bit and has asapted to how the CR90 moves in formation and/or at higher speeds. Removing both hes only 1 point shy of ETs per ship and he still has his bid to dig into.

    Squadrons....well... CR90s aren't made to support squads, so they'd have to take care of themselves. Having the bid to go first will probably gain more advantage.
  25. Like
    R4Pi3R reacted to Drasnighta in Am I reading the FAQ right?   
    Screed can be used once per squadron activation. Even enemy squadron activation.
    That is what the FAQ says.
    However, nothing has changed in the fact that a Friendly SHIP must be the one attacking, and thus, the ONLY time a friendly ship can be attacking OUTSIDE of its own activation is......... Quad Laser Turrets...
     
    In the case of Yavaris, it’s once per squad activation, so he can only be used on one if the two attacks.
     
    If the FAQ had mentioned ship activation only, then we’d only be concerned with the windows of ship activation.
     
    ... I guarantee 100% that this was raised as a QLT ruling. 😁
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