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Admiral Calkins

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About Admiral Calkins

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    Fort Huachuca, AZ

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  1. If the Recusant-class Light Destroyer is in the first group of Separatist ships we get, you are going to hear zero complaints from me.
  2. Looks like a solid way to keep the Quasar alive. Only other options I can think of is Brunson instead of Tua or ECMs instead of EWS (if you are worried about the big shot).
  3. Yall just can’t stop Cracken jokes, can you?
  4. I’m glad I’m not the only one who thought of doing that.
  5. Even the (outdated) reading material my unit has lying around is against me...
  6. I saw this keyword after a morning meeting. Darn. It must be a sign that FFG is going to shoot themselves in the foot and move the Clone Wars release date back.
  7. That’s awesome. All you need now is a Warlord or Harrow vanity plate for your bike.
  8. Not sure if this happens to anyone else, or maybe that I just have too much gaming on the brain, but I find that I am seeing Armada everywhere in my daily life (outside of Star Wars). Whether it is walking through a mall parking lot with my daughters... … or picking up groceries at the commissary... … or going through my streaming service recommendations... … or my DVD collection... … or even just logging into my investment account... … Armada always seems to be there. I see (Jeep) Liberties all over, with (Mitsubishi) Raiders less frequently. The best thing that I've seen yet was a (Nissan) Armada that was purchased from Liberty Motors (but it was on the highway, so sorry, no picture). Outside of the game and our Star Wars fandom, where does Armada keep showing up in your daily life (pictures highly encouraged)?
  9. Thanks. It was even more brutal given that they were all Rogues so my Arquitens could just kite. While it wouldn't have been a fun first three rounds, I feel like Surprise Attack may have been the least bad of the three.
  10. I've used Insidious a couple of times. Mostly it does nothing except keep someone from picking your Hyperspace Assault. But once I got behind an Assault Frigate and it singlehandedly took it down.
  11. For the 3rd and final game of the day, @ArmadaMatt and I finished a game on Vassal that we started earlier in the week. He wanted to try the Onager and ignition attacks while I tested out Admiral Piett in the commander's chair. We decided to take a much needed break from our string of Task Force games and it was much appreciated (if you haven't figured it out yet from my BATREPs, @ArmadaMatt is just amazing at Task Force games, as I'm pretty sure I have yet to best him in that format). Here are the lists: Name: Screed's Onager and Demolisher Faction: Imperial Commander: Admiral Screed Onager Star Destroyer (110) • Admiral Screed (26) • Strategic Adviser (4) • Weapons Battery Techs (5) • XI7 Turbolasers (6) • Superheavy Composite Beam Turbolasers (7) • Rakehell (4) = 162 Points Gladiator I (56) • Skilled First Officer (1) • Ordnance Experts (4) • Engine Techs (8) • Assault Proton Torpedoes (5) • Demolisher (10) = 84 Points Raider II (48) • Disposable Capacitors (3) • Heavy Ion Emplacements (9) = 60 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • Ciena Ree (17) • Mauler Mithel (15) • Tempest Squadron (13) • Valen Rudor (13) = 58 Points Total Points: 389 We never really talked about his plan for this fleet (as I never saw his objectives), but it seemed that he was going to use the Onager and Raider to soften up a target before Demolisher came in to finish the job. All the while the squadrons would provide a screen to any heavy squadron list. ---------- Name: Piett's SSD Bombers Faction: Imperial Commander: Admiral Piett Assault: Surprise Attack Defense: Contested Outpost Navigation: Solar Corona SSD Command Prototype (220) • Admiral Piett (22) • Wulff Yularen (7) • Damage Control Officer (5) • Emperor Palpatine (3) • Gunnery Team (7) • Boosted Comms (4) • Leading Shots (4) • Quad Battery Turrets (5) • Eclipse (3) = 280 Points Gozanti Cruisers (23) • Hondo Ohnaka (2) • Comms Net (2) = 27 Points Squadrons: • Major Rhymer (16) • Captain Jonus (16) • Tempest Squadron (13) • 4 x TIE Bomber Squadron (36) = 81 Points Total Points: 388 My plan was to overwhelm my opponent's ships with bombers and hope that they didn't show up with Ciena to make them useless all game (I waivered on taking Dengar or not just for this reason, but @ArmadaMatt seemed to just play Rebels, so why should I be worried?). Piett was my third to last commander to try (when we started this game on Thursday), and I'll be honest, I was still looking up how he works up until about an hour before our game started (Thanks, @Karneck, as always, for your excellent video on how he works and what you can and can't do with him). Combined with the Comms Net Gozanti, I was planning to use full squadron commands on the SSD while pushing a Navigate, Concentrate Fire, and Repair token to the SSD so I could use any I want at will for Piett (and getting it back with Wulff). I had initiative and chose to be second player. My opponent chose Solar Corona as the objective. Deployment: I placed the station in the center, but other than him placing a debris field directly in front of the station, there as no importance to how the obstacles were laid out. He had to deploy all his ships and squadrons first, placing Rakehell in the center his deployment zone, with Demolisher to its right by about a ruler's length. He placed the Raider the furthest to the left he could in the deployment zone, with the Gozanti and squadrons being between his flagship and the Raider. Trying to keep my Bombers as far away from his squadrons as possible, I deployed my SSD closer to the left part of my deployment zone, with a clear path to move towards the station (after some Navigate commands); I wanted to make sure I had both Rakehell and Demolisher in my front arc, which meant that I could bomb Demolisher without fear of his squadrons locking me down if it chose to skirt around my left side. The left side of the board (from my perspective) was the Solar Corona (the side where the card is on the playmat). Round 1: Rakehell dropped to Speed 0 and turned towards my SSD. Demolisher came around the left side of the SSD, staying out of long range until I moved forward. The Comms Net Gozanti gave a Navigate token to the SSD, which then revealed a wasted Squadron command (in hopes that Demolisher got too close), which I came out of with just a token. His Gonzanti gave a Navigate token to his flagship while the Raider tried to get into the fight from the opposite edge of the board. Round 2: In a long range double arc of the SSD, Demolisher activated first, which allowed it to get completely out of the SSD's range. After the obligatory Pass token / Strategic Advisor back and forth, I activated the Gozanti and passed a Repair token to the SSD. The SSD activated and sent six TIE Bombers over to Demolisher to, aided by Major Rhymer, attack at close range. I then exhausted Piett and spent a Navigate token to maneuver to the right (Wulff got the token back). Rakehell then activated and fired an ignition shot at the SSD, who braced it and redirected a damage to the left side. His squadrons moved to the right of his flagship while I threw Tempest Squadron on a debris field to keep it from getting locked down too early. Round 3: After a pass and the other activations, Demolisher activated to try to get away from my bombers. When I activated the SSD, the Bombers severely damaged Demolisher before the SSD was able to destroy it out the rear firing arc (Thank you, Captain Jonus, for the much-needed accuracy on his Evade). The SSD did significant shield damage to the Onager out the front arc, including one hull damage, and then rammed it for another damage card. I then exhausted Piett and spent a Navigate token to drop down to Speed 1. He activated Rakehell to get it out of the SSD's front arc, but was unable to do significant damage to its shields. Unfortunately for Rakehell, the SSD was just out of its ignition arc after the maneuver. Tempest Squadron got placed due to being bumped by Rakehell, allowing Mauler to jump on him for damage and engagement. Tempest retaliated for one damage. Round 4: His Gozanti activated to try to get out of the SSD's front arc, to no avail. The SSD activated, destroyed the Gozanti, and further damaged Rakehell's shields. I used Piett again to maneuver to the left. The Raider used Disposable Capacitors to attack the Gozanti at long range, giving it a single damage card to the hull (which it immediately discarded after landing on the station). While he moved his squadrons forward to protect his Onager's front hull zone, this allowed me to move all my bombers to the rear of the SSD and out of Ciena's range. Round 5: He activated Rakehell (which was able to flak and destroy Tempest Squadron), which was then immediately destroyed by my Bombers and the SSD's left auxiliary and rear arcs. After that, we decided to call the game, with the results being 271-13 (9-2, 258 MoV). Thoughts: Talking to my opponent after the game, he immediately regretted placing his Raider and his squadrons so far away from the middle of his deployment zone, with them both taking most of the game getting into position. He also had not realized that, other than Major Rhymer and Tempest Squadron, Ciena alone could have locked down my entire TIE Bomber wing without me being able to do anything about it except to take damage from her attacks. I thought he did an excellent job of maneuvering with the Onager, as I just could not get him in double arc until the final round. I really enjoyed playing with Admiral Piett, which was not what I was expecting. Being just perfect for the SSD (I mean, he did come with it after all), it was great being able to execute two command dials a turn so long as I had the requisite token (Thank you, Comms Net Gozanti and Colonel Yularen!). The SSD doesn't necessarily suit my playstyle (I prefer MSUs), but if I run one again, Piett with most likely be my commander of choice. Hope you enjoyed the BATREP!
  12. For Game 2 on Saturday, I hosted a member of Tucson Fleet who came down for a couple games against myself and @Commodore Gardner. I was testing out the second to last of the Commanders that I haven't tried (Rieekan, sadly enough, is the only one I have never used). While using an SSD in a Vassal game with Piett (I will be writing the BATREP for that game after this), I wanted to use something other than an SSD for Emperor Palpatine and Arquitens fit the bill. Here are the lists: Faction: Rebel Commander: Mon Mothma Starhawk Battleship Mark I (140) • Mon Mothma (30) • Kyrsta Agate (5) • Strategic Adviser (4) • Weapons Battery Techs (5) • Quad Laser Turrets (5) • Leading Shots (4) • Enhanced Armament (10) • Amity (6) = 209 Points MC30c Torpedo Frigate (63) • Walex Blissex (5) • Ordnance Experts (4) • Reinforced Blast Doors (5) • Assault Proton Torpedoes (5) • XI7 Turbolasers (6) • Admonition (8) = 96 Points MC30c Torpedo Frigate (63) • Lando Calrissian (4) • Ordnance Experts (4) • Reinforced Blast Doors (5) • Assault Proton Torpedoes (5) • XI7 Turbolasers (6) • Foresight (8) = 95 Points Squadrons: = 0 Points Total Points: 400 My opponent had never used the Starhawk before and wanted to get use to it before trying any speed shenanigans (hence not having a Magnite Crystal Tractor Beam Array equipped). He correctly assessed that fully equipped MC30s would be a great compliment to Mon Mothma and the Amity title on his Starhawk. ---------- Name: Palpatine's Rogues Faction: Imperial Commander: Emperor Palpatine Assault: Surprise Attack Defense: Fighter Ambush Navigation: Superior Positions Arquitens Light Cruiser (54) • Skilled First Officer (1) • Turbolaser Reroute Circuits (7) = 62 Points Arquitens Light Cruiser (54) • Emperor Palpatine (35) • Captain Needa (2) • Turbolaser Reroute Circuits (7) • Hand of Justice (4) = 102 Points Arquitens Light Cruiser (54) • Skilled First Officer (1) • Linked Turbolaser Towers (7) = 62 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • Hondo Ohnaka (24) • Bossk (23) • Gar Saxon (23) • VT-49 Decimator (22) • IG-88 (21) • IG-88B (21) = 134 Points Total Points: 385 I chose Arquitens to get my opponent to spend (and discard with Palpatine) Evades at long range and Redirects at medium range, while getting the Rogues to focus on getting Aces to ditch their Scatter tokens. My list's bid also left an opponent in a tough spot, as Fighter Ambush and Superior Positions are great for a Rogue squadron ball while Surprise Attack... well... just really sucks. I had initiative and chose to be second player. My opponent picked Superior Positions for the objective. Deployment: Nothing special about the obstacle deployment, as the station was not going to be in the engagement area and the others were evenly spaced out. My opponent had to deploy all his ships first and he placed his two MC30s in the center of the board and his Starhawk in the center of the left mat's deployment zone. I deployed my Arquitens in the usual conga line facing to the left, with the Comms Net Gozanti to the left-center, in a position to be able to pass tokens to any ship when needed. Unfortunately for my opponent, this deployment meant that his Starhawk was going to be out of the fight for most if not all of the game, being relegated to just being used as two activations (Strategic Advisor). Round 1: I continued to conga line forward at Speed 3 while he moved in at Speed 3 with his MC30s, remaining out of long range. My Rogues were able to jump on Foresight early, but IG-88B was unable to damage its rear hull zone for an early Victory token (the Decimator was the only squadron that couldn't get in range). Gar Saxon also was able to put a Navigate Raid token on Foresight. Note: Because I have never used a Gauntlet Fighter, I must have misread how Assault worked when I originally opened up the Chimaera expansion. For some reason, I thought it worked like Dodonna's Pride, in that you used all your hits / dice to give the Raid token, instead of just spending one damage. So I gave up two rounds of damage / Victory tokens until our other friend brought that error to our attention. Round 2: I forgot to use my Commander at the start of the Ship Phase (due to forgetting the timing window). The MC30s moved forward (Admonition jumped up to Speed 4) while my conga line continued to chug along, with the last in line getting a Victory token off Foresight for the single damage I was able to put on his rear hull zone at long range. The Rogues then swarmed Foresight, racking up five more Victory tokens and giving it a Navigate Raid token. Round 3: He started the Ship Phase by discarding Reinforced Blast Doors on Foresight to remove its damage cards. Finally remembering my commander, I chose to discard the Evade token at the start of the Ship Phase. I was able to finish off Foresight with my Arquitens and Rogues before moving over to Admonition. I gained five more Victory tokens this round while placing a Navigate Raid token on Admonition. The latter ended its movement just outside of close range of my Arquitens, which could have been brutal. Round 4: Palpatine chose to discard his Redirect token at the start of the Ship Phase. After Admonition activated (and Walex got a discarded Evade back), it ended its movement being in double arc of two of my Arquitens, which were able to take it down while earning two more Victory tokens. Given that the Starhawk was not going to make it to the fight, we called the game. The result was 386-0 (10-1, 386 MoV) Thoughts: First off, I honestly felt bad about my opponent bringing his Starhawk and not being able to use it. Poor deployment or not, that was more than half of his fleet that was not getting to fight, which was unfortunate. Sometimes the best way to engage a Starhawk is to just not, and that's the course of action that I chose for this game, especially given that I planned for Superior Positions to make up any points / MoV difference. So my sincere apologies if that choice bordered on being a Negative Player Experience for my opponent. Aside from deployment, given that he had Mon Mothma, I don't think that the MC30s got into the fight fast enough. If he was able to get them in the side of my Arquitens, he would have likely been able to delete one a turn, maybe even my commander early, which would have really hurt. Palpatine was interesting, but I just kept forgetting the timing window. Just like forgetting Intensify Firepower!, Han, or Hondo, the impact felt greater more because it was my commander. Anyways, he did his job, but it was difficult to remember the timing window. I much prefer the officer version of him. Hope you enjoyed the BATREP!
  13. On a Saturday where I played three games of Armada (and got to watch a fourth), the first was against @Commodore Gardner from Cochise Squadron, who finally joined the forums this week, so "Welcome!." We played a 200-point game to prepare for our upcoming Rebellion in the Rim campaign, as he is still trying to test out different Imperial lists to start with. Below are the lists: Name: Task Force Insidious Assault: Surprise Attack Defense: Hyperspace Assault Navigation: Solar Corona Gladiator I (56) • Ordnance Experts (4) • External Racks (3) • Insidious (3) = 66 Points Gladiator I (56) • Ordnance Experts (4) • External Racks (3) = 63 Points Gozanti Cruisers (23) = 23 Points Squadrons: • 2 x VT-49 Decimator (44) = 44 Points Total Points: 196 The plan for this list was to see if I could effectively use Gladiators without the Demolisher title, using the high hull Decimators as protection against a squad-heavy list (but they are heavy, so obviously that was a dumb idea). Full disclosure: @Commodore Gardner built his list in accordance with the RitR rules... and I kind of forgot. While he was cool to just play, I was starting off at a little bit of an advantage by having a second upgrade on both ships and a unique title on one. ---------- Name: Task Force Maarek Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions Quasar Fire II (61) • Boosted Comms (4) = 65 Points Gladiator I (56) • Ordnance Experts (4) = 60 Points Squadrons: • Maarek Stele (21) • 3 x TIE Defender Squadron (48) = 69 Points Total Points: 194 My opponent really wants to test out all the Imperial ships in the RitR format, so this week he got both a Quasar and a Gladiator in a list. His goal was to soften up ships with the Defenders before finishing them off with the Gladiator, while trying to keep the Quasar from getting engaged at close range. My opponent had initiative and chose to be first player. I chose Precision Strike as the objective. Deployment: Nothing noteworthy about the obstacle setup except that the station going to be well out of the engagement area. He deployed in his right corner while I deployed in the center to right portion of my deployment zone. Round 1: We both moved at Speed 2 towards the center of the mat with our squadrons getting into position to strike ships or each other the next round. Round 2: While I found out that my Decimators were heavy (I think this is the first time I've ever used the generics), his Defenders pounced on my unnamed Gladiator, with Maarek thankfully being the only one dealing damage (the rest all rolled accuracies); my flak against them was very ineffective as well. His Gladiator was able take down some of my unnamed Gladiator's shields at long range as we got in close range to one another. Round 3: Activating my unnamed Gladiator first, it destroyed his Gladiator with a double arc at close range, earning two Victory tokens in the process. It was in turn immediately attacked by the Defenders (earning a Victory token) and finished off by an attack and ram from the Quasar. After taking down some shields with Insidious and a Decimator, I maneuvered so that I started off the next round with the wounded Quasar in double arc. Round 4: Insidious activated and immediately destroyed the Quasar with a front-to-front shot to end the game and earning another Victor token. Using our proposed Task Force Tournament scoring system (because in RitR, which would have been a one-point win, my fleet would have been illegal at the start of the campaign), it was 445 - 141 (10-1, 304 MoV). Thoughts: Neither of us expected this outcome from the game, but unfortunately, his Defenders rolled very poorly at the start and he was unable to strip off the shields on my unnamed Gladiator early. And even though I didn't have Demolisher, being first player still allowed me to last-first him with a Gladiator, which hurt. He enjoyed playing with the Quasar and Defenders, but has expressed trouble with keeping that thing alive (same issue in his later 400-point game). Hope you enjoyed the BATREP!
  14. I agree with this statement that they were just as well written, but for me personally, there was too much filler in the first two books. Half of Thrawn was about Arihnda Pryce, who I didn't particularly care about (even after watching Rebels), and a significant portion of Thrawn: Alliances was about Padme. Any page with Thrawn on it though was pure gold, especially if you listened to it on audiobook.
  15. I’m pretty happy with the game as it is, but wouldn’t turn down a rule that put a cap on Aces/Uniques (either by points or total number).
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