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About Crismcw

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  1. Im all for a Squadron/Ace cap - anecdotally I’ve always felt the games which had squadronless fleets vs squadronless fleets are far more enjoyable to watch and play (especially compared to the opposite) However alternatively; I think something like a mix of... -Half points for getting aces down to half health -Spending a Con-Fire dial on a squadron attack adds one die against all squadrons in that arc rather than the one (could make this a upgrade card, rather than a errata but I’ve always felt spending a Confire dial on a squadron attack to be... well, pointless) -...just more ship upgrade cards that target squads/Aces ... would improve the game experience; without needing a Armada 2.0 overhaul.
  2. Total attendance I think was around 14-16. I’m pretty sure everyone walked away with a top16 prize.
  3. Brr, I think the Strategic advisor got murderised every game and maybe Needa once - with needa’s ship and TRC I didn’t have that many awful die rolls; and I often felt Cpt. Brunson/Moff JJ/Expert shield tech were too useful alive to reroll the odd Dice here and there.
  4. #3 for UK Stockport: Faction: Imperial Commander: Moff Jerjerrod Assault: Most Wanted Defense: Contested Outpost Navigation: Salvage Run Imperial II (120) • Strategic Adviser (4) • Gunnery Team (7) • Electronic Countermeasures (7) • Leading Shots (4) • XI7 Turbolasers (6) • Chimaera (4) • Entrapment Formation! (5) = 157 Points Arquitens Light Cruiser (54) • Captain Needa (2) • Turbolaser Reroute Circuits (7) = 63 Points Arquitens Light Cruiser (54) • Moff Jerjerrod (23) • Expert Shield Tech (5) • Dual Turbolaser Turrets (5) = 87 Points Arquitens Light Cruiser (54) • Captain Brunson (5) • Dual Turbolaser Turrets (5) = 64 Points Gozanti Cruisers (23) • Darth Vader (1) • Comms Net (2) = 26 Points Squadrons: = 0 Points Total Points: 397 I think I got netted 21(..ish?) Tournament points across 3 games; 7-4 win, 4-7 Loss, 10-1 Win. T’was super fun - Cheers to all who attended!
  5. Happy to share my list here for the guys doing meta Analysis; Faction: Imperial Commander: Moff Jerjerrod Assault: Suprise Attack Defense: Contested Outpost Navigation: Dangerous Territory SSD Assault Prototype (250) • Moff Jerjerrod (23) • Intel Officer (7) • Captain Brunson (5) • Director Krennic (8) • Gunnery Team (7) • Leading Shots (4) • Heavy Ion Emplacements (9) • Quad Battery Turrets (5) • Quad Turbolaser Cannons (10) • Ravager (4) = 332 Points Gozanti Cruisers (23) • Darth Vader (1) • Comms Net (2) = 26 Points Gozanti Cruisers (23) • Admiral Titus (2) • Repair Crews (4) = 29 Points Squadrons: = 0 Points Total Points: 387 I netted a 7-4 win and a 5-6 Loss (mutual tabling, but I was 1st Player) for a total of 12 points, to achieve16th place overall. I arrived late and only just missed the start of round 1; hence only playing two games and was awarded no points for the round I couldn’t partake in. Still; happy to have gotten any games at all 😅.
  6. I’m thinking a imperial venator would priced and perform like a weaker MC80Home-One - like how the MC80Lib is broadly similar to an ISD. Take the cheapest MC80H’s dice and drop 1 or 2. Maybe have the Ven-I variant 3 red, 3 black and the Ven-II 3 red, 3 blue. Something like a VSD but with the dice in the Arcs swapped around. Probably Similar shields and hull to an VSD too. I don’t know how to balance flyability; but atm I’’ thinking Speed 2, but with a support slot so you have to choose between engine techs to get speed 3 or fighter co-ord team. With regards to squadron values; I’ve always took the squadron stat on the cards to reflect a ships ability to direct fighters, y’know the dudes on the flight controller artwork. Not strictly their hangar capacity (contrary to the expanded hangar bag card), so a natural 4-5? (Sure the Vens got a whole extra command tower for fighters, but the ISDs command tower is bigger by volume than the two combined and some of that’s gotta be for Fighter operations - just my own head canon. ) Maybe give one version a double weapons slot, and the other a double officer slot to reflect the two towers? To prevent it stepping on the VSDs toes; By bumping it up to a Large Base; the venator won’t be able to take D-Caps so the VSD-2 will still retain single the largest long range attack in the game and preserve a niche; and price the venator more than either VSD variant; so the VSD-1 can retain its niche the imperial ‘budget’ battle-Carrier. The firepower between the two will be close; but very different arcs and thus a new play style for the Imps. The VSD still offers a similar punch in a smaller base at a cheaper cost but the venator can take different upgrades, is potentially faster and is better as a carrier. Compared to a ISD-I or II it’ll probably lose in a straight up 1v1 slugging match due to fewer dice and hull+Shields; potentially slower, very different Arcs and cheaper (Like the 90-100 mark? Perhaps?). Oh, and make the firing arcs of similar shape to an Imperial Arquitens - so a nice big weak rear zone to hit and it’s kinda thematic with the two ships being designed with clone wars-era philosophy and, at a glance; matches the Venator’s silhouette. Edit: (Apologies, I’m writing this on my phone with fat thumbs)
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