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Admiral Ro

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Everything posted by Admiral Ro

  1. Greetings, I was thinking about builds that can defend against squadrons. I came up with the build bellow. After a few practice maneuvers it is doable to keep in close range of an Imperial Star Destroyer and provide anti-squadron defense. Two Assault Carriers with Quad Laser Turrets and Repair Crews hanging out in the back would give five activations for a 400 point game. All ships in this list have black dice for Anti-squadron. This should provide a cloud of flak that makes even Aces wince. I am debating leaving this as is or dropping the Assault Carriers and adding one more Raider with Ordnance Experts and Flechette Torpedoes leaving a bid of 22 points. Still not sure if the TIE Fighters are just a waste of points at this point as I could almost get another Raider (forming a box around the ISD) . Either way I am pretty confident that I can keep fighters "Activated" and use the ISD to punch any Rebels pretty hard. The big weakness I see is at long range, an Akbar gun line could chew the Raiders up pretty good and then fighters could make life interesting for my ISD and carriers. Assuming there are enough turns/objectives left. Another possibility that comes to mind is using a Raider to seize objectives while the rest of the smaller ships defend the Flag Ship. If I can get my raiders to encircle the fighters and stay with them I should be able to lock them up. Has any one played with something similar? I am looking for thoughts. Not that I am a squadron hater, I just prefer capitol ships. I have not found a regular game so I end up spending time looking a rules and cards to come up with builds and doing test maneuvers. Thank you for sticking with me please leave a comment I value your points of view. Raider I-Class Corvette (40 points) Two black dice for anti-squadron.- Agent Kallus ( 3 points) Gives an extra black die to attack with against aces.- Ordnance Experts ( 4 points) Allows for re-roll of dice during attacks (does not say ships only so I assume I can use against squadrons.)- Quad Laser Turrets ( 5 points) Grants one blue die against a squadron that attacks this ship- Flechette Torpedoes ( 3 points) Allows a black crit to shift activation slider to activated (denying use of that fighter this turn) Unless I missed something this should allow for two (Three against Aces) dice re-rolled in an attempt to get one Crit, shifting the activation slider and denying that fight use during this turn. Raider I-Class Corvette (40 points) Two black dice for anti-squadron.- Impetuous ( 4 points) Gives and extra attack against one squadron.- Ordnance Experts ( 4 points) allows for re-roll of dice during attacks (does not say ships only so I assume I can use against squadrons.)- Quad Laser Turrets ( 5 points) Grants one blue die against a squadron that attacks this ship- Flechette Torpedoes ( 3 points) allows a black crit to shift activation slider to activated (denying use of that fighter this turn) Unless I missed something this should allow for two dice re-rolled in an attempt to get one Crit, shifting the activation slider and denying that fight use during this turn, and one attack against a single squadron. Gozanti-class Cruisers (23 points) - Suppressor ( 4 points) - Quad Laser Turrets ( 5 points) - Repair Crews ( 4 points) = 36 total ship cost Gozanti-class Cruisers (23 points) - Quad Laser Turrets ( 5 points) - Repair Crews ( 4 points) = 32 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Admiral Screed ( 26 points) - Relentless ( 3 points) - Minister Tua ( 2 points) - Fire-Control Team ( 2 points) - Quad Laser Turrets ( 5 points) - Redundant Shields ( 8 points) - XI7 Turbolasers ( 6 points) - Heavy Turbolaser Turrets ( 6 points) = 170 total ship cost 1 Black Squadron ( 9 points) 4 TIE Fighter Squadrons ( 32 points) = 41 total squadron cost "Surrender in the name of the Emperor, We have you under our guns" Admiral Ro
  2. Hmmm... I guess I did forget about having a max speed 2 on the dictors. I think I would get cut to pieces by Aces...... I guess the tokens makes the Dictors pretty much "story game" only. Oh well....
  3. Greetings, I was thinking about the proper use of Interdictors. Admiral Konstantine instantly came to mind. With Konstantine, Q7 Tractors, and G-8 Projectors I should be able to slow down a Rebel ship 3 speeds. Using the title I can do it again with the second Interdictor, and smack em hard with the ISD Cymoon. HVT to force only a brace, and XI7 to counter redirect and QLTs for some squadron defense (Got to love those Black dice! I think the extra die from QLTs has to be blue?) . I know that with no squadrons I have to make this battle quick. Target Scramblers should be able to work against Squadrons... I hope. As far as deployment/Formation is concerned I would put the ISD in the middle with an Interdictor on either side slid back until the side shield wheels were even with the back of the ISD base distance of 3 between them (for Projection experts and Target scrambler coverage for all). I am fairly new to Armada so I am not sure if I missed anything big, if I did please let me know. "Surrender in the name of the Emperor, We have you under our guns" Admiral Ro Interdictor Escort Author: Admiral Ro Faction: Galactic Empire Points: 398/400 Commander: Admiral Konstantine Assault Objective: X-Custom Objective Defense Objective: X-Custom Objective Navigation Objective: X-Custom Objective [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Admiral Konstantine ( 23 points) - Admiral Titus ( 2 points) - Gunnery Team ( 7 points) - Quad Laser Turrets ( 5 points) - Heavy Turbolaser Turrets ( 6 points) - XI7 Turbolasers ( 6 points) = 161 total ship cost Interdictor-class Suppression Refit (90 points) - Interdictor ( 3 points) - Projection Experts ( 6 points) - Phylon Q7 Tractor Beams ( 6 points) - SW-7 Ion Batteries ( 5 points) - G-8 Experimental Projector ( 8 points) - Targeting Scrambler ( 5 points) = 123 total ship cost Interdictor-class Suppression Refit (90 points) - Projection Experts ( 6 points) - Phylon Q7 Tractor Beams ( 6 points) - SW-7 Ion Batteries ( 5 points) - G7-X Grav Well Projector ( 2 points) - Targeting Scrambler ( 5 points) = 114 total ship cost
  4. Mine arrived Saturday!!! Reading and planning.....
  5. I see a lot of contradictions is this thread. Page one first entry stated Resolve Damage (in this order): You may resolve a critical effect if at least 1 critical hit symbol is showing in your dice pool. Resolve the effect in full before continuing. Critical effects do not combine with your attack damage unless specified. Because critical effects resolve at this point any damage caused by a critical effect cannot be moved or changed by a defense token effect unless directly specified by an effect. Some critical effects might have delayed resolution, like the default critical effect, but they must all be declared at this stage, no matter when they will take effect. If a Critical symbol is used to "Activate an effect" it doesn't add to damage (got it). a few pages later... by the same person. STEP 1 - Critical Effects If you showing at least one critical hit on your dice you can choose one critical effect to resolve. ACM is a critical effect. Overload Pulse is a critical effect. Flipping the first damage card is a critical effect. They all require you to have at least one critical hit (sometime on a specific colourd dice) in your dice pool at this point in the attack. You can only ever resolve one. You choose to use Overload Pulse. You don't remove the critical hit dice from you dice pool, you don't spend it. It stays there. To resolve Overload Pulse your opponent flips all his fresh defense tokens over to exhausted. Any that were already exhausted stay that way. STEP 2 - Calculate Damage Now you calculate damage. You look at your dice pool (2 hits and 1 crit) and add up all the hits and crits. The total is 3. Was the Brace defense token used? If yes then this total is reduced to 2 (half round up). STEP 3 - Inflict Damage If the Redirect defense token was used your opponent can choose to move hits to an adjacent hull zone with shields. Lets assume redirect and brace wasn't used. So you inflict 3 hits on the target hull zone. shields are removed first and any remaining hits inflict damage cards. Okay which is it? Does the Crit do damage and cause the effect or not. If yes then what is the effect crits do not combine with? (Overload pulse says nothing about damage.) what I think needs to be spelled out here is What does "Critical effects do not combine with your attack damage unless specified." mean? obviously it doesn't mean ignore damage deck results (The entire point of a Crit) , what effects are not being combined? Is there a FFG moderator or official person who can answer this? Ro.
  6. So I do need a Crit to activate the card. So a much better way to word this card would be "Upon dealing a face up card plus damage the first two cards are face up" that would seem a lot clearer. So if a card has a symbol on it before the text that is required to activate the card? Okay fair enough.. thanks
  7. The card reads "(Insert Crit symbol): The first 2 damage cards dealt to the defender by this attack are dealt face up." I am being told that unless I roll a Crit that penetrated the shields I do not get any use from this card (Because of the Crit symbol on the card at the beginning of the text block means it won't activate unless a Crit is rolled) . I think that is BS. If that was the intent it would have just said get another bloody face up card. Thoughts please I am not trying to rules lawyer anyone but if I don't understand the layout of the card blocks I will never learn to play right. Ro.
  8. Greetings, If I read the rules correctly Brace only reduces the total damage. So, it should have no effect on any blue Crits that I have. Meaning unless there is an effect that specifically states "Choose a die to remove" as long as I have a Blue Crit at the resolve damage phase I can "exhaust all defenders defense tokens". Then activate squadrons (Buffed with Sloane effect) during that turn, and remove defense tokens from the game?
  9. Hello, I am new to the game and located in NW Washington state. Are there any groups or events going on up this way? Admiral Ro.
  10. Has there been anything new released? My measurement tool's card board tokens are getting jacked up. If someone only made plastic tokens for it. The ones listed above are gone company out of business or no more on Ebay....
  11. Yes! Check this out. https://www.feldherr.net/for/star-wars-armada I have the Wave 1-6 bag it works well but has no room for duplicate ships. If you keep your dials and counters in a sort tray you can put squadrons in some of the the spaces for dials. There is a tray just for squadrons. Ro.
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