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Captain Corvid

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Everything posted by Captain Corvid

  1. I expect that, like the Acclamator, there will be a Carrier version and Destroyer version of the Venator. Perhaps the Venator-Carrier won't have 2 Off. Retrofit slots, so if you needed them both -- for example, to equip Hyperspace Rings and Boosted Comms -- you'd opt for the Acclamator. I expect the Venator will be a red and blue dice ship, so it'll be superior at medium-long range, whereas the Acclamator has greater damage potential at close range. Also, sometimes you simply won't be able to afford a Venator (or a 2nd Venator), so the Acclamator provides that cheaper option. I don't think the Acclamator is in danger of becoming immediately obsolete when the Venator is released, repeating what happened to the Victory SD. The problem with the Victory was that it had poor speed and maneuverability, and it was years before FFG "fixed" it with the Harrow ship title. Also, the Victory-II was ridiculously over-priced. In comparison, the Acclamator is a well-rounded ship: Good at multiple things, but not great at anything. It's certainly not as niche as a Quasar Fire or Onager; some players will say that's a good thing while others will say it's bad. I think it makes more sense to release an affordable, all-round good ship early in Clone Wars Armada, and the expensive and/or specialty ships later.
  2. I like the idea of changing Cluster Bombs because I don't think I've used it since the Home One expansion was released and I tried it a few times with meh results -- ECM is just too good! But perhaps with the ECM nerf, Cluster Bombs is worth another try. First, if Cluster Bombs can be refreshed, I think the 4 blue die will have to be reduced to 3, for balance. Second, a ConFire token should be required to refresh Cluster Bombs. Tokens are far more important and prevalent in Clone Wars Armada, so spending any token to refresh Cluster Bombs would be too easy; it needs to be a ConFire token so the ship has to give up something offensive to replenish Cluster Bombs. Third, given the indiscriminate nature of Cluster Bombs, they should inflict damage to nearby squadrons (and possibly other ships), similar to how Wide-Area Barrage works. There's a lot of directions this change could go in. I think it should be a double-edged sword, so that Cluster Bombs will inflict half of the damage rolled (rounded down) to any squadron or ship within distance 1 of the attacking squadron, which would include the defending ship. This would make the defending player think twice before using it or risk destroying their own ship, which seems balanced if Cluster Bombs can be refreshed. Fourth, I kinda think that Cluster Bombs should roll black dice instead of blue, just for the sake of logic because black dice represent Ordnance and Cluster Bombs are basically Ordnance (the only reason they're Defensive Retrofit is because they came with the Home One, which has Def. Retrofit slots but not Ordnance). I know that would preclude the possibility of rolling an Accuracy to block the squadron's defense tokens, especially Scatter. However, there are no Bomber squadrons with Scatter, so it would probably be ok if a TIE Ace could Scatter, but a Bomber Ace could Brace down the damage. Fifth, I think any of these changes would necessitate a points increase. I think if Cluster Bombs was reduced to 3 blue dice and had to be refreshed by a ConFire token, it could be 7 points. If Cluster Bombs also damaged nearby squadrons and ships, it would probably have to be 8-10 points.
  3. The Acclamator is basically a faster, weaker Victory SD, and suffers from the usual Star Destroyer problem: Its powerful front arc is a double-edged sword. In my first game against the Republic, my Munificent Comms Frigate was one-shotted by an Acclamator at close range (after its front shields were depleted from earlier attacks). And my Star Frigate was nearly killed by another Acclamator that kept double-arcing from its side and rear arcs. The Acclamator can't be under-estimated. The Acclamator also benefits from being familiar to Imperial players, because the Acc-1 is similar to a ISD-1/VSD-1 hybrid, with a Weapons Team, 2 Off. Retrofits, an Ordnance and Turbolaser slot; and the Acc-2 is similar to a ISD-2/VSD-1, with its Weapons Team and Def. Retrofit. That allows Imperial veterans to use similar loadouts on the Acclamator. However, the Acclamator can be defeated if your opponent knows how to avoid its strengths and exploit its weaknesses -- admittedly, fairly standard advice for any ship. The Acclamator's primary weakness is its speed coupled with its lack of maneuverability. I've seen Acclamators fly off the table 3 times so far and it even happened to me once. Choosing Bail Organa as your Commander can mitigate this problem by providing the desperately needed Nav dials; just remember to save Bail's Nav dials for your Acclamators to use in the later rounds, instead of using them up removing Dooku's Raid tokens. Another weakness of the Acclamator is that it has a Salvo token instead of a 2nd Redirect. I understand why the Munificent has those defense tokens, but it doesn't make as much sense for the Acclamator because its rear arc is a red and a black die, instead of 2 red. This is a major problem in the later rounds, when the Acclamator will probably be running away from enemy ships, and it can only attack and Salvo with 1 red die. I've seen many Acclamators get destroyed trying run away from Munificents by making the mistake of attacking and getting Salvo-ed. The Acclamator is a decent ship but it has a steeper learning curve and is less forgiving than the Separatist's medium ship. That's why in these early days of Clone Wars Armada, the Acclamator appears to be worse than the Munificent. Just give it time. Practice makes perfect. 😉
  4. I agree. I don't want LTT to become exhaustible because it would ruin it, but I think a points increase is warranted because LTT doesn't make sense at 7 points compared to Dual Turbolaser Turrets at 5 points, which must be exhausted, is a Mod, and doesn't have a secondary Anti-Squadron ability. I'd suggest raising LTT to 9 points and see how that works, then it could be adjusted up to 10 or down to 8. As for the 10-points cards, Quad Turbolaser Cannons and NK-7 Ion Cannons are rarely ever used because they're over-priced. QTC should either be changed to ANY color Accuracy allows a 2nd Accuracy die to be added, and keep it at 10 points. Or keep the card the way it is and reduce it to 5-7 points. And get rid of the Modification. The H9 + QTC combo is not OP'd so it didn't need to be nerfed out of existence. There are only 3 ships that have 2 Turbolaser slots, so the nerf was unwarranted. NK-7 should be reduced to 7 or 8 points if the defender gets to pick the defense token to discard. If it was changed to allow the attacker getting to decide the defense token to be discarded, then it could be raised to 12 points (and perhaps made into a Mod).
  5. The Munificent is my favourite Clone Wars. The ship model is beautiful, its firing arcs and shields are excellent, and the differences between the two versions provide great versatility. The most important thing I've learned about using the Munificent is to queue Repair commands! Once a Munificent's shields are down, it can get wrecked if it can't Brace and/or the attacker rolls a lot of red and black doubles. Fortunately, the Separatists are the best at Repair commands. If you keep Repairing, you can keep the Munificent alive a lot longer than your opponent, especially after you're past their front arcs and the last few rounds become turning battles or pursuits, because the Munificent's side and rear arcs are all red dice. The only thing I don't like about the Munificent is how fragile the ship mini's appear to be, and how nerve-racking it was to mount it on its plastic stand, trying not to break anything. The spine of the ship model has pointy plastic spikes right over the mounting slot, so I had to press down on the wings with two fingers, and I was terrified they would snap off. Fortunately, that didn't happen. But I don't plan on ever taking my Munificents off their plastic stands. I might even glue them.
  6. Quality control is definitely an issue with the Clone Wars expansions. My Republic Fleet Starter has a V-19 with a badly bent cannon, one of my Republic Fighter Squadrons packs is missing a V-19 and has an extra ARC-170, one of my Separatist Fighter Squadrons packs has an extra Tri-Fighter, and worst of all, one of my Munificent ship mini's is missing its mounting slot. I can't tell if it fell off or was never attached. My LGS sent me a replacement set of Republic squadrons mini's, but there was a misunderstanding with the Munificent because they sent me a plastic medium base and fin, but not the mini that I needed. Also, there's inconsistent painting quality on my Acclamators. One Acclamator seems to have had a dark wash applied to the lateral trench and the command tower, but on the rear section, the right trench has no wash applied and the left side does, so they look very different. My second Acclamator has no wash applied at all, and some of the red stripes on the rear are inconsistent, not extending onto the vertical edge of the hull. I acknowledge that the paint schemes for the Clone Wars ship models are the best and most detailed we've seen in Armada, but it's apparent the some corners were cut during painting.
  7. @Bravo NullI had a re-match versus my friend using a modified version of your build. Obi-Wan Double Acclamator Double Armed Corvette - Kit Fisto Oddball Anakin Axe Faction: Galactic Republic Commander: Obi-Wan Kenobi Points: 398/400 Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Solar Corona [ flagship ] Acclamator II-class Assault Ship (71 points) - Obi-Wan Kenobi ( 28 points) - Clone Captain Zak ( 5 points) - Clone Gunners ( 4 points) - Electronic Countermeasures ( 7 points) - Spinal Armament ( 9 points) - External Racks ( 4 points) = 128 total ship cost Acclamator I-class Assault Ship (66 points) - Clone Navigation Officer ( 4 points) - Flight Controllers ( 6 points) - Boosted Comms ( 4 points) - Hyperspace Rings ( 3 points) - Linked Turbolaser Towers ( 7 points) - Flechette Torpedoes ( 3 points) = 93 total ship cost Consular-class Armed Cruiser (37 points) - Radiant VII ( 1 points) - Clone Navigation Officer ( 4 points) - Munitions Resupply ( 3 points) = 45 total ship cost Consular-class Armed Cruiser (37 points) - Swift Return ( 3 points) - Auxiliary Shields Team ( 3 points) - External Racks ( 4 points) = 47 total ship cost 1 Kit Fisto ( 26 points) 1 Odd Ball ( 23 points) 1 Anakin Skywalker ( 19 points) 1 Axe ( 17 points) = 85 total squadron cost ------------------------------------------------------------ Anakin survived to Round 4 this time thanks to Axe -- although Axe couldn't use his ability to help Anakin because he was the only Escort so all my Droid fighters had to attack Axe. Kickback could be used instead of Axe to save 1 point; his 2 Braces might help him survive longer and he could use his ability to move after attacking in order to continue escorting Anakin (he had to leave Axe behind in Round 3 to follow and attack my ships). The Armed Cruisers didn't miss Reactive Gunnery because my Droid squadrons were occupied with Anakin, Axe, and Kit Fisto for most of the match, and my Hyena Bombers focused on the Acclamator-II -- deliberately avoiding the Acc-1's Flechette Torpedoes. Radiant VII destroyed my generic Hyena squadron, but still had trouble with my 2 Hyena Aces. Without additional friendly squadrons to attack the Hyena Aces, they weren't pressured enough to discard Scatter, and survived the match (with a little help from the Space Station). Clone Captain Zak helped boost the Acc-II's side arc attacks, but couldn't be refreshed after Round 4 because Radiant II ran out of CF tokens after Round 3. CF tokens are in such high demand that it might be worthwhile keep CNO on Swift Return after all, to pass CF tokens to the Acc-II in Rounds 5 and 6. If Aux Shields Team is dropped from Swift Return for CNO, and Axe is switched to Kickback, this modified build will remain at 398 points. Flechette Torpedoes proved to be more of a deterrent against my Hyena Aces attacking the Acc-I, but remained unused. If the original 5-point initiative bid is important to you, consider omitting FTs.
  8. The Venator, Providence, Recusant, and Republic Pelta were announced by FFG back in August and distributor leaks reveal they’re expected in January. They should be the last ship expansions released by FFG. After that, yes, it might be a while before AMG releases new Armada content. I’m optimistic AMG will have new Armada expansions to reveal at GenCon 2021.
  9. If the Recusant ship mini looks as amazing as the Munificent, I'll be hyped for it. However, the Recusant is a very long, skinny, skeletal ship, so I'm not sure how it'll turn out. I have a feeling it'll be similar to a MC30 -- it might even be on a small base, despite that the destroyer version is longer than a Venator. Also, the Pelta will be a small base ship, so it would make sense if the Recusant was too.
  10. I agree that the Munificents and Hardcells are gorgeous ship miniatures. Whereas the Acclamators and Consulars aren't nearly as impressive. Based on the promo art, I was expecting the Acclamators to have a dark wash so the hull details popped. On closer inspection, I noticed that the ventral side of the Acclamator has 6 dark gray lines, but there are only 2 dark gray lines on the dorsal side of the ship mini (on the bow). Why would they add detail lines like those on the bottom of the mini where they'll hardly ever be seen!? 😖 I also like the hard plastic and colours of the squadron minis -- but the hard plastic is difficult to fix if something is bent, like one of my V-19's wing-tip laser cannons. Overall, I'm impressed with the Clone Wars Armada content, and I'm eager to see the Venator and Providence ship miniatures in 2021!
  11. I played my first Clone Wars Armada battle against my roommate using my Kraken Double Munificents build (399 points). My roommate tried @Bravo Null's Obi-Wan 2x Acclamators 2x Armed Corvettes build (395 points) because he wanted activation advantage and doesn't like squadrons. He chose to be 1st player and chose Targeting Beacons as the Objective. It was a fun and thrilling match! The best game of Armada we've played ever since the pandemic began. Despite my greater experience playing Armada, it was a close game and I made numerous mistakes that nearly cost me the game. At the start, my opponent deployed his 2 Acclamators in the centre and I was worried that my Hardcell Transport would get one-shotted by an Acclamator's powerful front arc, so I deployed it to the right edge of the DZ. My plan was to sweep around the obstacles at Speed 3 and attack the Acclamators from behind. However, that hindered its ability to support the Munificents with Parts Resupply and Beast of Burden, which proved to be a costly mistake. I neglected to queue a Repair command on my Comms Frigate (carrier) until the 4th round because I prioritized Squadron commands and was waiting for my Hardcell to get into range to pass a Repair token. My opponent activated his Acc-2 at the beginning of Round 4 and destroyed my Comms Frigate at close range, avoiding a head-on collision when the ship moved. Without my carrier for Squadron commands and Hyperwave Signal Boost, my Droid squadrons were handicapped by their AI keywords. Consequently, all of my generic Vulture Droids were destroyed trying to kill Kit Fisto and Oddball. Fortunately, my squadrons countered Intel and trapped the 2 Republic squadrons within range 1 of Phlacc-Arphocc Prototypes, which inflicted 1 damage every round, and finally destroyed Kit Fisto in Round 5. I had expected to use the Munificents' Heavy Ion Emplacements to deplete the Acclamators' shields and double-arc, but their narrow front arc made this difficult. The Comms Frigate was only able to use HIE once before it was destroyed, and the Star Frigate used HIE twice. Kraken proved to be effective at triggering HIE by providing a blue crit; however, the rerolls I received from the Targeting Beacons objective diminished Kraken's value. Count Dooku would've been a better choice based on the Objective. In an ironic twist, the Acclamator's rear and side arcs proved much more effective at double-arcing than my Munificents' front and side arcs. My opponent and I had overlooked a Damaged Munitions face-up damage card on his flagship for at least 1 round of attacks. In Round 4, my Star Frigate had been destroyed by the Acc-2, but while resolving its Salvo attack, which had inflicted a damage card, we noticed the Damaged Munitions card and realized that the Acc-2 shouldn't have rolled as many dice, so my Munificent had survived. My Star Frigate was then able to activate and use a Repair dial, Battle Droid Reserves, and Wat Tambor's ability to produce 8 Engineering points, discarding 3 damage cards. My Hardcell Transport was a poor flanker compared to the Consular Corvettes because it was only Speed 3. The Hardcell wasn't able to make an unobstructed front attack on the Acclamators until the 4th round. Then it had to turn away from pursuing the Acclamator-I to avoid overlapping an obstacle; instead, it landed on the Space Station to discard a face-up damage card, which had been inflicted by Radiant VII earlier that turn. In the 5th round, my opponent Repaired and discarded Damaged Munitions from his flagship. My Star Frigate took more damage from the Acc-2's rear and side arcs. My Hardcell passed a Repair token to my Star Frigate, activated 2 Hyena Aces, killed the Acc-2, then fired on Radiant VII and collided with it. Hardcell couldn't move, landed on the Space Station again, and discarded the collision damage. When my Star Frigate activated, it Repaired again using 10 Engineering points to remove all of its damage cards and restore some shields. It attacked the Acc-1's rear using its port-side arc, but couldn't use its front arc or HIE. I maneuvered the Star Frigate to pursue the Acc-1 and lined up a front arc shot for the final round. The enemy flagship had no shields, only a Redirect token, 3 face-up damage cards, and 1 face-down damage; it had only 3 hull remaining. A lucky long range attack, aided by Targeting Beacons (but not Kraken because the Hardcell was out of range) would've killed the Acclamator-I. However, before the 6th round began, my opponent and I called the game because his Acc-1 was going to fly off the table and we didn't feel like playing out the round. It would've been a toss-up whether my Hardcell killed Radiant VII or would've been killed by Radiant VII or Swift Return, so we didn't count them in the final scoring. My Score: 269 points Opponent's Score: 152 points Points difference: +117 points Margin of Victory: 8-2 This was an incredibly fun game of Armada, and my friend and I are eager to play more of the Clone Wars content!
  12. My roommate used your build in our first Clone Wars Armada battle yesterday. Based on our play experience, I have the following suggestions for your First CW Fleet build: Add a V-19 Ace, like Axe, to escort Anakin, because he got wrecked by my activated Droid squadrons and died early in Round 3 -- after using his ability to inflict 3 damage to my Comms Frigate in Round 2. Implacable shouldn't be your flagship because it needs those front shields (my roommate never used its ability). Perhaps if you queue Repair commands starting in Round 3 or 4, you can afford to use Implacable's ability to help the Acclamator-I and then recover those shields; however, you definitely need to plan ahead because Acclamators are Command 3 ships. Otherwise, omit Implacable. I understand why you equipped the Armed Corvettes with Reactive Gunnery, which allows you to use the Contain token as a Salvo, but it's only effective against generics; whereas my 2 Hyena Aces were able to Scatter or Brace away the anti-squadron Salvos. Clone Navigation Officer on every ship proved to be excessive. Consider swapping CNO for Clone Captain Zak on the flagship. If you plan on using Swift Return as a flanker, it will be out of range to pass tokens with CNO; omit it. And a best-practice suggestion to anyone using Acclamators: Queue Nav commands in Rounds 5 and/or 6 or risk flying off the table! 😜
  13. Yes, I noticed that. I think it's a positive change... However, one of my V-19s came with a badly bent laser cannon. I've tried the warm water method of softening the plastic and carefully bending it straight, but this fix doesn't seem to work as well as with the soft plastic minis. Something else I've experienced is that the "error rate" of the squadrons in the Starters and Packs are higher than normal. I received an extra V-19 in one of my Republic Starters -- although its laser cannon is bent -- and one of my Republic Squadrons packs was missing a V-19 mini but had an extra ARC-170 mini. Also, one of my Separatist Squadrons packs had 1 extra Tri-Fighter Droid mini. I've had similar problems with Imperial, Republic, and Rogues & Villains Squadrons packs in the past, but those incidents were spread out over 3+ years. This is 3 packing errors in a single day! I'm curious if other people have experienced packing errors with their Clone Wars Starters and Squadrons packs?
  14. I do have my 2 Separatist Starters now, as well as 2 Separatist Fighter Squadrons packs. Unfortunately, my LGS didn't receive the Upgrade Card Collection, so I'll have to wait on that to try out the new cards. Fortunately, the Separatist Starter comes with the Heavy Ion Emplacements upgrade card; and the Republic Starter comes with Auxiliary Shields Team. It's like I designed my fleet the way FFG intended -- or it could just be coincidence. 😉 I chose 3 ships for my build because I wanted a fairly large squadron presence. I know that I could run 2 Munificents and 2 Hardcells if I reduced my squadrons and omitted some upgrades, but I wanted to try as many new upgrade cards as possible and utilize their synergy to make my Munificents extremely tanky. Also, if my opponent has activation advantage, I look at it as an opportunity to test out the Pass Tokens mechanics. After I try out my 1st Separatist Kraken Double Munificents Fleet, I might modify it and add a second Hardcell to see how that works.
  15. I agree that Comms Net is still a great choice for Fleet Support if you need versatility and adaptability. In my 1st Republic build, I chose to equip Comms Net on Radiant VII rather than Munitions Supply because I wanted the option to pass different tokens to my Acclamators depending on their needs each round. For example, one round I'd pass a Squadron token to Nevoota Bee to activate 1 extra squadron. Another round I'd pass a Repair token to my Acc-II to refresh ECM. Another round I'd pass a ConFire token to my Acc-II to refresh Clone Captain Zak. Munitions and Parts Supply are most useful if all of your ships will be doing the same thing. At least the other 3 factions have the option to bring two or more Fleet Support ships and equip one with Munitions Supply and one with Parts Supply; however, the Republic currently can only bring one Fleet Support ship, so equipping Comms Net is the better option IMO.
  16. I agree, Avenger should've been changed with a points increase to 10-12 points rather than blowing a gaping hole in its ability. The primary purpose of Avenger is to reliably shutdown a defending ship's most effective defense token, and the change completely ruins that. At least with new Yavaris, the additional attack die is virtually the same as single-die Bombers (Y-Wing and X-Wing) activating and attacking a ship twice. It's only a nerf for two-dice bombers (B-Wing and Scuurg), and they needed to be nerfed for game balance. TBH though I would've preferred if FFG had left Yavaris' ability the same and increased its cost to 10-12 points, just like Avenger. I don't understand how FFG screwed up the points cost for the best ship titles for the Neb-B and ISD, pricing them both at 5 points, whereas inferior ship titles, like Redemption and Devastator, were priced 8 and 10 points, respectively. Flipping those points costs not only would've balanced Yavaris and Avenger, but would've made Redemption and Devastator more playable, so there would've been greater variety. How did that not occur to FFG in 5+ years?
  17. Now that the Hardcells have been revealed, I was able to complete my 1st Separatist Fleet: Kraken Double Munificents Faction: Separatist AllianceCommander: KrakenPoints: 399/400 Assault Objective: Targeting Beacons Defense Objective: Contested Outpost Navigation Objective: Minefields [ flagship ] Munificent-class Star Frigate (73 points) - Kraken ( 30 points) - Sa Nalaor ( 5 points) - Wat Tambor ( 5 points) - Battle Droid Reserves ( 4 points) - Electronic Countermeasures ( 7 points) - Heavy Ion Emplacements ( 9 points) = 133 total ship cost Munificent-class Comms Frigate (70 points) - Tide of Progress XII ( 2 points) - Rune Haako ( 4 points) - Battle Droid Reserves ( 4 points) - Hyperwave Signal Boost ( 3 points) - Heavy Ion Emplacements ( 9 points) = 92 total ship cost Hardcell-class Transport (47 points) - Beast of Burden ( 6 points) - T-Series Tactical Droid ( 4 points) - Auxiliary Shields Team ( 3 points) - Parts Resupply ( 3 points) = 63 total ship cost 1 Phlacc-Arphocc Prototypes ( 19 points) 1 Baktoid Prototypes ( 16 points) 1 Haor-Chall Prototypes ( 16 points) 1 Hyena Bomber Squadron ( 11 points) 4 Vulture Droid Squadrons ( 32 points) 1 DBS-404 ( 17 points) = 111 total squadron cost --------------------------------------------------------- Ships: I've noticed that a lot of Sep players have equipped their Munificents with LTT or Swivel-Mount Batteries; many of them have left the Ion Cannon slot empty. I realized that an Ion Cannon upgrade with a Special Critical Effect is perfect for the Munificents with Kraken because Kraken can change a die to a face with a single icon, i.e. a Crit! Kraken is basically a better Screed because you don't have to remove a die to change another die to a blue crit. That's why I equipped both my Munificents with Heavy Ion Emplacements; with a guaranteed blue crit, they can deplete an Acclamator's front and side shields in a single round! That's far better than rerolling 1 red die. The fact that the Munificent's only blue dice are on its front arc isn't a problem because HIE (and OP and NK-7) must exhaust, so even if I equipped Quad Battery Turrets in the Turbolaser slot for an extra blue die, I couldn't use HIE during my second attack. The Munificent was made for Ion Cannon exhaustable upgrades, and Kraken was made to deliver a blue crit for the special critical effects. I decided to make my Star Frigate my flagship and equip it with Sa Naloor, Wat Tambor, Battle Droid Reserves, and ECM to make it hella-tanky. My Comms Frigate will be my carrier. I'll give Rune Haako 2 Squadron tokens so I can activate 4 squadrons during the ship's activation for 2 rounds, and I can bank Squadron tokens on my other ships and take them. I chose Hyperwave Signal Boost so I can activate 3 squadrons during the Squadron Phase. My Hardcell is a dedicated support ship. The Beast of Burden ship title will synergize with my flagship's ECM so I can ready Brace for a second use every round. I'll use Parts Supply to pass out Repair tokens in Round 1 and my flagship can take the last 2 tokens to refresh ECM. The Hardcell will reveal Squadron dials to activate 2 squadrons until my squadrons are depleted, then bank tokens to refresh Parts Supply. Squadrons: I chose 4 Ace squadrons rather than more generics because my squadron activations are limited and I wanted to use the Aces' special abilities. Since the Separatists don't have any Escort squadrons, I opted for 2 Hyena Bomber Aces to increase their chances of surviving long enough to attack ships. I'm realistic about my squadrons' prospects against a squadron-heavy Republic build: I predict that all of my generics will be wiped out by the end of round 4, but my Aces should survive and inflict enough damage to finish off enemy ships. Objectives: For objectives, I didn't want Advanced Gunnery because the Munificents can double-arc; I didn't want Most Wanted because my ships are all more expensive than their Republic counterparts, so even if I was second player and chose an Acclamator and my Hardcell, they're only separated by ~20 points and my Hardcell is more likely to die; I didn't want Opening Salvo because Acclamators already have more powerful front arcs; I didn't want Precision Strike because I didn't have a lot of Bombers. I chose Targeting Beacons because my red dice ships could use rerolls. Similar to the Assault objectives, I chose Contested Outpost because the other options were worse, and my Sep ships are more expensive than the Republic's ships, so I should be able to control the space station. Also, I want to lure enemy ships toward my Double Munificents using the outpost objective. Admittedly, against Imperial and Rebel opponents, they could have more expensive ships, so it doesn't work as well. I chose Minefields to try to deny part of the play area to my opponent and funnel their ships toward my Double Munificents. P.S. I finally caved and pre-ordered a second Separatist Fleet Starter so I can actually run my Double Munificents build. 😁 I received my shipping notification today so I should receive all of my Clone Wars expansions on Friday. I can't wait!
  18. Gink's "Armada: Love it or leave it" attitude was just as toxic, and completely inappropriate. The only time it's acceptable to "like something or get out" is when eating dinner at your mother-in-law's house. 😜
  19. Isn't "If you don't like it, quit" basically what the Disney hacks and apologists told Star Wars fans when we justly criticized the Disney Trilogy? That disrespectfully dismissive attitude is demonstrative of an overly defensive person in deep denial, bordering on delusion. The first step to solving any problem is recognizing the problem exists. That should be the epitaph of the year 2020. Based on my reading of the new Rules, the updates are positive overall, however, it seems that FFG's priority was nerfing the great, popular upgrade cards, but completely ignored the less popular cards that needed to be changed to become good and used more often. For example, the Avenger and Demolisher ship titles have been nerfed, but the Devastator, Dominator, and Insidious titles are un-changed. Doesn't it make sense to improve more cards so they're used more often, thereby providing more variety? Rather than focus only on the cards that are used most often, and deliberately making those cards worse? The only players who will be "happy" about cards being made worse are opponents. But those opponent-players are probably just as upset that their favourite cards have been nerfed. Any Armada player expressing disappointment and dissatisfaction about the changes aren't disrespecting FFG and the work they've done; they're simply expressing their opinions, which everyone is entitled to. It certainly won't make the Armada game or Armada community better if dissatisfied players choose to quit the game, rather than offer their suggestons and constructive criticisms about how the game can be improved. It's incredibly disrespectful and insulting to long-time Armada players to tell them to quit the game, just because you are overly sensitive to other people's opinions and constructive criticisms, and misinterpret them as "insults".
  20. Ugh... I've this card at least a dozen times and I'm still not sure I understand how it works. Rune Haako is given a Supply of 2 command tokens of any type at the start of the game. Does only the ship equipped with Rune Haako get the matching command token(s) that were discarded. Or do both ships? 🤔 I think Run Haako's card works like this example: The player chooses to place 2 ConFire tokens in Rune Haako's Supply at the start of the game. During the game, a friendly ship acquires 1 Nav token. Rune Haako can take 1 of the following actions: Discard the friendly ship's Nav token and add 1 Nav token to Rune Haako's ship (basically a token transfer, similar to Comms Net); Discard 1 ConFire token from Rune Haako's Supply and add 1 ConFire token to Rune Haako's ship; Both #1 and #2. I think that's how it works. 🤨 ???
  21. Thanks a lot. I can't unsee it now! 🤢 🤮 🤬🤬🤬
  22. I agree. Dominator needs to be reduced to 8-10 points. Most of the cards from Wave 1 and 2 were over-priced, in hindsight -- I suspect deliberately to help players fill 400-point fleets in the early days of Armada. In comparison, the Clone Wars cards are much more reasonably priced. The old cards should be points adjusted to align them with the Clone Wars cards. It's very disappointing that FFG seems to have ignored a lot of over-priced cards and only updated the most popular and "over-powered" cards. If they were going to ignore so many of the old cards, they should've made the Upgrade Card Collection into multiple volumes. The upcoming UCC could be Volume 1 and cover the most popular upgrade cards. Volume 2 would update the rest of the upgrade cards, as we as include updated Ship Cards in the standard size format.
  23. Reserve Hangar Deck isn’t as appealing for the Republic as any of the other factions because V-19s have 5 hit points whereas the other factions’ Swarm squadrons have 3, and RHD only sets the replacement squadron to 2 hit points. Unless of course RHD has been changed in the UCC.
  24. The ship models and most of the cards for the Clone Wars Starter ships have already been designed and manufactured. Each ship expansion just needs 1 new Commander, a couple of new ship titles, and a few upgrade cards. FFG must have planned out the next few waves for Clone Wars Armada because they had to pitch their ideas to Disney to get their licensing deal renewed last year, which expires in 2023. Presumably they have numerous things in different stages of concepting, design, testing, and production. And some of the Armada staff from FFG have been transferred to AMG; presumably they will take everything they've been working on with them to AMG and hit the ground running. I know that the transition from FFG to AMG will inevitably cause delays, but I'm hopeful that AMG will have new Armada expansion ready to reveal -- ideally ready to ship -- for GenCon 2021. I think if they combined the CW Starter ship expansions with one new ship expansion per CW faction, that would make a satisfying Wave 11. I think that's plausible in the latter half of 2021.
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