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Cubanboy

Happy Friday Armada Peeps

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Oddly enough I'm pretty happy with all of them. The new ships are great. The gladiator and space-whale are fun in their own way and give their respective sides a lot more flexibility. Space

 

I'm fairly pleased with all of the fighters on both sides too. Some of the heroes are less useful than others, but that's just sort of unavoidable. I don't think any of them are bad.

Actually, I really like tie advanced squadrons. They're pricey, but they really make your heroes hard targets and they hit almost as hard as tie bombers. I've been using them a lot.

 

I haven't had a chance to play with the Neb B post Wave 1, but I think there's definitely still a role for it as a support ship with Redemption, as a modestly priced anti-squadron ship, or as a squadron support vessel with Yavaris.

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I'm happy with the space whale.

It has given the rebels a ship that can stand in there and trade blows. It's not as tanky as a VSD, but it does the job and allows the other ships an easier way to snipe.

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I love the AFmk2. Both in design and practice. It brings me joy to see everyone refer to it as the space whale.

My only quibble with wave 1 is that the Rebels have three unique ships, but the Empire only has 2. Its just a little bland on the grey side of the table.

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I'm happy with the space whale.

It has given the rebels a ship that can stand in there and trade blows. It's not as tanky as a VSD, but it does the job and allows the other ships an easier way to snipe.

Honestly I think in a way it can be more tanky than a VSD if it uses its shields right. Repairing shields is easier and cheaper and getting a critical effect is less likely. But if they concentrate on one hull zone it will go down faster.

But otherwise yes, the Rebel's game has changed and the Glass Chin-B will get more sniper shoots in because he is no longer the biggest threat.

I will be trying out the Imperials this weekend to see how the GSD flys. (I know, I am a sick individual who has to try everything myself to get a good feel for how the ships work. But it works for me.:D)

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I love the AFmk2. Both in design and practice. It brings me joy to see everyone refer to it as the space whale.

My only quibble with wave 1 is that the Rebels have three unique ships, but the Empire only has 2. Its just a little bland on the grey side of the table.

Well in a way that is the difference between the Empire and Rebels. The Empire had a unified looking Fleet with little room for new looking designs. Also in the Cannon the most commonly seen vessels where the ISD's, but the game would be boring if the Empire only had one Ship to choose from without going to a Super Epic game.

At least the VSD has three Named Ships.

Edit: Almost forgot..... Space Whale!

Edited by Beatty

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I'm hoping for a full weekend of Star Wars gaming. Friday, going to go to game store and see if I can scare up some armada. Expect to play imperial assault most of Saturday. Sunday will be playing shadows of brimstone. This Monday, the game store which is normally closed will be open and doing a Star Wars day. So I'm going to go back and being armada and Star Wars lcg.

Looking forward to what will hopefully a game filled 3 day weekend :)

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I love the GSD. My sister's goldfish totally underestimated it and got clobbered by it at point blank. I still have issues with the goldfish's engine outlet. Till today it irks me to no end.

I'm guessing like the trickery that some fish use, the small engine outlet on the goldfish is to make it less of a target for ships to shoot at.

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I really dig this group of people that post here every day. So question which Wave 1 ship are we liking and which need work?

 

Have an outstanding weekend and fly casual.

What needs work?  They need to make the squadrons cheaper so I can cram more of them into my fleet.  So many great combos with both sides, it's a struggle to jam it all into 100pts.

 

I'm being sarcastic of course; the points are fine, and I like having to make hard decisions about squadron selections.

 

Like, Soontir with a good TIE Advanced escort is fantastic, and it's even cooler if Vader is one of them to absorb more damage (and dish out a bigger hurt).  But if you're doing that, you're eating up a lot of squadron points that could have been spent on Rhymer and Bombers to nuke a big ship.

 

All of that is great, but then Using Mauler and Chiraneau for some cheap direct damage becomes less viable if you're running one of those combos.

 

On the Rebels side, Dutch and Wedge are such a clutch combo, but you're coming close to half your squadron points, so if you're concerned about putting up a fighter screen, you might have to fill it out with cheap A-Wings.

 

But if you're doing that, you won't be able to put the fear of Cthulhu into your opponent by having Luke and Keyan threatening their ships.

 

Having been into X-Wing since Day 1, I have to say that the opening wave of this game feels a lot more flexible than X-Wing's; in X-Wing's early days, you had to basically be running 4 ships with Rebels or a TIE swarm with Imperials to have a good viable squadron, and even within that, there were some pilot cards that were just not all that great and felt like they were in there for the sake of filling out ranks.

 

Even in Wave 1, I can't recall seeing anyone using Winged Gundark, as well as Maarek Stele.  With Armada's Wave 1, all of the ships have roles you can build to, and all the squadrons have their uses, clear and otherwise.  The biggest win for me is that the unique squadrons are all very useful with the right support from your fleet, they just require you to make some tough build decisions.

 

I think my hardest decision in X-Wing Wave 1 was whether or not to make my 4th Rebel ship a Y-Wing with Ion Turret or just go 4X and call it a day.

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I've been slowly trying out the new acquisitions. I've mostly tried to play with the squadrons, and of those really just the TIE bombers. I've been painting them, and am quite pleased with how they're turning out.

 

I have yet to play anything other than a 180 point game, but soon my community will be playing an escalation league in which we'll go from 180 to 300 in 40 point increments every two weeks. I do look forward to the new possibilities that more points will provide, but at the same time I'm liking the fact that we're going to savor it slowly.

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Regarding your OP, CubanBoy: yeah, this is a pretty good crew.

 

I don't know which ships need help, but I could use some thoughts on the GSD.  Even with the upgrades, I don't see taking a Gladiator instead of a Victory II. 

 

My normal opponent is very cagey.  He has zero difficulty staying outside close range.  Which makes the GSD that moves -- then shoots once -- tempting.  Since the Rebs have more ships, there will be at least two Rebs left to move after that GSD -- at which point it will almost certainly be crippled or killed.

 

So, why take a GSD?

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Regarding your OP, CubanBoy: yeah, this is a pretty good crew.

I don't know which ships need help, but I could use some thoughts on the GSD. Even with the upgrades, I don't see taking a Gladiator instead of a Victory II.

My normal opponent is very cagey. He has zero difficulty staying outside close range. Which makes the GSD that moves -- then shoots once -- tempting. Since the Rebs have more ships, there will be at least two Rebs left to move after that GSD -- at which point it will almost certainly be crippled or killed.

So, why take a GSD?

Its maneuverability is the reason. The VSD is Slow and the over all community is finding this out and expressing it in a dislike/hate of the Space Whale. But I find the Space Whale is right on the money point wise.

The GSD with Engineering team will be a great added feature to the Imperial Navy and it should be Highly appreciated and not the Red Headed step child.

Wave 1 has shown us the Game has changed but this is great. The Rebels were struggling before wave 1 to get the timing and movements right to harm the VSD and in my games I have been able to exploit the VSD's lack of movement easily. (I did make some mistakes at the one tournament I went to but I put a stop to the Tarkin Parkin'. :P)

So now just like the Rebel players did before the Empire players will have to face this learning curve and come up with new ways to build a list. Just flying the same ships the same way but with just one more of the same is not a winning strategy. The good Rebel players know your game and have a new toy that trashes that old strategy. This week my Space Whale proved that by flying straight at a VSD hiding in a corner and with proper use of my defense tokens I was able to maneuver around that corner and destroy the VSD with no Hull Points lost. You can't use that strategy anymore.

Edited by Beatty

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Regarding your OP, CubanBoy: yeah, this is a pretty good crew.

I don't know which ships need help, but I could use some thoughts on the GSD. Even with the upgrades, I don't see taking a Gladiator instead of a Victory II.

My normal opponent is very cagey. He has zero difficulty staying outside close range. Which makes the GSD that moves -- then shoots once -- tempting. Since the Rebs have more ships, there will be at least two Rebs left to move after that GSD -- at which point it will almost certainly be crippled or killed.

So, why take a GSD?

To alter how your opponent plays. Don't underestimate the fear the GSD can cause such a conservative player. He will likely make non-ideal moves / activations to prevent you from using the GSD move then shoot ability. Once you have him dancing to your tune, you dramatically increase your win probability.

Edited to add: See the fleet in being doctrine. Just the Presence of the GSD will make your opponent guard against it. Depending on objectives, this could easily get you extra VP as he is too scared to engage.

Edited by megamen

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welcome aboard, Cubanboy!

Couldn't be a jolly star wars board without these friday wellwishes :P

 

 

 

as for Wave 1...it's ******* perfect :lol:

 

The only thing that doesn't stand out as an immediate asset to me is the Tie Advance generic Squadron. I'm probably over-thinking it, but I don't see the extra speed over the X-wing making it a viable option for imperials. It does at least stand out as an all-rounder in a faction full of specialists.

 

My Nebs still need work because I keep exposing their yoo-who sides, but their new titles make them right scary buggers at least!

 

The Fattie Space Whales are my favorite for now, because I can learn the game and their bulky stats won't let me embarrass myself too much :P

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I like all the new stuff personally. Space Whale be slapping Star Destroyers and new fighters go pew while Gladiators sneak behind Enemies with Demolisher. Its fun.

I don't know about you but, in my Experience the demolisher does not "sneak" more like hmmm what's the word... Piledrives? Or pummels into submission, or rhinos headlong charge

there is nothing sneaky about it...well in my opinion

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The only thing that doesn't stand out as an immediate asset to me is the Tie Advance generic Squadron. I'm probably over-thinking it, but I don't see the extra speed over the X-wing making it a viable option for imperials. It does at least stand out as an all-rounder in a faction full of specialists.

 

The TIE Advanced lets you set up some interesting support combos.  Throw a couple of them with Rhymer and a Bomber and you're going to have a pretty hard hitting attack run on a ship that your opponent will have a hard time intercepting with their own squadrons.  If they do, the TIE Advanced can do work for you.  3 Blues isn't amazing, but they can go toe-to-toe with the X-Wing, and the Bombers are no slouch vs Squadrons either.  If you have the points, swap the second Bomber for Vader, who can do double duty as an escort and still apply his crits to equate to damage on the target ship with Rhymer's long-bomb battery buff.

 

The TIE Advanced also makes a good wingman for Fel, as your opponent won't be able to attack him directly with their squadrons, meaning Fel can go off for some free damage, while dishing out his own.

 

I think it's role is really as an escort in the game mechanics sense.  Unlike the X-Wing with the Bomber option, the TIE Advanced seems specialized in doing precisely that.  Cover your Bombers/Fel, or work on some Vader shenanigans with Rhymer.

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The only thing that doesn't stand out as an immediate asset to me is the Tie Advance generic Squadron. I'm probably over-thinking it, but I don't see the extra speed over the X-wing making it a viable option for imperials. It does at least stand out as an all-rounder in a faction full of specialists.

 

The TIE Advanced lets you set up some interesting support combos.  Throw a couple of them with Rhymer and a Bomber and you're going to have a pretty hard hitting attack run on a ship that your opponent will have a hard time intercepting with their own squadrons.  If they do, the TIE Advanced can do work for you.  3 Blues isn't amazing, but they can go toe-to-toe with the X-Wing, and the Bombers are no slouch vs Squadrons either.  If you have the points, swap the second Bomber for Vader, who can do double duty as an escort and still apply his crits to equate to damage on the target ship with Rhymer's long-bomb battery buff.

 

The TIE Advanced also makes a good wingman for Fel, as your opponent won't be able to attack him directly with their squadrons, meaning Fel can go off for some free damage, while dishing out his own.

 

I think it's role is really as an escort in the game mechanics sense.  Unlike the X-Wing with the Bomber option, the TIE Advanced seems specialized in doing precisely that.  Cover your Bombers/Fel, or work on some Vader shenanigans with Rhymer.

 

 

Boss those X1s around with a squadron command and flight controllers, and they dish out some respectable hurt. Team them up with Fel and some Interceptors, and it's game on (and if you've got the points, throw in Howlie for insult to injury)!

Edited by Deathseed

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