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Hauki posted:You forgot the most important bit, they also announced an impass app similar to descent's. I am so excited about this it hurts.
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# ? Aug 10, 2016 22:54 |
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# ? Apr 24, 2024 10:57 |
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Speaking of the future ImpAss app, has anyone tried out RedJak's Automated Imperial stuff to play the campaign coop? Someone made a website so you don't have to print anything out for it and I'm intrigued.
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# ? Aug 10, 2016 23:10 |
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Interestingly enough there was a tweet up for a short while announcing the app, but was taken down afterwards. I guess they are trying to sneak it by Hasbro?
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# ? Aug 12, 2016 19:29 |
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Radioactive Toy posted:Speaking of the future ImpAss app, has anyone tried out RedJak's Automated Imperial stuff to play the campaign coop? Someone made a website so you don't have to print anything out for it and I'm intrigued. Uh, I played like three or four missions with it but I got tired of the bookkeeping & cross referencing. I may check it out again though if the website is decent. Happen to have a link?
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# ? Aug 12, 2016 23:10 |
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Picked up the Imperial Assault Transport and Rebel Transport packs today but they were literally the last ones available at the FLGS from a delivery that must have happened like a couple days ago. Excited to try out the new cards and commanders. Are there any fun Wave I-II-III only lists?
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# ? Aug 12, 2016 23:14 |
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The Rebel list I posted last page is only 1/2/3 iirc. You'd need two transports though.
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# ? Aug 12, 2016 23:23 |
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To make the most of bomber command I'm totally tempted to take 10 bog standard squadrons: 4 y-wing, 6 xwing commanded by an mc80 command cruiser, AFmk2 with expanded hangar and the transports. If I'd got Fighter coordination team I would have been tempted by b wings too
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# ? Aug 13, 2016 09:43 |
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For extra comedy, slap Raymus Antilles on the AF2. 5 squadrons activated, and cheaper per squadron activation than even the 18 pt naked transport.
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# ? Aug 13, 2016 13:14 |
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Hauki posted:Uh, I played like three or four missions with it but I got tired of the bookkeeping & cross referencing. I may check it out again though if the website is decent. Happen to have a link? Yep! Looks like there's an Android app in there as well.
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# ? Aug 13, 2016 16:46 |
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Radioactive Toy posted:Yep! Looks like there's an Android app in there as well. Gave it a shot this afternoon, it's definitely less cumbersome than I remember, but I still have to play near/next to my PC. I haven't tried it on my ipad yet, don't have an android device for the actual app. First impressions are I wish it had better campaign tracking than it does. It does speed up the process of using RAEV though, and it's definitely better than the ae.couchoud one which is what I tried last time.
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# ? Aug 14, 2016 00:38 |
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gender illusionist posted:To make the most of bomber command I'm totally tempted to take 10 bog standard squadrons: 4 y-wing, 6 xwing commanded by an mc80 command cruiser, AFmk2 with expanded hangar and the transports. If I'd got Fighter coordination team I would have been tempted by b wings too Welp, opponent chose Superior Positions so the squadrons collected lots of victory points. Otherwise a boring game - our ships circled each other outside of engagement range the entire time.
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# ? Aug 15, 2016 23:10 |
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Tried out the automated Emperor app and it works pretty well! Was a more chill not being a vs experience that was still pretty close to an Imp victory.
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# ? Aug 22, 2016 00:32 |
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I'm stuck at work with some flgs Armada tonight. Anybody got some suggestions for rebel lists that don't use the transport? I haven't gotten my hands on it yet, but my Liberty did come in today according to UPS. Edit: Went 2-0 with probably the least exciting games possible. Double Assault Frigates, a MC30, a regular corvette with the Cracken I borrowed from the other rebel player, and some A-wings. Skirted the table edges and took potshots only. All the Imp players still run Rhymer and 3-5 bomber balls with Dengar/Jumpmasters and now Bomber Commands. Never engaging is about the only way I can seem to do anything about that kind of list barring perfect A-wing rolls if I attack into them first. Canopus250 fucked around with this message at 12:56 on Aug 23, 2016 |
# ? Aug 22, 2016 18:28 |
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Had a fun but eye opening game of Armada tonight. Finally got to bring out the new toys from wave 3 and 4. Tagge's Asteroid Fleet Exercises Author: Yiddish Sushi Faction: Galactic Empire Points: 399/400 Commander: General Tagge Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Minefields [ flagship ] Imperial II-Class Star Destroyer (120 points) - General Tagge ( 25 points) - Relentless ( 3 points) - Wing Commander ( 6 points) - Gunnery Team ( 7 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - SW 7 Ion Batteries ( 5 points) = 183 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost Interdictor-class Combat Refit (93 points) - Interdictor ( 3 points) - Admiral Titus ( 2 points) - Projection Experts ( 6 points) - MS-1 Ion Cannons ( 2 points) - Targeting Scrambler ( 5 points) = 111 total ship cost 2 TIE Interceptor Squadrons ( 22 points) 3 TIE Fighter Squadrons ( 24 points) 2 TIE Bomber Squadrons ( 18 points) 1 "Howlrunner" ( 16 points) Mis-positioned the Gozanti and it got caught in the crossfire early on. Opponent was flying Two mc30s, a medium transport and a Liberty, guarded by 4 squadrons of A-wings. I learned that trying to take down the a-wings with low HP fighters ended up with a much bloodier nose than if I had tried getting them stuck in the range of my shipboard AA guns. The turbolaser re-route on his mc30s really wrecked my ships, dealing with guaranteed damage was tough.
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# ? Sep 5, 2016 07:03 |
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Ordered ImpAss from my flgs, might want to grab some character packs to get people's favourites, but I want to make sure that my board games friends like the game before investing heavily. Two questions: 1) How hard is it to integrate new packs mid campaign? 2) How good is skirmish mode in the case it's just my lil bro and me?
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# ? Sep 6, 2016 17:32 |
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Sushi in Yiddish posted:Had a fun but eye opening game of Armada tonight. Finally got to bring out the new toys from wave 3 and 4. A-Wings are great, either for running interference (as you found out) or for stealing objective tokens (looking at you, Superior Positions). I'm a fan of having them escort a pair of corvettes doing space-burnouts and either sniping squadrons from a flank, or dropping attacks on the target hull zone of whatever ship the corvettes are trying to shoot.
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# ? Sep 6, 2016 17:48 |
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Moriatti posted:Ordered ImpAss from my flgs, might want to grab some character packs to get people's favourites, but I want to make sure that my board games friends like the game before investing heavily. 1) Technically you're not supposed to mix them in mid-campaign. Part of the setup is creating the side mission and agenda decks. That said, I imagine you can add things in mid campaign without much trouble at all though haha. If you're adding deployment groups (think like the Hired Guns or something else non-unique) you may want to make sure its okay with your players. 2) I am currently in love with Skirmish and assuming your brother isn't like 8 or something that should be fine. You may have a bit of overlap with the command cards, but as long as you tend to play different factions it shouldn't be too bad.
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# ? Sep 6, 2016 17:58 |
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Moriatti posted:Ordered ImpAss from my flgs, might want to grab some character packs to get people's favourites, but I want to make sure that my board games friends like the game before investing heavily. We have a pair of brothers who come to our shop sometimes. They mostly play against each other, but when they come in they'll play some of the people here. They seem to enjoy it well enough.
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# ? Sep 6, 2016 18:22 |
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Any good Imperial counters (in terms of lists/strategy) to deal with somebody flying 3x mc30s with Turbolaser reroute circuits?
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# ? Sep 6, 2016 22:37 |
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Sushi in Yiddish posted:Any good Imperial counters (in terms of lists/strategy) to deal with somebody flying 3x mc30s with Turbolaser reroute circuits? I think Demolisher/raider activation spam is still the most played tournament Imp list. If you're good at piloting ISD's, 2x ISDs with XI7 will put holes in MC30s fast, but you have to be able to front arc them at medium/close range. Interdictor with the slowdown upgrade might help, but I haven't had a chance to run it much.
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# ? Sep 6, 2016 22:56 |
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Sushi in Yiddish posted:Any good Imperial counters (in terms of lists/strategy) to deal with somebody flying 3x mc30s with Turbolaser reroute circuits? For Imperials, an Interdictor with targeting scramblers will really help. For Rebels, anything that can keep at mid-long range from the MC30s will help. MC30s only really hurt when they are at close range, so an initiative bid to activate first at a start of a turn will help against anything that isn't a Reikan fleet. Finally, TRC MC30s is not as scary as XI-7 torpedo frigate MC-30s. The blue dice are way more valuable at close range than red (more likely to get that needed accuracy to shut down brace), and at long range 2 red dice is nothing particularly noteworthy. If it can double arc anything smaller than a Victory, its target is going to die in a single round.
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# ? Sep 7, 2016 01:50 |
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Orvin posted:For Imperials, an Interdictor with targeting scramblers will really help. For Rebels, anything that can keep at mid-long range from the MC30s will help. I'm guessing they're Ackbar MC-30s, which means 4 reds each, one of which is automatically two damage. If they can all hit one ship, it can brace or evade once, which means it likely takes 7-9 damage or burn the token and likely take 12 damage the next round. Even an ISD won't take more than two rounds of that. I agree that Rieekan Torpedoes are slightly worse, but long range MC30s are not exactly nothing to worry about. Of course, once you solve those you'll start seeing 7 TRCed CR90s...
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# ? Sep 7, 2016 03:42 |
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I don't have a list that will counter that, but going at max speed on everything is very important to try and close or a set a trap. If you have a Motti ISD it can take a blasting from the 4 reds for a while, letting two get away to pounce on the last one. Also look to win the air war, if they pack squadrons you can hang back and just eat them up, while keeping your ships from dying.
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# ? Sep 8, 2016 01:42 |
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Played in a 10 player tournament this weekend. There were 6 Rebel and 4 Imperial players. Prizes were from the 2016 spring kit and a 2015 Summer kit. I brought the following list: You can quickly copy/paste this export in any forum/email/social network Tagge You're It Faction: Galactic Empire Points: 395/400 Commander: General Tagge Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Minefields Imperial II-Class Star Destroyer (120 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 138 total ship cost Imperial II-Class Star Destroyer (120 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 138 total ship cost [ flagship ] Gozanti-class Cruisers (23 points) - General Tagge ( 25 points) - Comms Net ( 2 points) = 50 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 4 TIE Interceptor Squadrons ( 44 points) Game 1 was against a Ackbar list with a MC80, assault frigate, MC30 and trio of A wings. I chose to go first and selected contested outpost (seemed obvious with 2 ISDs) The AF and MC80 formed a mini conga line with the 30 sweeping from the outside. I was able to destroy the AF and park one ISD in front of the MC80. The ISD ran repair commands while Gozantis held back and fed repair tokens with comma net. Eventually the MC80 succumbed and I took it 10-1. I didn't have to use Tagge at all. Game 2 was a Motti lead Dominator/Warlord plus a projection experts/targeting scrambler Interdictor and mini fireball. I chose to go first again and again selected contested outpost. We lined up directly across from each other with the station in the middle. He dropped all his ships to speed 0 and held back. I inched my ISDs forward and we eventually met near the stations. I was able to take out Dominator, but one ISD was heavily damaged. It got picked off by a firespray. The remaining ISD was unable to close the job with so many shields being regenerated on his side. Lost one Gozanti as well for a 6-5 loss. Tagge ended up recovering one brace token this game. For the final game I was on table 2 against a Demolisher/Interdictor list with 3 Gozantis and a smattering of fighters. He had a 20 point bid, and naturally chose first for Demo. He selected most wanted. Demolisher flew in and blasted one ISD. He activated first next turn and killed it. Luckily, it ended up parked in front of my other ISD and I finished it. My interceptors were able to take out his larger fighter force with a well timed squadron command and some hot counter dice and the remaining ISD caught 2 Gozantis in its front arc and erased them. Another game with no effect from Tagge, but ended up with a 7-4 win and managed to sneak into first place. Overall, I wasn't super impressed with Tagge as he only recovered one token for me. I think Motti would have allowed my ISDs that were destroyed to hang around one more turn. Tagge with ECMs did let me be a little more liberal with the brace tokens, though. I think I was lucky to not run into a bomber heavy list, though.
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# ? Sep 13, 2016 00:32 |
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What kind of list would you folks run against a rhymer/fireball list? Multiple Firesprays with Rhymer, Dengar and bomber command vaporized my MC80 in the second round. He also had Kallus, who proved to be a really good counter to my list full of named squadrons. This is what I was running: Echo base Evacuation Fleet Author: Yiddish Sushi Faction: Rebel Alliance Points: 398/400 Commander: General Rieekan Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Intel Sweep MC80 Command Cruiser (106 points) - Independence ( 8 points) - Wing Commander ( 6 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) = 131 total ship cost [ flagship ] CR90 Corvette A (44 points) - General Rieekan ( 30 points) - Tantive IV ( 3 points) - Engineering Team ( 5 points) - Turbolaser Reroute Circuits ( 7 points) = 89 total ship cost Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) - Adar Tallon ( 10 points) = 72 total ship cost 1 X-Wing Squadron ( 13 points) 1 B-Wing Squadron ( 14 points) 1 Keyan Farlander ( 20 points) 1 "Dutch" Vander ( 16 points) 1 Wedge Antilles ( 19 points) 1 Dash Rendar ( 24 points)
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# ? Sep 19, 2016 16:18 |
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Sushi in Yiddish posted:What kind of list would you folks run against a rhymer/fireball list? Multiple Firesprays with Rhymer, Dengar and bomber command vaporized my MC80 in the second round. He also had Kallus, who proved to be a really good counter to my list full of named squadrons. I'd think Wedge and Dash would be a good start, backed up by some A-wings or more Xs. Focus Dengar first (for giving enemy squadrons Heavy and keeping the bombers from being engaged) then Rhymer. Take away their freedom of movement/attack first, and Rhymer's range extension won't matter anymore. Drop Keyan and the B-wings for some other squadrons (Keyan and the B-wings are 34 points, 2 A-wing squadrons and an X-wing squadron are 35), and you're looking at having a numbers advantage on squadrons (2 A-wing squadrons, Wedge, and 2 X-wing squadrons, + Dash and Dutch) whenever you pop your Wing Commander. Bank a squadron token early on, then drop all 5 on the Dengar/Rhymer ball in a single activation. Dash can help with mop-up, and Dutch can do his shenanigans as a second-strike if you move him in afterward the first attack. The Independence title might be hurting more than helping, if you're only using it to get into range. You aren't shooting after moving if you're using that title, and you need to be throwing dice as much as possible vs the bomber ball to safeguard your big ships.
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# ? Sep 19, 2016 16:45 |
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For anyone who wants to paint their ISD, looks like Thrawn gets a custom paintjob on his for S3 of Rebels. Edit: I actually played a friendly game tonight. I somehow managed to expertly manouver my speed 3 Gladiator between my ISD and the fleeing Rebel MC-80, just scraping in between the two larger ships. Before: After: The MC80 also somehow scraped between those two debris fields. I won in the 5th round (rebels only had a torpedo boat and a damaged x-wing squad left after his CR90 finished off my Gladiator but it was 2:30am so we called it a game) drunkill fucked around with this message at 20:25 on Sep 23, 2016 |
# ? Sep 23, 2016 08:25 |
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Qustion about Armada. What are the rules behind the Ship Squadron Rating. Can't find out what it means in the rules.
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# ? Sep 25, 2016 18:20 |
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Phi230 posted:Qustion about Armada. What are the rules behind the Ship Squadron Rating. Can't find out what it means in the rules.
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# ? Sep 25, 2016 18:25 |
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Got one of my first real-deal wins playing vs a squadron heavy Rebel fleet tonight I ran this: Screed's Skirmishers Mk. I Author: Yiddish Sushi Faction: Galactic Empire Points: 400/400 Commander: Admiral Screed Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Minefields [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Screed ( 26 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - NK-7 Ion Cannons ( 10 points) = 177 total ship cost Victory I-Class Star Destroyer (73 points) - Ordnance Experts ( 4 points) - Assault Concussion Missiles ( 7 points) = 84 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Concussion Missiles ( 7 points) = 85 total ship cost 4 TIE Fighter Squadrons ( 32 points) 2 TIE Interceptor Squadrons ( 22 points) He was running 2xB-wings, A bunch of Xwings, Jan Ors, and a fully decked out Yavaris and Reb Transport with bomber command. He backed it up with Garm riding in a CR90, and a liberty I ended up as second player so while I took a huge loss on the fighter side of things, I was pretty aggressive with putting mines on his side of the board which he ended up knocking into. Fortunately, he wasn't able to bring the liberty into full forward arc fire against any of my ships but the yavaris had the upgrade that bumped up friendly ships and also allowed him to activate squadrons after he moved so he was able to rapidly chew threw my fighter screen, taking out the interceptors right away. This guy is amazing with fighter based fleets, especially. The Victory melted quickly but not before I was able to take out the CR90 and brought in the demolisher to take out the frigate. The ISD ended up losing tokens and had damage cards, but we managed to get to round 6 with my Gladiator and ISD and his liberty standing. None of the ships would be able to get in arc for enough damage to finish, so we shook hands and added up the points. It was a nail biter, but I feel like I'm finally sort of getting the hang of flying without bumping and slightly better at anticipating command dials.
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# ? Sep 26, 2016 04:58 |
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Hi thread, My friends and I are trying to learn armada, but it's pretty daunting especially with having to build a fleet before you even know what you are doing. Does anyone have any good training or beginner fleets for either side, hopefully that play well against each other? Is it better to go to 400 points to start or stay at 300? Don't worry about ships / cards, we can always proxy. Thanks!
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# ? Sep 29, 2016 01:51 |
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Fantasy Flight had some suggested starter fleets when the game first came out https://www.fantasyflightgames.com/en/news/2015/3/16/ready-for-battle/
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# ? Sep 29, 2016 03:26 |
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This is just me but I refuse to buy Gladiator SD. I have these perfectly good ISDs and VSDs why would I want that thing. (I know they are good but)
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# ? Sep 29, 2016 17:01 |
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I feel similarly but it's whenever someone suggests a really cool list that requires you to have 1+ extra copies of a ship (that doesn't come in the core set) Hey this fleet is really good you just need 4x mc30s and 80 dollars worth of Firesprays.
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# ? Sep 29, 2016 17:32 |
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I think you mean $160 worth of YT-2400s.
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# ? Sep 30, 2016 09:47 |
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Sushi in Yiddish posted:I feel similarly but it's whenever someone suggests a really cool list that requires you to have 1+ extra copies of a ship (that doesn't come in the core set) Bonus points when the ship you are buying multiples of isn't even in the list. I want to say again how happy I am they are not making dual faction fighter parks for wave 5.
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# ? Sep 30, 2016 22:24 |
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Do people really not print off their own cards and sleeve them?
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# ? Oct 1, 2016 23:24 |
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banned from Starbucks posted:Do people really not print off their own cards and sleeve them? Only filthy poor people with no self respect.
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# ? Oct 2, 2016 09:46 |
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Finster Dexter posted:This is just me but I refuse to buy Gladiator SD. I have these perfectly good ISDs and VSDs why would I want that thing. (I know they are good but) Neither my friends nor I can figure out how the gladiator is supposed to be balanced. The ship itself isn't Op, but it's cheap point cost is. We pretty much just refuse to use the ship at this point because it is a braindead ship that can just charge in and one shot the opponents biggest ship for 56 points + 20 points of upgrades. If the imperial player ends up with first move you can call the game right there.
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# ? Oct 4, 2016 16:48 |
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# ? Apr 24, 2024 10:57 |
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twig1919 posted:Neither my friends nor I can figure out how the gladiator is supposed to be balanced. The ship itself isn't Op, but it's cheap point cost is. We pretty much just refuse to use the ship at this point because it is a braindead ship that can just charge in and one shot the opponents biggest ship for 56 points + 20 points of upgrades. If the imperial player ends up with first move you can call the game right there. The gladiator does have some downsides. While it can roll for a lot of damage, it usually isn't going to wind up with any accuracy results. This means that ships with braces, and redirects can mitigate a good portion of the damage. Granted, not much can survive 3 back to back attacks from Demolisher though. You have to manage your activations to help ensure that Demo can't buddy up to your important big ship after it has already moved. This is where flotillas can be a big help. They are cheap ways to pad out your fleet, and give things like TIE fighters or A-Wings the activations they need. Some other possibilities is to use your smaller ships as blockers. If the gladiator can't get close enough to your big ships, it can't do much damage. A CR90 or raider on your flank can be a good sacrifice for the rest of your fleet.
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# ? Oct 6, 2016 02:14 |