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StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Ffg forums found German copies of the new learn to play book. Looks like rules updates include pass tokens- 1 per difference in ships, permanent discard, can't be consecutive or first of turn, have to have less/same # of unactivated ships for first/last player; plus looks like evades now work at close range and you can discard against a bigger ship to affect 2 dice

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blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

StashAugustine posted:

Ffg forums found German copies of the new learn to play book. Looks like rules updates include pass tokens- 1 per difference in ships, permanent discard, can't be consecutive or first of turn, have to have less/same # of unactivated ships for first/last player; plus looks like evades now work at close range and you can discard against a bigger ship to affect 2 dice

Welp, time to buy 2 more MC30s

susan
Jan 14, 2013

StashAugustine posted:

Ffg forums found German copies of the new learn to play book. Looks like rules updates include pass tokens- 1 per difference in ships, permanent discard, can't be consecutive or first of turn, have to have less/same # of unactivated ships for first/last player; plus looks like evades now work at close range and you can discard against a bigger ship to affect 2 dice

Do we know if those were FFG Rules, or has AMG been integrated into them yet? The timing on all this is weird.

banned from Starbucks
Jul 18, 2004




I'm assuming that's all still FFG since that stuff comes out pretty soon and would have to have been sent to the printers a while ago and I havent heard anything from play testers to suggest AMG had anything to do with it.

Farmer Crack-Ass
Jan 2, 2001

this is me posting irl

StashAugustine posted:

Ffg forums found German copies of the new learn to play book. Looks like rules updates include pass tokens- 1 per difference in ships, permanent discard, can't be consecutive or first of turn, have to have less/same # of unactivated ships for first/last player; plus looks like evades now work at close range and you can discard against a bigger ship to affect 2 dice

Woah, that's a big change. Wonder what Mon Mothma's going to do now since that's basically her entire thing.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Yeah Versio too, though shes less impactful. It also looks like Intel is changing from giving enemies Heavy to giving allies Grit

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

https://community.fantasyflightgames.com/topic/312905-overview-spoiled-upgrade-cards/

And card changes are out. Some big stuff got hit hard- Yavaris, Demolisher, Admonition, ECM, bunch of changes to black dice ships; and a bunch of admirals got buffed. I've been playing the 4-ship Garm list recently and wondering how I should change it

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Somebody tell me this is a terrible idea

quote:


Faction: Separatist
Commander: Kraken

Munificent Star Frigate (73)
• Kraken (30)
• Rune Haako (4)
• Medical Team (1)
• Electronic Countermeasures (7)
• Heavy Ion Emplacements (9)
• Linked Turbolaser Towers (7)
• Tide of Progress XII (2)
= 133 Points

Hardcell Battle Refit (52)
• Intel Officer (7)
• Slaved Turrets (6)
= 65 Points

Hardcell Battle Refit (52)
• Intel Officer (7)
• Slaved Turrets (6)
= 65 Points

Hardcell Battle Refit (52)
• Intel Officer (7)
• Slaved Turrets (6)
= 65 Points

Hardcell Battle Refit (52)
• Intel Officer (7)
• Slaved Turrets (6)
= 65 Points

Squadrons:
= 0 Points

Total Points: 393

Lake Jucas
Feb 20, 2011

WHAT OF OUR BARGAIN?
Only if you can tell me this is bad.

quote:

Name: Mining Guild Ordinance Fleet
Faction: Separatist
Commander: Kraken

Assault: Opening Salvo
Defense: Planetary Ion Cannon
Navigation: Minefields

Munificent Comms Frigate (70)
• Kraken (30)
• Wat Tambor (5)
• Battle Droid Reserves (4)
• Proximity Mines (4)
• Linked Turbolaser Towers (7)
• Sa Nalaor (5)
= 125 Points

Munificent Comms Frigate (70)
• T-Series Tactical Droid (4)
• Battle Droid Reserves (4)
• Proximity Mines (4)
• Linked Turbolaser Towers (7)
= 89 Points

Munificent Comms Frigate (70)
• T-Series Tactical Droid (4)
• Battle Droid Reserves (4)
• Proximity Mines (4)
• Linked Turbolaser Towers (7)
= 89 Points

Munificent Comms Frigate (70)
• T-Series Tactical Droid (4)
• Battle Droid Reserves (4)
• Proximity Mines (4)
• Linked Turbolaser Towers (7)
= 89 Points

Squadrons:
= 0 Points

Total Points: 392

HootTheOwl
May 13, 2012

Hootin and shootin

StashAugustine posted:

Somebody tell me this is a terrible idea

I dunno, is running a bunch of Nebulon B's a bad idea??

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING

HootTheOwl posted:

I dunno, is running a bunch of Nebulon B's a bad idea??

It looks iconically Star Wars, so no.

Val Helmethead
Apr 24, 2009

Pittsburgh is stored in the balls.

Run whatever.
Make the meta whatever you run.
It's 1.5, god is dead, anything can be good!

Farmer Crack-Ass
Jan 2, 2001

this is me posting irl

Ugleb posted:

It looks iconically Star Wars, so no.

Yeah, I once ran three Nebulon-Bs and a Pelta and a CR90, I didn't win but it was fun!

Icon Of Sin
Dec 26, 2008



2 Neb B’s, 3 GR-75s, as many X/Y/A-wings as I could fit. ~130pts of squadrons may take forever to get through, but that is a Rebel fleet drat it! :getin:

Signal
Dec 10, 2005

Icon Of Sin posted:

2 Neb B’s, 3 GR-75s, as many X/Y/A-wings as I could fit. ~130pts of squadrons may take forever to get through, but that is a Rebel fleet drat it! :getin:

Imperial fleets seem to have some trouble with heavy squadrons if the Ties get dropped swiftly. I'm a little worried about facing CIS for that reason

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

I've been thinking about Thrawn on a combat-fitted ISD-I with a Quasar and Gozanti, then bombers/interceptors Howlrunner and Fel and all the ships with reserve hangars; probably too much invested in anti squadrons though.

Farmer Crack-Ass
Jan 2, 2001

this is me posting irl

Icon Of Sin posted:

2 Neb B’s, 3 GR-75s, as many X/Y/A-wings as I could fit. ~130pts of squadrons may take forever to get through, but that is a Rebel fleet drat it! :getin:

On the one hand you must have had filled nearly every upgrade slot to make that happen... on the other hand, drat, with those transports you're pushing a lot of fighter activations! I'm kind of curious to see it in action.



Signal posted:

Imperial fleets seem to have some trouble with heavy squadrons if the Ties get dropped swiftly. I'm a little worried about facing CIS for that reason

I know it's easier said than done, but I think there's a lot of mileage (parsecs? :v:) to be gained from upgrades/abilities that gently caress with the opponent's command dials, especially with CIS depending so heavily on those squadron dials to gain the AI benefits.


Also that Rebel list is terribly fragile; the best Imperial counter-play might be to just charge in and clobber the frigates. If I remember right, if one side is down to just flotillas and/or starfighters, they auto-lose at the end of the round.

Icon Of Sin
Dec 26, 2008



Had to go digging through my old posts to find the exact lists. Looks like I misrembered, it was 3-2 Nebs:GR-75s, at least for the first one. First one is mostly what I had before, just swapped in the Vanguard title. Second one is the squadrons I was thinking of, and I ran it as an excuse to put most of my painted squadrons on the table (included in quoted post). Leia got cheaper in the meantime, which means there are some points to play with now :) I don’t know if/how it would even still work with all the recent rules changes, but it’s where I’ll start with fleet building.

quote:


rebel1 (392/400)
Rebels

Commander: Commander Leia Organa

[flagship] Nebulon-B Escort Frigate (57)
- Commander Leia Organa (28)
- Redemption (8)
- Weapons Liaison (3)
- Slaved Turrets (6)
= 112 total points

Nebulon-B Escort Frigate (57)
- Salvation (7)
- Weapons Liaison (3)
- Slaved Turrets (6)
= 73 total points

Nebulon-B Escort Frigate (57)
- Vanguard (4)
- Weapons Liaison (3)
- Slaved Turrets (6)
- Veteran Gunners (5)
= 75 total points

GR-75 Medium Transports (18)
- Expanded Hangar Bay (5)
= 23 total points

GR-75 Medium Transports (18)
- Expanded Hangar Bay (5)
= 23 total points

Squadrons (96/134):
4x A-Wing Squadron (44)
4x X-Wing Squadron (52)


Icon Of Sin posted:


Rebel Cell (387/400)

[flagship] Modified Pelta-class Command Ship (60)
- Commander Leia Organa (28)
- All Fighters, Follow Me! (5)
- Boosted Comms (4)
= 107 total points

Hammerhead Scout Corvette (41)
- Task Force Organa (1)
- Turbolaser Reroute Circuits (7)
= 49 total points

Hammerhead Scout Corvette (41)
- Task Force Organa (1)
- Turbolaser Reroute Circuits (7)
= 49 total points

CR90 Corvette A (44)
- Slaved Turrets (6)
= 50 total points

GR-75 Medium Transports (18)
- Quantum Storm (1)
- Repair Crews (4)
- Expanded Hangar Bay (5)
= 28 total points

Squadrons (114/134):
2x A-Wing Squadron (22)
4x X-Wing Squadron (52)
4x Y-Wing Squadron (40)


blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Icon Of Sin posted:

Had to go digging through my old posts to find the exact lists. Looks like I misrembered, it was 3-2 Nebs:GR-75s, at least for the first one. First one is mostly what I had before, just swapped in the Vanguard title. Second one is the squadrons I was thinking of, and I ran it as an excuse to put most of my painted squadrons on the table (included in quoted post). Leia got cheaper in the meantime, which means there are some points to play with now :) I don’t know if/how it would even still work with all the recent rules changes, but it’s where I’ll start with fleet building.

The main recommendation I'd have for you is that if you're going for maximum squadron, then go all in - max out your squadron points, and make sure you have bomber command center and yavaris (even after the nerf). I'd also throw a couple aces in there, Norra is great especially with BCC helping you fish for crits and Biggs will probably triple the lifespan of your X wings. The AFFM list could probably look at adding some B-Wings too since that upgrade really helps with their speed issues.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Gonna give this list a try tomorrow:


quote:

Name: Untitled Fleet
Faction: Rebel
Commander: Garm Bel Iblis



Assault: Station Assault
Defense: Contested Outpost
Navigation: Dangerous Territory



Assault Frigate Mk2 B (72)
• Garm Bel Iblis (25)
• Lando Calrissian (4)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
= 115 Points



MC30c Torpedo Frigate (63)
• Walex Blissex (5)
• Ordnance Experts (4)
• Assault Proton Torpedoes (4)
• Admonition (6)
= 82 Points



Hammerhead Scout Corvette (41)
• Hondo Ohnaka (2)
• Slaved Turrets (6)
= 49 Points



Pelta Command Ship (60)
• Ahsoka Tano (2)
• Intensify Firepower! (6)
= 68 Points



Squadrons:
• Biggs Darklighter (19)
• Jan Ors (19)
• Y-wing Squadron (10)
• 2 x X-wing Squadron (26)
• Gold Squadron (12)
= 86 Points



Total Points: 400



Variant of the Garm+Pelta lists for the new errata; anyone see any obvious problems?

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Double posting because the thread is so slow: any goons play on TTS/Vassal? I'd like to get some experience playing against someone who's more experienced than I am

Lake Jucas
Feb 20, 2011

WHAT OF OUR BARGAIN?
I play a whole lot of TTS armada

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Lake Jucas posted:

I play a whole lot of TTS armada

Cool; you don't have PMs but i should have the same Steam name as here

Infidelicious
Apr 9, 2013

So I just played my first game with the starter pack on TTS.


Made a list, it's probably garbage but feedback welcome.


quote:

It's a Trap
Author: Infi

Faction: Rebel Alliance
Commander: Admiral Ackbar
Points: 399/400
Assault Objective: Ion Storm
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Assault Frigate Mark II A (81 points)
- Admiral Ackbar ( 38 points)
- Paragon ( 5 points)
- Tactical Expert ( 6 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Early Warning System ( 7 points)
- Enhanced Armament ( 10 points)
= 158 total ship cost

Assault Frigate Mark II B (72 points)
- Wing Commander ( 6 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Early Warning System ( 7 points)
- Enhanced Armament ( 10 points)
= 105 total ship cost

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- Wing Commander ( 6 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 44 total ship cost

1 Wedge Antilles ( 19 points)
1 Norra Wexley ( 17 points)
2 E-Wing Squadrons ( 30 points)
2 X-Wing Squadrons ( 26 points)
= 92 total squadron cost

banned from Starbucks
Jul 18, 2004




Looks like the next Armada wave got delayed to may/June.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
How are the new Republic units? I've been out for years but those ships look cool as hell and I'm considering getting back in now that AMG is getting the license.

Orvin
Sep 9, 2006




Strobe posted:

How are the new Republic units? I've been out for years but those ships look cool as hell and I'm considering getting back in now that AMG is getting the license.

They appear to be pretty differentiated from the Imperial and Rebel ships pretty well.

http://cannotgetyourshipout.blogspot.com/

This blog has good reviews and walk downs of the ships and upgrades. I would play matches against they’d guys at my local store before COVID lockdowns. They know their stuff, and we’re playtesters before FFG moved the license to AMG. They like the ships, and most of the upgrade cards are good. Some of the upgrades are borderline useless, as might be expected.

Cessna
Feb 20, 2013

KHABAHBLOOOM

Will the FFG rpg ever see any more expansions?

Will they ever push it into the Rey/First Order era?

Suzaku
Feb 15, 2012

Cessna posted:

Will the FFG rpg ever see any more expansions?

Will they ever push it into the Rey/First Order era?

Well, technically there is the Force Awakens beginner box....

Claytor
Dec 5, 2011

Cessna posted:

Will the FFG rpg ever see any more expansions?

Will they ever push it into the Rey/First Order era?

The website seems to suggest that it's not dead yet, but that site's been "in progress" for an awfully long time:

https://edge-studio.net/

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Cessna posted:

Will the FFG rpg ever see any more expansions?

Will they ever push it into the Rey/First Order era?

Likely case here is that the next RPG thing we see is a Revised or full 2e. The FFG run got all its specialization supplements out and serves as a "complete" game, it would make sense to reboot/relaunch the line, maybe adopt the talent trees from Genesys or something.

Drone
Aug 22, 2003

Incredible machine
:smug:


Good reminder that I should probably put my splatbooks up on eBay while the gettin's good.

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady
It seems like it's in a really weird niche right now when the core books give you most if not all of the mechanics you need for any given campaign concept, and Wookieepedia exists for all the splatbook setting building you would want for a different world. I'm kind of amazed that they bothered to reprint the Sourcebook for the old West End game given how little it adds to the game rules for that system even.

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Arquinsiel posted:

It seems like it's in a really weird niche right now when the core books give you most if not all of the mechanics you need for any given campaign concept, and Wookieepedia exists for all the splatbook setting building you would want for a different world. I'm kind of amazed that they bothered to reprint the Sourcebook for the old West End game given how little it adds to the game rules for that system even.

The sourcebook has stats for a lot of vehicles, droids, and aliens that don't appear in the main D6 rulebook. The game is kinda incomplete without it. (The game is still kinda incomplete with it, and you probably want to also get the Rules Companion and Gamemaster Kit.) And besides, it's sort of the ur-text of Wookiepedia, the first published catalog of Star Wars knowledge that treats it like a setting.

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady
All that's doing is statting out things that you already know exist and have a framework for doing provided in the rulebook. It's super handy and I love having it because of what it represents to the franchise, but in terms of game materials there's not a lot new there. Nice table of weapon options at least.

Farmer Crack-Ass
Jan 2, 2001

this is me posting irl

Infidelicious posted:

So I just played my first game with the starter pack on TTS.


Made a list, it's probably garbage but feedback welcome.

I played a similar list a few days ago, although I went with a CR90 instead of the GR-75 flotilla.

My thoughts:

GR-75 combat variant is... ehhh, I think the six points can be better spent elsewhere.

I got a lot of utility out of Linked Turbolaser Towers - consider that as an alternative to Enhanced Armaments on the rear end frigs.

The Paragon title isn't a great combination with Ackbar, since invoking Ackbar's trait generally means the Paragon can't attack the same ship twice.

smug jeebus
Oct 26, 2008
Anyone still following this thread?

It's not the end, but you can see it from here:
https://twitter.com/atomicmassgames/status/1428828647994109954

I wasn't blown away with Armada when it first released, but I have a friend who has it (and isn't getting out) and picking up some of the Republic Fleet once people/stores start dumping sounds appealing. Anyone able to give me an opinion on whether the prequel factions got enough to stand up to the established ones? I suppose it's not a huge dealbreaker if they didn't, but it'd be nice to know.

Orvin
Sep 9, 2006




The prequel factions are a little thin on options, but you can make respectable fleets with them. I bought Rebulic stuff, and the republic squadrons are pretty nice. The Venator is pretty tanky, but it isn’t a one ship show like the ISD.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I dunno I feel like being able to actually buy something, and having a reason to play the game besides a random pick up game, is going to be healthier for the game than more ships.

Call me crazy.

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banned from Starbucks
Jul 18, 2004




smug jeebus posted:


I wasn't blown away with Armada when it first released, but I have a friend who has it (and isn't getting out) and picking up some of the Republic Fleet once people/stores start dumping sounds appealing. Anyone able to give me an opinion on whether the prequel factions got enough to stand up to the established ones? I suppose it's not a huge dealbreaker if they didn't, but it'd be nice to know.

You have most of the key ship types except flotillas (cheap squadron pushers)and you can certainly build competitive lists with what they have and beat Rebel/Imp lists you're just lacking any kind of variety. You can make the same type of lists as the main factions like squadron heavy lists, multiple heavy hitting large ships, small ship spam, ect. but the options arent as flushed out.

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