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blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Sir DonkeyPunch posted:

Eh, victory class is close enough, and I would say the nebulon b and the blockade runner are way more iconic than the mon cals. Also there's a question of balance. Gotta save the ship that can actually go toe to toe for the expansions!

The assault frigate though... I guess it shows they're digging deep?

There really isn't much out there from the films beyond what's in Wave 1, especially if they don't want to compromise too much on scale. From the films for the Imperials, you've got ISDs, which would be gigantic, and the Executor, which would be a table to play on, not a ship. All the Rebels have left from the films are transports and MonCals (also too big). Everything else is around fighter scale.

Presumably there will be a lot of EU stuff due to this issue, though I'm not sure how the new Disney policy will affect that. I'd expect to see Carracks, Lancers, and Dreadnoughts most likely for the Imperials and stuff from video games mostly for the Rebels since even the books don't give them a lot of unique capital ships. I do wonder if it was a mistake to go at Victory scale since there's a lot more big ships out there than medium ships, probably because writers think they're cooler to write. ISD-MonCal would have been a solid, recognizable starter set and you could include Victory's and Nebulon-B's as small ships to round out a force.

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blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
Even with just multiple core sets, playing with 300 points is a completely different experience from the 180 point game too. Once Wave 1 comes and the Gladiator and big Rebel ship are available, that should really shake up the basic strategies. And of course when the ISD and Mon Cal cruiser arrive they'll probably change everything even more (How much do we know about what the stats on the wave 2 ships will look like?)

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

hooman posted:

The combination of:

Rebel Officer Adar Talon: After you resolve a Squadron command, exhaust this card to toggle the activation slider of 1 squadron activated with that command. (10pts)

Yavaris Title for Nebulon B: Squadron Command Each squadron you activate can attack twice if it does not move. (5pts)

Lets the rebels use Bwing Character Keyan Farlander (bomber, 2 black anti ship dice and "While attacking a ship, if the defending hull zone has no shields, you may reroll any number of dice in your attack pool." (20pts)

To move 2 to an enemy ship, hit it with 2 black dice, set the activation slider back to unactivated, activate it again and attack twice more with 2 black dice each, with rerolls once he breaks shields.

In two squadron commands you put 6 black dice (with rerolls against shieldless) into any ship within 3 squadron move of him is brutal.

EDIT: If you can put him into an unshielded section of a Gladiator you've got a good chance of one shotting it. Yikes. Tie Fighter screens are going to become a lot more important.

Using this requires two ships, activating in a specific order, both of which are in range to activate Keyan - it's nice if it works, but its a pretty specific set of moves that would be easy to disrupt. I think the combo is much more useful for dogfighting because it lets engaged squadrons shoot twice, then shoot again in the squadron phase (especially nice on Wedge), and having engaged squadrons in command range of a Neb is a fairly common scenario. Honestly, Tallon is just really good in general regardless of what you're using him with because the rebels have such great squadrons.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

FuSchnick posted:

Umm... does this work?

Demolisher: During your activation, you can perform 1 of your attacks after you execute a maneuver.

Engine Techs: Navigate: After you execute a maneuver, you may exhaust this card to execute a speed-1 maneuver.

Do your maneuver, use Demolisher, use Engine Techs, use Demolisher again for your 2nd (and final) attack.

I'd say that's a pretty clear no - Demolisher lets you use one of your attacks after a maneuver. That means that the other attack has to be before you maneuver. You could attack after either the initial maneuver or the Engine Techs bonus, but you still only get to delay one of your two total. The other interpretation is really stretching the language, and I think pretty clearly not the intent. If you rewrite it as: "During your activation, one of your [two] attacks may be performed after you execute a maneuver," I think it's even clearer.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

The Gate posted:

Just as an FYI, it actually doesn't combine like that. Using the dial and a token gives you two separate point pools that don't combine. So a Victory world get 4 + 2 for example. Which matters since that prevents you from repairing two hull in a turn for example. I played that wrong my first game actually.

This is not correct.

Note the FAQ says:

FAQ posted:


Q: When a ship spends a command dial and token of the same
type, does that count as one resolution of that command?
A: Yes.
Q: If a ship wants to spend a command dial and token of the
same type, does it have to spend them simultaneously?
A: Yes. It must already have both the dial and token, and must
spend them together.

Since spending both is one resolution of the command, you get all the points to spend at the same time.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Red Hood posted:

Played my first Armada games last weekend, and really liked it. Built my first 300 point Imperial list, and was hoping to get some feedback and get an answer cleared up.


This is a pretty aggressive list, and I'm not sure and Rhymer and crew. What do you guys think?

Fake EDIT: I heard some guy at the FLGS talking about how a squadron on an obstacle can never count as "Engaged" by other fighters - is this true? If so, Rhymer and buddies can just park on an asteroid and throw black dice out to medium range, which is kinda crazy.

This is true, but the situation you describe can't happen. The reason that a squadron on an obstacle is not engaged is because any line of sight to or from it crosses the obstacle and is therefore obstructed, and two squadrons with an obstructed line of sight are not engaged (they can still attack each other though). However, the other effect of an obstructed line of sight is that it reduces the attacker's dice pool by one die. Since there are no Imperial squadrons with more than one die in their anti-ship armament, none of them can attack ships from an obstacle. B-wings could shoot out from an obstacle with one of their two dice, but without a rebel version of Rhymer giving them medium range, it would be an extremely limited-use tactic.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

General Battuta posted:

I really want to make the corvette swarm happen, but I am so, so bad at flying Rebel ships.

This is why I'm eager for wave 2 to come out - playing age of sail games has gotten me so used to broadsides to the point where I can't fly nebs or corvettes well at all, but I'm amazing with the assault frigate. I haven't wanted to buy a second AF and the Mon Cal ships look broadside heavy, so running the big Mon Cal ship, an Assault Frigate, and the Mon Cal frigate should be perfect for my skillset. The fact that Wave 2 will have Admiral Ackbar as a fleet commander makes it even better.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
Double space manatee or corvette swarm seem to be the two most used builds; corvette swarm is better if you're really good, but very difficult to play well.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Tekopo posted:

My store was also 8 but it's having two massings and the one tomorrow has 16. I went with a VSDII, the demolisher with ACM, Engine Techs and a gladiator I with ACM, along with soontir, a tie fighter and tie advanced. Had initiative all the time. Lost my first matc 2-8, then won 8-2 and 10-0. My finals match was with an ISDII with Screed, NK-7 ions and avenger, a VSDII with overload pulse, a demolisher with ACM and engine techs, a raider and a firespray (had to take the firespray).

I'm jealous because I had the exact same results as you points-wise (I was running a VSDII, VSDI, GSD1) but I tied for 4th and lost out on tiebreakers so no product for me. Perils of playing at FFG because we had 20-some people show. I found out there was another place in town that held an event where only 5 or 6 people showed, so I'm wishing I had gone there instead.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

werdnam posted:

In the FFG preview article about Rogues and villains, they make a reference to using "a wing of four or five Firesprays." Unless I'm mistaken, the expansion pack only comes with one Firespray. Do they really expect people to buy four or five copies of the expansion pack?

Welcome to FFG minis games - just wait until you have to buy extra expansions without even wanting the figure, just one of the cards it has.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Panzeh posted:

There are some pretty cool things about Armada but its being a long game makes the tournaments a lot rougher to play and the wave 1 balance was a bit weak, not sure about wave 2 yet.

The tournament scoring system for Armada isn't the greatest either, and really skews the worth of a lot of objectives. I really like it for casual play, but I've been kind of turned off of tournaments.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
So how long until someone comes up with rules to let you resolve Rebellion ground battles with Imperial Assault, space battles with Armada, and squadron fights in Armada with X-Wing?

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Cobbsprite posted:

I have no idea why they didn't go with a variation on X-Wing's "everybody move, everybody shoot" way of doing it, unless they were deliberately trying to look different. But looking different for difference's sake is actively hurting it here.

As far as "feeling like big lumbering space bricks", the maneuver tool does that already. Limited ability to turn the ship and you end up plodding about the map, it doesn't need a stack of command dials to bring that feeling. (And why for the love of Pete are starships faster than B-Wings?)

If you want to give a boost to squadrons that shows how much more effective they are when coordinating with capital ships? Give them an extra die or reroll when using the Squadron command. I won a tournament game because my Gladiators could scoot away from B-Wings, so they could never land a hit on me by themselves. Felt wrong.

I disagree with everything here except for the complaint about starships being faster than squadrons. I think the core capital ship combat model works really well - my only slight issues are with how important initiative can be and I think that's something that going to show up in any system (it certainly shows up in X-Wing with stuff like blocking). Shoot then move makes you think ahead about where ships will be to represent slow maneuvering and the command dials represent the importance of having a plan for your ship and the difficulty of changing the overall battle plan for a multi-thousand person crew on the spot.

I think squadrons work ok from a game perspective, but they don't really have the Star Wars feel, where they're quite powerful and single squadrons can be important to battles (since it's basically WWII naval combat and fighters are airplanes). That probably would have been really hard to balance, so I understand why they did it the way they did, but starships running away from squadrons and supposed anti-ship fighters being fairly toothless does detract significantly from the "Star Wars-ness" of the combat.

Overall, I mostly care about the cap ship stuff, so I'm quite happy with it and I love the strategic feeling it has. If you prefer more tactical play, X-Wing will probably be much more to your liking.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
I'm planning to go to a tournament on Sunday, and here's the list I'm thinking of running:

code:
Modified Gun Line 

Faction: Rebel Alliance 
Points: 399/400 
 
Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery 
Defense Objective: Contested Outpost 
Navigation Objective: Minefields 

[ flagship ] MC80 Assault Cruiser (114 points)
-  Admiral Ackbar  ( 38  points) 
-  Defiance  ( 5  points) 
-  Intel Officer  ( 7  points) 
-  Electronic Countermeasures  ( 7  points) 
-  XI7 Turbolasers  ( 6  points) 
Assault Frigate Mark II B (72 points)
MC30c Scout Frigate (69 points)
-  Foresight  ( 8  points) 
1 Wedge Antilles ( 19 points) 
1 "Dutch" Vander ( 16 points) 
1 YT-2400 ( 16 points) 
2 A-Wing Squadrons ( 22 points) 
Fleet created with Armada Warlords
I'm better at flying broadside ships, but I only have one of each expansion so I can't run the dual MC80 (or ISD, GSD, GSD) I'd like to. The idea with this list is that it starts as a gun line with the MC30 in front. The eventual plan is that after the MC80 pounds their ships, the MC30 kicks it up to speed 4 and goes for a kill or two either by looping around for a double side arc shot or running between two ships and going out in a blaze of glory. I was a little light on points for the fighters so I went with all anti-squad ships that can hopefully take out both an escort and intel ship in a round or two, then finish off the bombers. My main points of concern are whether there's enough killing power in the squadrons to deal with a Rhymer ball before it gets too many shots off and whether the AF can hold up to quick ships that close with it fast, but putting enough killing power on the MC80 to take down big ships was the priority and I don't see anything I'd be willing to cut to solve either of those issues. Open to thoughts or suggestions, especially because several of you play Imps and I'm curious what your plan would be against this so I can start thinking of responses.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
Finished 4th out of 11 at the tournament Sunday. I probably deserved to be 6th because I played pretty terribly but on the 6th turn of the last round my MC80 with Ackbar took out an ISD with each broadside. The first one was crippled and it's death was inevitable, but the second one only had 4 or 5 damage - I rolled a practically perfect roll and between his brace having been discarded the turn before and XI7s, just enough got through to take it out. Turned a 7-3 into a 10-0 which was just enough for fourth.

The winner (who blew me out in the first round) was flying 3 MC30s and 2 corvettes with Mon Mothma - the two short range MC30s were the heavy hitters with Assault Proton Torps, Ordinance Experts, and a bunch of defensive upgrades. The long range MC30 and a corvette sniped with Turbolaser Reroutes and the other corvette was mostly an initiative sink that could also harass. He ran no squadrons, so the demise of the squadron-less list appears to have been exaggerated. Overall there were a lot more rebel lists and the rebels generally did better (at least 3 of the top 4, not sure about the last spot). I didn't see any multiple Firespray lists though so I'm not sure how they'll play against the rebel-heavy field.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Val Helmethead posted:

Find some points for Ordinance Experts on that Demolisher!

For objectives, I would say Advanced Gunnery for Red to pour on the damage from your ISD. Contested Outpost (Give me 60 points for the first 3 turns, thanks!). And minefields to keep them from flanking you.

You forgot to complain about an odd number of squadrons.

I'd recommend changing the Vic into another gladiator if you have one. I'm also not sure Dengar is doing that much for you and you want more squadrons if you're running Howlrunner so turning him into 2 TIEs might be good idea.

Edit: Between ECM, 3 speed, no black dice, and general beefiness the ISD is a heck of a lot more survivable than the Vic so Motti should probably go on it instead unless you have a strong reason to put him on the Vic

blackmongoose fucked around with this message at 20:36 on Feb 12, 2016

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
How good of a ship flyer are you? That's pretty much the entire determinant of how well it will work. I'd probably go down to 4, put Mon Mothma on a scout frigate with TRCs and maybe throw a defensive title on one of the torp frigates, but ultimately with a list like this your positioning and maneuvering will be the difference between a 10-0 and a 0-10 in a large number of cases

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Eimi posted:

The utility of B Wings depends on how often black die heavy ships are run around you. They are actually quite good at dealing with Demolisher, if you play them as essentially turrets stuck on your ships. I'd also say ironically, if they don't run fighters all A wings are better than Xs. The black die are better than bomber and red die. Of course if you have the Rebel fighter packs to run that, may as well do all Y's or something crazy like that. All A's are also going to deal with a Soontir/Howl ball better too thanks to counter.

(I'm going to be very scared after wave 3 when Rebels essentially get Swarm too.)

Both black die w/o bomber and red die w/ bomber are .75 damage per roll, red die is swingier, but you have the crit possibility. The A-wings have a points and speed advantage though so they're probably still a little better (Luke is almost certainly worth running though in this circumstance)

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Big Mean Jerk posted:

Is this where I ask about Armada? I plan on getting the core set and Home One, but what imperial expansion do I get so that both sides will be fairly even? Another Victory class? Or do I just go whole hog with the Imperial class?

If you're getting the MC80, you almost certainly should get an Imperial class too because the MC80 will eat everything else alive. I'd actually recommend starting with an Assault Frigate and a Gladiator because they're a little cheaper and give both sides some interesting new options, but I understand the appeal of playing with the big boys. The MC80 and Imperial should be fairly balanced with each other, so if you're just throwing them and the core set ships at each other, you should be able to put together equal point-value lists that would give a fun game. If you want to expand again, I'd probably recommend the Rebel and Imperial squadron packs next since they add some nice options to your squadron game beyond just X-Wings and TIE Fighters.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
Rebel Transport preview is up: https://www.fantasyflightgames.com/en/news/2016/5/6/a-different-sort-of-strength/

General Cracken seems interesting as a Mon Mothma alternative for Rebel swarm setups, and Bright Hope seems like an incredibly good title as long as you can keep your transports at long range of everything. Not sure if I would ever run the combat retrofits though, a 1 blue die attack just doesn't seem worth that many points.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Eimi posted:

Well I actually managed to get into the top four for the fleet design contest. :toot: I totally did not expect that, glad I entered.

I'm the one girl.

Congrats! Love to see a Victory-based list, I haven't seen one on the table in ages. I'll be rooting for you!

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
If we get Lieutenant Kettch in X-Wing or Armada it will all be worth it.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Sushi in Yiddish posted:

It'd be nice to have an imperial small base ship that's a little more useful than the raider. I've never has much luck flying those. I think the CR90 has more interesting cards

Keep in mind the best ship in the game is an Imperial small base ship

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

Kai Tave posted:

That game looks insanely bad.


An entire paragraph of ad copy devoted to "Why buy our game? Because our dice are just so pretty."

Other than the words "STAR WARS," the dice description will probably be the largest contributor to sales because people love pretty dice. I don't blame them for emphasizing that in the announcement.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

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.

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

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.

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.

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...

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

twig1919 posted:

I am glad to see that FF is realizing that squadrons are underwhelming. I am glad to see cheap versions for rouge. Most of the time when I take a unique squad I just want the rouge ability.

I'd assume the rouge ability will come with Red Squadron :v:

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!
No, I think you get to use both dials. You can take any number of different actions on a turn, it's just before now you had to use tokens to do so because there was no way to have multiple dials. With Thrawn, your ships will be able to take two dial-powered actions (though if they're the same you won't be able to do it twice because each action can only be taken once per turn).

blackmongoose
Mar 31, 2011

DARK INFERNO ROOK!

StashAugustine posted:

Yeah honestly if I'm going to reject the Sato combo I'm just gonna drop the hammerheads since I'm not really a huge fan of how they fly. Might just try an Ackbar fleet or something.

Also has anyone tried Rebellion in the Rim? I've had a FFG star wars rpg campaign that's on hiatus for a few months and was thinking it might be worth trying with the people who can still make it

RitR is great, I really like the smaller fleets and slowly building them up. It's fun to play with mostly base ships/squads and not have 12 different abilities all going off at once during the early games. Plus when you do get a good title for your ship or a nice combo working it really feels like an achievement. I do think it works a lot better with 6 than with 4 though, 4 can get a little repetitive with playing against the same opposing fleet a lot.

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

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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.

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