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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! 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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# ¿ Dec 17, 2014 22:45 |
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# ¿ Apr 27, 2024 07:44 |
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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?)
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# ¿ Apr 26, 2015 06:45 |
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hooman posted:The combination of: 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.
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# ¿ May 13, 2015 05:32 |
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FuSchnick posted:Umm... does this work? 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.
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# ¿ May 19, 2015 04:17 |
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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:
Since spending both is one resolution of the command, you get all the points to spend at the same time.
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# ¿ May 31, 2015 07:20 |
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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 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.
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# ¿ Jun 2, 2015 04:34 |
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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.
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# ¿ Jun 22, 2015 05:50 |
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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.
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# ¿ Sep 24, 2015 19:46 |
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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.
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# ¿ Oct 4, 2015 01:35 |
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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.
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# ¿ Oct 5, 2015 19:15 |
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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.
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# ¿ Oct 12, 2015 19:49 |
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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?
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# ¿ Nov 3, 2015 20:40 |
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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. 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.
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# ¿ Dec 15, 2015 02:26 |
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I'm planning to go to a tournament on Sunday, and here's the list I'm thinking of running:code:
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# ¿ Jan 28, 2016 02:49 |
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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.
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# ¿ Feb 2, 2016 06:41 |
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Val Helmethead posted:Find some points for Ordinance Experts on that Demolisher! 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 |
# ¿ Feb 12, 2016 20:33 |
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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
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# ¿ Mar 3, 2016 06:20 |
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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. 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)
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# ¿ Mar 27, 2016 00:19 |
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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.
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# ¿ Apr 22, 2016 05:07 |
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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.
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# ¿ May 6, 2016 23:11 |
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Eimi posted:Well I actually managed to get into the top four for the fleet design contest. I totally did not expect that, glad I entered. Congrats! Love to see a Victory-based list, I haven't seen one on the table in ages. I'll be rooting for you!
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# ¿ Jul 8, 2016 23:46 |
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If we get Lieutenant Kettch in X-Wing or Armada it will all be worth it.
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# ¿ Jul 17, 2016 02:04 |
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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
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# ¿ Jul 24, 2016 05:31 |
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Kai Tave posted:That game looks insanely bad. 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.
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# ¿ Jul 30, 2016 08:05 |
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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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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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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
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# ¿ Oct 27, 2016 17:16 |
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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).
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# ¿ Aug 26, 2017 04:15 |
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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. 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.
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# ¿ Sep 22, 2020 19:44 |
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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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# ¿ Nov 25, 2020 02:00 |
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# ¿ Apr 27, 2024 07:44 |
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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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# ¿ Dec 21, 2020 23:55 |