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susan
Jan 14, 2013
So now that Wave 1 has hit, is this game deep enough to jump on for guys like me that delayed?

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susan
Jan 14, 2013
Well, bought the Armada starter set. Any thoughts on best next purchases? I'm definitely leaning Imperial.

susan
Jan 14, 2013
Played my first game tonight. Am I correct in feeling that initiative is a huge, huge advantage in this game, dodging out of arcs and wiping out problem squadrons first? It seemed pretty overpowering, but that will I'm sure resolve a bit with more ships on the board.

susan
Jan 14, 2013

FuSchnick posted:

Couple of new Wave 2 card spoliers: http://dockingbay416.com/star-wars-armada-boba-fett-other-spoiled-cards/

Boba Fett looks brutal. They teasingly hid his cost, but it must be pretty high.

8 dice ISD front arc attack. That's... pretty scary.

susan
Jan 14, 2013

Sgt. Anime Pederast posted:

You're safe for now. It's mostly going to be ships from the new movie for the next few waves

Then again, Interdictors are one of the more iconic pure EU ships out there, so it's really only a matter of time. And I wouldn't be surprised if one makes it into new cannon with the movies.

susan
Jan 14, 2013
Thoughts on this for a Massing at Sullust tournament:

(300 of 300 pts)
Flagship: (77 pts)
  • Nebulon-B Escort Frigate(57 pts)
  • General Dodonna (20 pts)
Fleet Ship 1: (62 pts)
  • Nebulon-B Escort Frigate(57 pts)
  • XX-9 Turbolasers (5 pts)
Fleet Ship 2: (62 pts)
  • Nebulon-B Escort Frigate(57 pts)
  • XX-9 Turbolasers (5 pts)
Squadrons (99 of 100 pts):
  • 4x Y-Wing Squadron (40 pts)
  • 3x A-Wing Squadron (33 pts)
  • 2x X-Wing Squadron (26 pts)
Objectives:
  • Most Wanted
  • Contested Outpost
  • Superior Positions

My thought is that it exploits and punishes Imperial players who bring 3 big ships and no fighter screen. *shrug* Or maybe it doesn't! I'm bad at this game.

susan
Jan 14, 2013

Cool, thanks for the advice :) ! Quick question, though: Why don't Bombers trigger Dodonna's ability? His wording mentions enemy ships, it doesn't mention your ships or fighters?

susan
Jan 14, 2013

Orvin posted:

I am looking the card up on a list builder, so hopefully they have the text correct. The card starts with "When a friendly ship is attacking ..." That means that squadrons do not apply.

I am not entirely sure how clear the rules make it, but "ship" is actually a key term on cards, and not just a generic descriptor. So anything that mentions ships only applies to the big models.

OK, I believe I have figured out why this is a confusing issue: Dodonna got spoiled and then had his rule adjusted, but some of the web builders didn't catch it:

Pre-Release Image:


Post-release image that's in the starter set:


So with this new final wording, Fighters (well, bombers) should get to benefit from his ability, right?

susan
Jan 14, 2013
Just made final table at a Massing, using a list with two Neb-B's and 8 fighters. I have no idea how I did this.

susan
Jan 14, 2013

Panzeh posted:

Did you dodge every demolisher in the tournament?

I actually shot down two Demolisher lists to get there.

susan
Jan 14, 2013

Panzeh posted:

That's actually pretty impressive- my impression has always been that the neb B just gets absolutely shredded by demolishers.

Oh, they did. I lost all my Neb-B's every game, but was able to position my Bombers to retaliate.

susan
Jan 14, 2013

ZachAttack posted:

I assume you had at least one more ship, otherwise you auto lose with just squadrons on the table.

Yep, Assault Frigate rock star with popcorn Neb-B's. Now that I have a Home One, I'm thinking of rocking this 400pt bad boy of a list:

(400 of 400 pts)
Flagship: (180 pts)
  • MC80 Assault Cruiser(114 pts)
  • Admiral Ackbar (38 pts)
  • Defiance (5 pts)
  • Veteran Captain (3 pts)
  • Advanced Projectors (6 pts)
  • Enhanced Armament (10 pts)
  • Leading Shots (4 pts)
Fleet Ship 1: (88 pts)
  • Assault Frigate Mark II B(72 pts)
  • Advanced Projectors (6 pts)
  • Enhanced Armament (10 pts)
Fleet Ship 2: (44 pts)
  • CR90 Corvette A(44 pts)
Fleet Ship 3: (44 pts)
  • CR90 Corvette A(44 pts)
Squadrons (44 of 134 pts):
  • 4x A-Wing Squadron (44 pts)
Objectives:

Has anyone else noticed the ridiculous combo with Defiance and Leading Shots on an MC-80? Kitted like I'm doing, I'm spitting 7 red dice, 8 with Concentrated Fire, and if I'm targeting a ship that's already activated I can get a free Blue... which I can spend to reroll as many of those 7/8 Red Dice as I want. At long range, every turn. My God.

susan
Jan 14, 2013

CPA Hell posted:

I really want to see your fleet specs and hear your strategy. I do best with fighter heavy lists, so how to best use them with Neb-Bs is really intriguing. On the other hand, I want to like Neb-Bs but they just get crushed every time I deploy them.

4 A-Wings, 4 Y-Wings, 2 Support Neb-B's and a kitted out Assault Frigate. The Neb-B's were almost entirely ineffectual, and died by turn 4 in all my games, but they did a little bit of damage beforehand and made my opponents drive in predictable directions so I could lay ambush fighter swarms in their way. It helped that a Neb-B Support costs less than a Gladiator, so the trading was almost always in my favor. It wasn't a great plan, but it worked out, and the Assault Frigate was an absolute boss. Neb-B's are probably going on the shelf after this, replaced by Corellian Corvettes that can actually spit the same amount of Red Dice out of their side arcs as a Neb-B Front Arc with Ackbar.

susan
Jan 14, 2013

Sushi in Yiddish posted:

So the Interdictor Cruiser makes a full fledged appearance in the (Canon) Star Wars Rebels preview so I'm wondering how soon we'd see it in Armada

https://www.youtube.com/watch?v=YfeWNZqVYsE
About 30 seconds in

I'm really happy about stuff from the WEG RPG and theold Canon making an appearance.

Rebels is like the best thing to happen to Star Wars in 20 years. Perfect place for light EU integration.

susan
Jan 14, 2013

TheCosmicMuffet posted:

I think the main problem with fighers vs capitals is that they made the maneuver tool too big and assigned too many red dice to capitals.

With it as it stands, and the ranges set the way they are, it is unlikely you'll be able to skirt an enemy formation and avoid getting shot at altogether. You might be able to avoid black dice, and maybe even blues, but probably not reds, and red dice are very common. If *most* of your meaningful firepower had to be in fighter-form, because that was the only thing maneuverable enough to chase down lighter hulls, and also intercept enemy bombers, then fighters vs capital ships would be more meaningful as a choice.

As it stands, Xwing has an advantage, not just with arcs (in as much as there are arcs that matter when someone isn't just running turreted stuff) but also that board size + ship maneuverability + ship range is balanced around being able to 'get away' with the right moves. In Armada, if a ship with plenty of red dice wanders into the middle of the board, you're likely to never get out of its firing range, unless it's going too fast and can't slow down in time. The only way to really get out of range is when two sets of very fast ships 'joust' past each other. And by that time, what's the point? I guess in the current situation, fighters are kind of like mines. If you run your fast ships past the enemy, then at least the fighters can stay behind and keep firing to finish off whoever was weakest.

Which just reinforces the point made above, because if you didn't win the initial engagement, what makes you think throwing 3-4 dice at someone on the next turn, even if you can pick the hull quadrant, is going to be better than doing the same thing on the two previous turns as you flew by?

I think scenario play could save it. Or even, god help me, force org restrictions. :D

I like to think of fighters as stationary defensive turrets that can move a bit if they don't have active targets. It helps with the cognitive dissonance of the things being named as the fastest most maneuverable things being instead the most static in the game. Also starting to think some force org structure may become necessary, lest something like the naked Motti plus five Victories start to become mainstays.

susan
Jan 14, 2013

Tiny Chalupa posted:

Looking to grab armada while it is on sale, do I need 2 cores to get 2 people playing?
Any must have ships to reach for if we both enjoy it?
Lastly any goon recommended blogs to go over the game, tactics and all that jazz?
Thanks

Armada podcast/blog: http://iff.podbean.com/

And if you're doing tournaments, you'll definitely need multiples of some cards/measuring tools/dice, so there's that.

susan
Jan 14, 2013
So is there official word on when Wave 2 hits the street? I saw some websites list as October 31, but others are still TBA...

susan
Jan 14, 2013

drunkill posted:

Yes, sadly.

Seems the Empire lost all ability to name cool things when they split into factions.

Let's be honest here: the Dark Side has never been great with naming rights. This is a Universe where we could get a character named Darth Villian and no one would bat an eye.

susan
Jan 14, 2013

Kilo147 posted:

Well that's poo poo. I don't want an ISD, I want my goddamn Victory and Gladiators. What about non 400 point environments?

It's still fine at 300, and it will be fine as a core at 400, it just needs another 100pts of ship, like another VSD or something.

susan
Jan 14, 2013
On the subject of Armada, I'm trying to think of a list to counter the Ackbar conga line of doom, and am thinking about this:

Fleet Summary Page (399 of 400 pts)
Faction: The Empire
Commander: Admiral Motti (24 pts)
Flagship: (132 pts) Imperial II-Class Star Destroyer (120 pts) Redundant Shields (8 pts) Leading Shots (4 pts)
Fleet Ship 1: (73 pts) Victory I-Class Star Destroyer (73 pts)
Fleet Ship 2: (73 pts) Victory I-Class Star Destroyer (73 pts)
Fleet Ship 3: (73 pts) Victory I-Class Star Destroyer (73 pts)
Squadrons (24 of 134 pts): 2x Tie Advanced Squadron (24 pts

Eh?

susan
Jan 14, 2013

Sulecrist posted:

Is the Imperial Fighter Squadron pack worth picking up for a brand new Imperial player? (Will he get good use out of it?)

I always put a couple fast moving Interceptors in my lists (A Wings, Tie Advanced) as a buffer against the occasional Bombers, so yeah, I recommend having the option even if just for some insurance.

susan
Jan 14, 2013

Finster Dexter posted:

Nice Interdictor art. So, here's my question about the interdictor... (spoilers for movie and Star Wars Rebels)


They made the Interdictor canon with Star Wars Rebels, but Ep. VII showed the Falcon leaving hyperspace right above the planet in order to do a stealth insertion. So, what does that say about the efficacy of Interdictors? Seems like JJ pretty much unintentionally nullified Interdictors. I'm planning to run a Star Wars RPG in a few months, and the Interdictor was always my favorite tool for surprising and freaking out players. Now, I have to be ready for the inevitable "BUT IN EPISODE 7 HAN SOLO DID A THING". I mean, it's not totally unmanageable or anything, but curious if I'm the only one that read the situation this way.


Something you need to understand about JJ: I love him to death, but he has no idea how planets and space actually work, and actively avoids thinking about them in his projects.

Like, the 5 planets that got Starkiller'd? They were shown as being right on top of each other, closer than our Lunar orbit, as opposed to being millions of miles apart. And their destruction was immediately visible on another planet that was thousands of light years away. You also see this with his Space Travel speeds, with every FTL flight taking 30 seconds regardless of actual distance (the X Wing attack, the Millennium Falcon flights, etc). This was also true back in his Star Trek days, what with teleporters going across star systems, and the Enterprise falling from the moon to Earth in 30 seconds.

Really, JJ thinks everything in the galaxy is 30 seconds apart. Which is fine, but you do gotta hand wave some of it occasionally. Interdictors work just fine, the next director will have other quirks for us to nitpick.

susan
Jan 14, 2013

Kilo147 posted:

So at this point, is there any functional Imperial list that doesn't involve a ISD? I wanted to do a VGGG, but if thats just gonna suck, I'll play X-Wing instead.

Don't see why it wouldn't, but, like, with 100 more points of ship. Maybe VVGGG? Or are you taking a fighter swarm?

susan
Jan 14, 2013
How viable would a slow-roll Wedge tank list be in the current meta? I'm looking at running the following at a couple local Store Championships:

Commander: Admiral Motti
Flagship: (120 pts) Imperial II-Class Star Destroyer
Fleet Ship 1: (85 pts) Victory II-Class Star Destroyer
Fleet Ship 2: (85 pts) Victory II-Class Star Destroyer
Fleet Ship 3: (85 pts) Victory II-Class Star Destroyer

*shrug* Not exactly inspiring, but lots of long range shooting, and 34 Hull points to chew through, much less shields with all the Engineering actions in the world. Set a low speed and go for objective points, what would realistically crack this?

susan
Jan 14, 2013
Interesting... So slow tank does't really cut it anymore? And bombers are actually scary now? Hmm. drat. What's a good multi-wedge list look like, then? With a good ISD as a flagship and a VSD/Gladiator or two. I don't own any Raiders, but could get some.

susan
Jan 14, 2013

Exmond posted:

Hmmmm, I give you a 3/10 on the ridiculous scale. Whenever anyone mentions "Art of war" in tabletop gaming my eyes kind of gloss over and I retreat slowly from them.

In Sun Tzu's defense, I did once win a Warmachine Weekend qualifier by showing up early to the venue and sitting in the doorway playing a guitar.

susan
Jan 14, 2013

ranbo das posted:

I want to see a dedicated "carrier" with basically no attack dice but a ton of squadron points and buffs to squadrons.

Something like a Quasar, perhaps?

susan
Jan 14, 2013
Just noticed on Amazon:

"Star Wars: Rebellion Board Game
by Fantasy Flight Games

Price: $124.75 & FREE Shipping
This item will be released on March 8, 2016"

Interesting...

susan
Jan 14, 2013

Strobe posted:

Never trust Amazon release dates.

Ever.

But I want to...

susan
Jan 14, 2013

zVxTeflon posted:

IL has no armada regionals. Really dumb move.

That's hosed up. Seattle alone has like 6 within 20 miles of the city.

susan
Jan 14, 2013

Serotonin posted:

Bought Armada yesterday. Seems fun but the core set is limiting. If I was going to make a couple of immediate purchases to improve the experience what would be the suggestion. Need to keep it balanced and fun as I'm playing with my kids.

A Gladiator and an Assault Frigate, and maybe a pack of fighters each if you want to expand that area.

susan
Jan 14, 2013
Quick question: So I haven't played Star Wars Armada in about a year, but that's mostly due to life stuff, not because I didn't dig it. A couple stores locally are having some Store Championships at the start of August, and I thought it was time to dive back in and give it another go. The issue, of course, is that while I have everything from Waves I and II... that's it. Also, I have no idea what the current meta is/what the new hotness is/what kind of rules changes and developments have happened since/etc.

So, what's the current state of Armada, what would I expect to run into August 5th/12th, and is it even possible to have a viable force of just Waves I and II ships?

susan
Jan 14, 2013
Is the Akbar Guppy fleet still a thing? Like, 4ish CR90's and a big flagship?

susan
Jan 14, 2013


Would this be any good?

susan
Jan 14, 2013

illectro posted:

Would not make sense to make them at IA scale, players want AT-AT walkers.

Not impossible.

susan
Jan 14, 2013

head58 posted:

My only issue with the scale is that a Star Destroyer would still be about the length of a football field, so making a Jakku board isn't really possible.

Nah, that'd only be 27.6 meters (1600m/58). *Totally* doable :P !

...Actually, that would be an amazing Convention group display board. Fantasy Flight, GenCon 2018, make it happen.

susan
Jan 14, 2013

head58 posted:

Ah, I was off by a decimal. Neat!

When I first went to GenCon in 1994 there was a SW ship battle thing with two or three six foot long Star Destroyers and a slew of other ships mostly to scale (except the fighters, which represented squadrons). It was magnificent and I've never been able to find any pictures or mention of it online.



Hmm... Hmmmmmmmmmmmmmmmm.......

Y'know, while the whole ship would be problematic, the *bridge* specifically would only be 15ft x 16ft and 5ft tall ("only"), which, is, actually, possible... A mega project, and a bitch to transport, but possible...

susan
Jan 14, 2013

canyoneer posted:

I don't play Armada but I'm seeing from the fan there's a Darth Vader card.
Is this the first expansion with Darth Vader in Armada? That would surprise me

He's been an Admiral since wave 1 or 2.

So now that they've officially hit the "same ship, new paint job" phase of the game, do we think that Separatist fleets are that far off?

susan
Jan 14, 2013
So I walked into my Barnes & Noble today and found a 50% off ISD box, which is now mine. I've not really been following the Armada scene lately; what does a competitive double ISD look like these days? Gunnery teams on both probably, some kind of defensive upgrade to keep them alive, and an escort or two?

EDIT: What are your thoughts on this -

Faction: Galactic Empire
Points: 400/400
Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Gunnery Team ( 7 points)
- Advanced Projectors ( 6 points)
- Leading Shots ( 4 points)
= 161 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Advanced Projectors ( 6 points)
- Leading Shots ( 4 points)
= 137 total ship cost

Raider-II Class Corvette (48 points)
= 48 total ship cost

4 TIE Fighter Squadrons ( 32 points)
2 TIE Interceptor Squadrons ( 22 points)

susan fucked around with this message at 08:23 on Dec 5, 2017

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susan
Jan 14, 2013
I picked up one of these at a local event, I was told that these are rare/valuable? Should I throw this up on eBay or something? Also got like a dozen Howlrunner alternate cards :P .

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