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How is Imperial Assault's skirmish balance BTW? I know there was a broken strategy a while back but they patched it, is it worth picking up for that?
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# ¿ Nov 7, 2015 06:34 |
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# ¿ Apr 27, 2024 09:00 |
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Yeah looking at that stream while waiting for the loving netrunner stream to come back on the board looks really narrow. Like maybe I'm just used to the lovely old WOTC minis game but it's all tight hallways with little room to maneuver, is that generally the case?
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# ¿ Nov 8, 2015 22:52 |
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TheCosmicMuffet posted:I've got bigger problems. Do both a blue one with red eyes on the front and one painted like a space Crown Vic. Then do the Errant Venture.
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# ¿ Jan 23, 2016 01:46 |
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TheCosmicMuffet posted:Like this: https://cosmosmodels.wordpress.com/2013/11/23/14222-ertl-star-destroyer-errant-venture/ Bright red and tacky as poo poo.
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# ¿ Jan 23, 2016 07:41 |
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Tekopo posted:Yeah I got to play Rebellion and it was distinctively alright, not that great but not that bad. I bought it for a pretty substantial discount and split the cost with a friend of mine, which is why I got it at all, since otherwise I would have skipped on it. My biggest issues are the combat system: I hate that sometimes you just end up having dud hands of tactical cards and there is nothing that you can really do about it, and overall I feel that the cards that don't require an activation are much better than cards that do require one. The objectives are pretty badly design as well, IMO: in my first (and so far only) game, the rebellion won after destroying a couple of ships, including TIE Fighters. That got them one objective point. For comparison, getting to Coruscant, invading it and removing all imperial presence there gets you two objective points. One seems a lot easier than the other. To be fair, Heart of the Empire returns to hand so you get 2vp every turn until the Empire kicks you out. The combat definitely needs a massive overhaul, making results a little more consistent and making the action cards have some inherent use might go a long way
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# ¿ Apr 21, 2016 17:22 |
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From what I've seen of Rebellion "team play" is just an excuse to put "2-4 players" on the box
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# ¿ Apr 22, 2016 21:11 |
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Prime keyboard goop there
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# ¿ Jun 27, 2016 17:32 |
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Arquinsiel posted:I re-read the books recently. He literally just had a droid permanently sweeping the floor and watering the plants in a hallway in Republic HQ where by sheer coincidence all the people who normally treat droids like people and regularly use them for espionage somehow all became morons and discussed all plot-relevant plans in said hallway in front of said droid. Actually it's a recording device hidden in the trees oh God trap sprung
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# ¿ Jul 17, 2016 05:18 |
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Errant Venture or bust I know a guy at the FLGS has black ISDs with neon green trim.
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# ¿ Jul 28, 2016 21:14 |
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HOOLY BOOLY posted:https://www.fantasyflightgames.com/en/news/2017/5/5/rise-of-the-empire/ Combat changes sound interesting
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# ¿ May 5, 2017 22:59 |
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Holy poo poo this looks dope and it's right at the point where I can't afford it I do like WH: Diskwars' activation system, where each side has a card limit (4 in standard play) and then each card activates a certain number of troops. You get a certain amount of staggered activations (usually 3 to a card) but if you need more or less you can take cards that give you different numbers of activations. It still gives a certain advantage to smaller armies since more activations tend to be tied to weaker card abilities, but it's less of an issue. (Also larger armies tend to have an inherent advantage given how important having the initiative is in a melee, pinned troops typically can't use abilities and have weaker stats) StashAugustine fucked around with this message at 18:45 on Aug 20, 2017 |
# ¿ Aug 20, 2017 18:40 |
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Waffles Inc. posted:I love the idea of this but I wish like hell prequel era factions were in at launch. Droids would definitely be an awesome Zerg faction Concept art was basically the only good thing the prequels produced so
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# ¿ Aug 20, 2017 19:03 |
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Regardless of theme, when I was considering buying IA because I was super into the WOTC d20 Star Wars skirmish game, I was really turned off by how tight and narrow the maps looked- like it seemed all combat took place in narrow hallways 2-3 spaces wide, and that just didn't seem like it has a lot of room for flexibility
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# ¿ Aug 23, 2017 06:41 |
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I want space troopers
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# ¿ Aug 24, 2017 20:25 |
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fatherboxx posted:Same goes for Tiger tank in real life and you still can't escape KRUPP STEEL arguments. There's a old EU short story where someone points out that the ATAT has a pretty obvious weakness in the legs and gets reassigned to Tattooine as revenge
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# ¿ Aug 25, 2017 15:19 |
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Waffles Inc. posted:For a two player card intrigue game that is what Rebellion would hope to aspire to, grab Twilight Struggle. For minis on a map in space that's a true 4x unlike Rebellion, get Eclipse. Haven't played it but supposedly The Expanse is a TS-like CDG but also In Space and with multiplayer; Tekopo was talking it up in the boardgame thread a bit back
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# ¿ Jan 22, 2018 05:24 |
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Ignore, thought this was the RPG thread
StashAugustine fucked around with this message at 19:48 on Nov 19, 2019 |
# ¿ Nov 19, 2019 19:39 |
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Does anyone play Armada these days? My little sister's big into Star Wars and I'm looking at playing a bit on TTS, maybe buying in later
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# ¿ Sep 6, 2020 16:20 |
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Val Helmethead posted:What would you like to know? I play on Vassal, not TTS, but either one is a viable option while in person gaming is difficult. Good starter fleets and tips on introducing it. I played a few games when it came out and periodically check up on it so I sorta know what I'm doing but haven't had a chance to buy in yet. She's in high school and gas experience with boardgames but not minis games, so something small scale would be good. (Bonus points for having Rebels characters involved)
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# ¿ Sep 6, 2020 23:37 |
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Val Helmethead posted:http://www.steelstrategy.com/2020/06/teaching-someone-to-play-thematic.html Cool, thanks! Gonna give this a shot this weekend. Rules question from messing around solo: I've got Raymus on a Pelta with Shields + Ashoka on a nearby ship. Can I turn 1 reveal Navigation, gain a Navigation with Raymus, turn it into a Repair with Ashoka, then turn the dial into a Navigation (thus giving me a nav token + repair token to start STM)?
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# ¿ Sep 8, 2020 04:38 |
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Bit late on this but the teaching game went great, hopefully we're playing again this weekend. I was Rebs, both sides had their big flagships trade shots but not kill each other while the neb-b and arquitens got killed; I won out on the last turn when the corvette managed to practically one-shot the raider. I'm thinking for next time running Rebels-themed lists with me being Rebels again since they're a wacky combo fleet and Imperials are just an upgrade of the starting fleet:quote:Faction: Imperial quote:Faction: Rebel Not sure about objectives or if there's anything obviously bad in there. Ahsoka, Ezra, and Kallus are all probably extravagances but in there for theme. I've tested it out solo and it looks like the Imps are more straightforward since the Hammerheads have to stick together which makes it hard for them to not get in the front arc of the ISD, especially if they're trying to bring it down in particular.
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# ¿ Sep 17, 2020 19:44 |
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Val Helmethead posted:I say leave 'em. Pelta + 4 Hammerheads needs all the help it can get against an ISD. Yeah the shields combo is kinda fun but it feels a little iffy against an ISD that will pretty much doubletap a Hammerhead no matter how much you patch it up, though it's okay for helping out the pings you get from TFA. I'll probably leave it though since I'm the one flying the janky combo fleet and it fits the theme, though I guess I'd be open for trying alternate loadouts.
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# ¿ Sep 18, 2020 17:01 |
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Had a great time with Armada flying those lists. I pulled ahead a bit early with Fire Lanes and managed to kill a Raider early, but the other one bagged a hammerhead before it could kill it and once the ISD got its guns in range it obliterated two corvettes in one go and then we called it. I'm thinking I might go with a more conventional list next time, my sister had fun with all the Rebels characters but I can't figure how to take out an ISD with that list
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# ¿ Sep 20, 2020 03:56 |
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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
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# ¿ Sep 22, 2020 15:36 |
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Trying a Madine fleet with 3 CR90s and the incredible moves you can do with them are really funny; but I am having trouble with target priority- I killed one of two Raiders and went to to work on the ISD; but its not quite enough to kill it (we had to call for time start of turn 5) so I probably should have focused on killing the lighter ships first?
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# ¿ Sep 27, 2020 04:40 |
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The gunship is basically a corvette converted into a missile boat, it d be cool but idk how you'd make it not just a CR90 with black dice. A dreadnaught might be cool, give the rebels a tanky medium built around blue dice.
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# ¿ Sep 30, 2020 14:24 |
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Today's lesson learned that I'm sure everyone found out years ago: Ackbar on Home One will chew up and spit out an ISD that flies directly at him. I was a little worried about it feeling bad to lose your centerpiece but the killing blow was Ezra hot-rodding a CR90 into the ISD for a ram so that was funny at least. I wanna try out a squadron heavy Rebel list next, anyone have a fun one they recommend? I'm still not sure how you build them effectively
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# ¿ Oct 4, 2020 05:04 |
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Hey I'd like some tips on flying a bomber fleet. I don't know if my list needs work or I'm just flying it wrong. My problem is that I can't kill an ISD before it mulches my carriers; which means that either I'm flying my ships badly and they're taking too much fire (here meaning "one to two shots") or I just need to cut stuff to make them tougher. Dodonna Bombers Faction: Rebel Alliance Commander: General Dodonna Points: 396/400 Assault Objective: Precision Strike Defense Objective: Fighter Ambush Navigation Objective: Superior Positions [ flagship ] MC80 Command Cruiser (106 points) - General Dodonna ( 20 points) - Adar Tallon ( 10 points) - Fighter Coordination Team ( 3 points) - Boosted Comms ( 4 points) = 143 total ship cost Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) - Flight Commander ( 3 points) = 65 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) - Bomber Command Center ( 8 points) = 35 total ship cost GR-75 Medium Transports (18 points) - Comms Net ( 2 points) = 20 total ship cost 1 Biggs Darklighter ( 19 points) 1 Luke Skywalker ( 20 points) 2 X-Wing Squadrons ( 26 points) 1 Jan Ors ( 19 points) 1 Nym ( 21 points) 2 B-Wing Squadrons ( 28 points) = 133 total squadron cost
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# ¿ Oct 25, 2020 16:46 |
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Val Helmethead posted:Do you have time to talk about our lord and savior General Rieekan? Well specifically for this the problem is getting tabled, not just an individual ship getting killed. Maybe Agate would be worth looking at; Dodonna is fun but isn't helping with survival that much
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# ¿ Oct 26, 2020 00:16 |
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Cool, thanks for the advice- the point about having a dual threat makes sense given that I've found it's not enough to just skew the opponent to death. It does feel a bit like every time you pull out a piece then another piece comes out- dropping to an assault frigate makes sense because my original thinking was I wanted something tougher (lol), but then there's no FCT for B-Wings, so I probably have to tear out my squadron contingent, especially since I'll also probably wanna swap Yavaris; and then the entire list is different. I guess the core of what I like is "trigger Dodonna as much as possible" and also I want to push squadrons around Somehow. I'll give it some thought and try it out next weekend.
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# ¿ Oct 26, 2020 03:03 |
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Okay tweaked that list and got to fly it again: MC75 Ordnance Cruiser 144 -Dodonna, Blissex, Ordnance, ECM, APT, External Racks Transports 32 -Hondo, BCC, Boosted Comms Transports 27 -Toryn Farr, Bright Hope Pelta Command 76 Lando Calrissian, FCT, Boosted Comms, AFFM! Jan, Luke, Rogue, 2x Xwings, 3x Bwings This time it went a lot better- my MC75 deployed against the Raiders across from the ISD, it got savaged but lived to run away and blow up one plus a Gozanti, the fighters managed to bang up the ISD but couldn't bring it down, I won on points after losing the Pelta. Some thoughts: -Dodonna didn't do anything this game, but also all my attacks were either fighters pinging the ISD or the MC75 vaporising ships in one shot, plus Luke getting unlucky. Maybe swapping him for Agate is the right call but I do love it when he fires. -Not 100% sold on the MC75 here- its supposed to be "can brawl, not get vaporized, and get away" while also using Dodonna, which it sort of does but having to be in close is problematic. Fun to fly though. -Need to sort out my carriers- Toryn goes in with the fighters and Hondo/Pelta follows the bombers, but it's a bit of a mess of upgrades on different ships. I can't decide on AFFM!- its like 9 points with Hondo for two shots, I only used it once since I got a touch overconfident about my Pelta's survival odds, but it seems good for chasing stuff with B-Wings. -Deployment is tricky for me, I had the MC75 clean up the small ships since I wasn't sold on it taking sustained ISD fire and one of the Raiders was built for flak. I guess I'm just a little fuzzy as a newbie on threat evaluation. I also want to try out that Garm "dumpster fire" fleet at some point, might try that next time if I don't get a good idea
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# ¿ Nov 8, 2020 04:30 |
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Separatist preview up: https://www.fantasyflightgames.com/en/news/2020/11/16/mechanized-might/
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# ¿ Nov 16, 2020 18:38 |
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Xwing, Legion, and the RPGs have their own threads and Destiny is dead so is this anything other than an Armada thread?
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# ¿ Nov 16, 2020 22:32 |
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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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# ¿ Nov 24, 2020 20:53 |
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Yeah Versio too, though shes less impactful. It also looks like Intel is changing from giving enemies Heavy to giving allies Grit
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# ¿ Nov 27, 2020 00:01 |
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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
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# ¿ Nov 28, 2020 18:21 |
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Somebody tell me this is a terrible ideaquote:
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# ¿ Dec 4, 2020 17:27 |
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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.
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# ¿ Dec 21, 2020 00:30 |
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Gonna give this list a try tomorrow:quote:Name: Untitled Fleet Variant of the Garm+Pelta lists for the new errata; anyone see any obvious problems?
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# ¿ Jan 16, 2021 00:58 |
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# ¿ Apr 27, 2024 09:00 |
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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
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# ¿ Feb 8, 2021 01:27 |