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[Star Wars: Armada] Everything that has transpired has done so according to my design.

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Posts

  • HexDexHexDex Registered User regular
    edited December 2015
    webguy20 wrote: »
    I think my favorite part of the picture is the pile of Armada boxes in the corner.

    That corner of his room has pretty much every single package the two of us have bought piled up in it. My house is under construction so all my stuff (including the trash haha) is at his place.

    HexDex on
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  • ChaosHatChaosHat Trick of the lightRegistered User regular
    I didn't realize there was a thread for this. I recently added the ISD, Raider, and Gladiator to my fleet after having just the core set and fighter expansions (my sister's boyfriend buys and plays the rebel end) but I'm beginning to feel like maaaaaybe this was kind of a mistake and I should have doubled down on a ship instead of spreading myself out like that.

    Anyways, I've played maybe...six games and since most of that time was just ONE Imperial ship I'm kind of having trouble figuring out strategy and how to put the ships together in a cohesive way. We're planning on throwing down with our new ships (he picked up the wave 2 rebel ships and a Corvette expansion) next week and I have a couple lists for everyone to critique. Oh, we're also playing with proxy upgrades allowed to prevent fighting over who gets what and needing to buy a bunch of a specific ship purely for the upgrades.
    Screed List

    Author: AsianMT

    Faction: Galactic Empire
    Points: 395/400

    Commander: Admiral Screed

    Assault Objective: Precision Strike
    Defense Objective: Contested Outpost
    Navigation Objective: Superior Positions

    [ flagship ] Imperial II-Class Star Destroyer (120 points)
    - Admiral Screed ( 26 points)
    - Relentless ( 3 points)
    - Captain Needa ( 2 points)
    - Gunnery Team ( 7 points)
    - Phylon Q7 Tractor Beams ( 6 points)
    - XI7 Turbolasers ( 6 points)
    - Ion Cannon Batteries ( 5 points)
    Victory I-Class Star Destroyer (73 points)
    - Assault Proton Torpedoes ( 5 points)
    Gladiator I-Class Star Destroyer (56 points)
    - Demolisher ( 10 points)
    - Ordnance Experts ( 4 points)
    - Assault Proton Torpedoes ( 5 points)
    Raider-II Class Corvette (48 points)
    - Instigator ( 4 points)
    - Quad Laser Turrets ( 5 points)
    - NK-7 Ion Cannons ( 10 points)
    Fleet created with Armada Warlords
    A Vader List

    Author: AsianMT

    Faction: Galactic Empire
    Points: 400/400

    Commander: Darth Vader

    Assault Objective: Opening Salvo
    Defense Objective: Hyperspace Assault
    Navigation Objective: Minefields

    [ flagship ] Imperial II-Class Star Destroyer (120 points)
    - Darth Vader ( 36 points)
    - Relentless ( 3 points)
    - Captain Needa ( 2 points)
    - Gunnery Team ( 7 points)
    - Phylon Q7 Tractor Beams ( 6 points)
    - XI7 Turbolasers ( 6 points)
    Gladiator I-Class Star Destroyer (56 points)
    - Demolisher ( 10 points)
    - Ordnance Experts ( 4 points)
    - Expanded Launchers ( 13 points)
    Raider-II Class Corvette (48 points)
    - Impetuous ( 4 points)
    1 "Howlrunner" ( 16 points)
    1 "Mauler" Mithel ( 15 points)
    1 Major Rhymer ( 16 points)
    1 TIE Bomber Squadron ( 9 points)
    1 Soontir Fel ( 18 points)
    1 TIE Interceptor Squadron ( 11 points)
    Fleet created with Armada Warlords

    The first list is purely because I wanted to use all the ships somehow at least once. I'm very open to tweaks or opinions, or even entirely new lists out of what I have. Just looking for decent strategies or overall archetypes to look at.

  • AnteCantelopeAnteCantelope Registered User regular
    I don't really like the squadron mix in the second list. Rhymer works best with around 4 bombers, so you can actually throw a real threat with him. 2 bombers and some TIEs... if I were playing against you I'd just ignore them, that's not going to bother my ships.
    Soontir's ability works best when there's an advanced to cover him, and Mauler's ability works best when he can move while engaged (Admiral Chirpy, or Dengar in the RnV pack).
    I don't really like Expanded Launchers, it feels too expensive for what it does. I'd replace it with Assault Concussion Missiles or Advanced Proton Torpedoes. Probably ACMs.
    Maybe make the Raider a Raider-I and give it Ordnance Experts and/or ACMs/APTs.
    Also consider Electronic Counter-Measures on the ISD. It means that if you take a big hit with an accuracy targetting the brace, you can still brace and reduce damage by half. A very valuable upgrade for your big expensive ships.

  • ChaosHatChaosHat Trick of the lightRegistered User regular
    edited December 2015
    I don't really like the squadron mix in the second list. Rhymer works best with around 4 bombers, so you can actually throw a real threat with him. 2 bombers and some TIEs... if I were playing against you I'd just ignore them, that's not going to bother my ships.
    Soontir's ability works best when there's an advanced to cover him, and Mauler's ability works best when he can move while engaged (Admiral Chirpy, or Dengar in the RnV pack).
    I don't really like Expanded Launchers, it feels too expensive for what it does. I'd replace it with Assault Concussion Missiles or Advanced Proton Torpedoes. Probably ACMs.
    Maybe make the Raider a Raider-I and give it Ordnance Experts and/or ACMs/APTs.
    Also consider Electronic Counter-Measures on the ISD. It means that if you take a big hit with an accuracy targetting the brace, you can still brace and reduce damage by half. A very valuable upgrade for your big expensive ships.

    So it seems like I would be better off just scrapping the fighters overall until I get another fighter pack? I could probably scrap the bombers and use your advice to add Chiraneau and some Advanced but then would the fighters even be worth having since they'd be pretty useless against a fighterless list?

    Scrapping all the fighters and changing the Raider to a 1 gives enough room for a no upgrade VSD. Would it be worth changing the raider to Instigator to help defend against squadron lists?

    ChaosHat on
  • DeoDeo Registered User regular
    Expanded Launchers are amazing in my experience, especially on Raiders-Is. My Raiders with Expanded Launcers + Ordinance Experts have one-shotted their fair share of Corvettes and Nebulons.

    I definitely wouldn't advise going fighter-less. A single Raider just won't be able to handle it, and with the new fighter packs, you're likely to see some squadrons in just about every list. Rhymer-balls are still popular, and the new Rebel ships have made B-Wings extra dangerous.

    If you don't have another fighter pack or Rogues and Villains, I'd say just switch some of the named pilots to generics to fit in a few more standard TIEs. Don't underestimate TIEs, even against ships. Swarms of TIEs are absolutely capable of taking down smaller Rebel ships.

  • AnteCantelopeAnteCantelope Registered User regular
    Generic TIE Fighters are the best anti-squad in the game, point for point. Howlrunner and a swarm of TIEs, possibly also with some Interceptors, Soontir, and an Advanced, is a nightmare for an opponent with bombers.

    Raiders can give good anti-squadron support, but they won't win it by themselves.

    I wouldn't use Chiraneau without a bomber-heavy list; he excels at getting your bombers away from your enemy's fighter escort, but without bombers, why would you want to disengage? Save him for the when you have a bunch of bombers, and throw Mauler in then to really mess your opponent up.

  • ChaosHatChaosHat Trick of the lightRegistered User regular
    I just want to note that my only opponent would be my sister's boyfriend who has a similar amount of ships. I think he has both wave 2 ships, a corvette expansion, and the rebel fighter pack. So its unlikely he could field that many fighters so I wouldn't have to worry about rhymer balls or a massing of b-wings.

  • see317see317 Registered User regular
    Fighter packs are sold out everywhere, so those prices are just people being silly. There will be more in stock soon, and then prices will go back to around $10.

    As for purchases: fighter packs, definitely, when they go back to normal. You'll want at least 2 for each faction. The Gladiator with the Demolisher title is the most scary ship the Imperials have, so you'll want that, but I think without the title it's mediocre, so you only need one. The Assault Frigate is important for the Rebels, so you'll definitely want that, depending on how you play you might want 3.

    You should also consider an extra Corvette and Nebulon expansion. They come with different upgrade cards, the Nebulon has some great titles, and the Corvette has my favourite rebel admiral. They're also the sort of ship you may want to field more than one of in a fleet.

    So, just so I'm clear here. When I asked what ships I should get, the answer is "all of them".
    Am I reading right?

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  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    see317 wrote: »
    Fighter packs are sold out everywhere, so those prices are just people being silly. There will be more in stock soon, and then prices will go back to around $10.

    As for purchases: fighter packs, definitely, when they go back to normal. You'll want at least 2 for each faction. The Gladiator with the Demolisher title is the most scary ship the Imperials have, so you'll want that, but I think without the title it's mediocre, so you only need one. The Assault Frigate is important for the Rebels, so you'll definitely want that, depending on how you play you might want 3.

    You should also consider an extra Corvette and Nebulon expansion. They come with different upgrade cards, the Nebulon has some great titles, and the Corvette has my favourite rebel admiral. They're also the sort of ship you may want to field more than one of in a fleet.

    So, just so I'm clear here. When I asked what ships I should get, the answer is "all of them".
    Am I reading right?

    All of them, twice.

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  • DeoDeo Registered User regular
    see317 wrote: »
    Fighter packs are sold out everywhere, so those prices are just people being silly. There will be more in stock soon, and then prices will go back to around $10.

    As for purchases: fighter packs, definitely, when they go back to normal. You'll want at least 2 for each faction. The Gladiator with the Demolisher title is the most scary ship the Imperials have, so you'll want that, but I think without the title it's mediocre, so you only need one. The Assault Frigate is important for the Rebels, so you'll definitely want that, depending on how you play you might want 3.

    You should also consider an extra Corvette and Nebulon expansion. They come with different upgrade cards, the Nebulon has some great titles, and the Corvette has my favourite rebel admiral. They're also the sort of ship you may want to field more than one of in a fleet.

    So, just so I'm clear here. When I asked what ships I should get, the answer is "all of them".
    Am I reading right?

    The amazing thing about Armada so far is that none of the ships are bad. It's not like X-Wing where some ships are considered terrible--every ship in Armada has a place in some build or another, it just depends on how you like to play.

    On a related note, one of my local shops is closing and has 40% off everything. Picking up a 2nd ISD and MC80 is super tempting at the moment.

    Betsuni
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Deo wrote: »
    see317 wrote: »
    Fighter packs are sold out everywhere, so those prices are just people being silly. There will be more in stock soon, and then prices will go back to around $10.

    As for purchases: fighter packs, definitely, when they go back to normal. You'll want at least 2 for each faction. The Gladiator with the Demolisher title is the most scary ship the Imperials have, so you'll want that, but I think without the title it's mediocre, so you only need one. The Assault Frigate is important for the Rebels, so you'll definitely want that, depending on how you play you might want 3.

    You should also consider an extra Corvette and Nebulon expansion. They come with different upgrade cards, the Nebulon has some great titles, and the Corvette has my favourite rebel admiral. They're also the sort of ship you may want to field more than one of in a fleet.

    So, just so I'm clear here. When I asked what ships I should get, the answer is "all of them".
    Am I reading right?

    The amazing thing about Armada so far is that none of the ships are bad. It's not like X-Wing where some ships are considered terrible--every ship in Armada has a place in some build or another, it just depends on how you like to play.

    On a related note, one of my local shops is closing and has 40% off everything. Picking up a 2nd ISD and MC80 is super tempting at the moment.

    Let my comment above guide your decisions. :)

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    DeoElvenshae
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited December 2015
    Double Post

    Just got my starter set, ISD and rebel fighters set up.

    668sz16buzv2.jpg


    I currently have the Rogues and Villains set, another victory, MC80, 2x MC30 frigates, another Tantive IV and Nebulon, Assault Cruiser Mk II and a Raider on the way. Can't fight any imperial fighter sets or the gladiator at my local game store or Cool Stuff Inc, so I'll hold out a bit for those.

    webguy20 on
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    crimsoncoyoteAlbino BunnyHexDexDeoKetBraAegeriElvenshaeBetsuni
  • KetBraKetBra Dressed Ridiculously Registered User regular
    edited January 2016
    So me and a couple of friends decided to get into this, and went into the deep end, ending buying about $600 worth of ships. Here's our first game:

    QVkFN3b.jpg

    Some observations:

    -MC30s are cool and all, but the Devastator is the king of missile boats
    -ISDs are sexy and surprisingly nimble, but I don't know how well they stack up against MC80's in a toe to toe match
    -VSDs are oversized tugboats with turbolasers strapped to them
    -Han Solo is a TIE Fighter murdering machine
    -Interceptors are the bees knees
    -The Ackbar Slash being a thing you can actually do is pretty neato

    KetBra on
    KGMvDLc.jpg?1
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  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    KetBra wrote: »
    So me and a couple of friends decided to get into this, and went into the deep end, ending buying about $600 worth of ships. Here's our first game:

    Some observations:

    -MC30s are cool and all, but the Devastator is the king of missile boats
    -ISDs are sexy and surprisingly nimble, but I don't know how well they stack up against MC80's in a toe to toe match
    -VSDs are oversized tugboats with turbolasers strapped to them
    -Han Solo is a TIE Fighter murdering machine
    -Interceptors are the bees knees
    -The Ackbar Slash being a thing you can actually do is pretty neato

    My friend was imperial the first game we had using the training scenario and ended up flying the Victory off the edge of the map the last round because he never adjusted his speed and started his turn way to late into the match.

    Also fast is great for getting out of the way of something, but it makes for HUGE turning circles. I can definitely see taking the navigation command just to get the extra click on the maneuver dial, regardless of needing to adjust speed or not.

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  • KetBraKetBra Dressed Ridiculously Registered User regular
    edited January 2016
    Has anyone tried out the raiders?

    I'd be interested in running a 2x ISD list with raiders as support

    KetBra on
    KGMvDLc.jpg?1
  • DeoDeo Registered User regular
    KetBra wrote: »
    Has anyone tried out the raiders?

    I'd be interested in running a 2x ISD list with raiders as support

    I love raiders. Raiders with Ordinance Experts and Expanded Launchers can deal some very high and very consistent damage. And they're fast enough to chase down anything you want dead.

  • AegeriAegeri Plateau of LengRegistered User regular
    Raiders are brilliant and easily complement a screen of fighters.

    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    I just picked up the assault cruiser Mk II and I love how it is a broadside boat. With one of the turbo laser upgrades you can throw 3 reds and 2 blues from either side. Seems like it can be a pretty versatile ship, along with all the squads it can activate.

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  • ExtreaminatusExtreaminatus Registered User regular
    edited January 2016
    So, I'm thinking about jumping in on this game, too (I'm already balls deep in X-Wing Scum ships). How many starter sets of Armada do I need before I have enough basic supplies to play games?

    Extreaminatus on
  • HexDexHexDex Registered User regular
    I think 2 is a great place to start. I would still buy a 3rd set of dice though.

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  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited January 2016
    I picked up 1 starter set, extra dice then a copy of each ship stand alone from the starter set to make sure I got all the cards available. I'd recommend an assault cruiser so you have something with some firepower to go up against the star destroyers.

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  • ElvenshaeElvenshae Registered User regular
    webguy20 wrote: »
    I picked up 1 starter set, extra dice then a copy of each ship stand alone from the starter set to make sure I got all the cards available. I'd recommend an assault cruiser so you have something with some firepower to go up against the star destroyers.

    Yeah, I wouldn't go with 2 Armada starters.

    italianranmaAegeri
  • HexDexHexDex Registered User regular
    webguy20 wrote: »
    I picked up 1 starter set, extra dice then a copy of each ship stand alone from the starter set to make sure I got all the cards available. I'd recommend an assault cruiser so you have something with some firepower to go up against the star destroyers.

    This probably a better plan overall.

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  • AegeriAegeri Plateau of LengRegistered User regular
    You honestly don't need more than 1 starter set. Especially as buying those ships separately gives you new cards and titles. It's much better to buy 1 and then extra copies of the ships you want.

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    Elvenshae
  • DeoDeo Registered User regular
    Yeah. Buying 2 starters was a thing before there were any other ships out. Now, you really don't need to. Unless you really want a third Vic, then the price is probably worth it since you can use the Neb, CR90, dice, and templates.

    Otherwise, just one starter, one dice pack, and one extra maneuver template has you all good to go.

  • ExtreaminatusExtreaminatus Registered User regular
    Sounds good! I was a little taken aback by how much the starter is. Looks like I'm going to have to Budget 2: Budget Harder for a bit, but it's nice to know I really only need the one starter box.

  • AnteCantelopeAnteCantelope Registered User regular
    One starter is best, I slightly regret buying two, but you will probably want an extra movement tool and set of dice.

    Elvenshae
  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    If you've got a bro to play with me and my buddy split all the starters and go even on most things. He rolls Imperial and I roll Rebellion.

    I am in the business of saving lives.
  • ExtreaminatusExtreaminatus Registered User regular
    I do have a bro to play with, but he's already neck deep in the game.

  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    What is the range of a Capital Ship firing on a Squadron with their anti squadron dice? Is it just based on whatever the longest range which has blue dice (which are anti-squadron dice)?

    I am in the business of saving lives.
  • DeoDeo Registered User regular
    MegaMan001 wrote: »
    What is the range of a Capital Ship firing on a Squadron with their anti squadron dice? Is it just based on whatever the longest range which has blue dice (which are anti-squadron dice)?

    Yep. You fire at squadrons at whatever range the dice are. So ships with black anti-squadron can only fire at close and such.

    Elvenshae
  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    Cool. Another question. When do you spend command TOKENS? I understand that you reserve the tokens when you flip the Command Dial during the command phase, but when are they spent? At the same time? During Ship Phase?

    I am in the business of saving lives.
  • ElvenshaeElvenshae Registered User regular
    edited January 2016
    MegaMan001 wrote: »
    Cool. Another question. When do you spend command TOKENS? I understand that you reserve the tokens when you flip the Command Dial during the command phase, but when are they spent? At the same time? During Ship Phase?

    At the appropriate time.

    So, like, you spend the navigation command token when you're about to plot your course and want to change your speed. You spend your concentrate fire token when you're about to roll some attack dice and want to add another. Etc.

    From the rulebook:
    A ship can resolve the effect of a command by spending a command dial or command token with the matching icon at the appropriate time. The effect of the command is based on which component was spent:

    Navigate: Resolve during the “Determine Course” step of movement

    Squadron: Resolve after revealing the ship’s command dial.

    Repair: Resolve after revealing the ship’s command dial.

    Concentrate Fire: Resolve during the “Resolve Attack Effects” step of an attack.

    Elvenshae on
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    edited January 2016
    Each different token/dial will say when to expend it (noted in the rule book). like focus fire tokens are spent after you roll an attack, things like that.

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  • Albino BunnyAlbino Bunny Jackie Registered User regular
    Can you expend multiple tokens in one action? Like stock up navigation to turbo shift from 2 to 4.

    Also I'm kinda getting into this a little, though rebels seem super hard to play using the stuff in the starter set.

  • ElvenshaeElvenshae Registered User regular
    edited January 2016
    Can you expend multiple tokens in one action? Like stock up navigation to turbo shift from 2 to 4.

    Also I'm kinda getting into this a little, though rebels seem super hard to play using the stuff in the starter set.

    You can only have 1 of each kind of token, max, but you can combine the Navigation token and the Navigation command from the dial to change your speed by 2 and add an extra click. Etc.

    In the starter set, the Rebels have some trouble going toe-to-toe with the VSD, but many of the missions don't really require that.

    Elvenshae on
  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    Oh, duh, I missed that section of the references. Thanks all.

    I am in the business of saving lives.
    Elvenshae
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    So, played a test game of this with friends to see if we wanna get into it.

    People seemed semi interested. So assuming a reasonably low budget what do Rebel and Imperial fleets tend to look like composition wise and what are core essentials to own for each side.

    Also some advice on playing Rebels would help as they just get slaughtered in our games right now. Though that might just be due to the starter set's fleets and the fact we've not introduced objectives as a concept yet.

  • DeoDeo Registered User regular
    So, played a test game of this with friends to see if we wanna get into it.

    People seemed semi interested. So assuming a reasonably low budget what do Rebel and Imperial fleets tend to look like composition wise and what are core essentials to own for each side.

    Also some advice on playing Rebels would help as they just get slaughtered in our games right now. Though that might just be due to the starter set's fleets and the fact we've not introduced objectives as a concept yet.

    Playing without Objectives or the Round Limit isn't really playing Armada, to be honest. Especially with Core Set Rebels, they can't really win a death match--but they can excel at Objective play.

    As for what you want, it depends. Most ships can be made into the backbone of a fleet. But you're probably going to want 3-4 ships minimum for Rebels, while Imperials can get away with 2-3 in 300pt games.

    What budget are you looking at?

  • Albino BunnyAlbino Bunny Jackie Registered User regular
    I'm still kinda adding up what I'd be able to spend.

    We've being playing with the roundlimit but yeah, the objectives weren't in because so far it's just being learning games.

    Probably looking at doing 200-300 point games just scanning through how much stuff costs.

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