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?
Personally, I think you'd do well with a couple of fighter expansions if you can find them (last I looked, they were sold out most places), maybe a second set of dice.
After that, a large Rebel ship to give them some firepower and a small/medium Imperial ship to get them some mobility.
But my opinions should be taken with a large grain of salt, as I'm still very much a beginner to the game.
+1
webguy20I spend too much time on the InternetRegistered Userregular
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?
Personally, I think you'd do well with a couple of fighter expansions if you can find them (last I looked, they were sold out most places), maybe a second set of dice.
After that, a large Rebel ship to give them some firepower and a small/medium Imperial ship to get them some mobility.
But my opinions should be taken with a large grain of salt, as I'm still very much a beginner to the game.
for imperials, 2nd victory, Imperial Fighters and a raider, for rebels I'd get an assault cruiser MK II, 2nd nebulon and rebel fighters.
Cool stuff keeps having the fighters come in and out of stock along with the assault cruiser, but have everything else pretty much.
Though it leaves the Rebels without any really big, flashy ships. Nor a super obvious command vessel for all the squadrons, which seems an issue. Also with objectives, what do victory tokens do for end game scoring? I kinda just picked those without anything but a vague idea of what they did.
I've heard that the MC80 is super fun to fly and that the Ackbar Slash is A Thing That Is Awesome, and that the MC30s are nimble death incarnate as long as you don't let them get shot at. Both come highly recommended! (Though I haven't flown any myself.)
One of each squadron pack
Nebulon-B
Assault Frigate
Gladiator
Raider
Imperial Class Mega Pizza of Doom
MC30c broadsides for dayz boat.
Might pick up another small ship and a second squadron pack for the Imperials (as they seem a bit more specialised compared to 'just add more A/X Wings') based on how cheap my FLGS's have them.
Now uh, what constitutes a reasonably good list, how do you pick objectives that will work for the list and what would be a good/fun 400 point learner list for each side?
EDIT: Alternative could be fun 200ish~ point blocks for each side with a random objective. Seeing as we usually have a 2v2 X wing game going on the table we'll be using.
Now uh, what constitutes a reasonably good list, how do you pick objectives that will work for the list and what would be a good/fun 400 point learner list for each side?
No idea!
I've only really been able to play with my toys a couple of times, so we're definitely still in the "learning-the-ropes" phase of the game.
Now uh, what constitutes a reasonably good list, how do you pick objectives that will work for the list and what would be a good/fun 400 point learner list for each side?
All right going to discourse a bit on Armada and listbuilding, I'm bad so take everything with a grain of salt.
Armada is really about having a plan for the game and being able to execute it, so your list should support a plan- including the objectives. Example plans: "I'm going to have a line of ships, turn my broadsides to the enemy, keep them at long range, and use Ackbar to get a bunch of extra dice" or "I'm going to have a million corvettes and reap the activation advantage, and keep them alive with Mon Mothma." Then you pick objectives that support your list and you think about how to deal with problems- so for example that Ackbar list is going to like Advanced Gunnery on an MC80, while the corvette list is going to like Opening Salvo.
Let's say you don't have many ships yet and so your list is a VSD, a Glad, and some TIEs at 300 points. Your plan is to use the VSD as a carrier and march it forward slowly while flanking with the Glad. That makes Demolisher and Engine techs good on the Glad and Expanded Hangar bays good on the carrier. You're going to deal with bombers with your TIEs, and your TIE swarm makes Howlrunner pretty good. Some good objectives for this are Contested Outpost, Advanced Gunnery, Minefield.
There's a pretty good podcast whose name I'm forgetting right now, and this guy here writes some decent articles. There's not a really clear place to point though like there would be for Netrunner.
Both seem to be okay. I think, also thematic in that it's a bunch of Rebel small ships with a light squardon escort vs Darth Vader's biggest Pizza Slice and five billion TIEs.
0
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
The MC80 is a fantastic ship and will easily tie together a rebel list. It's very flexible in basically being either a battleship or a carrier. The MC30 is also amazing, with an incredible damage output in the right circumstances and is quite a nimble ship as well. It is a bit of a glass cannon though, but does give imperial players tough choices as to what to shoot. Ignoring MC30s is not a thing you can do and live.
Personally I prefer the MC80 assault version to the command, because of the extra red dice and it's especially good with Admiral Ackbar. I also like both these ships because they are very broadside based, as opposed to the imperial ships that are basically designed to run at opponents and shoot direct.
Overload Pulse: Blue Crit Effect; exhausts all defense tokens. Reference states 'Critical Effects' take place in Step 5 of Damage (Resolving Damage) which happens after Step 4 (Spending Defense Tokens). Does the victim get to blow all of his Defense Tokens to try and prevent that damage before suffering the effects? Or does the Crit Effect take precedence?
I am in the business of saving lives.
0
webguy20I spend too much time on the InternetRegistered Userregular
I think they can spend any tokens they want. It seems like it is an effect to set up subsequent attacks against a ship that now has no defenses.
So, critical effects (regardless of standard critical face up damage / special critical effects) are resolved at stage 5 after spending defense tokens in stage 4 of damage?
Critical Effects seem really complicated. The 'Standard Critical Effect' is resolved as long as a damage card is dealt, it may (a single card) be dealt face up. However, the 'Special Critical Effects' activated via upgrades will only be activated similarly if damage succeeds in penetrating the shield?
Critical Effects seem really complicated. The 'Standard Critical Effect' is resolved as long as a damage card is dealt, it may (a single card) be dealt face up. However, the 'Special Critical Effects' activated via upgrades will only be activated similarly if damage succeeds in penetrating the shield?
Special critical effects are activated provided you spend the dice to activate them. Doesn't matter if it penetrates a shield or not. Assault Proton Torpedos are literally the standard crit effect but without the need for the opponent to be shieldless for example.
0
webguy20I spend too much time on the InternetRegistered Userregular
So this was my fleet a couple days after christmas (Got the starter set from my wife, and I bought the ISD because it is fuck awesome)
Now this is my fleet as of today. I may have a problem. I've gotten a couple starter set games in, and now that I have enough ships I should be able to get in some full 300pt games with objectives.
So this was my fleet a couple days after christmas (Got the starter set from my wife, and I bought the ISD because it is fuck awesome)
Now this is my fleet as of today. I may have a problem. I've gotten a couple starter set games in, and now that I have enough ships I should be able to get in some full 300pt games with objectives.
I'll say you have a problem.
You don't have nearly enough TIE fighters.
+4
webguy20I spend too much time on the InternetRegistered Userregular
edited January 2016
Yea, everyone has been out of stock. Cool Stuff Inc finally got some in though, should be here next week.
Honestly considering how hard it is taking apart the fighters to flip from generic to specific pilots, i want some extra sets just so I don't have to do it. I don't know about other folks fighters, but mine do NOT want to come back apart after being assembled.
I've found three different threads on the FFG forums with disagreeing viewpoints of when 'Non-Standard" Criticals occur (before or after Defense Tokens are spent).
Non-Standard Criticals being critical effects created by Upgrade Cards such as Turbolasers / Missiles, etc.
Critical Effects seem really complicated. The 'Standard Critical Effect' is resolved as long as a damage card is dealt, it may (a single card) be dealt face up. However, the 'Special Critical Effects' activated via upgrades will only be activated similarly if damage succeeds in penetrating the shield?
Special critical effects are activated provided you spend the dice to activate them. Doesn't matter if it penetrates a shield or not. Assault Proton Torpedos are literally the standard crit effect but without the need for the opponent to be shieldless for example.
Your explanation specifically disagrees with the Step 4 / 5 of attack between 'Spending Defense Tokens' and 'Resolving Damage'.
Critical Effects are supposed to be resolved at the beginning of Step 5 - 'Resolving Damage' which occurs after Step 4 - 'Spending Defense Tokens'.
This thread, "https://community.fantasyflightgames.com/topic/138075-critical-hits/" suggests that you need to have a damage card available to hit a ship's hull before resolving a 'Standard Critical Effect' (Face Up Damage Card) and that it would be the same for 'Non-Standard Critical Effects' via Upgrades.
I swear I am not trying to be pedantic about this, but there seems to be no consensus of when something like the 'Overload Pulse' goes off v. the 'Assault Proton Torpedoes'.
Critical Effects seem really complicated. The 'Standard Critical Effect' is resolved as long as a damage card is dealt, it may (a single card) be dealt face up. However, the 'Special Critical Effects' activated via upgrades will only be activated similarly if damage succeeds in penetrating the shield?
Special critical effects are activated provided you spend the dice to activate them. Doesn't matter if it penetrates a shield or not. Assault Proton Torpedos are literally the standard crit effect but without the need for the opponent to be shieldless for example.
Your explanation specifically disagrees with the Step 4 / 5 of attack between 'Spending Defense Tokens' and 'Resolving Damage'.
Critical Effects are supposed to be resolved at the beginning of Step 5 - 'Resolving Damage' which occurs after Step 4 - 'Spending Defense Tokens'.
This thread, "https://community.fantasyflightgames.com/topic/138075-critical-hits/" suggests that you need to have a damage card available to hit a ship's hull before resolving a 'Standard Critical Effect' (Face Up Damage Card) and that it would be the same for 'Non-Standard Critical Effects' via Upgrades.
I swear I am not trying to be pedantic about this, but there seems to be no consensus of when something like the 'Overload Pulse' goes off v. the 'Assault Proton Torpedoes'.
You need to have a damage card to activate the standard effect, because the standard effect specifically says you do. Non-standard effects don't have that.
Crits happen after tokens, they have to, because tokens can erase crits in the first place.
Critical Effects seem really complicated. The 'Standard Critical Effect' is resolved as long as a damage card is dealt, it may (a single card) be dealt face up. However, the 'Special Critical Effects' activated via upgrades will only be activated similarly if damage succeeds in penetrating the shield?
Special critical effects are activated provided you spend the dice to activate them. Doesn't matter if it penetrates a shield or not. Assault Proton Torpedos are literally the standard crit effect but without the need for the opponent to be shieldless for example.
Your explanation specifically disagrees with the Step 4 / 5 of attack between 'Spending Defense Tokens' and 'Resolving Damage'.
Critical Effects are supposed to be resolved at the beginning of Step 5 - 'Resolving Damage' which occurs after Step 4 - 'Spending Defense Tokens'.
This thread, "https://community.fantasyflightgames.com/topic/138075-critical-hits/" suggests that you need to have a damage card available to hit a ship's hull before resolving a 'Standard Critical Effect' (Face Up Damage Card) and that it would be the same for 'Non-Standard Critical Effects' via Upgrades.
I swear I am not trying to be pedantic about this, but there seems to be no consensus of when something like the 'Overload Pulse' goes off v. the 'Assault Proton Torpedoes'.
You need to have a damage card to activate the standard effect, because the standard effect specifically says you do. Non-standard effects don't have that.
Crits happen after tokens, they have to, because tokens can erase crits in the first place.
This is correct.
Also, Assault Proton Torpedoes are not identical to the standard crit effect: they cause an extra damage. If you get a single crit icon on an unshielded hull, the standard effect is one faceup damage, APTs deal 2 damage, one faceup.
Okay, I get 'Standard Critical Effects' and 'Assault Proton Torpedoes', but where does 'Overload Pulse' fit into all of this?
If we're following the Reference Book with regards to steps a critical effect does not occur until we've rolled the appropriate critical symbol on a die (Blue in the case of Overload Pulse), is that permitted to exhaust the victim's 'Defense Tokens' prior to Defense Token activation?
For example, the attacker rolls: (1) Blue Critical, (4) Damage. The victim has (4) Shields and 'Brace'. The victim activates 'Brace' reducing the damage to 3 (5 / 2 = 2.5 rounded up to 3). This removes three shields, leaving (1) Shield left. We have done zero hull damage (unable to activate a Standard Critical Effect), but we did roll the original 'Blue Critical'
Does that 'Blue Critical' effect prevent the victim from using 'Defense Tokens' to begin with and that means they would be unable to 'Brace' doing a total of (5) damage? Is the victim able to use 'Brace' to reduce the damage to the point of taking zero hull damage and then avoid the 'Overload Pulse' effect?
Even the video at "https://www.youtube.com/watch?v=ZkEQATZXbxE" isn't really clear of when these 'Non-Standard Critical' effects occur. He even points out that some people are removing attack dice from the pool with 'Brace' and some are not.
You need to have a damage card to activate the standard effect, because the standard effect specifically says you do. Non-standard effects don't have that.
Crits happen after tokens, they have to, because tokens can erase crits in the first place.
Posts
If I have the core set, what would be the next logical purchases? I am playing with my father so We'd be getting both rebels and imperials.
Personally, I think you'd do well with a couple of fighter expansions if you can find them (last I looked, they were sold out most places), maybe a second set of dice.
After that, a large Rebel ship to give them some firepower and a small/medium Imperial ship to get them some mobility.
But my opinions should be taken with a large grain of salt, as I'm still very much a beginner to the game.
for imperials, 2nd victory, Imperial Fighters and a raider, for rebels I'd get an assault cruiser MK II, 2nd nebulon and rebel fighters.
Cool stuff keeps having the fighters come in and out of stock along with the assault cruiser, but have everything else pretty much.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I'm kinda looking at similar stuff to what you just reccomended but with those in place of the assault frigate and second nebulon.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
http://armadawarlords.hivelabs.solutions/view_list.php?token=7048
http://armadawarlords.hivelabs.solutions/view_list.php?token=7090
Which would make my shopping list:
1 Raider
1 Gladiator
1 Imperial Fighter
1 Rebel Fighters
1 MC80c
Though it leaves the Rebels without any really big, flashy ships. Nor a super obvious command vessel for all the squadrons, which seems an issue. Also with objectives, what do victory tokens do for end game scoring? I kinda just picked those without anything but a vague idea of what they did.
I've heard that the MC80 is super fun to fly and that the Ackbar Slash is A Thing That Is Awesome, and that the MC30s are nimble death incarnate as long as you don't let them get shot at. Both come highly recommended! (Though I haven't flown any myself.)
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
One of each squadron pack
Nebulon-B
Assault Frigate
Gladiator
Raider
Imperial Class Mega Pizza of Doom
MC30c broadsides for dayz boat.
Might pick up another small ship and a second squadron pack for the Imperials (as they seem a bit more specialised compared to 'just add more A/X Wings') based on how cheap my FLGS's have them.
Now uh, what constitutes a reasonably good list, how do you pick objectives that will work for the list and what would be a good/fun 400 point learner list for each side?
EDIT: Alternative could be fun 200ish~ point blocks for each side with a random objective. Seeing as we usually have a 2v2 X wing game going on the table we'll be using.
No idea!
I've only really been able to play with my toys a couple of times, so we're definitely still in the "learning-the-ropes" phase of the game.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
All right going to discourse a bit on Armada and listbuilding, I'm bad so take everything with a grain of salt.
Armada is really about having a plan for the game and being able to execute it, so your list should support a plan- including the objectives. Example plans: "I'm going to have a line of ships, turn my broadsides to the enemy, keep them at long range, and use Ackbar to get a bunch of extra dice" or "I'm going to have a million corvettes and reap the activation advantage, and keep them alive with Mon Mothma." Then you pick objectives that support your list and you think about how to deal with problems- so for example that Ackbar list is going to like Advanced Gunnery on an MC80, while the corvette list is going to like Opening Salvo.
Let's say you don't have many ships yet and so your list is a VSD, a Glad, and some TIEs at 300 points. Your plan is to use the VSD as a carrier and march it forward slowly while flanking with the Glad. That makes Demolisher and Engine techs good on the Glad and Expanded Hangar bays good on the carrier. You're going to deal with bombers with your TIEs, and your TIE swarm makes Howlrunner pretty good. Some good objectives for this are Contested Outpost, Advanced Gunnery, Minefield.
Is there any good resources talking about how to build individual ships and so on?
http://xwingtactics.blogspot.com/
and
http://armadawarlords.hivelabs.solutions/view_list.php?token=7291
Both seem to be okay. I think, also thematic in that it's a bunch of Rebel small ships with a light squardon escort vs Darth Vader's biggest Pizza Slice and five billion TIEs.
Personally I prefer the MC80 assault version to the command, because of the extra red dice and it's especially good with Admiral Ackbar. I also like both these ships because they are very broadside based, as opposed to the imperial ships that are basically designed to run at opponents and shoot direct.
I was under the impression that there were two, one on either side, but the VSD I got only has one. Is my ship broke, or is my impression?
Cool, thanks for the info. Was worried it had broke before I had a chance to break it...
Huh? The giant vane thing poking forwards out of the bridge? I didn't think the Imperial had any. The single vane is the Victory's thing, isn't it?
Yep!
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog
Special critical effects are activated provided you spend the dice to activate them. Doesn't matter if it penetrates a shield or not. Assault Proton Torpedos are literally the standard crit effect but without the need for the opponent to be shieldless for example.
Now this is my fleet as of today. I may have a problem. I've gotten a couple starter set games in, and now that I have enough ships I should be able to get in some full 300pt games with objectives.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
You don't have nearly enough TIE fighters.
Honestly considering how hard it is taking apart the fighters to flip from generic to specific pilots, i want some extra sets just so I don't have to do it. I don't know about other folks fighters, but mine do NOT want to come back apart after being assembled.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Non-Standard Criticals being critical effects created by Upgrade Cards such as Turbolasers / Missiles, etc.
Thoughts?
Your explanation specifically disagrees with the Step 4 / 5 of attack between 'Spending Defense Tokens' and 'Resolving Damage'.
Critical Effects are supposed to be resolved at the beginning of Step 5 - 'Resolving Damage' which occurs after Step 4 - 'Spending Defense Tokens'.
This thread, "https://community.fantasyflightgames.com/topic/138075-critical-hits/" suggests that you need to have a damage card available to hit a ship's hull before resolving a 'Standard Critical Effect' (Face Up Damage Card) and that it would be the same for 'Non-Standard Critical Effects' via Upgrades.
I swear I am not trying to be pedantic about this, but there seems to be no consensus of when something like the 'Overload Pulse' goes off v. the 'Assault Proton Torpedoes'.
You need to have a damage card to activate the standard effect, because the standard effect specifically says you do. Non-standard effects don't have that.
Crits happen after tokens, they have to, because tokens can erase crits in the first place.
This is correct.
Also, Assault Proton Torpedoes are not identical to the standard crit effect: they cause an extra damage. If you get a single crit icon on an unshielded hull, the standard effect is one faceup damage, APTs deal 2 damage, one faceup.
If we're following the Reference Book with regards to steps a critical effect does not occur until we've rolled the appropriate critical symbol on a die (Blue in the case of Overload Pulse), is that permitted to exhaust the victim's 'Defense Tokens' prior to Defense Token activation?
For example, the attacker rolls: (1) Blue Critical, (4) Damage. The victim has (4) Shields and 'Brace'. The victim activates 'Brace' reducing the damage to 3 (5 / 2 = 2.5 rounded up to 3). This removes three shields, leaving (1) Shield left. We have done zero hull damage (unable to activate a Standard Critical Effect), but we did roll the original 'Blue Critical'
Does that 'Blue Critical' effect prevent the victim from using 'Defense Tokens' to begin with and that means they would be unable to 'Brace' doing a total of (5) damage? Is the victim able to use 'Brace' to reduce the damage to the point of taking zero hull damage and then avoid the 'Overload Pulse' effect?
Even the video at "https://www.youtube.com/watch?v=ZkEQATZXbxE" isn't really clear of when these 'Non-Standard Critical' effects occur. He even points out that some people are removing attack dice from the pool with 'Brace' and some are not.
Do you need to cause hull damage to produce 'Non-Standard Critical Effects'?