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  1. #31
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    Do your cats not turn around and attack the ships?
    Not unless it's a Borg sphere, she hates the Borg...

    So all day at work I have been pricing everything I do in Khorne Bloodthirsters, never realized all my Zombiecide cost 3.5 Bloodthirsters, or that I drink half a Bloodthirster worth of alcohol in a standard week.
    The main Armada box is worth a Bloodthirster, and the wave one stuff was another 1.75 Bloodthirsters.
    I guess the way to do it is to find a friend that wants the opposite faction you do, then you really save on Bloodthirsters.

    The Assault Frigate is from some RTS I never played, and according to Wookiepedia the Gladiator should have two main engines and thats it, the model has the Two big un's and 6 smaller engines. I don't like the look much either but then again I haven't cracked it open yet.

    I am still pretty irritated at the new 7th edition of 40k, in fact the last GW models I bought were an old metal Archon from the internet(absolutely loathe the new one) and some old old metal Zoanthroapes(only to see new plastic ones a couple weeks later, D'oh!). Before that was Deathstorm, and that was only because of exclusivity, I pick up models faster than I can paint them.
    Slowing my GW buying has been such a positive thing, we have discovered wonderful games like Zombiecide, Twilight Imperium, Khet and FF's wicked awesome Battlestar Galactica, meanwhile X-Wing has been there to satisfy my collecting urges. This was enforced upon discovering GW was a "model" company and not too interested in balanced rules, seems pretty obvious in the new 40k and might I say Endtimes, (guessing there haven't played fantasy for a looooong time).
    Armada is super fun, and though it might be rules "light" compared to Warhams we spend a lot more time playing than pouring over three different books trying to find some tiny blurp about a rule, but hey that could be just us.
    Though my lovers scorn for GW drove me to this brave new gaming world it doesn't mean Armada is better, just different. Both games will appeal to different people and I would guess many people on this site purchase GW models because they like the look, or they want to paint them it doesn't work that way for Armada (or X-wing or any other games I mentioned) these models you buy because you want to play a game with them!(okay there may be some of us that also like having a shelf full of Star Wars that's cool too but we love them because they ARE TIE-Fighters not because we MADE them TIE-Fighters).

    I guess what I am saying, pretty much directly to you Mr. Mystery is don't buy a model and expect to fall in love with the game. That's how Warhammer works. Here you have to buy the game; then you fall in love with the model.

    But now I must leave. So hungry I could eat a Bloodthirster!(Have you seen the back cover of WD #66 they are huge!!)

  2. #32
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    Before I put up the Rebel Fighter Squadrons I just wanted to show off the anatomy of a squadron dial, moreso fo those of you not playing Armada yet. I know while I was watching the video I was wondering how the thing works (Plus Rebel Fighters is the perfect place to talk about the activation colors)
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    First pic is kind of unrelated, this is the kajigger that the wee ships fit into. You get two of each type, just in case your particular like me and want to set things up a certain way.
    Second pic is the plastic bases, activation slider, squad counter and the plastic stand that holds them all together.
    Third pic you out the slider in the recess of the base, pierce the squad token with the stand...
    And there you have it, the completed base. You can swap token sides when you want to use the unique character on the opposite side.
    The Activation slider has two colors, blue and red. Turn one start everything on Blue, there is a double sided turn indicator in the main box as well. It is turned to blue at the start of the game. Once you activate a squadron(move, shoot, or depending on your commands move and shoot) change the color of the slider. Now you can tell which squads have moved! Second turn the the double sided turn indicator is flipped to red... the same color all of the squadrons are! This is how you tell if your squads have activated or not.

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    Well the lighter ships sure photograph well, plus I have a new phone with a better camera. Like the TIE-Bombers those B-Wings are a tight fit but I just had to have them on that stand.

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    Two Brace tokens will help Wedge stay in the air, and he looks pretty good at taking out activated squadrons(remember that's a fancy term for stuff that went already, leave him till last, muah ha ha!)

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    Six Hull Points! and for an extra 6 points you get the Dutch, an extra attack die should see you getting his ability used often(but not too often, you want him attacking ships).

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    Onto the B-Wings. They are your best bomber when it comes to damage to capital ships, and they can hold their own in a dogfight too but you pay for it. Plaus a speed of two? Guess you can tell I favor the TIE's because two is just bad. I think that for the points compared to the ability (he's not exactly going to be zooming were you want him to go) Farlander is overpriced.

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    Finally the only non-bomber at your disposal and a whopping speed of five! Tycho is the opposite of overpriced, an extra 5 points and he can always go where you want him to plus a brace and a scatter means you will see his counter a lot.

    Well it looks like everybody is a bomber here (besides for the specific ship hunter) which means as Imperials you will want to load up on enough squads to keep these wee fellas at bay!(at least until the wave 2 raider) As for Rebel Tactica? Off the very top of my head take some A-Wings to fight ships some dedicated bombers to bomb fill in the rest with X-Wings they do both!

    Tomorrow I am going for the Corvette, that is unless it's another 3 overtime hockey game...

  3. #33
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    Just like last time, for our friends just getting into Armada, or looking into it these pics are of how the ship base assembles.
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    Couldn't be easier, shield counters line up under the base and snap in like an X-Wing dial. The nubs in the back of the base are to accommodate an ID token.
    And now the CR90!

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    As you can see the "B" version of the CR-90 trades its long range armament for a points reduction, and also it's Turbolasers for Ion Cannons. So far I have 3 of each of these upgrades so it is pretty up in the air but I am leaning toward the overload pulse, you aren't rolling many dice with this bad boy so why not use it to screw up a Star Destroyer for your big fellas.

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    Here are your Unique cards including Mon Mothma the second general for the Rebels. She makes your evade evadier while Raymus makes your command commandier...

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    These two are nothing new, starting to get quite a collection of Nav teams...

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    Leading shots is new, and noice! though I would put it on a bigger ship...

  4. #34
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    Aaaaand the titles. The Tantive really adds synergy to your fleet, I am interested to see how it works as for 3 points your going to see it around. Jaina's light seems cool too with it's high speed and maneuverability nothing will stop it.

  5. #35
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    The glorious Nebulon-B

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    Well if you ever saw a Nebulon-B and thought to yourself "what a derpy looking ship, I would just crack it right in the center" you were right! one shield value on each side facing? come on! The support refit seems like a gap filler seeing how for 6 points less you lose a squadron value and a dice off your squadron attack.

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    These cards are already out there in the other sets, I guess those engine techs are useful at keeping your flanks out of enemy firing lanes.

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    Here's a new card! X17 Turbolasers can really help pile on the hull damage. Forget them on this ship, throw them onto a CR-90 and go straight for the *** end of a star destroyer.

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    These Titles will help get some use out a Nebulon-B. Salvation can really make a mess out of enemy shields. I could see it working well with the XX-9 Turbolasers or a weapons liaison.
    All and all I am not to impressed with this ship. No new General and nothing that jumps out at me as a new strategy. Going to keep this one as squadron support while my corvettes go out and pick off weak points. That is unless the Assault Frigate changes things...

  6. #36
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    And the Biggest ship last, The Assault Frigate Mark II!
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    Well that really tied the fleet together.

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    This is much closer in points value to a Star Destroyer than any Rebel ships, this is a beast! The same maneuverability as a Gladiator Class with some beefy left and right side dice. 9 points less for the "light" version you lose some attacking power but gain a squadron point.

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    Those extra command tokens will really let you plan for contingencies and at 25 points Garm Bel Iblis is the third Rebel Commander. I think he was in Force Unleashed? Wing Commander over there is pretty cool to. For 10 points(less than a squadron of anything but Y-Wings) you can really give your heroic squadrons a boost(or your hopelessly slow B-Wings an extra move).

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    Once again we have seen these hosers before, moving on...

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    Here's some new candy. Both the Assault Frigate and the CR-90 can use Defensive retrofit so that Advanced projectors is useful. Point Defense can only be taken by the Assault Frigate or re-purposed to support the glory of the Empire. Though with the extra bllue dice it's money well spent on the Assault Frigate.

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    Once again all stuff we have seen already, but that's a hefty amount of Turbolasers for one set! Enhanced Armament on a Mark II A are scary.

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    The Titles, Paragon really shows you why it's called an Assault frigate throw in a gunnery team and laugh manically(but probably you won't seem to remember the Emperor being more jovial than the average Rebel).

  7. #37
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    Been playing around with ships and their loadouts for a bit, and found a few that I like the look of - will also pop in a recommendation for a [URL="http://armada.fabpsb.net/gindex.php"]fleet builder[/URL] that's decent, if not a little unintuitive (too used to the x-wing squad builder app...)

    Dodonna's Pride = 49 points
    CR90 Corvette B
    - Leading Shots
    - Dodonna's Pride Title
    Very good chance of a face up card per turn vs any one ship

    Yavaris = 72 points
    Nebulon B Escort Frigate
    - Adar Tallon
    - Yavaris Title
    A decent squadron support ship - play a squad order, and get double shots, which, from X-wings, will almost definately kill a regular TIE squad. Plus, Adar is there to throw another of them forward later in the turn.

    Gallant Haven = 95 points
    Assault Frigate Mk II B
    - Adar Tallon
    - Expanded Hangar Bay
    - Gallant Haven Title
    This is actually my preferred squadron support ship, mainly because of the Gallant Haven's ability. Given that Rebel Fighters will almost always be outnumbered by TIEs, the additional resilience will give them the edge.

    Demolisher = 81 - 93 points
    Gladiator-Class Star Destroyer (I or II)
    - Engine Techs
    - Assault Concussion Missiles OR Expanded Launchers
    - Demolisher Title
    This one is a brawler, and has various points values depending on what you can afford. Basic tactic is to get in close at speed and then start using Navigate orders. Your first shot (probably with only red dice) should deal with a shield or two, but once you complete your maneuver (including your Engine Techs free one to get the arc right), proceed unload a lot of black dice. Killed a CR90 in one activation with this tactic (rolled 7 hits at close range).

    Intruder = 94 - 106 points
    Victory-Class Star Destroyer (I or II)
    - Admiral Chiraneau
    - Expanded Hangar Bays
    - Flight Controllers
    Another squadron support ship, and really useful for making sure those darn X-Wings have a fight on their hands. But you what my best combo is? One of these ships and Mauler Mithel. Light fuse, sit back, enjoy carnage.
    Last edited by draco84oz; 06-01-2015 at 02:18 AM.

  8. #38
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    Mithel Mauler
    Way to say it like a robut. Do you remember which ship Flight Controllers came with?

  9. #39
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    Robut?



    Yeah, OK, got the words mixed up - its just whenever I think of MM these two come to mind





    ---------------------

    Yeah - Flight Controllers come with the Victory SD expansion pack

  10. #40
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    Had my first full game tonight, and...it was embarassing.

    None of our ships went below speed 2 - I almost my Assault Frigate off the board, and one more turn and my oppoent's Victory would have been off the board. On top of that, I completely forgot about my plan - which is a massive fail for me.

    The only damage caused was all the TIEs dead (Mauler and Howlrunner from being plinked to death by the Corvettes and Wedge), one X-Wing squad dead, and one face-up card on a Gladiator that was put there by an asteroid.



    So, big learning point - more space doesn't always mean that high speed is good. Sure, you get into range quicker, but it'll probably be one shot and then doing nav orders for the rest of the game just to stay on the board.
    "The only stupid question is one you already know the answer to. The only dumb question is the one you never ask."

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