- Posts: 12717
- Thank you received: 8369
Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.
Star Wars: Armada
I was thinking about the game this morning... I wasn't really seeing the utility of engineering commands but when I played home one I started to see it in terms of shield heavy rebel ships. Not sure there's much utility for imperial hull heavy ships.
Contextually, I think the most useful card for any ship is the nav team card for the victory ISD---it is such a dog in terms of turning (and speed) and it really only has one great arc, the front, so it needs to be able to audible to a move command to turn an extra tick on any turn.
Please Log in or Create an account to join the conversation.
Psyched to be able to field more of the specialty fighters, only 2 of them in each rebel/imperial pack (A-wing, B-wing, Y-wing). Who knows what I'm going to do with all those extra X-wings.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
- SuperflyPete
- Offline
- Salty AF
- SMH
- Posts: 10734
- Thank you received: 5119
Gary Sax wrote: Big Armada order... bought the new ships and more fighters. Looking at what I have I still probably need to fill in the imperials with another small cap ship like a raider and/or gladiator but otherwise I'm pretty set.
Psyched to be able to field more of the specialty fighters, only 2 of them in each rebel/imperial pack (A-wing, B-wing, Y-wing). Who knows what I'm going to do with all those extra X-wings.
So, let me ask this: I found a guy selling basically one or two of everything for 275$. I'm not in a position to pay for that, so it doesn't matter anyhow, but what is the "end point" where your money for this stuff is no longer useful? At what point are diminished returns happening?
For anyone who wants to get on board for half price: www.bartertown.com/trading/viewtopic.php...it=star+wars#p511007
Please Log in or Create an account to join the conversation.
SuperflyTNT wrote: So, let me ask this: I found a guy selling basically one or two of everything for 275$. I'm not in a position to pay for that, so it doesn't matter anyhow, but what is the "end point" where your money for this stuff is no longer useful? At what point are diminished returns happening?
Short answer from me is yes. A person could probably gain some marginal benefit from having more than two Imperial squadron packs and more than two Rogues and Villains packs, but I think beyond that it's probably at most two of everything. I mean, there were definitely 3 Imperial Star Destroyer lists and such, and "many small unit" (MSU) lists that made use of more than two of the small-base ships, but I'd want to be trying something specific before I'd consider far enough to have more than two (although I did more or less accidentally buy a third Imperial squadron pack). I think maybe one Wave 4 Interdictor and one Wave 4 Liberty would be enough until proven otherwise.
Please Log in or Create an account to join the conversation.
There are a couple things you might want more of with one each from wave 1/2 but they aren't necessary.
Please Log in or Create an account to join the conversation.
- Michael Barnes
- Offline
- Mountebank
- HYPOCRITE
- Posts: 16929
- Thank you received: 10375
I have two of everything except the new wave, the ISD, the Assault Frigate, Home One and the Rogues and Villains. Why would I have multiple YT-1300s out there- there's only one and it's the Millenium Falcon.
I think two Gladiators is great...also really like having two Imperial Raiders and Mc30c. Two of each fighter pack is, IMO, almost essential.
On the new ships, I think the big ones you will only ever need 1 each on- they are big, expensive, and highly specialized. The Liberty has 7 forward dice, so you know what it's for. The Interdictor can be loaded with cool countermeasures and electronic warfare stuff, the grav wells are brutal- they stop your ship on the first turn, which can be devastating in a game all about maneuver.
I'm thinking about going twos on the Gozantis and the Rebel Transports...mainly because they are flotilla ships (2 per base) and they make your fleet look damn cool. Both are what I would consider "advanced play" ships.
Please Log in or Create an account to join the conversation.
- SuperflyPete
- Offline
- Salty AF
- SMH
- Posts: 10734
- Thank you received: 5119
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
- Posts: 1478
- Thank you received: 609
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
SuperflyTNT wrote: It's the "one of each" that bothers me. I mean, at that point it's collecting, no? If most games are 300 point games, considering upgrades and whatnot, is one of each overkill (like 1000 points per side, well equipped) or is it legit?
Not to suggest consumerism, but standard games post-Wave 1 are 400 points. A few people would like it higher, and some people play higher-point games, of course. If it's not 400, though, instead of 300, getting in much beyond a single ISD (minimum 110 points) could be a challenge (and I don't necessarily mean two or three ISDs)--but, again, it depends on how you want to play. For casual play, one of everything is enough--until/unless it isn't.
Please Log in or Create an account to join the conversation.
You can play 3x3 pretty easily but I greatly prefer a bit more than that for battles with more than the core set. You won't be using a portion of that space very often, though, so you'll be able to put your cards, dials, etc on the mat with no problem.
Please Log in or Create an account to join the conversation.