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Post by Lord Ærynn on Jan 4, 2016 18:25:53 GMT -5
Free & Friendly
The purpose of this is to get people into Armada and start some competitive play.Please - Only vote if you are serious about participating.
400 pts 120 minute rounds if we do this on a Saturday:
Round 1 - 10:30 - 12:30 Round 2 - 1:15 - 3:15 Round 3 - 3:30 - 5:30
90 minute rounds if we do this on a Sunday:
Round 1 - 11:30 - 1:00 Round 2 - 1:30 - 3:00 Round 3 - 3:15 - 4:45 Armada Learn to PlayArmada Rules ReferenceArmada FAQArmada Tournament Rules1 - Kevin - ? 2 - Brandon? - Imperials 3 - Dave - ?4 - Shane - Imperials 5 - Tom - Rebels 6 - Rod - ? 7 - George - ?8 - Jim - Rebels
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Post by Lord Ærynn on Jan 8, 2016 7:05:22 GMT -5
Looks everyone who voted said Saturday the 30th.
Who's in?
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captainecho
Full Member
Web-Team Editor/Writer and Usurper
Posts: 1,901
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Post by captainecho on Jan 8, 2016 12:25:36 GMT -5
I'm in with rebels on the 30th
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Post by Col Sanders on Jan 8, 2016 15:21:00 GMT -5
Rebel Armada on the 30th... Jim
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Post by crow2006007 on Jan 12, 2016 19:15:06 GMT -5
Put me as a maybe might be traveling on the Monday sobeill have to see should have answer hopefully by next week pretty sure I would play empire
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Post by RodTheCid on Jan 18, 2016 22:43:45 GMT -5
sure why not... as everybody knows I just can't buy into the game yet, but since I've had very generous offers to borrow ships to participate, I'll be glad to join the event and add targets for shooting practice
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Post by Col Sanders on Jan 26, 2016 6:34:31 GMT -5
I can't make the Armada Tournament on Saturday.... The snow storm shifted family event to this Saturday.... Jim
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captainecho
Full Member
Web-Team Editor/Writer and Usurper
Posts: 1,901
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Post by captainecho on Jan 26, 2016 8:15:30 GMT -5
sure why not... as everybody knows I just can't buy into the game yet, but since I've had very generous offers to borrow ships to participate, I'll be glad to join the event and add targets for shooting practice It was I who allowed the alliance to know of the shield generators location. Your Friends on the Sanctuary Moon are walking into a trap. An entire legion of my BEST troops await them. I'm afraid....the shield generator....will be quite operational...when your friends arrive.
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Post by shaneymania on Jan 26, 2016 10:08:04 GMT -5
sure why not... as everybody knows I just can't buy into the game yet, but since I've had very generous offers to borrow ships to participate, I'll be glad to join the event and add targets for shooting practice After a diabolical performance against Tom on Sunday, I need to go back to the Imperial Academy - if I can survive one game without losing my ISD I'll take that as progress! Does anyone know where I can find tips on the fundamentals and tactics of the game? All I can find is endless list building advice.
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Post by Col Sanders on Jan 26, 2016 10:48:10 GMT -5
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Post by Lord Ærynn on Jan 26, 2016 16:58:01 GMT -5
Here's what I have learned so far:
1) Activation Order is Key - Knowing the order to activate your ships could be the difference between wrecking a ship, and getting a ship wrecked. You need to learn to plan your activations so that you maximize your damage inflicted and minimize your damage suffered.
2) Command Dials will kill you - The recommendation is that for large ships, you must get a navigate token stored on your ship. As it is unlikely that you will be exchanging fire with large ships in the first turn or two, focus on storing tokens that you will need once you are engaged. You will also want to store a repair token on your large ships, so that once you start taking damage you have at least a token to start repairs. Grand Moff Tarkin makes this easy for the Empire, as you can just assign a token to all of your ships at the start of each round. Specialized officers are also wonderful in assisting in this, since you can pick a specific type when you build your fleet that will allow you to change your command dial to the specified type before revealing it. My favorite is the engineering one, so I always have the option of switching to repair my ship. A Concentrate Fire command gives you a chance at an extra hit, but a repair command will guarantee you that repair at least one shield.
3) Squadrons are hard to coordinate - In order to get the most of your squadrons you need to issue squadron commands, meaning they have to be in command distance of a ship (close-medium) to receive the command. You can upgrade your ship to issue commands at close-long range to make this easier. The squadron value of your ship also comes into play, as you can only activate up to your squadron value. Slow squadrons have trouble keeping up with ships, so you have to place and move your squadrons properly to maximize their effect. Squadrons with the rogue keyword can move and shoot in the squadron phase, so they are not as restricted as the rest of your squadrons. REMEMBER - squadrons move OR shoot normally, command-activated or rogue squadrons can move AND shoot, and can do those actions in any order.
4) Squadrons can be very effective - Having the ability to attack with your squadrons in addition to your ships is key, especially if you activate squadrons using a command dial, since the squadrons will cause your opponent to have to choose between using defense tokens on ship hits and squadron hits. In most cases, if you can use one to wipe out shields and defense tokens, then attack with the other, the opponents hull will be exposed for all your shots.
5) XI-7 Turbolasers are devastating - These are a very popular upgrade because they prevent you from redirecting more than 1 damage per attack. THERE IS NO COUNTER FOR THIS. On small ships that only throw a few attack dice, however, they are a waste, as you are probably not going to cause more than 1 or 2 damage, so it's effectiveness is greatly reduced to completely removed. A nice alternative (for those with extra evade tokens) is the Turbolaser Reroute Circuits, allowing the use of an evade token to change a red die to a face with 2 hits or a critical hit.
6) Electronic Countermeasures are a Godsend - ECMs allow you to ignore the results of one accuracy die used against your ship each turn. I CANNOT STRESS ENOUGH THE NUMBER OF TIMES THIS HAS SAVED MANY SHIPS. THERE IS NO COUNTER FOR THIS.
7) YOU CAN REROLL A REROLL This is strange, as pretty much every other game says rerolls cannot be further rerolled. It is allowed as long as you have a different way of rerolling from the first.
8) THE MOST IMPORTANT THING (ASIDE FROM HAVING FUN) (ASIDE FROM WINNING) IS - BUILD A LIST THAT WORKS FOR YOU You're the one playing, so having someone else's list doesn't do you any good if it doesn't fit your play style and comfort zone. I would stress that you should build a list that has a lot of synergy, but if it doesn't work for you, why bother?
Hope this helps.
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Post by shaneymania on Jan 26, 2016 21:15:28 GMT -5
Thanks guys, this was really useful. I don't think I'll ever be able to figure out any killer synergies, but I'm putting together a list I like right now.
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Post by RodTheCid on Jan 29, 2016 15:48:56 GMT -5
it just occurred to my that I should make a list, but not really sure what I'm playing. Kevin/Dave - I know you both have the largest collections in the club, so I guess I'll be playing whatever either one of you are not playing, Should I make a list for Rebels or Empire? and which ships I'll have available? thanks again for let me play with your toys, you're the best!
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Post by Lord Ærynn on Jan 29, 2016 16:33:55 GMT -5
it just occurred to my that I should make a list, but not really sure what I'm playing. Kevin/Dave - I know you both have the largest collections in the club, so I guess I'll be playing whatever either one of you are not playing, Should I make a list for Rebels or Empire? and which ships I'll have available? thanks again for let me play with your toys, you're the best! Let me know what you want. I have: Rebellion | Empire | 4 Corvette | 1 Imperial-Class Star Destroyer | 4 Nebulon-B Frigate | 3 Victory-Class Star Destroyer | 2 Assault Frigate Mark II | 2 Gladiator-Class Star Destroyer | 2 Mon Calamari Star Cruiser | 2 Raider-Class Corvette | 2 Mon Calamari Frigate |
| 12 X-Wing | 16 TIE Fighter | 4 Y-Wing | 4 TIE Bomber | 4 A-Wing | 4 TIE Advanced | 4 B-Wing | 4 TIE Interceptor | 2 YT-1300 | 2 Firespray | 2 YT-2400 | 2 Aggressor | 2 Havoc | 2 YV-666 | 2 HWK-290 | 2 JumpMaster 5000 |
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Post by Lord Ærynn on Jan 29, 2016 18:12:42 GMT -5
Again, you can find a nice list builder here.
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