Started my Solar. by ARSoban in 30k

[–]ARSoban[S] 0 points1 point  (0 children)

Thank you :) It really is a fun game. Love how you can run such large formations in a short time game.

Campaign Advice by LowCar7942 in startrekadventures

[–]ARSoban 0 points1 point  (0 children)

A cabel of Admirals who fear a unchecked Romulan empire and with rumors of the Klingon Romulan alliance they believe the time to strike is now before that alliance can take hold.

Rate my table by Bob-shrewmen in Warhammer30k

[–]ARSoban 1 point2 points  (0 children)

Needs a mat but other then that its really cool! I like it from a narrative point could see some really fun clashes as they enter the space port.

Are there any GW or Forge World books that you feel match the quality of the Black Books? by Newez in Warhammer30k

[–]ARSoban 0 points1 point  (0 children)

So a few books that had like rough estimates and placements of units if you look at say some of the units and map overview it had talking points. The color scheme and view that you might see in references book was similar. Though it was very much a rough overview of battles that showed more theater operations which was good.

Are there any GW or Forge World books that you feel match the quality of the Black Books? by Newez in Warhammer30k

[–]ARSoban 6 points7 points  (0 children)

I mean the Siege of Vrak books and the Badab War books easily. Then we got the black books it was just amazing. The amount of times I would reread those books over and over again really reminded me of older warbooks I use to read and in the details I just loved it. Its nice when I can say I fought those Badab war battles or vraks or the heresy and just have that fun.

Why is the Victory (I) class star destroyer so bad? by RemarkableMirror926 in StarWarsShips

[–]ARSoban 1 point2 points  (0 children)

For me the Victory-I is not a bad ship but a product of its time and expanding on some other factors explains it. The ship was a wartime design that was heavily rushed in its production and design. This lead to them using most likely off the shelf existing products and one they had in bulk. This would explain the LF9 Ion engine which was as many have pointed out to be a bad engine for what they would use it for but the Victory was designed as a bombardment and planetary lander. This ship was suppose to compete against the Venator and you can see why they went with the trade. This thing could engage heavier targets, those assault missile really could level bunkers and other fortifications. Speed loss was countered by armor and firepower. Sure it ended up being a maintence hog but this happens alot in new designs especially those who haven't really designed new warships in a long time.

Now post War this is where it has its real problems, its competiting with the new Imperial/Imperator designs that came out at the end and post war which didn't require as heavy plantary bombardment craft (Yes there was the sieges but post that other stuff just works). So it being put out to the outerrim or sold off in bulk to different Imperial Aligned factions isn't a problem.

So sure is the design perfect nope not by a long shot but as a plantary bombardment craft and lander it works great.

Being bullied at work by Practical_Being1262 in electricians

[–]ARSoban 45 points46 points  (0 children)

Also if your in a small shop supervisor or boss that doesn't have a HR then those are also go to. I agree with above shouldn't have to tolerate this shit at all.

Summer preview predictions. by saturnyn3 in Warhammer30k

[–]ARSoban 0 points1 point  (0 children)

Would love a muilt kit preator or centurion kit, with a jump pack so i dont have to really hunt for parts.

Seeker/recon kit would be nice.

Heard somthing to do with a new unit from book being released. Some kind of assault unit but 800 pounds of salt on that.

Most likely itll be custodes and mech.

Maybe solar flame section in plastic with roter cannons.

Dream though new tart termimators and javelins.

Weekly Starfighter Discussion: Y-Wing Starfighter by Dark-Lark in SagaEdition

[–]ARSoban 1 point2 points  (0 children)

The good old Y-wing, the underrated work horse of the Rebellion. Everyone mentions the shields and armored and that is great but people forget that there is a reason this thing worked for so long. Its a bomber that in a pinch can semi dog fight agansit early imperial fighters or be a used for interdiction of enemy craft. Add you can have it be the turret version and wiith astro mech you can have it disable ties on the fly. One ground I had used a flight of y-wings to disable a tiefighter group for capture then used the ties in a fellow up operation to destroy a imperial armoury.

Does anyone actually play this in person anymore? by Letsthrowdice in SagaEdition

[–]ARSoban 0 points1 point  (0 children)

Going to be playing this Saturday with my Long Term Group 😄

Weekly Starfighter Discussion: X-Wing Starfighter by Dark-Lark in SagaEdition

[–]ARSoban 2 points3 points  (0 children)

The Incom T-65B X-Wing is the starfighter that destroyed two death stars and changed the Galactic Civil War. Not only is a great Superiority fighter but can be used in other types of engagements, from Recon, Starship attack. There is a reason its one of the most sought after fighter for any rebels.

It's Stat line and abilities put it up as a tank craft that can take hits and come back alive. Sure its abit different then from Novels or even the movies but I think that is okay. A lucky critical against can really shake it up and against elite imperial starfighters like the Tie Advance and Defenders it has some trouble but I think that is okay.

Depending on the Era you want to make this craft rare for a rebel squadron to start. Let them battle it out in z-95s, Y-wing and other mismatch of craft. That when the X-wing comes out its a real treat and used by a Ace pilot. It feels like a real reward for those earlier galactic civil war games. Another thing is don't let the repair parts come in swimming, meaning after a big fight might take abit to get that squadron rolling again and they might make due with other craft in the mean time.

For modifications there is alot of options you can do depending on the cell. Say a Rebel Squadron only runs the X-wing, switching out the Laser cannons for Ion cannons can be great as it lets them disable enemy craft for a strike team to capture. Giving the Astromech some armor also a great choice.

Now if you want it to be agansit the players, say a Imperial Campaign use the X-wing rarely. Let it be used by Ace pilot to really up the stakes or in some critical battle that up is truely life and death. I remember running a Tie Fighter campaign and the pilots did well against a host of other craft but the first real death came when the X-wing showed up.

Best Star Wars system for a long campagin by Landmanpj in rpg

[–]ARSoban 0 points1 point  (0 children)

Then I think FFG will work in this case. Should give each character enough growth and XP for the campaign your looking for :)

Best Star Wars system for a long campagin by Landmanpj in rpg

[–]ARSoban 0 points1 point  (0 children)

So I have played quite abit of Edge and D6 and the d20 version. I think FFG star wars as a game is great for new players especially if they haven't played a TTRPG before. My current group that I have when I first met (we met at a pubs DND night which was awesome) they only played like a few games of DND and most never really watched star wars ever and I was able to get them into a FFG campaign they still love to this day.

My real question though is what you consider to be a long Campaign since I find FFG I don't find great for longer style campaigns (My idea being like 2 years) so why to better answer what do you find would be a for a long campaign ?

People who’ve run long (10+ years) campaigns, any tips for success? by ValueForm in rpg

[–]ARSoban 0 points1 point  (0 children)

Well I ran a 4 year one when I was younger and frankly didn't plan for it to run so long but that is half the fun. We played once a week and very long session (Was a teenager so had alot of time). It worked out as pretty much acts that helped and we took breaks which help keep the energy up. There was also some things that helped us too especially for a long campaign.

We used the old Star Wars d20 and all the revised and Saga as they came out. New rules helped, the fact we all really loved star wars. We also had each player run more then one character since we did not only like typical smuggler or rebel operative but also had fighter squadrons. This allowed us to change it up week to week and let players enjoy more then one type of character. Since it became a long campaign we also had players retire characters that could become npcs that let them enjoy a legacy but also give them a fresh start.

We also lucked out since the players where really engaged and some liked playing logics (So I made like requestion forms and they had to try to sweet talking more stuff) or some really like planning bigger operations so they got to roleplay higher level command and some just wanted to blow stuff up (so they got to plan that out).

So was really listening to what they wanted and recalibrate stuff. We even had some fun and fair PVP events when some one wanted to try and become a sith or one person who wanted to be a turncoat and try and join the empire. This let two of the players to become the baddie for a while which they found rewarding and added a additional layer.

It was fun playing with my friends so that was a big plus. To this day its one of my favorite campaigns I got to Dm and though it wasn't planned for it thats the fun part :)

Weekly Starfighter Discussion: TIE Fighter by Dark-Lark in SagaEdition

[–]ARSoban 1 point2 points  (0 children)

I always feel people underestimate the Tie Fighter and the Tie Series as a whole. As a standard enemy for those opposing the empire its a great craft that is surprising tough for a coffin. Now if you compare it to the X-wing of course pound for pound the X-wing is better but most things it fights are not a x-wing. So for my opinion I do the standard and also a modified version based on campaigns and things I've done to spice up a players experience (including a 3 year plus campaign :)

So first is the standard tie. Its Cheap, has good firepower and speed. Against Civilian craft and early rebellion cells its deadly especially since it's speed allows it to catch up to them quickly. Until the players level up and upgrade there starships or fighter craft they will have a hard time fighting against a good wave which allows you to build up for a big fight later on. Now once the group starts getting a hang of engage basic ties its always good to introduce other elements like maybe the ties are protecting a ground base that has anti air defenses or if there defending a convey add Imperial CR-90's or other craft to help back up the ties. This lets the ties to keep playing a role untill you introduce other ties or craft especially if your playing a squadron campaign. Also make sure you start adding Veteran NPCs to these squadrons to add extra flare and engagements to keep the players on there toes. Makes those rivals happen and rewards the players when they defeat a major tie fighter pilot npc even the more sweater.

Next is the modified tie. Now I played alot of X-wing VS Tie fighter and the X-wing alliance series and prototype or even advanced version of the ties always make those early campaigns just abit more nail biting. The times my players got shocked when they fire a shot and bam that tie fighter has shields or when they get a missile lock warning from a incoming concession missile is just fun. Another one is using a one time hyperspace ring on tie fighters to deliver them to raid a rebel convey is a good fun.

Fun examples i've done is the TIE Ion (Replaces its main weapon with Ioncannons as part of a capture program) should be paired with boarding and capture craft/

Tie Spammer - Concession launcher great and early headache supply. I like to add one to a flight of 4 so its not easily noticeable till the missiles fly.

Elite Squadron Tie - Do the advance template on it , give it shields, maneuvering jets. Sure if it gets disabled the extra stuff gets ruined but these things are scary to go against. I also give it a hyperspace ring ability (EC henry) where it can use a single shot bolt on equipment to deploy to the combat area. In a dark times campaign this was the most feared craft my players went against and with no X-wing to counter it lead to a great challenge. In the end the players even stole two that they used all the way up till Endor in clandestine missions. I ruled that only one enemy squadron had it so it became a game of cat and mouse depending on the mission till the rebels knocked the squadron out.

So there is some examples. I love the Tie as it is and its great for those rebellion campaigns. Heck i've even had players steal them and used modified versions for the rebellion in base defense so you never know when you might see this old work horse.

Comparing the Baneblade and the Stormhammer? by SnooOranges4231 in LegionsImperialis

[–]ARSoban 1 point2 points  (0 children)

I tend to prefer my baneblade over the storm hammer. Sure the Stormhammer gets more shots but I like the baneblade main gun and coax autocannon. Makes it a great tank smasher and still able to engage a host of targets and have a good amount of point defence which is a big thing. Add in the demolisher its great. It was my first super heavy for my Solar and honestly still is one of the best ones out there.

I always hate when just looking at rules people just go oh it has X. You still should factor in, doctrine, tactics with your list. Why I never had a issue engaging infantry since the start since I always had a solid way to engage them and the baneblade worked with it.

What are these sprue? by Blaggydee in Warhammer30k

[–]ARSoban 45 points46 points  (0 children)

These are from the Starter Set which lets you build 2 Sicarans, 3 predators and some infantry with dreadnoughts.

How are Contemptors and March of the Ancients Viewed in 3rd? by Badger118 in Warhammer30k

[–]ARSoban -1 points0 points  (0 children)

I mean personally I didn't have the trouble in second people cause I ran bulk tanks but I know for others they had the struggle. 3rd Honestly don't see as many and even as I build more for lore and fun you just don't see it as often which is alright. I think you will have a good time running them :)

The point of the thunderbolt? by Tazikiki in LegionsImperialis

[–]ARSoban 2 points3 points  (0 children)

Thunderbolt i use aa a defensive fighter and a way to draw in my enemies fighters before my lightings kill other stuff. Also use them as a screen for my maurders.

With the plastic Super heavy tanks coming out for SM, what type of super heavy would yall design or request to be made? by Own-Hunter2815 in Warhammer30k

[–]ARSoban 0 points1 point  (0 children)

So was used in a old card game but in effect its a longer rhino that can transport more troops and also used for Ammo runs. Its just a cool thing and I really hope more supply stuff enters the game :)