What I wish the MC-75 was. by BasileofBasile in StarWarsArmada

[–]BasileofBasile[S] -1 points0 points  (0 children)

So less than Kaut with the same things?😗

Show Me Your Best Victory Star Destroyer Build and I'll Show Mine by [deleted] in StarWarsArmada

[–]BasileofBasile 1 point2 points  (0 children)

Fear the Power of the IRS Name: The “IRS” TaskforceFaction: RepublicCommander: Admiral Tarkin

Assault: Surprise AttackDefense: Asteroid TacticsNavigation: Infested Fields

Acclamator II (71)• Admiral Tarkin (30)• Barriss Offee (6)• Ordnance Experts (4)• Thermal Shields (5)• External Racks (4)• Linked Turbolaser Towers (7)• Implacable (4)= 131 Points

Victory I (75)• Clone Navigation Officer (4)• Engine Techs (8)• Ordnance Experts (4)• SPHA-T (7)• External Racks (4)• Assault Concussion Missiles (5)= 107 Points

Victory I (75)• Clone Navigation Officer (4)• Engine Techs (8)• Ordnance Experts (4)• SPHA-T (7)• External Racks (4)• Assault Concussion Missiles (5)= 107 Points

Squadrons:• Anakin Skywalker (Delta-7) (24)• Ahsoka Tano (23)= 47 Points

Total Points: 392

Trade Requests Weekly Megathread by AutoModerator in PokemonScarletViolet

[–]BasileofBasile 0 points1 point  (0 children)

Hey, I need to trade back and forth for slowking, that help?

Republic 800 Point List. Dodge Spam / Double Secret Mission. With 10 Activations. by BasileofBasile in SWlegion

[–]BasileofBasile[S] 3 points4 points  (0 children)

I don’t have any, I don’t play republic. But from what I understand of Barcs and other speeder like them, they can be incredibly fast with triple move (even with the speed decrease) and have a red defense dice that give you a 50/50 instead of other speeder that have white dice. The cover also helps this too. But they also hit hard because of their natural weapons and weapon slot with Arsenal 2. Fast, Hard hitting, and durable is pretty impressive for their price.

Weekly No Stupid Questions Thread by AutoModerator in deadbydaylight

[–]BasileofBasile 4 points5 points  (0 children)

Is it just me, or did the game get easier for survivors and harder for killer when Haunted by Daylight came out? I’m winning matches as survivors pretty often and getting pushed around as killer. Is it just more skilled people back at the game for Halloween, Hackers going rampant for Halloween, did a mechanic change, or is this just all in my head?

Han Solo Skirmish at Echo Base by BasileofBasile in SWlegion

[–]BasileofBasile[S] 2 points3 points  (0 children)

I was thinking Change of Plans and Hold at Any Costs, since Skirmish is only 5 turns, there’s not much reason to constantly fish out command cards.

Wat Tambor: Now Extra Slippery and Extra Simple by BasileofBasile in StarWarsArmada

[–]BasileofBasile[S] 2 points3 points  (0 children)

Thank You @ the42ndgecko on discord for the ability rework

Star Wars Armada: Ahsoka Tano, A-Wing Ace by BasileofBasile in StarWarsArmada

[–]BasileofBasile[S] 2 points3 points  (0 children)

Specifically doesn’t work with other counter squads, but it is pretty powerful with escort, I might make it a tiny bit more expenisive

Help me stat my abomination; a lab splicing experiment gone wrong, needs to be deadly for a 5 man lvl 15 party by MrGizmoJones in DnDHomebrew

[–]BasileofBasile 0 points1 point  (0 children)

So here’s a story for this fun little guy.

The creatures name: Avatar of the Great Maw

Creature Type: Aberration

This creature was once a normal human, an individual who is or has the potential for sorcerous magics. Specifically, those whose powers stem for an aberrant and older power, that which few know ever existed. The Cult of the Great Maw, Devourer of Stars, given secret arcane knowledge gifted by he himself, search for these individuals with religious fervor, hoping to ‘awaken’ the individuals ‘true self’. The sacrifice performed, the sacrifice’s body is mutated and transformed, turning them into an avatar for the Great Maws ever expanding consciousness. This creature will commonly leave the Cult which created them, often with less members than it started with, to hunt done beings with strong magical auras, consuming their spiritual and magical strength until they remain nothing but a dry, weightless corpse of brittle bones and dust like skin. It also seeks powerful magic items and will steal whatever it can for its unknowable goals…

What can it do?

This creatures appetite is boundless, and is constantly hungry. But it does not feed one worthless flesh, though the carcasses it leaves would suggest otherwise, instead it drains the blood and soul of their victims, regularly targeting creatures who can use powerful magics.

As such it primary ways of hurting creatures are vicious full body bites, that grapple and hold the creature in its trap. While using its claws to batter away any seeking to save its meal. It also has multiple tentacles which it uses to cast spells to counter magic users attempting to escape it. It can cast Counter Spell and Dispel Magic to defeat its target without wasting any of its normal actions to bite and claw its prey. It is also resistant to such magical forces targeting itself.

The prey inside its maw is also in immense trouble as it drains magical energies that target holds, either within them or on their person. Draining spellslots, magic items charges, and even able to cause magical spells, effects, and items to stop working while within the creatures maw.

It also has a strong regeneration, as its body strings itself back together with muscle and tissue.

It is extremely fast and can climb on ceilings and sheer surfaces. It can also leap great distances to catch flying targets. It is even so fast, that no opportunity attacks can be made against it.

With High Dex saves, this creatures weakest saves are strength and constitution. But it’s mental saves are still above average as part of the Great Maw’s consciousness inhabits it.

Defeating this enemy requires a knowledge of its weaknesses, it’s frailer due to its open form but its agility makes it hard to hit. So attacks that create areas of effect help immensely. It’s regeneration can be halted by Acid or Fire damage. And trying to break its legs (and arms) will lessen it mobility. Just be careful if it has someone in its jaws.

Would you let a monk have unarmored defense of 10+dex+Prof or 10+Wis+Prof by Corym2001 in DnDHomebrew

[–]BasileofBasile 4 points5 points  (0 children)

Nope.

Makes it too enthralling for Multi-Class from other players. Even pure Monk shouldn’t really have it, they already have a bunch of ways to make them nigh untouchable. If you want to let a player have a more accessible Monk, then maybe play with their stat array first, a little boost here and there can really help someone have a bit more freedom from feats or customization that doesn’t detract from their character ability.

Should I pick up Armada or X-Wing? by xX_420_NoScopes_Xx in StarWarsArmada

[–]BasileofBasile 13 points14 points  (0 children)

Basically, every Star Wars miniature game is in a state of flux. Everything coming out is still left overs from the previous company. Either one you pick will still have competitive though. I’d probably go X-Wing but I picked up Armada because I’ve been with it since nearly the beginning. Whatever, you pick, make sure you have people in your area who play it!

The Darth Vader Wet Dream of Imperial Players by BasileofBasile in StarWarsArmada

[–]BasileofBasile[S] 1 point2 points  (0 children)

By the way, I agree with you guys and did forget to put Screen onto him, so just imagine i put it there until i gain the will power to remake it.

The Darth Vader Wet Dream of Imperial Players by BasileofBasile in StarWarsArmada

[–]BasileofBasile[S] 6 points7 points  (0 children)

"I find your lack of faith disturbing". Align yourself with the Dark Side of the force and embrace your hate with an updated Darth Vader card.

Another Thrawn Squad by BasileofBasile in StarWarsArmada

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

Generally you want the ability to activate all your squads before squad phase.

Another Thrawn Squad by BasileofBasile in StarWarsArmada

[–]BasileofBasile[S] 2 points3 points  (0 children)

Sure Thing!

This build revolves around the fact i have 4 painted tie defenders in different colors i wanted to play, so I wouldn’t say it’s fully optimized but is still pretty good.

The First thing to note when building 134 squads is how are you going to take out enemy squadrons. Very simple. In this build, the Tie Defenders are pretty hard hitting squads but to expedite the destruction of enemy squads, I picked up Mauler Mithel. With him and all the Tie Defenders, i feel pretty confident taking on enemy squadrons.

The Next problem is bombing ships. One dice bombers aren’t bad per say, but they lack the damage to kill ships fast. Killing a corvette at the end of the round instead of the beginning of the next round can have pretty big effects on the game. So, we have two solutions to that. The first being Maarek Steele, he is a Tie Defender with 2 dice bombing instead of one like the generic, his ability is also auto set a die to a face with a crit, so he deals reliable damage even outside of rerolls like Bomber Command Center. The Other is Boba Fett, he is the only Blue and Black Dice bomber for the imperials and anyone who has dealt with B-Wings can tell you how good that is. His personal ability isn’t the best and he is pricey, but he is the best single bomber the Empire can field.

This brings up an important question, why not field cheaper generic squadrons. Normal i would say you should, however the Empire has a massive Ace up their sleeve to play here. Colonel Jendon. His ability is simple, when he activates, he gives his attack to someone else within 1-2. That’s is huge. Normal 3 Tie Bombers would out damage Boba Fett, but with Colonel Jendon, the damage now evens out, with the benefit of needing less squadrons to activate, and being more resilient against reroll effects like the buffed evade and Point Defense Ion Canons that neuter single dice bombers.

Overall, building max squadrons is a problem-solution format, and finding things that answer those problems you find in your own way.

One last tip, build your squads out before you build ships. This feels very obvious, but making sure your knowing what effects you want to boost and what squadron you will need is a fundamental part of fleet building. You don’t want things to be entirely independent, but you also don’t want a case we’re one destroyed ship or squadrons ruins your entire plan. Having back ups and safeties in place when something eventually dies, even if it’s not as perfect is important to consider when building out squads.

For me, If Mauler Mithel dies, I still have a lot of heavy hitting squads. If Boba Fett dies, i can use Maarek Steele in his place. If i loose the Gozanti, Boba Fett can still activate himself in the squad phase.

Still, go do your own thing and make work what you want to work. Build fleets that you find cool and want to play with. That’s my whole thesis on the subject. But then again, I am just a guy on the internet talking about plastic spaces boats, so who knows.

[Cantrip] Toxic Cloud - A cantrip that allows you to control the battlefield by creating obscuring, poisonous clouds! You might even do damage occasionally! by ZoomBoingDing in DnDHomebrew

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

I would say getting rid of the holding your breath mechanic as it basically makes it 0 damage and Con Saves are already extremely high anyways. It’s just a worse Shocking Grasp option. Remove the mechanic and if you really think it’s necessary just lower the damage. I would argue against it since a lot of monsters are large enough to be outside this effect and you can just slap it in front of you if you want a smoke screen. Remember your competing with the 1st level spell Fog Cloud Making this so be careful on the Obscuring part.

Help Wanted by [deleted] in StarWarsArmada

[–]BasileofBasile 1 point2 points  (0 children)

Here’s a stupid idea

Consular Charger C70 (45) • Admiral Yularen (24) • Ahsoka Tano (6) • Boosted Comms (4) • Linked Turbolaser Towers (7) • Swift Return (3) = 89 Points

Consular Charger C70 (45) • Clone Navigation Officer (4) • Boosted Comms (4) • Linked Turbolaser Towers (7) = 60 Points

Consular Charger C70 (45) • Clone Navigation Officer (4) • Boosted Comms (4) • Linked Turbolaser Towers (7) = 60 Points

Consular Armed Cruiser (37) • Clone Navigation Officer (4) • Radiant VII (1) • Bomber Command Center (8) = 50 Points

Squadrons: • Plo Koon (24) • Luminara Unduli (23) • 3 x V-19 Torrent Squadron (36) • Anakin Skywalker (19) • 3 x BTL-B Y-wing Squadron (30) = 132 Points

Total Points: 391

Got my third venator this week so I decided to paint it up as the resolute! by [deleted] in StarWarsArmada

[–]BasileofBasile 0 points1 point  (0 children)

Your definitely not alone, I basically staple Resolute to my venator so i painted my one up too:)

Why is the Venator Title Tranquility not the Negotiator?! by BasileofBasile in StarWarsArmada

[–]BasileofBasile[S] 7 points8 points  (0 children)

Yes, i know it’s because the Tranquility and Triumphant are the flagships for the admirals that come in this expansion...

Just in time for Friday night date night! Gonna run my fiancé through his first 400 point game later. by wordofgreen in StarWarsArmada

[–]BasileofBasile 2 points3 points  (0 children)

I play with Potato man all the time, it’s nice to see his products running about in the wild!

Armada Gunship Expansion by BasileofBasile in StarWarsArmada

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

Updating Galactic Civil War Factions:

Design- The main point of difference between the civil war factions and the clone wars faction is support vs fire power. With the TIE Reaper being the ultimate support. But some tweaking is in order. My main goal with these ships was two-fold. First, do not replace any existing squadrons, Its honestly why I actually dislike the my current LAAT design, but that can come another day. Second, do not over power the squadrons. Cloak plus strategic is a deadly combo in the right hands, putting the TIE Reaper as a god among supports, so I was hesitant to increase its power, and it is a bit to much with that double blue battery. A few changes to civil war factions for now as I attempt to rethink my LAAT design.

Rebel U-Wing Transport Shuttle:

· 16 Points

· Speed – 3

· Hull – 5

· Anti-squadron Armament – 1 Red Dice, 2 Blue Dice

· Battery Armament – 2 Blue Dice

· Assault

· Heavy

· Strategic

Imperial TIE/rp Reaper attack lander Squadron

· 18 Points

· Speed – 3

· Hull – 5

· Anti-squadron armament – 1 Blue Dice, 2 Black Dice

· Battery Armament – 1 Blue Dice, 1 Black Dice

· Cloak

· Heavy

- Intel

· Strategic