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simpatikool

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  • Birthday 03/19/1970

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  1. simpatikool

    Screed Kuat

    I use a Kuat loaded as above (With a FC team) with a heavy squadron build. The Kuat acts as the finisher. Hitting two crits, the ship is a deadly finisher.
  2. simpatikool

    Tarkin Strategery

    Well, some more feedback. So I am down to 5 games now with the above fleet and some of its iterations. I have faced a couple different fleets and my overall opinion is this... Against a rounded fleet or another big ship fleet, this Tarkin Battlegroup holds its own. The token interactions on this allow alot of flexibility, which is something that makes me comfortable when I play this game. Being able to make sure my ships are where they need to be and ready to fight how I like to battle. However, against a dedicated fleet with a Squadron strategy, like SATO or dedicated Bombers, it just does not get the job done for me. I don't know if it is hitting power or what. I am going to take BrobaFett's advice here though and sub in Blockade Run. Why the heck not.
  3. simpatikool

    Tarkin Strategery

    Thanks for the feedback everyone. I ran a slightly modified version of my fleet above and won over the weekend. We ended up playing Fire Lanes and just being able to dominate those objectives really won it for me. However, I actually agree with what Jabbawookie is saying, I still am trying to find the sweet spot in terms of objectives for this fleet. The RED objective has been a mixed bag for me with this fleet idea (only 4 games so far) I am subbing in CLOSE RANGE intel scan for my next match. It is an objective that only benefits me and my fleet is all RED and BLUE dice anyway. Who knows. Also, the reason I like the interaction of Tarkin and cards like Defense Liasons/Intensify firepower is it gives me something I like when flying a fleet. Consistent output in terms of firepower (Ships can dial in Concentrate Firepower Command Dials and the token from Tarkin if available for a solid shot. But ships that have the defence liason can opt for a NAV or ENG order if they really need it. I guess objectively, it is very similiar to Thrawn, but I have the ability to do it WHENEVER I want too. Regarding Brunson and Engine Techs. Yes, I have used those ploys before. I actually own TWO interdictors and thematically, it is my favorite ship of the game. However, I am trying to do something a little different here. Even without Brunson, the Interdictor is still somewhat tanky, and the Liasons and the guaranteed token allow me to use my Interdictor how I want EVERY turn if needed. So the below is likely what I will be running in the upcoming battle I have planned.... Tarkin Strategy III Author: Simpatikool Faction: Galactic Empire Points: 400/400 Commander: Grand Moff Tarkin Assault Objective: Close-Range Intel Scan Defense Objective: Contested Outpost Navigation Objective: Salvage Run Victory II-Class Star Destroyer (85 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Quad Battery Turrets ( 5 points) - Overload Pulse ( 8 points) = 108 total ship cost Interdictor-class Suppression Refit (90 points) - Interdictor ( 3 points) - Defense Liaison ( 3 points) - Hardened Bulkheads ( 5 points) - MS-1 Ion Cannons ( 2 points) - Targeting Scrambler ( 5 points) - G7-X Grav Well Projector ( 2 points) = 110 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Avenger ( 5 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Dual Turbolaser Turrets ( 5 points) - XX-9 Turbolasers ( 5 points) - Intensify Firepower! ( 6 points) = 182 total ship cost = 0 total squadron cost
  4. simpatikool

    Tarkin Strategery

    You are right about that. I think I will tool around with that. My thought was put it on the Interdictor to force them to attack it (The Dictor).
  5. simpatikool

    Tarkin Strategery

    So, I recently read the Tarkin Star Wars Novel, I liked it. So of course, I have been trying to fly Tarkin. I have had mixed results. I am posting my two most successful versions and really just looking for feedback and or suggestions. It is a no squadron Fleet, wants to go Second but not so badly I am gonna bid for it. I have a number of upgrades that take advantage of Tarkin's free token mechanic trying to make the operations of the fleet smoother. There is an Interdictor, whose job is to tank and hopefully lower shields and be a pain in the ***. A Victory II whose job is also to get in front and weaken targets and a Cymoon whose job is to come behind the Vic and Int and finish guys up. I am running intensify firepower and Defense Liasons officer upgrades. My orignal build had a Vic 1 and I have had some success with it, but I find the VIC I a waste of offensive dice. I need the Vic to do damage at least to shields, so I went with a VIC II on the newest iteration. Tarkin Strategy II Author: Simpatikool Faction: Galactic Empire Points: 400/400 Commander: Grand Moff Tarkin Assault Objective: Most Wanted Defense Objective: Fire Lanes Navigation Objective: Salvage Run Interdictor-class Combat Refit (93 points) - Interdictor ( 3 points) - Defense Liaison ( 3 points) - Disposable Capacitors ( 3 points) - Overload Pulse ( 8 points) - Targeting Scrambler ( 5 points) = 115 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Avenger ( 5 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Dual Turbolaser Turrets ( 5 points) - H9 Turbolasers ( 8 points) - Intensify Firepower! ( 6 points) = 185 total ship cost Victory II-Class Star Destroyer (85 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Quad Battery Turrets ( 5 points) = 100 total ship cost Alternatively, I have this other version in the mix, but it seems too gimmicky to me. Tarkin Strategy III Author: Simpatikool Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Most Wanted Defense Objective: Fire Lanes Navigation Objective: Salvage Run Victory II-Class Star Destroyer (85 points) - Defense Liaison ( 3 points) - Gunnery Team ( 7 points) - Disposable Capacitors ( 3 points) - Overload Pulse ( 8 points) = 106 total ship cost Interdictor-class Suppression Refit (90 points) - Interdictor ( 3 points) - Defense Liaison ( 3 points) - MS-1 Ion Cannons ( 2 points) - Targeting Scrambler ( 5 points) - G-8 Experimental Projector ( 8 points) = 111 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Avenger ( 5 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Dual Turbolaser Turrets ( 5 points) - XX-9 Turbolasers ( 5 points) - Intensify Firepower! ( 6 points) = 182 total ship cost Thanks folks. Lets work together to bring ORDER to the GALAXY!
  6. simpatikool

    Double Interdictor?

    Any Luck with this build? I keep toying with Double Interdictors, but I have not had any sort of remarkable success.
  7. This is where I am with Quasars. If I am taking a Quasar, I am taking Flight Controllers and Expanded Hangars Bays. Being able to activate 5 squadrons with an extra blue die on the attack is just great. You can blow away those that oppose you and then those squadrons can help you gang up on ships.
  8. simpatikool

    First CC imperial fleet

    A list like that I would be going for Salvage Run/ Contested Outpost / Advanced Gunnery kind of objectives.
  9. simpatikool

    Scout Troopers Article

    Looks like the Snipers are really about adding suppression to that enemy unit.
  10. simpatikool

    Painting The Forces of Hepitude

    Dude, you have some gorgeous stuff here.
  11. simpatikool

    Opinions on Realms of Terrinoth

    I want to buy the book and dig into it. I love Terrinoth. I just know I will be frustrated to no end never to play the setting. It would in the end, just be a lap dance. I will want much more.
  12. simpatikool

    Corellian Conflict Fleets

    Outside of Tokra's comments, which I agree with, in CC, there is no reason not to spend every available point. There are no real initiative bids in the CC campaign. It is about who has campaign point initiative and then the type of battle taking place. You don't help yourself not using your points. When developing a fleet, you should have a build plan. Your starting Fleet and then what your fleet would look like at 500 points. Where I disagree with Tokra is that for the first round, you can have upgrade less ships, but with a plan as t what that ship is going to look like fully developed at 500. You are not gonna want upgradeless capital ships on your roster in rounds 3 and 4, when the battles are crucial. Of your two fleets, I much prefer your second as I can see where you are going with it. Plus, it has some great punch.
  13. simpatikool

    Motti List with Vader

    Cool List. I have a question. Without the Quasar II, what is the point of Ruthless Strategists? I would go for Flight Controllers..... or some other squadron support item. Ruthless Strategists with only a blue die does not seem like much of a pay off to me. I know you are mainly bombers. Heck, even expanded hanger bays seems like it would be a better option to me.
  14. simpatikool

    What scale will the May 1st announcement be?

    More than anything else, I would love it if there were more factions. I doubt very much in the existence of a D option. (4 ships at once) I feel like they are going to struggle soon in pushing out new ships without crossing over into SSD range, reaching deep into various IP sources for ships, or outright having to create their own soon. Pushing out 4 at once to me seems like a tall stretch for something they would really have to be reaching out to do.
  15. simpatikool

    National Champs

    I signed up awhile ago. NOVA open is in my backyard.
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