Jump to content

Cactus

Members
  • Content Count

    217
  • Joined

  • Last visited

About Cactus

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    http://-
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , Norfolk, United Kingdom

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. So that's what the fin/keel arrangement is for!
  2. Nuts. I just lost the game.
  3. Probably for balance. And I mean that in the sense of 'won't topple over when I nudge the table' rather than 'makes my opponent rage-quit'.
  4. http://cannotgetyourshipout.blogspot.com/p/objectives-index.html?m=1 Check out the objective articles on this blog. You'll probably find that some are well suited to the type of fleet you want to use. If you've been playing deathmatches up to now you could agree with your opponent which objective to play, either before or after building your fleets. This can be a good way to experience how objectives change the game without having to first get to grips with all the strategic thinking behind choosing three for your fleet. The first time I progressed past the learn to play scenario we agreed to play Planetary Ion Cannon because it looked like fun. It was.
  5. Cactus

    SSD pic

    I always imagined that events like GenCon would be more crowded. Is it always like in that video, or was it just shot at 8am?
  6. There's a "contact organiser" link on this page.
  7. Three games later, three games where the only squadrons on the table were mine, and the second flotilla is back in. Needa TRCs are nice but not essential, so removing those nets me enough points to put tractor beams on Sovereign as a counter to Raddus. The two arquitens are now identical, saving me some brain-ache. I've chosen DTTs over QBTs because the standout hero of each battle is often a fast moving arquitens. The QBTs don't trigger often enough and can sucker me into bad positions trying to make them work. The Token Doctrine v2 Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Opening Salvo Defense Objective: Capture the VIP Navigation Objective: Dangerous Territory [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Sovereign ( 4 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) - X17 Turbolasers ( 6 points) - H9 Turbolasers ( 8 points) - Intensify Firepower! ( 6 points) = 191 total ship cost Arquitens-class Command Cruiser (59 points) - Engine Techs ( 8 points) - Dual Turbolaser Turrets ( 5 points) = 72 total ship cost Arquitens-class Command Cruiser (59 points) - Engine Techs ( 8 points) - Dual Turbolaser Turrets ( 5 points) = 72 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost
  8. @duck_bird, it's interesting you say that about Vader. This list grew out of a Vader/cymoon/2 arquitens concept that I'd still like to try, but I'm finding the token machine is a lot of fun to fly so here we are. I played three games in a small store championship before starting this thread and came second after a MOV tiebreaker. A Raddus fleet was indeed my undoing but I feel that was due to mistakes I made in play. My red dice were hot so I'm willing to push my luck with Tarkin for a bit longer. I'm fortunate that the notorious Max Squadrons doesn't show up very often in my area, but his smaller cousins are regulars. The purpose of the TIEs is to engage anything that might be in position to bomb my ships as their carrier goes down. One turn of their squadrons not moving is all I need to escape. The Valen/Ciena duo has the advantage that a single gozanti can command everything each turn. With 4 TIEs (or 3 TIEs and Gamma Squadron) the extra deployment and engagement coverage are good to have. There's a seasonal tournament this weekend where I'll fly some squadrons, then maybe change things again for another store championship the week after. @Ophion, cluster bombs? Blast doors? My strategy here is to kill their ships first and I don't have any points to spare for those.
  9. Thanks for replying. You all make good comments. I do like the idea of QBTs on the arquitens. I think I'll try it on one while keeping the TRCs on the other and see how they compare. I'm not convinced that a comms-net will benefit me as much as a repair crew. I haven't really lacked for tokens where I need them, and haven't (yet) felt constrained by having to activate repair crews at the right time. However two repair crews are probably more than I need. I told a friend about this list today and he was disappointed (from a thematic viewpoint) to see an ISD with no TIE fighters. I can swap one flotilla for 4 TIE fighter squadrons, losing an activation but gaining a deployment and some options when I face a small fighter/bomber force. Also it looks more Star Wars and I can show off my painted TIEs. Thrindal, I think you're right about the ECMs. I had a bad experience when I flew two ISDs without them and might have over-reacted in this list. Giving Tua the boot opens space for a strategic adviser and frees up a few points to replace Sovereign's QBTs with H9s. People love to block an ISD with a flotilla and what this fleet lacks is a reliable source of accuracies. Frankly, whenever QBTs give me a blue dice I'm hoping it will come up accuracy so I see this as a straight upgrade. With all that in mind I've created this: The Token Doctrine: TIE edition Faction: Galactic Empire Points: 397/400 Commander: Grand Moff Tarkin Assault Objective: Opening Salvo Defense Objective: Contested Outpost Navigation Objective: Dangerous Territory [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Sovereign ( 4 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - X17 Turbolasers ( 6 points) - H9 Turbolasers ( 8 points) - Intensify Firepower! ( 6 points) = 185 total ship cost Arquitens-class Command Cruiser (59 points) - Engine Techs ( 8 points) - Quad Battery Turrets ( 5 points) = 72 total ship cost Arquitens-class Command Cruiser (59 points) - Captain Needa ( 2 points) - Engine Techs ( 8 points) - Turbolaser Reroute Circuits ( 7 points) = 76 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost 4 TIE Fighter Squadrons ( 32 points) = 32 total squadron cost
×
×
  • Create New...