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panzerdaddy

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  1. Hi All, Trying out Joe Diamond for the first time and wondering the application of his special action. Action: Choose Ally, Service, or Weapon. Then discard 1 Asset from the reserve and replace it with 1 random Asset from the deck that has the chosen trait. Does this mean Joe can choose whichever Ally, Service or Weapon assets from the Asset deck? And followed by discarding 1 asset from the reserve and replacing the card with a random Asset? Is that the correct flow of play for his actions as my group think this is an overpowered ability. Hope somebody can clear up my confusion here on Joe Diamond.
  2. ++Intercepted Imperial Fleet transmission++ Imperial Intelligence has received Rebel fleet communications of a rendezvous between a Rebel transport convoy and a smuggling freighter in the Dubrillion sector. Intel has strong information that the Rebels may have information of their new headquarters since they fled Yavin. Imperial Fleet has approved a strike force to jump on captured coordinates found on an abandoned Rebel transport in Sierra system. The Rebels will not know what hit them when we jumped in their midst. Good Hunting and eliminate the Rebel scum! **Fleet transmission from Fleet Command** The disinformation mission from our commandos were successful and the Imperials had accepted the data as genuine data. Admiral Ackbar has approved of a fleet section to be detached to launch a suprise attack. Intercepted transmissions suggest a light strike force. Good Luck and May the Force be with you. The 7th Republican Navy Section was released for strike mission and assisted by elements of Stafighter Command. We enlisted the service of a Corellian privateer, Hans Solo, to continue trasmitting the Trojan communication to bait the Imperials onto the coordinates. The 7th RNS consist of the following ships MC80 Unity One AF Laughing Wally CCA Blitz Betty Star fighter Command released A-Wing 109 Sqdn Green Griffin's A-Wing 190 Sqdn Red Wasps A-Wing 110 Sqdn Yellow Hornets A-Wing 210 Sqdn Blue Lightnings The Imperial fleet jumped from hyperspace and their strength was bigger than we expected. But they did not send any probes or scouts before jumping in. But they had assembled a heavy strike force that consist of : 1 x ISD 1 x VSD 1 x GSD 1 x Raider We spotted 3 squadrons as well which includes mercenary firespray bomber squadron. MC80 Unity One proceeded to go on battle stations as AF Laughing Wally is jumping to ambush the Imperial fleet from behind. Blitz Betty went on full speed to go past the ISD frontal firepower. The Imperial fleet move on a broad front. Long range fire was exchanged between both fleets which had negligible damage. The Raider suffered a broadside fire from Unity One and proceeded to weave out of its broadsides. Laughing Wally finally jumped behind the Imperial force and was able to get some good hits on the ISD and GSD. But the situation was grim as the GSD opened up their short range batteries, multiple hull breaches on Laughing Wally caused the captain to divert more crew to repair the damages. It was a matter of another heavy fire would have surely made this mission their last. Blitz Betty tied up the GSD and merc squadron away from the main battle. Captain Stephen was crucial in broadcasting insulting taunts over the open communication channels to provoke the Imperials to press their attacks. The A-wings were able to gain starfighter superiority for the loss of Captain Nihel's squadron Blue Lightnings. The smuggler Hans Solo was shot off several times at the ISD but with little effect. The ISD set a course and jumped into hyperspace with multiple hull hits and close hull analysis suggested heavy damage to several sections. The other Imperials seems to take the cue for retreat as they jumped out the sector. Fleet command estimated that AF Laughing Wally will take several weeks at the Koma Dockyards to repair its damage. We were told her captain was badly injured but managed to save the ship due to her tireless damage control crew. Fleet Command deemed this action as a Republican Navy victory. Admiral Ackbar is encouraged with the results and clamor for more capital ship engagements victories to generate more support from the neutral Outer Rims sectors.
  3. Good review of the fleet build. Concur on your points. Unfortunately when I was checking the fleet points, I will need to use a MC80 command cruiser instead of the assault cruiser if I need the 4 x A-wings. Here's the updated list. The list below has 4 squadrons which I felt is below the standard 5 squadrons builds I usually play with. 7th Republican Navy "Lions of Corellia" Section Faction: Rebel Alliance Points: 393/400 Commander: Admiral Ackbar Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] MC80 Assault Cruiser (114 points) - Admiral Ackbar ( 38 points) - Home One ( 7 points) - Engine Techs ( 8 points) - Electronic Countermeasures ( 7 points) - XI7 Turbolasers ( 6 points) Assault Frigate Mark II A (81 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - XI7 Turbolasers ( 6 points) CR90 Corvette A (44 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) 3 A-Wing Squadrons ( 33 points) 1 Han Solo ( 26 points) Fleet created with Armada Warlords
  4. Any comments to the build? Welcome any tips to play this build as well. ☺
  5. Hi Guys, Building a fleet to play in my store tournament. Was building a fleet to: 1. Flexible to manage most missions. 2. Enough ship activations to provide sufficient tactical movements. 3. Flexible squadron build to engage other squadrons or else anti-ship. Comments are welcome. 7th Republican Navy Section Faction: Rebel Alliance Points: 396/400 Commander: Admiral Ackbar Assault Objective: Most Wanted Defense Objective: Fire Lanes Navigation Objective: Intel Sweep [ flagship ] MC80 Assault Cruiser (114 points) - Admiral Ackbar ( 38 points) - Home One ( 7 points) - Engine Techs ( 8 points) - Electronic Countermeasures ( 7 points) - Heavy Turbolaser Turrets ( 6 points) Assault Frigate Mark II A (81 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Heavy Turbolaser Turrets ( 6 points) CR90 Corvette B (39 points) - Jainas Light ( 2 points) 2 X-Wing Squadrons ( 26 points) 2 Scurrg H-6 Bombers ( 32 points) 1 Tycho Celchu ( 16 points) Fleet created with Armada Warlords
  6. Thanks Blaklanner! Appreciate the comments
  7. Redundant shields wouldn't matter when you get a blast from an ISD. Better points spent elsewhere. My 2 cents.
  8. Hi Guys, Any tips or guidance on how effective is a 2 x MC80 builds out there? Prepping up my list for an upcoming tournament.
  9. Kamikaze Corvette build...that would spoil any sane minded Imperial player.
  10. Tried to use this list against a Imperial list of: 1. 1 x ISD 2 w. Motti 2. 1 x GSD Demolisher 3. 1 x Raider 4. Squadrons - 2 × Adv TIE 1 x TIE 1 x Sontur Fel 1 x Major Rhymer 2 x TIE Bomber Totally owned my in one game. His Demolisher just blocked my MC80 and I can't clear the GSD. Then his ISD just hammered me to death. In both games the MC30s can't bring down the ISD fast enough. May kill the raider or GSD and he was wise to move around the black dice range. Just sharing.
  11. Hi All, I had been playing Imperial for my FLGS for a campaign. Now with the campaign winding down, I wish to try out a Rebel build. I have the following and I wish to know of a viable Rebel build @ 400 points. A. Core Set B. 2 x Assault Frigates C. 2 x Neb B frigates D. 6 x CR90 corvettes E. 2 x Rebel Squadrons Sets Suggestions and tried/tested fleet builds are welcome.
  12. Provided this list doesn't have to fight a squadron heavy lost, it should do fine... http://armada.fabpsb.net/permalink.php?sq=e5e5f12e1e1c6e0a2a8a10
  13. Thank you. Fair comment. what would be the change recommended if I want to bring such a list to a tournament?
  14. Hi All, I'm experimenting a non squadron fleet list. Using 1 x VSD and 2 x GSD combo. Link as below. http://armada.fabpsb.net/permalink.php?sq=e1c1o1n2f2e5o5n1f12e5o5n1f13e0a4a5a11
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