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Axelius

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Everything posted by Axelius

  1. A Victory I with Assault proton Torpedoes and Tractor Beams go for one point cheaper than a VSD II. It has some board control as it can slow down those pesky rebels ships and force them to stay in range (especially when deployed en masse) and has a really fearsome close range punch. And all it loses is an inch and a half of range (which seldom is a problem if you dedicate your victory to go for the throat) and get fewer accuracies. Unless you're trying to do something with Ion cannons (of which there are few really good ones IMO) you're better off with a VSD I.
  2. I congratulate my opponent whenever he kills a tie. "Gratz! 8 points for you!"
  3. They worked out pretty well, only got to use them on my opponent's Ackbar AF, but it made me able to force him down from Speed 3 to 1, sending his course into a debris field he would have otherwise bypassed and kept him in the firing zone of a victory for another turn. Leia-on-a-stick died due to Gladiator before she got in range of the tractor beams and Yavaris never went faster than Speed 1 anyway. His 4th Corvette was mis-deployed and never saw any battle.
  4. As I play exclusively friendly games at the moment and we don't have access to any ISDs or MC80s, that is not a concern at the moment. Once Wave 2 is out in stores, things will change (we allow proxied upgrades, not models). The superior positions was what we played in the game today, and while I'll probably remove it (not sure of what yet) it worked out for this time. My opponent got 6 tokens, I got 2, giving him +60pts, but I got most of his fleet and only lost the Gladiator and the three Ties, so I ended up on top. While he got the advantage in objective points, being able to deploy after was advantageous.
  5. Working with what I've got for a game today. Perhaps, Vader is 10pts more expensive though and I'd like to keep my redirects on the VSDs. And while Vader could ensure a higher damage output, Screed makes me guaranteed to proc the APTs. And I disagree with the Etechs, they make me able to do a 90 degree turn at speed 2-4, compared to a 45 degree turn at speed 1-3. Do I need them? No. Are they useful? Yes. Changed my list around slightly to the following: (397 of 400 pts) Flagship: (110 pts) Victory I-Class Star Destroyer(73 pts) Admiral Screed (26 pts) Phylon Q7 Tractor Beams (6 pts) Assault Proton Torpedoes (5 pts) Fleet Ship 1: (84 pts) Victory I-Class Star Destroyer(73 pts) Phylon Q7 Tractor Beams (6 pts) Assault Proton Torpedoes (5 pts) Fleet Ship 2: (84 pts) Victory I-Class Star Destroyer(73 pts) Phylon Q7 Tractor Beams (6 pts) Assault Proton Torpedoes (5 pts) Fleet Ship 3: (79 pts) Gladiator I-Class Star Destroyer(56 pts) Demolisher (10 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts) Squadrons (40 of 133 pts): 1x Howlrunner Tie Fighter Squadron (16 pts) 3x Tie Fighter Squadron (24 pts) Objectives: Advanced Gunnery Contested Outpost Superior Positions Essentially, I just cut a Tie and added APT on the Gladiator. I didn't want to remove a tractor beam, as I still need to be in range for the tractor beam to work and I expect that I might want to use it at more than one target at once.
  6. Yes, it is more of a lore related issue, and I know that it should (in certain terms of capability) be more compared to the MC 80 (which it is closer in size to), but I'm also of the opinion that it can still be balanced to an ISD without being its equal, partly by being cheaper, excelling at another role (in the Venator's role, likely Carrier) or other stuff, things that I have so far seen a lot of in your work. It's not so much a condemnation of the stats, just an opinion that maybe it shouldn't be so firepower focused.
  7. So, somewhat inspired by a list I read earlier here, I've decided to make a Victory I based list to try out the APT. (400 of 400 pts) Flagship: (110 pts) Victory I-Class Star Destroyer(73 pts) Admiral Screed (26 pts) Phylon Q7 Tractor Beams (6 pts) Assault Proton Torpedoes (5 pts) Fleet Ship 1: (84 pts) Victory I-Class Star Destroyer(73 pts) Phylon Q7 Tractor Beams (6 pts) Assault Proton Torpedoes (5 pts) Fleet Ship 2: (84 pts) Victory I-Class Star Destroyer(73 pts) Phylon Q7 Tractor Beams (6 pts) Assault Proton Torpedoes (5 pts) Fleet Ship 3: (74 pts) Gladiator I-Class Star Destroyer(56 pts) Demolisher (10 pts) Engine Techs (8 pts) Squadrons (48 of 134 pts): 1x Howlrunner Tie Fighter Squadron (16 pts) 4x Tie Fighter Squadron (32 pts) Objectives: Advanced Gunnery Contested Outpost Superior Positions Currently my question is, should I remove one of the Ties and add APT to the Gladiator? Or just move APT from one of the Victories (most likely Screed self, since he'll be in the safest position) to the Gladiator?
  8. When you have killed your enemy's Most Wanted Flagship and suffered only minor shield damage, don't fly after his remaining Corvette into the field of obstacles with your Most Wanted Flagship.
  9. Bumping my post as it took 2 days to get through approval.
  10. Mon Calamari live in water, so they can't have shower thoughts.
  11. Popping in to say that I love the work done in here, been considering trying to sneak in getting a Venator or two as soon as I have some more spare cash. That said, I think the Venator's armament is getting a bit out of hand. Compared to an Imperial II it has the same amount of dice in the front zones, granted, with more of a focus on the sides and shorter range due to black dice, but I think it still has a point in pointing out. The Imperial is supposed to be covered in turbo laser batteries and supplemented with a number of turrets, while the Venator had a much smaller amount and primarily in side facing turrets.
  12. Yavaris with Raymus may be good, but not alone and with minimal fighter support. Ackbar Broadsides are Fun. Gunnery teams aren't effective if you only have one applicable target. Everything can die in one round with enough firepower on it, this especially includes your Objectived flagship.
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