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Everything posted by Cuthawolf

  1. This is my first draft of the list. My thought on the Tractor Beam is that it can muck up an attack strategy, particularly a multi-ship strat, by slowing it and forcing them apart. A second thought for that offensive upgrade slot was actually Advanced Transponders, then trading the Gozanti's out for 4 Decimators. They don't need activating, and with A.Transponders, can hold a fighter ball for a decent chunk of time with 8 hull each. First time SSD Author: Cuthawolf Faction: Galactic Empire Points: 383/400 Commander: Admiral Piett Assault Objective: Targeting Beacons Defense Objective: Asteroid Tactics Navigation Objective: Solar Corona [ flagship ] Star Dreadnought Assault Prototype (250 points) - Admiral Piett ( 22 points) - Ravager ( 4 points) - Emperor Palpatine ( 3 points) - Damage Control Officer ( 5 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) - H9 Turbolasers ( 8 points) - Quad Turbolaser Cannons ( 10 points) - Leading Shots ( 4 points) - SW-7 Ion Batteries ( 5 points) = 331 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost Gozanti-class Cruisers (23 points) - Repair Crews ( 4 points) = 27 total ship cost = 0 total squadron cost
  2. Thanks for all the advice, I really appreciate it. I know what list he's going to be fielding, but I'm trying to build a list that would function in a tournament instead of just against him, and I think these tips are going to help a lot.
  3. **** that is a withering amount of fire. You don't find the lack of squadrons hurts?
  4. So a friend of mine is going to a Tournament near here and I've been helping out a (very) small amount by playing lists he thinks he might face. One of the things he wants to play against is a Super Star Destroyer but there's a small hitch here: I'm a primarily Rebel player and I've never fielded an SSD before. So there's no way I'm going to field it as well as someone who's had one since release. So here I am, asking for advice, and with a few questions about Huge Ships. 1) I assume things that refer to 'Large Ship Only' don't work on a Huge ship. So stuff like Hardened Bulkheads and Governor Pryce don't work because they don't say "Large and Larger ships". Actually I think that was my only specific question. Mostly I just want advice on how best to fly one, and which upgrades are good value. Emperor Palpatine seems like a no-brainer as an officer slot since it's going to get shot a lot, but I also figure the combo of Captain Needa and Iden Versio is probably not as good as I think it is 😛
  5. It's funny, but Kushiel and I have many times had the discussion we thought relay should have always worked the way it does now. Kinda cool to see that come to fruition I like that it plays better with the Boosted Comm upgrade now, so you might see that upgrade again. Also makes Centicore a little cooler, since it's more of a unique effect it can pull off. Condolences to those who bought three Flotillas though, it sucks to lose money. If you bought four or more...better I leave that unsaid.
  6. I put this together for an emphasis on Squadrons. I find Decimators, Defenders and Phantoms can run down and murder things like CR90s. CC Test #2 Author: Cuthawolf Faction: Galactic Empire Points: 400/400 Commander: Darth Vader Assault Objective: Most Wanted Defense Objective: Jamming Barrier Navigation Objective: Superior Positions [ flagship ] Imperial II-Class Star Destroyer (120 points) - Darth Vader ( 36 points) - Gunnery Team ( 7 points) = 163 total ship cost Victory I-Class Star Destroyer (73 points) = 73 total ship cost Gozanti-class Assault Carriers (28 points) - Comms Net ( 2 points) = 30 total ship cost 1 Morna Kee ( 27 points) 1 VT-49 Decimator ( 22 points) 2 TIE Defender Squadrons ( 32 points) 2 TIE Phantom Squadrons ( 28 points) 1 Tempest Squadron ( 13 points) 1 JumpMaster 5000 ( 12 points)
  7. The Grand Admiral is JJ with an eye towards search and destroy, the second player is thinking Konstantin with Interdictor. I'm eyeing up Screed for the guranteed crits, but with Mon Mothma almost certain to be in the opposition I'm not sure it's worth it.
  8. So totally the opposite to how things began in my local meta, there are now more rebel players than Imperials, which means for an upcoming CC game I've chosen to be Imperial on my three person team. The problem would be that I have never played Imperials before at all except with the Core Set, and two of our rebel opponents have already stated they'll be using TRC90s. So I could really use some advice on fleet building. I have essentially access to all the Imperial minis thanks to a collector friend so my options are pretty wide. What should I start with? I mean, I want to play with an ISD because I never have before. I've also been thinking about using Raider IIs with MS1 Ion cannons to lock down TRCs (and maybe some ECM as the game wears on), and possibly picking up an Imperial Fighter Pack 2 of my own to have TIE Defenders and Decimators to field. Anyway, please, advise me. What is a good fleet to begin with for an Imperial beginner (But Rebel vet) for Corellian Conflict?
  9. I realize this question seems dumb, but it is arising from this combination: Obsidian Scalemail says "You may perform only 1 -> Skill or Ability per turn" Spirited Scythe say: "-> You may perform an attack targeting each monster adjacent to you. Each monster rolls defense dice separately. Each monster that suffers at least 1 <3 is bleeding." Could you attack twice with the Scythes text since it is an attack? Or is the text an ability? Is an ability only what's written on a character card? As a group we have agreed the spirit of the OSM card seems to indicate only one of those arrows, but we'd like to put it to bed one way or the other. Which is a long way of asking: What, exactly, is an ability?
  10. Probably neither for me. Been slowly moving away from Armada for a while now thanks to a variety of factors, but Legion just triggers massive Star Wars fatigue in me. Plus the ground battles in Star Wars never seemed super interesting to me, so I don't see much reason to jump in.
  11. Oh I don't actually think people flying it are bad, it was just an addition for the purpose of the joke. I have a lot of respect for people that can fly the ship well, I have just come to hate it.
  12. I just find no matter what role I use it in, it attracts fire like nothing else because it's so easy to kill. Like the **** thing is so dense it sucks every passing attack into its stupid face. (Well, stupid sides)
  13. Thanks guys, I appreciate all the feedback, especially with a question that's as vague and subject to taste as the one I asked. I'm on a fixed income, only about $40CAN or so a month to spend on extras, but I'm not opposed to saving up for the bigger ISDs and such. As for what fleets I enjoy flying...honestly I'm not sure anymore. I find the squadron game intensely frustrating but that may be individual ham-handedness with rebel squadrons. My favorite rebel ships are the MC30c and AF2 while my least favorites are the Neb-B (I'm the guy who called it a garbage ship for garbage people) and the Pelta, if that helps at all.
  14. So I'm not a new player, but I'm thinking of trying my hand at flying Imperial ships. I have the Core Set, Arquitens and Rogues and Villains sets as it pertains to Imperial ships/squadrons. Rebel wise (for upgrade cards) I have CR90, Neb-B, MC-30c, MC80, MC80 Liberty and Rebel Fighter Pack 1 and 2. What expansion pack would you consider essential for a starting Imperial player in my position? I'm leaning either ISD or waiting for the Chimera Re-Paint since that gets me more fighters and intensify forward firepower (whatever it ends up doing). Thoughts?
  15. Funny, I'm on the cusp of hanging up my admirals cap. I am glad to see so many people still having fun with it though, that's always nice to see
  16. Big fan of all of these changes except the Rhymer nerf. Even as a Rebel player it seems needlessly harsh? Note: I'm not good at foresight, so maybe the horror of an Admiral Sloane/Major Rhymer marriage hasn't hit me yet.
  17. That he can turn one horror face down, or discard a facedown horror when he interacts with a person. I assumed that meant he could heal people when he interacted with NPCs, but there's enough uncertainty I wanted to check.
  18. Pretty much what the title says. Can Bob use his ability to heal other investigators? Or just himself?
  19. I'm normally the kind of player that prizes sportsmanship and "ethics" in tabletop gaming, but I think in this case your friend has to temper his expectations to the environment you're all playing in. When I'm playing casually I don't feel bad for calling out a player for a **** move, but that changes a lot in a tournament environment and I think it has to change in the campaign as well. One-off, casual games encourage you to play around and maybe jump in when you shouldn't but, as has been pointed out, the campaign has emphasis on the LONG game that can encourage defensive or evasive behavior over your usual style. Plus it's not just a game about big ships slugging it out, no matter what some people think. It's a game about fleet warfare, and sometimes that warfare means playing it safe so that you can win the overall war. My two cents.
  20. Some very cool ideas in here I think I'm gonna have to try. Thanks for all the feedback folks
  21. Of the three commands, this is the one that appeals to me the most. I think I've been avoiding it because I've been trying Madine more and he relies on using navigate commands (mostly) but it may be time to try somebody else out and see about some entrapping.
  22. For the builds I've been using, I don't find the fleet upgrades all that interesting/exciting/useful. The Command Variant has a strong squadron value, but so does the AFA2B, which is more expensive but faster, harder hitting and more survivable. I had thought the Pelta assault might be able to pull off the Flechette/OrdExperts/Black Dice combo, but it crucially lacks the weapon teams slot. So...help me out here. I expect the answer is going to be primarily: Fleet Commands and no other reason. And also you don't like fleet commands and are thus, in fact, a dullard of the highest calibur...but even if that's the case I welcome insight outside my own.
  23. KushielRDF did this with my brother and it worked quite well. My bro played the learning scenario with me, then a 1 upgrade per ship game with Kush and by then was familiar enough to play quite well in his next game. I can totally see why people get overwhelmed, but it is made much easier with a slower easing in period.
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