Jump to content

Englishpete

Members
  • Content Count

    2,977
  • Joined

  • Last visited

Everything posted by Englishpete

  1. Things like Decimators, VCX-100's and YT-1300's become very effective at bogging down squads that would otherwise be attacking your ships even with them around.
  2. I like the general direction you are taking and if you are hunting Starhawks and not facing other lists I think you will do OK.The secret to taking down a Starhawk is being able to overwhelm it's defense tokens and then inflict massive damage. The ISD-I has a build that is made for this. Imperial I Class Star Destroyer Avenger, Boarding Troopers, Expanded Hangar Bay, Leading Shots, Spinal Armaments. You can use Brunson or Tua/ECM's as a defensive set up. With Romodi, that is 5 red dice from the front arc at long range (six with a CF), which is not to shabby. More importantly though, you can negate 5 defense tokens with Avenger/BT's/Expanded Hangar Bay as EHB's increase your squadron value by one. That means that on the strike, you will get 3 Black, 2 blue, 4-6 red all of which will face zero defense tokens, maybe a Salvo and that will blast a hole even in a Starhawk, plus you'll be double arcing to add a few more hits. If you pair that with a Krennic Cymoon or a Onager, you can start and punish that Starhawk early and badly. If you add a Gozanti Assault craft with Tua/ECM's, Suppressor and Slicer tools you have a ship to shoot through, that is an absolute nightmare to kill and will take out a defense token and mess up the SH command dials.
  3. I have found that the AF with the Twins and an Intel Officer and Xi-7's will make damage stick. With Ackbar and a CF that is 6 red dice, all re-rollable, practically negates the redirect token and can have the brace tossed after one use.
  4. I played the MKII for the first time this weekend along side an AFII-B and GR75 all supported by Shara and 3 A-wings. The Hawk is an absolute beast both for tanking and brawling. It weathered shots from Rakehell, VSD-II Harrow and Needa/TRC Kitten, all under Romodi for 3 turns, taking out Harrow and the Kitten before dying. Now I know what it can do and how to better fly and support it I am pretty sure this is going to be a staple on tables for a while.
  5. To be clear, range is still measured from ship to ship. The token only affects which dice can be included in the attack. This is incorrect. Range is measured from the ignition token for an ignition attack. LoS and arc are measured from the ship. Using the ignition weapon determines which dice are placed in the attack pool using the range ruler as normal with it's start point touching the ignition token. This is the concept of extreme range.
  6. Overall, the system is fair enough. It may be improved if 1st tie-breaker was games won, then MoV second as oppose to it being the other way around right now.
  7. You measure LoS and arc from the ship. You measure range from the ignition token.
  8. 'My concern is that just dividing the scoring ranges in half makes objectives, specifically those like Station Assault and Contested Outpost, a little too powerful.' you halve objective rewards points as well. It was either FAQ'd or posted by the FFG folks, but I can't remember where.
  9. Question: How is tournament scoring calculated for a Task Force Tournament? all you need to do is divide the lower and upper points value of each scoring range by 2 for 200 point games.
  10. With 2 Starhawks use bombers. Firesprays will have a field day. flank one of them so the others shots are obstructed and go to town. A bomber command gozanti just adds to the fun.
  11. Mine lists left pretty badly due to an incorrectly assembled peg slot.
  12. Magnite's work at the end of your activation, you can't use the token to speed back up to 1 until your next activation, so you will be at zero and so will your opponent. If they activate first next round it's not good news.... Magnites are better used in conjunction with something else that slows your opponents ships or something that gives Raid tokens to hold a ship next to you so it can't escape.
  13. Squadrons:• Nym (21)• Dutch Vander (16)• Wedge Antilles (19)• Jan Ors (19)• Gold Squadron (12)= 87 Points I'd drop Nym and get Luke, he'll put crits straight under a ships shields and will pair well with Wedge in protecting Jan. I'd also drop Gold Squadron and get Nora Wexley. That will give you a solid squadron ball that can be deployed vs ships or squads. The rest of the above list is fine, but it will take some finesse to play well.
  14. Sloane's biggest weakness is the ships in the list. There are usually 2, an ISD and a Quasar. The best bet is to go hard and fast at the Quasar using a few of your squads to tie up theirs long enough for your ships to get the job done. I've seen variations with Gozantis and an ISD, in which case go hard on the ISD. Trying to win a squadron battle vs Sloane is a lost cause.
  15. I wanted to envisage a list for Agate from her early career as an officer in the Rebellion and thought this had some theme and actual fighting potential.... Faction: Rebel Alliance Points: 397/400 Commander: Kyrsta Agate (com) Assault Objective: Surprise Attack Defense Objective: Hyperspace Assault Navigation Objective: Infested Fields GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Raymus Antilles ( 7 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 39 total ship cost [ flagship ] MC75 Ordnance Cruiser (100 points) - Kyrsta Agate (com) ( 20 points) - Damage Control Officer ( 5 points) - Ordnance Experts ( 4 points) - Expanded Hangar Bay ( 5 points) - Electronic Countermeasures ( 7 points) - Expanded Launchers ( 13 points) - External Racks ( 3 points) = 157 total ship cost Hammerhead Torpedo Corvette (36 points) - Shriv Suurgav ( 6 points) - External Racks ( 3 points) = 45 total ship cost Hammerhead Torpedo Corvette (36 points) - Garel's Honor ( 4 points) - External Racks ( 3 points) = 43 total ship cost GR-75 Medium Transports (18 points) - Leia Organa (off) ( 3 points) - Comms Net ( 2 points) = 23 total ship cost 1 Biggs Darklighter ( 19 points) 1 Norra Wexley ( 17 points) 1 Gold Squadron ( 12 points) 1 X-Wing Squadron ( 13 points) 1 Jan Ors ( 19 points) 1 Y-Wing Squadron ( 10 points) = 90 total squadron cost
  16. Overload Pulse is 'meh' at best. Change it for Leading Shots. The rerolls it gives will be in valuable. Use Xi-7's as your Turbolasers. The Ties are a preference thing, but Ciena Ree and Valen Ruder make an excellent tar pit.
  17. Agates greatest use is in obtaining a double set of brace tokens on any of the large Rebel ships. With an ECM upgrade, you will pretty much always have access to a brace (unless it is discarded) and the dual brace basically neuters an Intel Officer as well. There is also a good argument for using her on an MC-30 to gain a brace, possibly with Walex to be able to use it and discard it and then get it back. It could significantly up the survival of that little ship making it an even better strike ship.
  18. I'd drop 2 Ties and add Tua and ECM's to the Vic II and Engine Techs
  19. OK, firstly, I think you would be better to take Walex Blissex over Lando on the Starhawk, the synergy with Agate is much better. I am not a fan of the two Nebs, drop the Ashoka one and grab some more squadrons. I would look at some bombers that you could use with a Transponder Net to support your squadron vulnerable Hawk by adding hitting power vs close in ships and blocking fighters that close with you. I am still not sold on the value of the superweapon, it activates at the end of your activation, meaning you'll pretty much always want first and last activation with the Starhawk and I'm not sure yet how viable that strategy is, it telegraphs your intent pretty loudly. Enhanced Armaments isn't doing much for you either, you'd be better with Xi-7's. It's one less dice, but it'll negate redirect, which will otherwise ruin your day, especially with a brace. Finally, I'd look to upgrade to a Mk.II Starhawk as it is seemingly an all-around better platform allowing Leading shots for rerolls and Linked Laser Turrets as your turbolaser which benefits both your ship and squadron aimed attacks. Here is a list I am tinkering with as an example. The E-wings are probably not optimal, but they were New Republic fighters and so are in theme with the Starhawk. Faction: Rebel Alliance Points: 393/400 Commander: Kyrsta Agate (com) Assault Objective: Surprise Attack Defense Objective: Asteroid Tactics Navigation Objective: Infested Fields [ flagship ] Starhawk-class Battleship Mark II (150 points) - Kyrsta Agate (com) ( 20 points) - Unity ( 10 points) - Walex Blissex ( 5 points) - Strategic Adviser ( 4 points) - Local Fire Control ( 4 points) - Advanced Transponder Net ( 5 points) - Linked Turbolaser Towers ( 7 points) - Leading Shots ( 4 points) - Magnite Crystal Tractor Beam Array ( 10 points) = 219 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Adar Tallon ( 10 points) - Expanded Hangar Bay ( 5 points) - Bomber Command Center ( 8 points) = 43 total ship cost GR-75 Medium Transports (18 points) - Leia Organa (off) ( 3 points) - Comms Net ( 2 points) = 23 total ship cost 4 B-Wing Squadrons ( 56 points) 1 Corran Horn ( 22 points) 2 E-Wing Squadrons ( 30 points) = 108 total squadron cost Card view link
  20. So Krysta Agate is a shoe-in on a Starhawk, but she brings some significant resilience to the MC-75 as well. The 75 has 5 less hull, but can take ECM's. This effectively makes it immune to an Intel Officer chucking your brace if you use Agate for a second brace. Adding a DCO also makes it very resilient to crits. The following list is not infallible, but it packs a punch that might just make it fun and competitive. Faction: Rebel Alliance Points: 397/400 Commander: Kyrsta Agate (com) Assault Objective: Surprise Attack Defense Objective: Hyperspace Assault Navigation Objective: Infested Fields GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Raymus Antilles ( 7 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 39 total ship cost Nebulon-B Support Refit (51 points) - Salvation ( 7 points) - Auxiliary Shields Team ( 3 points) - XI7 Turbolasers ( 6 points) = 67 total ship cost GR-75 Medium Transports (18 points) - Leia Organa (off) ( 3 points) - Comms Net ( 2 points) = 23 total ship cost [ flagship ] MC75 Ordnance Cruiser (100 points) - Kyrsta Agate (com) ( 20 points) - Damage Control Officer ( 5 points) - Ordnance Experts ( 4 points) - Expanded Hangar Bay ( 5 points) - Electronic Countermeasures ( 7 points) - Expanded Launchers ( 13 points) - External Racks ( 3 points) = 157 total ship cost 2 Scurrg H-6 Bombers ( 32 points) 1 Nym ( 21 points) 1 Luke Skywalker ( 20 points) 1 Biggs Darklighter ( 19 points) 1 Jan Ors ( 19 points) = 111 total squadron cost
  21. MC30's have problems taking out defense tokens, so ships with Brace are good. A Damage Control Officer can also shutdown any ordnance on them. Fight fire with fire and use Gladiators. Sloane with a solid fighter compliment will also work well. (Interceptors are great for this)
  22. You need to strike fast and hard with a list like this. I would seriously consider using an ISD-I with Boarding Troopers and Avenger over the Kuat. Imperial I-Class Star Destroyer (110 points)- Avenger ( 5 points)- Emperor Palpatine (off) ( 3 points)- Boarding Troopers ( 3 points)- Expanded Hangar Bay ( 5 points)- XX-9 Turbolasers ( 5 points)- Leading Shots ( 4 points)= 135 total ship cost That will allow you to stop the use of 5 defense tokens and possibly a 6th with Palp, which is enough even for an SSD, You could drop Palp for Tua and ECM's if you like.
  23. Your best idea is to come up with a fleet that interests you and buy those expansions first and then go from there. EBay can be useful for picking up individual cards if you do not want to dive in and buy a certain expansion.
  24. I purchased the lighted version and will be starting assembly tomorrow....
×
×
  • Create New...