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  1. A slight variation that might get a bigger bang out of your buck. Torpedo boats like having initiative... MC75 Ordnance Cruiser (100) • Electronic Countermeasures (7) = 107 Points Hammerhead Torpedo Corvette (36) • External Racks (3) = 39 Points CR90 Corvette A (44) = 44 Points Squadrons: = 0 Points Total Points: 190 Custom commander goes on the 75 or the cr-90. Is a 10 point bid aggressive enough?
  2. I did not notice that, guess I need to change some stuff around, I would probably keep the strategic adviser and get more squadrons with rogue.
  3. Scout Hammerheads are VERY situational, I would either drop them for torpedo Hammerheads(w/external racks), or drop 1 z-95 to upgrade them to cr-90A's Is the pelta worth it without a fleet command? maybe the reduced price of the torpedo hammerheads would allow upgrading the pelta to an assault frigate? A list I plan on trying would be Name: Task Force M Faction: Rebel Commander: Assault: Defense: Navigation: MC75 Ordnance Cruiser (100) • Strategic Adviser (4) • Electronic Countermeasures (7) • External Racks (3) = 114 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points Squadrons: • Han Solo (26) = 26 Points Total Points: 191 Do you think a 9 point bid is enough to have initiative? if not I would swap Han Solo for Dash Rengar or Mart Mattin. Ideally with initiative bid I might be able to first/last someone with my MC75 with 5 black, 2 blue out the front...bonus points if i can double arc it.
  4. why do you say mc-75 cant do more than an ISD? Mc-75 expanded launcher external racks ordinance experts 5 black 2blue front, 3 red 2 black side add the external rack most likely to side attack while the MC-30 can put out more damage from it's side arc, it also is a lot more likely to die before making it's attack, while I can see the mc 75 surviving a bit even if you dont manage to dodge that many arcs, then again in a 400 point list the SSD will take up basically all the imperial player's points..... I guess MC-30 works if you are confident that you can navigate your ship into black dice range without it dying on the way in, but the 75 will survive while I expect a MC-30 to die the turn after it attacks as you will probably still be in the SSD's side arc after your move. I may need to try a MC-30 against a SSD tho as the damage is really high even if it is a one hit wonder.
  5. In a 400 point game if he uses the SSD he will have a severe activation disadvantage, maybe an ordinance MC-75 can punch a good hole if you have a big enough initiative bid to first-last with it? First-last meaning you activate your MC-75 last to get it into torpedo range, and then activate it first to fire before the enemy moves any ships and to hopefully be able to move out of their ideal range.
  6. I think that is too cheap for the starhawk(as much as I wish it were that cheap) the Starhawk has the same firepower as a ISD, and a lot more shields, its side shields are the same strength as the ISD's front. OSD will definitely not be cheaper than an Interdictor, it is much more threatening as it is the only weapon with a special range.
  7. Starhawk Onager What do you expect the point costs will be? Starhawk shields- F————/S————/R———— 6 shield /4 shield /2 shield? Starhawk dice- R=red B=blue b=black 4R 2B 2b /2R 2B 1b /??? my guess is this will be a little more than an ISD as it is basically a rebel ISD with more shields, and I doubt the hull value will be less than an ISD so maybe 130-140? Onager shields- F————/S————/R———— 5 shield /2 shield /1 shield? Onager dice- R=red B=blue b=black 2R 2B 1b / 3R 1b /??? Kyber Cannon-3R 2B 2b Now I read somewhere it can turn at speed 0, not sure if confirmed, but speculation on these forums feels the cannon will get all its dice at its maximum range regardless of dice color, I also agree as it would be pointless to have a front arc profile otherwise. My guess is since this seems extremely fragile from the side and rear, yet is still a large base, it will might be 90 as it is a unique specialist like the Interdictor. What are your thoughts on these two? I hope the starhawk is cheap enough to run a list at 400
  8. The Arquitens has a better firing arc for its best attack arc, in addition, a broadsider has an easier time staying at long range compared to a front arc ship. Personally the Arquitens feels fine as long as you make sure something other than a flotilla or Quasar is closer to the enemy, as all imperial ships are pretty dangerous up close, Imps have almost nothing that is pure red dice unlike Rebels. Since the neb's best firing arc is so small, and the front, its very likely the enemy will get a side arc shot eventually as you cannot prevent yourself from closing with the enemy. This is the main reason why I would only run 1 neb if I decided to run one, if you only have 1 Neb you can have it slow roll in from behind your other forces and the enemy has to choose between attacking ships in blue dice or black dice range, or continue focusing on the Neb.(it gets even better if you are running torpedo boats like mc-30's, torpedo hammerheads, or the ordinance mc-75, as their potential damage cannot be ignored.)
  9. Nebs biggest weakspot also happens to be their largest arc, and that arc has the same firepower as a cr-90A so you can’t even punish someone in that arc. Because of it’s side arc being so large, I wouldn’t bring more than 1 neb. The pelta feels better to me than the neb, but I wouldn’t run more than 1 pelta. all the fleet commands except shields to maximum(stm) are good, stm gives 1 shield to everything, but anyone who has played a few tabletop games knows to focus fire. - I did have some luck with shields to maximum in a fleet with hammerheads running task force Antilles title(it lets one hammerhead take damage for another hammerhead) with that title i forced damage to be spread among my hammerheads making them fairly durable for their cost, and getting much more value out of stm.
  10. I mean he wanted 1 of each ship..........btw if thats a video, its a sin to not leave a link.
  11. To hit things from a different perspective I played X-wing and have recently started armada. You could be a completionist and just focus on flying ace lists, as most ace lists don’t run multiple of the same ship. I think the only factions where you would need duplicates to have a chance would be seperatist, republic, or maybe first order. -Rebels are popular lately with a U-wing with Leia, and 3 aces from x/y/b/z wing platforms. -Scum really only work with aces atm, kinda in a bad place atm, lots of scum ships only work well with unique titles so less duplicates required. -Empire does really well with aces. -Resistance is an ace faction, less numbers bc the ships are flat better. -First order would probably want a duplicate of the tie/sf, but otherwise 1 of each should be fine.
  12. Do you think they are done making huge ships? I didn’t expect FO, separatist, resistance, and republic to all use existing models....c-roc for seperatist makes no sense as the seperatists used gozanti. I feel like this release was a chance to make a new epic for republic(consular cruiser) and a new epic for separatist(trident class assault ship) to make them really stand out rather than having everyone reuse existing models. Fo and resistance reusing existing models made sense, but clone wars tech is much older designs.
  13. 1- I cant find many rerolls in Rebels, all I can think of is running a Pelta with Intensify Firepower, or the Caitken and Shollan weapons-team. 2 I thought that QLT would only be useful if it's on the whole fleet as my opponent can just go after whatever ships don't have them. Running Tycho & Shara, would probably be better anti squadron, but my fleet would have to be in 1 big group to make use of them. 3 Keep in mind, my plan was whichever force seems to draw the majority of the enemy will play defensively and kinda do a slow retreat before heading towards the other half of my list, alternatively if the objective is one with multiple objectives, my opponent is forced to split forces or hard push toward 1 objective. 3A The MC-75 has TERRIBLE defense tokens, and thats why I am keeping the repair crew transport with him. Do you think ECM would be better than the redundant shields? command 3 is quite rough if your shields get blasted off unexpectedly. 3B The MC-80 is slow, but I had figured that it would be ok if it had 1 of the Hammerheads supporting it, as the Hammerhead would prevent any mobile flankers from hugging it's rear arc, and the MC-80 + hammerhead is 6 red dice(7 if I double arc the mc-80) and the Hammerhead will probably do firepower command spam after it gets a navigate token so probably 8 red dice while at long range? 3C BTW i was planning on having the big ships pointed diagonally toward my opponent's edge so I can close while presenting a broadside, the Hammerheads will be on my board edge side of their respective big ships to force shots at them to be obstructed. 4 similarly to 1, the only thing I know of to better support red dice is TRC, but nothing in my fleet can spare an evade to activate a TRC. Would I be better off dropping the Rebel transport and upgrading everything with the points difference? just not sure how great 4 activations is.
  14. The defender is still a little expensive, it keeps coming down to the fact that you can get a firepower 3 and a firepower 2 ship for the price of a defender, It's tied with the Rebel falcon for 2nd most expensive ship in the game. You MIGHT be able to have a somewhat good list with Rexler, but the rest of the Defenders are far too expensive. Maybe something like Rexler, Soontir, Marek Steele? It would give you something durable for a Aces list. Maybe something like this? Rexler Brath (81) Outmaneuver (6) Ship total: 87 Half Points: 44 Threshold: 4 Soontir Fel (53) Predator (2) Ship total: 55 Half Points: 28 Threshold: 2 Maarek Stele (46) Marksmanship (1) Fire-Control System (2) Ship total: 49 Half Points: 25 Threshold: 3 Total: 191 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z196X126WWWY179X127WWY174X125W113WW&sn=Make Defenders great again!&obs=
  15. The thought process was to have 2 big ships thin on upgrades to fit in a surprising amount of activations, it led me to thinking having a fleet that can break off into two battle-groups might be fun, I would probably have 1 hammerhead follow alongside each large ship, and the rebel transport would stay near the mc-75 as I feel it is a little squishier than the mc-80 because of its defense tokens. I have a few questions. 1: is an 11 point bid reasonable? it seems to be bigger than most of the lists I see on here. 2: I imagine quad laser turret only works if you have it on your whole fleet, is it worth it? I didn't have many points to fit squadrons If I wanted to try a bid. 3: What are the biggest weaknesses you can see with this list? My thought would be to split my forces during setup, and force my opponent to split his forces or focus on one side of the board, whichever one of my forces is facing the majority of his list will be defensive and try to waste his time while I can focus on objectives with my other force, of course this plan would depend on what the objective is. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Name: Now Thats a fleet! Faction: Rebel Commander: General Dodonna Assault: Targeting Beacons Defense: Fire Lanes Navigation: Salvage Run MC80 Command Cruiser (106) • General Dodonna (20) • Quad Laser Turrets (5) • Redundant Shields (8) = 139 Points MC75 Armored Cruiser (104) • Quad Laser Turrets (5) • Redundant Shields (8) = 117 Points Hammerhead Scout Corvette (41) • Quad Laser Turrets (5) • Slaved Turrets (6) = 52 Points Hammerhead Scout Corvette (41) • Quad Laser Turrets (5) • Slaved Turrets (6) = 52 Points GR-75 Medium Transports (18) • Repair Crews (4) • Quad Laser Turrets (5) • Bright Hope (2) = 29 Points Squadrons: = 0 Points Total Points: 389
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