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Lord Vithiss

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  1. Im curious about the shields set to three on the base but with it being 2 on the cardboard.... hmmm new upgrade to boost shields maybe?
  2. I believe this rule is utterly stupid and needs to be fixed. Until it is addressed I do not plan on attending any larger events. What is the point of allowing draws anyway? I believe the blame lies on FFG, but that doesnt mean those top 8 and the TO weren't to blame as well. Each of those players should have been disqualified for collusion. If you go to a tournament you can play to win and that is fine, but the number one rule is don't be a ****!
  3. Hey guys, I'm about to pick up my third ISD and was aiming to create a list with 3 of them in it. I know this limits me to the ISD 1 variant if I want any fighters. My question is, are my token tie fighters worth it? Imperial Blockade Faction: Galactic Empire Points: 400/400 Commander: Admiral Ozzel Assault Objective: Advanced Gunnery Defense Objective: Fleet Ambush Navigation Objective: Superior Positions [ flagship ] Imperial I-Class Star Destroyer (110 points) - Admiral Ozzel ( 20 points) - Phylon Q7 Tractor Beams ( 6 points) Imperial I-Class Star Destroyer (110 points) - Phylon Q7 Tractor Beams ( 6 points) Imperial I-Class Star Destroyer (110 points) - Phylon Q7 Tractor Beams ( 6 points) 4 TIE Fighter Squadrons ( 32 points)
  4. I was messing around in the Armada Warlords builder, and I was attempting to create some new and interesting builds. I saw the redundant sheild card and thought, with a steady suppy of engineering comands and tokens you could keep healing the damage dealt to you. Effectively each of these ISD's can heal 4 shields a turn or 2 damage cards and a shield For example the list i just came up with was: Regenerating ISD's Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Minefields [ flagship ] Imperial II-Class Star Destroyer (120 points) - Grand Moff Tarkin ( 38 points) - Engineering Captain ( 6 points) - Gunnery Team ( 7 points) - Redundant Shields ( 8 points) - SW 7 Ion Batteries ( 5 points) Imperial II-Class Star Destroyer (120 points) - Engineering Captain ( 6 points) - Gunnery Team ( 7 points) - Redundant Shields ( 8 points) - SW 7 Ion Batteries ( 5 points) Raider-I Class Corvette (44 points) - Impetuous ( 4 points) 1 IG-88 ( 21 points)
  5. I would really like to give this list a try! Sadly I don't have another ISD or raider. Vader Rush Author: Lord Vithiss Faction: Galactic Empire Points: 398/400 Commander: Darth Vader Assault Objective: Advanced Gunnery Defense Objective: Fleet Ambush Navigation Objective: Dangerous Territory Imperial I-Class Star Destroyer (110 points) - Relentless ( 3 points) - Gunnery Team ( 7 points) - XI7 Turbolasers ( 6 points) - Overload Pulse ( 8 points) [ flagship ] Imperial I-Class Star Destroyer (110 points) - Darth Vader ( 36 points) - Avenger ( 5 points) - Gunnery Team ( 7 points) - XX-9 Turbolasers ( 5 points) - SW 7 Ion Batteries ( 5 points) Raider-I Class Corvette (44 points) - Instigator ( 4 points) Raider-I Class Corvette (44 points) - Impetuous ( 4 points)
  6. I feel like the defence and navigation objectives are fairly straight forward to put into a list but the assault objectives typically also benefit your opponent. I choose less precision strike because there are more and more bombers. I don't want to take advance gunnery because that gives the enemy's MC80 the gunnery teams it wants, Opening salvo is terrible for any short ranged list (gladiators, raiders etc). So that leaves most wanted, and even then your enemy has extra attack dice versus one of your ships. I would like to see more objectives introduced into this game just for a bit more variety especially a red objective that doesn't directly benefit the opponent. For example how about ​Surprise Attack - ​The second player my choose to activate 1 small or medium ship at the start of the turn before the player with the initiative, that ship cannot activate again this turn. ​(Just as an Idea).
  7. I would make the following changes Drop the Tractor beam - They work best in multiples Change the glad and raider to GSD1 and Raider 1 - You will have the mobility to get them into range and they are cheaper Swap Gunnery teams and Expanded launchers for ACM and ordinance experts - cheaper and more reliable Drop the raider title and quad guns - your fighters are very good at anti squadron so need more anti ship fire power Add Expanded launchers to the raider - mini star destroyer front arc is a lot of fun Total points saved - 21 Add either Dengar for 20 pts or IG88 for 21 Dengar will help your Interceptors to have essentially counter 4 IG88 is pure death as he is a speed 5 rogue that throws 4 blue and ignores counter and escort My 2 cents.
  8. Hey so I have come up with a list that uses elements of wave 1 but, incorporates all the new toys from wave 2. I'm hoping that this list can be mobile enough to close the distance fast with the enemy and to use my Rhymer ball as an extension of my ISD 1's fire power. I know that the raider and Avenger combo shouldn't be relied upon and I would just consider it a bonus if it triggers. I also figure that the Demolisher and the Avenger do pair well because in most situations Ill want to activate the Gladiator first and that should make the defender exhaust some tokens. 1 • Imperial I-class Star Destroyer - Admiral Screed (26) - Wing Commander (6) - Boosted Comms (4) - Expanded Hangar Bay (5) - Avenger (5) • Total : 156 2 • Gladiator I-class Star Destroyer - Wulff Yularen (7) - Engine Techs (8) - Assault Concussion Missiles (7) - Demolisher (10) • Total : 88 3 • Raider II-class corvette - Overload Pulse (8) • Total : 56 ​Rhymer - 16 ​2xTie Bomber - 18 ​2xTie Advanced - 24 ​Jumpmaster 5000 - 12 ​Boba Fett - 26 ​Total - 396 ​Objectives Precision Strike - Hyperspace Assault - Superior Positions
  9. I found that the home one itself wasnt a huge issue, but the fast moving AF's and CR90's are gaining so much fire power on such a fast platform.
  10. Well I hands down won the squadron engagement that game, and they were effective at killing an assault frigate. my Demolisher killed 3 CR90's but my VSDs and ISD just caved under the long range fire power.
  11. I didnt mean to come across as aggressive, I was actually intending to be enthusiastic because this is a new challenge for the empire and I like to see the game change and evolve. The ISD was moving at speed 2 with a pair of VSDs and his ships at speed 3 The intent was to try and cut off his path but the rebels turned sharply and had full broad side. I understand that the goal is to get into the front or rear arc but that is especially challenging when they have ship activation advantage.
  12. I had the chance to play against Ackbar the other day for the first time, and we decided to play a big 600 point game. With my opponents 7 ships that was a lot of extra red dice! I lost my ISD2 with Tarkin on the second turn from 2 AF and 2 CR90's (I especially underestimated these things) going from full health to dead in 1 turn was definitely shocking to say the least. It was definitely a trap, but not for the rebels! Has anyone else experienced the red dice madness that is Ackbar? What is the best way to combat this as the Empire?
  13. Gunnery teams are to get the most out of your front arc. It also deters people from just putting fighters in the same arc as the ship that is clearly your target, as now you can shoot both (although that application is less useful on the VSD). Also I have used my 8 dice front arc on 2 ships in one turn and it was glorious.
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