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sunny ravencourt

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Everything posted by sunny ravencourt

  1. So the real question is this: After looking at the lists from Euros, I don't see anything IDENTICAL to the above list, but honestly Armada has never really had fixed lists (everyone has their own variation). So since the release of the Chimera, is this above list still playable, or has the meta shifted in a way that hurts it in some way? The list was obviously built around a very strong anti-fighter fighter squad, with some additional ship punch with the demo.
  2. I'll definitely check that out. From my initial look, it looks like a 3 ship sloane build did really well. I've never run only 3 ships because I fear going neither first nor last. This is what I was running last time, largely due to the legend Mundo himself. English Sloan Build Author: sunnyravencourt Faction: Galactic Empire Points: 398/400 Commander: Admiral Sloane Assault Objective: Most Wanted Defense Objective: Fleet Ambush Navigation Objective: Solar Corona [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Sloane ( 24 points) - Avenger ( 5 points) - Skilled First Officer ( 1 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 168 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost Gozanti-class Cruisers (23 points) = 23 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 83 total ship cost 6 TIE Fighter Squadrons ( 48 points) 1 Dengar ( 20 points) 1 "Mauler" Mithel ( 15 points) 1 "Howlrunner" ( 16 points) = 99 total squadron cost
  3. Hey all, It's been about a year since I last put the armada helmet on. Last year's store champs to be specific. I ended up winning it and that was largely due to doing a bunch of research on recent tourneys that was compiled by some saint. It showed the various lists and such that were doing well, and then I found something similar to my playstyle (imp, squad heavy). Is there any such collection of recent tourneys? I think the only expansion since then might have been the Chimera. I'd love to check out what's doing well. Thanks, Sunny
  4. I tried to run the double Glad and just got obliterated unfortunately. I do agree with the activations problem. I experienced that as well. I've modified. Commander: Admiral Sloane Assault Objective: Most Wanted Defense Objective: Fleet Ambush Navigation Objective: Superior Positions [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Sloane ( 24 points) - Avenger ( 5 points) - Gunnery Team ( 7 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 171 total ship cost Quasar Fire I-class Cruiser-Carrier (54 points) - Boosted Comms ( 4 points) = 58 total ship cost Gozanti-class Cruisers (23 points) = 23 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 1 Maarek Steele ( 21 points) 1 "Howlrunner" ( 16 points) 1 JumpMaster 5000 ( 12 points) 1 Dengar ( 20 points) 1 "Mauler" Mithel ( 15 points) 1 Valen Rudor ( 13 points) 1 Ciena Ree ( 17 points) 1 Black Squadron ( 9 points)
  5. I can't run your list without spending about 40 more bucks. I adjusted to give the quasar disposable capacitors for a punch. I'm still preferring running the quasar over the arq because I just don't think I get enough with the arq that I don't already have with the quasar, PLUS, I like those squadron activations. Sunny's Swarm Author: sunnyravencourt Faction: Galactic Empire Points: 391/400 Commander: Admiral Sloane Assault Objective: Most Wanted Defense Objective: Fleet Ambush Navigation Objective: Superior Positions Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Sloane ( 24 points) - Avenger ( 5 points) - Gunnery Team ( 7 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 171 total ship cost Quasar Fire I-class Cruiser-Carrier (54 points) - Boosted Comms ( 4 points) - Disposable Capacitors ( 3 points) = 61 total ship cost 4 TIE Interceptor Squadrons ( 44 points) 3 TIE Fighter Squadrons ( 24 points) 1 Lambda-class Shuttle ( 15 points) 1 "Mauler" Mithel ( 15 points) 1 Dengar ( 20 points) 1 "Howlrunner" ( 16 points)
  6. I think if you're going to run sloan, you want more than 80 points in fighters. EDIT: I misread this list. He's not running 80 points.
  7. The other easy switch out is to replace the Arq with a Quasar. It gives me more squadron activations and I could put boosted comms on it. Plus, it's actually not that bad as far as dice. 3 blue versus 3 red (arq). The arq has better engineering, but I may be more devoted to the squadron activation anyways.
  8. I tried a sloan list last night with 2 gladiators, a gozanti and a Quasar and just got murdered. I'm adjusting to try to get a better punch in with the combination of exhausting tokens with sloan squads and then hitting with the ISD Avenger. It's 3 activations, which is a concern, so I have a strong bid so I can at least go first instead of having the opponent potentially go first AND last. Thoughts? Sunny's Swarm Author: sunnyravencourt Faction: Galactic Empire Points: 389/400 Commander: Admiral Sloane Assault Objective: Opening Salvo Defense Objective: Fleet Ambush Navigation Objective: Superior Positions Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Sloane ( 24 points) - Avenger ( 5 points) - Gunnery Team ( 7 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 171 total ship cost Arquitens-class Light Cruiser (54 points) - Reinforced Blast Doors ( 5 points) = 59 total ship cost 1 "Howlrunner" ( 16 points) 1 Dengar ( 20 points) 4 TIE Interceptor Squadrons ( 44 points) 3 TIE Fighter Squadrons ( 24 points) 1 Lambda-class Shuttle ( 15 points) 1 "Mauler" Mithel ( 15 points)
  9. Well, I got absolutely murdered last night by a good player with a couple guppys and ackbar. I got the glads behind him, but he was trucking at speed 3 and I had difficulty catching him while he peppered me. I killed his squad (although I admittedly forgot a bunch of neat tricks in the cards). Notes: The phantoms are underwhelming. Soontir is exactly like Mad Cat said (a spendy escort). I also think I need to get those squads working on the enemy ships too. At the end of the day, I ran out of time for them to do their thing.
  10. whoah. Did I put projection experts on there? That doesn't work. Also, I learned that I illegally put on boarding party since I didn't have an offensive slot available. I revamped. Sloan's Swarm Author: sunnyravencourt Faction: Galactic Empire Points: 390/400 Commander: Admiral Sloane Assault Objective: Most Wanted Defense Objective: Fleet Ambush Navigation Objective: Superior Positions Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 83 total ship cost Gladiator I-Class Star Destroyer (56 points) - Insidious ( 3 points) - Ordnance Experts ( 4 points) - Fighter Coordination Team ( 3 points) - Assault Proton Torpedoes ( 5 points) = 71 total ship cost Gozanti-class Cruisers (23 points) - Boosted Comms ( 4 points) - Comms Net ( 2 points) = 29 total ship cost [ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points) - Admiral Sloane ( 24 points) - Flight Controllers ( 6 points) - Boosted Comms ( 4 points) - Expanded Hangar Bay ( 5 points) = 93 total ship cost 1 Colonel Jendon ( 20 points) 1 "Howlrunner" ( 16 points) 1 Soontir Fel ( 18 points) 2 TIE Phantom Squadrons ( 28 points) 4 TIE Fighter Squadrons ( 32 points)
  11. Looking to take a list to store championships. I really enjoy fighters and thought Sloane might be the way to go. I'd like to fly an ISD, but I'm worried about too few activations. Two Glads gives me some freedom to keep the ship number high (4) and still lets me put out serious damage. Please let me know what you think Sloan's Swarm Faction: Galactic Empire Points: 391/400 Commander: Admiral Sloane Assault Objective: Most Wanted Defense Objective: Fleet Ambush Navigation Objective: Superior Positions Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 83 total ship cost Gladiator I-Class Star Destroyer (56 points) - Insidious ( 3 points) - Skilled First Officer ( 1 points) - Ordnance Experts ( 4 points) - Projection Experts ( 6 points) - Assault Proton Torpedoes ( 5 points) = 75 total ship cost Gozanti-class Cruisers (23 points) - Boosted Comms ( 4 points) - Comms Net ( 2 points) = 29 total ship cost [ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points) - Admiral Sloane ( 24 points) - Boarding Troopers ( 3 points) - Boosted Comms ( 4 points) - Expanded Hangar Bay ( 5 points) = 90 total ship cost 1 Colonel Jendon ( 20 points) 1 "Howlrunner" ( 16 points) 2 TIE Phantom Squadrons ( 28 points) 1 Soontir Fel ( 18 points) 4 TIE Fighter Squadrons ( 32 points)
  12. Before I left, I tried hard to get an ISD list together, but it just wasn't happening. I'm reading those store championship threads and it looks like ISD's are pretty rare at the top.
  13. Hey all! Took some time away from the game and I've lost my grasp on what lists are performing well. I fly imperial only, and I'm approaching a likely SC tourney in the next month or two. Is there a thread, or a place where there's a list of successful (like top 4's in SC) squads that I could look through? In xwing, they have threads for SC's. Destiny has Meta counting websites, etc. Just would like to take a birds eye view at what people are playing in tourneys to be able to find something that might work for me. Thanks! Sunny
  14. What was the imperial list that made it up there?
  15. Geek City North Liberty IA 20ish people Top 4 1: PoeMaz 2: Ackbar Jynn 3/4 Dooku FN99, Asajj Bala
  16. Winner: "Sunny" McDonald Deck: ePoe eMaz BF: Frozen Wastes\ http://swdestinydb.com/decklist/view/10341/storechampwinnerepoeemaz-1.0 20ish person tourney Store Championships: Geek City, North Liberty IA. First Round: Loss due to fire. I'm a volunteer firefighter and not 30 seconds before my first match my pager went off for a house fire, so I conceded a loss and booked out of the store at high speed. Second Round: Bye. I actually made it back from the fire in time to play a bye game. I was very grateful the store owners and players were nice enough to let me return despite abandoning my first game. Class act. They gave me a loss with a zero strength of schedule, so I had the worst SOS the entire tourney from then on. I was stoked to be able to play as I'd been looking forward to this for months, but not about to let someone's house burn down because of it. Tough call? Third Round: Win v Anakin, Kylo. Not much to say here other than 2 thermals and a U wing went off in 3 rounds. Game was over quickly. Fourth Round: Win vs Palp. I have no recollection of this other than I won it fairly handedly. He ended up Force Illusion'ing away a lot of his good cards and only got off one Rise Again. This deck is from Jenna and was a true anti palp variant with 2x New Orders, Hyperspace Jump, 2x Negotiate and a TON of removal. Built to kill palp. Fifth Round: Win vs Dooku Asaj. This was a very tough matchup for me. I killed asaj first, but dooku is a really tough kill. He was 1 good roll away from putting me out of reach for the cut, but I managed to get both Planetary Uprisings out and pulled a well timed Hyperspace Jump, which is included in that deck for exactly this reason. It was an EXTREMELY close game that could have gone either way. Top 4 1/3: Loss vs Dooku FN99: I made the cut in 3rd position of 4. Best of 3. I got blown out in the first match. Poe did his thing, Maz resolved early and I claimed early. Unfortunately, FN freerolled all over me by replacing weapons and rolling them in and resolving, then rolling in again with the character. I ended up absorbing far too much damage after claiming. It was a blowout. Top 4 2/3: Win: This one was much closer. I had New orders in hand and let him have the BF, getting the shields. I N.O.'d my battlefield and got rid of one of his die. Got rid of another with the claim. Poe hit on some specials early and I got off enough damage to really start to play. It was a tremendously close game, and my opponent miscalculated a play involving lightsaber that could have killed Poe a turn early. But he didn't and Poe rolled in the next turn and resolved a special. Big swing in my favor. Not sure if I would have lost for sure without that, but I easily could have. I ended up getting ahead in the end because of it and won. Top 4 3/3. Win: Not much of a game due to his cold dice. They were flat awful and mine were good enough to get way ahead early. I won handedly, which is too bad because the game before was so good. Finals 1/2: Win vs Ackbar Jynn. This deck was easily the most unique deck in the whole tourney. He ran "Rebel" and Starship Graveyard in order to get 2nd chance and ammo belt in a cycle. His top 4 win had a guy put something like 50 damage on Jynn before eventually losing. Lucky for me I run 2x New Orders. First game I won the BF and picked Frozen wastes since I didn't have NO in my hand. I got ahead very early and killed Ackbar on turn 2. Apparently people weren't going after Ackbar much, but I really dislike him. Cleaned up Jynn in short order Finals 2/2: Win. I knew he'd pick his BF, so I mulliganed all 5 looking for New Orders and played it immediately after he rolled in. I dispatched Ackbar early again, but then it became a war of attrition. He cycled with Rebel and ended up activated 3 2nd Chances and 2 Ammo Belts. He actually almost milled himself on the last turn. I wasn't in much danger damge wise, but I was worried that I'd never actually kill him, so there was a lot of tactical removal happening. I played DL44 on top of DL44 once in a key point to remove and then claim. It was a LONG game, but I got him in the end. Credit to Jenna from the facebook Destiny groups for the decklist. It's an anti Palp variant and is loaded to the gills with removal instead of a lot of throws. I love it tremendously. Sunny
  17. Whether I'm "mischaracterizing" the issue or not (and I do understand your point regarding timing and such), the end result is that the vast majority of places and players are governing the situation one way, whereas my LGS is governing it another with our store championship upcoming. I need FFG to step up and throw me a bone, even if they think it's obvious.
  18. I guess the one thing I have going for me is that apparently if you submit a rules question to the customer service page, no matter how clear it is, they do eventually get back to you. That's nice.
  19. Look, I get it. I get the rules reference. I get the examples. I presented them to my LGS. They disagree. I put this post up before I realized that I could submit it to the customer service line and simply wait it out. The clarity I need is from FFG even if its clear to you/me. Until then, I'll be playing Qui-Gon to keep those shields locally.
  20. Well, like I said, that's not going to be the way it's ruled around here until FFG provides some clarity. I submitted it to the rules section of customer service.
  21. Hey all. I've been around the usual places looking for an answer to this in hopes of resolving it. I've had no success with my local store and they have requested a ruling on this for clarity. We're at the point where we all agree to disagree, but they're going to have to make a ruling in the store championship. 2 scenarios. 1:Hero has force illusion and 2 shields. Villian has a 2 damage die and applies it to hero. Hero elects to play Force illusion. Can he play it and discard 2 and keep his shields? 2: Hero has force illusion and 2 shields. Villain has a 3 damage die and applies it to hero. Hero elects to play force illusion. Can he play it and discard 3 to keep his shields? I honestly cannot recall what the local ruling will be for scenario 1, but I have been told that the local ruling for scenario 2 will definitely be that you can play illusion and discard 3 to keep the shields because damage will be taken, therefore force illusion applies. It makes a pretty significant difference in a lot of decks. With riposte and quigon's ability, it could fundamentally change a game to strip him of shields. The store owners are in agreement that shields will stay and are supported by many players. Other players are in total disagreement. We have all agreed to remain calm until any sort of ruling, but until that time, shields stay in that store. Help me FFG, you're my only hope. Sunny
  22. The boosted comms are super important. What I'm thinking of doing right now is dropping Mauler and the Advanced and then putting in Bossk and Avenger with XI7.
  23. It's basically Norboats Gencon build with some variation on the squadrons and points Precision, Hyperspace, Superior Positions Ozzel 390/400 ISD II Wulf, Gunnery, Boosted Comms, Electronic Countermeasures, XI7 Glad I Assault Protons, Engine Tech, Ordinance Exp, Demolish, Montferrat Rhymer, Fett, IG88, Dengar, Mauler, Vader, Advanced I do not want to rise above 390, and I don't really want to sacrifice my squadrons anymore. That's why I'm trying to pick one of the two upgrades for the ISD
  24. I'd love to, but I can really only pick one for the points.
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