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Everything posted by jp82729

  1. If I’ve learned anything after a 6-5 mutual tabling, a 1 hull Starhawk from a second mutual tabling and a 7-4, Its that I can at least not lose completely terribly against some great Armada players. And maybe even secure entry into next years World Cup - assuming the world doesn’t end up turning into some Mad Maxian wasteland. Thanks again for running this @BiggsIRL!
  2. You could swap out SW7, Spinals and Local Fire Control for leading shots, LTTs and gunnery teams for the same price. A more standard ISD2 build, but with only one big hitter ship in your list, getting off that front attack is nice. Plue LS and LTTs help with the flak.
  3. I've run a similar list, only with Romodi and it has pretty good punch. You can still nav command with the Arquitens and fairly often still get extra dice with Romodi and use LTTs for a reroll. At the very least, I would recommend taking a look at abandoned mining facility for your yellow objective. Tarkin can hand out repair tokens, and with that many ships you can score a lot off the dust field. Here was my list: Romodi's Arqs (385/400) Empire Commander: General Romodi Objectives: Abandoned Mining Facility, Volatile Deposits, Surprise Attack [flagship] Interdictor Suppression Refit (90) - General Romodi (20) - Interdictor (3) - G7-X Grav Well Projector (2) - Grav Shift Reroute (2) - Heavy Ion Emplacements (9) - Disposable Capacitors (3) - Captain Brunson (5) - Engine Techs (8) = 142 total points Arquitens-class Light Cruiser (54) - Skilled First Officer (1) - Linked Turbolaser Towers (7) = 62 total points Arquitens-class Light Cruiser (54) - Skilled First Officer (1) - Linked Turbolaser Towers (7) = 62 total points Arquitens-class Light Cruiser (54) - Skilled First Officer (1) - Linked Turbolaser Towers (7) = 62 total points Gozanti-class Cruisers (23) - Comms Net (2) - Hondo Ohnaka (2) = 27 total points Squadrons (30/134): 1x Ciena Ree TIE Interceptor Squadron (17), 1x Valen Rudor TIE Fighter Squadron (13)
  4. You shouldn't need to activate the ISD first. The Interdictor title can trigger on any ship's activation (even enemy ships) to refresh Piett. So you can use him on the Interdictor first, then refresh him with the title when your opponent activates a ship.
  5. I think leaving "EXAMPLE" on the back is the most fitting to go along with the podcast name.
  6. @Aresiusvs JP Aresius wins 10-1, 480-13 (both stations survived) I went first and chose his station assault. I knew going in I was going to have to go straight at the hawk to get any significant tourney points, so I pretty much ignored the stations. Unfortunately, the Starhawk was able to tank my shots like a champ. With the support of the squads and lots of repair commands, it was able to take down both of my larges. It survived on 1 hull and 0 shields (booo! ). It killed my remaining gozanti with a final side shot to avoid the potential for mutual tabling. Thanks for the game Aresius!
  7. A day late, but here's the log from my game with Sam: https://drive.google.com/file/d/16hdfM5o_qOFR_LwPJ4ze2nlVPQiZXl7v/view?usp=sharing It got bloody early! I set up a turn 2 shot on the Quasar with my Onager, and just tanked the Pryce squad damage. Unfortunately, the Quasar survived on one hull and got revenge by dealing the killing blow to my Onager. My ISD came in to finish off the Quasar, but was unable to do the same to Sam's Onager. I turned in with both Gozantis to box in his Onager, and luckily they managed to plink it to death to save me from a one-sided tabling.
  8. I’ve got the log, and will upload tomorrow. Plenty of death and destruction!
  9. I’m pretty sure I got all the stats right too, unlike the Primes Quasar alt art.
  10. Here's some dumb double Quasar jank. Throw your opponent off by bring Quasars with no squads. IT's a sure win tactic. Objective wise, maybe asteroid tactics and blockade run to control the obstacle placement. Not sure on the blue. 384/400 Commander: General Romodi [flagship] Imperial Star Destroyer Cymoon 1 Refit (112) - General Romodi (20) - Electronic Counter Measures (7) - Intensify Firepower! (6) - Minister Tua (2) - Linked Turbolaser Towers (7) - Spinal Armament (9) - Gunnery Team (7) = 170 total points Quasar Fire II-class Cruiser-Carrier (61) - Agent Kallus (3) - Gunnery Team (7) - Veteran Gunners (5) = 76 total points Quasar Fire II-class Cruiser-Carrier (61) - Admiral Titus (2) - Gunnery Team (7) - Veteran Gunners (5) = 75 total points Gozanti-class Assault Carriers (28) - Comms Net (2) - Hondo Ohnaka (2) = 32 total points Gozanti-class Assault Carriers (28) - Comms Net (2) - Darth Vader (1) = 31 total points
  11. Well, my Cienna and Valen better get some extra training flight hours in. They are going to need it for sure. 😃
  12. @Tokravs jp82729 top 8 game is finished. I was able to table him Tokra gave me first player and I chose his targeting beacons. I set up toward the top left and Tokra near the bottom right. I was a little cautious at first to approach the mean squad ball, so I tried to pick off Vector with the Onager (it was heading in the opposite direction of the rest of the fleet). That didn't work, so I decided to turn in and engine tech. Moralo and the Lambda pestered the ISD on the first turn, but then turned their attention to the Onager. Moralo was rolling double accuracies more than expected, so the Onager survived longer than it should have. The VSD was able to scoot out of black die range of the ignition token on turn 2, so I used Hondo and Cataclysm to re-place it at the start of 3. The Onager put 2 hull damage into the VSD, but was finally taken out by Moralo and his crew of Lambdas. The VSD had to move into red range of my ISD on turn 3, and the ISD put a few more hull damage on. It was then able to move into blue range of both the VSD and the rear of the Quasar. Two really good shots by the ISD on turn 4 and a a ram finished off both of Tokra's combat ships for the table. Thanks again for the game Tokra! No log, but here are some screen captures: https://drive.google.com/file/d/1tN1ZQovlIc-kuqmNd25YbQlbFE_acE1D/view?usp=sharing
  13. @Tokra's Moralo will be able to get even more shots off with my extra Motti hull tomorrow at 11:00 GMT (06:00 Eastern US time).
  14. Farming tokens with superior positions, and you want to avoid getting a structural on a 2-hull ship in order to grab one more token? It's an edge case for sure...
  15. I asked on the Discord before the game, and Karneck's judgement was that LTTs can target a mine. I guess I'll leave it up to @BiggsIRL to make the official call. I don't think it would have made a huge difference - the ISD was the one flying nearest to the mines and I kept it at blue range for the flak. It had also only suffered a few shields worth of damage by the end of the game.
  16. Top 16 round. jp82729 defeats @ChavoGuerrero 303 - 92. (8-3, MoV 211) I chose first player and we played Chavo’s salvage run. Chavo set up most of the mines on obstacles to the bottom left and the grav well on the bottom right. I ended up deploying my ships in the well to avoid the mines. Chavo deployed mostly in the diagonally opposite top left. With some help from the comms net Gozantis, the ISD and Onager were able to quickly speed up and close to the bulk of Chavo’s fleet by turn 4. The ISD picked off 3 mines along the way with the help of linked turbolaser towers. The Onager sniped Chavo’s Gozanti when it wandered too close, but his squads began to put some damage into the Onager. Luckily, Cienna and Valen jumped in to hold them off for 2 turns giving the Onager time to escape. Chavo’s quasar had been hiding behind a dust field but the Onager was able to engine tech past and pop it in turn 4. The ISD then waited for the Interdictor to move into blue range and last/firsted it with a killing ram. We called it in turn 6 as Chavo’s Corvus and my ships all headed off in different directions. Thanks again for the enjoyable game Chavo, hope to play again soon! This may likely be my ceiling though, since I’ve drawn Tokra’s buzzsaw of a fleet.
  17. @Bolshevik6 It’s in the rules reference under Critical Effects. Every ship gets the standard critical effect: The standard critical effect is: “crit icon: If the defender is dealt at least one damage card by this attack, deal the first damage card faceup.”
  18. Yes, that is a legal shot. But it’s not really shooting “backwards” per se. Line of sight and range are still measured from the ship itself. The only thing the token is used for is to help determine which dice are picked up for the dice pool. You don’t need to measure any line of sight from the token. Just check what range band any part of the target ship is in from the token. For example, even if part of the target ship is in close range from the ignition token, but the target hull zone is not, you can still gather black dice.
  19. Taking the ignition shot is mandatory (if there is a viable target). Triggering the superweapon effect (Orbital Bombardment or Superheavy Composites) isn't a must. It's a crit effect, so you could choose to just do the standard crit effect instead.
  20. Pod G jp82729 defeated @OutboundFlight 206-53 (MoV 153, 8-3) jp82729 chose first and we played Outbound's rift ambush. I set up in a corner and played cagey the first few turns. Outbounds's ISDs set up in the middle and came in fast, using the rift for a boost. He was able to get some great positioning on my Onager with Jerry and TEA! and avoid the superweapon. With my big guns not in great position, I decided to bail and pick off the gozantis. However, Outbound's Kuat was able to come around and threaten my ISD. The Kuat ended jumping over and landing in front of my ISD to prevent it's escape, but Motti was able to barely finish it off and sneak away before Jerry could come in to help. Great game against a great opponent!
  21. Pod G jp82729 vs Roquax I gave him first and he picked my Abandoned Mining Facility 420 - 138 (MoV 282) 9-2 to myself Onager picked off bomber command/Toryn turn 1, and put some damage into Yavaris on turn 2. His squads started laying into the Onager, and a projector misaligned crit stripped all of it's front shields. I was able to whittle down the squads and lock some down to stop the bleeding, but Roquax nearly pulled off a Motti double kill special with his MC75 double arcing my ISD. Both imperial ships tried to run, but Dutch took out the Onager before it could escape. ISD survived on 2 hull and a single shield. Great game against a great opponent. Vassal was acting wonky, so I don't have a log. But here are pics of the board state over the last few turns: https://drive.google.com/open?id=1C7z4EzgaUjrQKGuRTuD7RhAqWeJO3K7n
  22. Pod G jp82729 vs TigerKommandant jp82729 wins 208 to 107 (MOV 101) I gave him first player and we played my abandoned mining facility. He ended up scoring more points off my objective, but some hot dice and a helpful space whale finished off Warlord on the last turn.
  23. You sure would. After landing on the rift, the ship speed would be reduced to 0. You would then get to execute a speed 1 maneuver with a yaw of '-' per the objective. However, your dial would remain as speed 0.
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