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nermal

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  1. From the rebel side I came up with the following: MC 80 Assault Cruiser - Admiral Ackbar, Home One, Leading Shots, XI 7, ECM, RBD, Toryn Farr = 188 AFA - Gunnery Team, ECM, Quad Turbolaser Cannons, Skilled First Officer = 106 AFA - Gunnery Team, ECM, Quad Turbolaser Cannons, Skilled First Officer = 106 Missions: Close-Range Intel Scan, Fleet Ambush, Solar Corona I think Toryn Farr an on the MC 80 adds a lot to the AA game and the Home One + QTC AFAs are good to threaten floatillas (to even up activation advantage) and negate opposing redundant defense tokens. I'm not so sure on the missions, Close Range Intel Scan is a good fit, Fleet Ambush is to get the opposing ships in red range more quickly, and Solar Corona is a bir boring and likely to be chosen.
  2. OK, so I adjusted the fleet above based on feedback: ISD II - Relentless, Agent Kallus, Gunnery Team, QLT, ECM, XI 7, Leading Shots = 155 pts Interdictor Combat Refit - Motti, Interdictor, Damage Control Officer, Projection Experts, QLT, Leading Shots, Targeting Scrambler = 145 pts Gladiator II - Demo, Tua, ECM, Ord Exps, Engine Techs, ACM = 100 pts Missions: Station Assault, Contested Outpost, Salvage Run Total = 400 pts So, my thinking about Demo is that most people will see it and opt to go first meaning (since I am at 400 pts and will likely lose the bid) they will be picking my missions. The Demo II, as mentioned above, can yield decent AA fire in addition to everything else. As for Leading Shots on the Interdictor, that is for AA rerolls and the occasional med/close range reroll. You will note that the missions I selected are all such that my opponent really cannot sit back and avoid engagement. The 3 Interdictor Fleet is very interesting. I would probably tweak it myself and replace the engineering teams with engine techs. I also do not like the missions since anyone with Strategic who goes first will have fun with those. I would replace them with what I have listed above for the same reasons .. unless running with Engine Techs ... then I would use other missions. Last, you could probably drop one targeting scrambler for Grav Shift ... especially if you fly the ships closely together.
  3. Admiral* - Motti/Jerjerrod ISD II - Relentless, Agent Kallus/Damage Control Team, Gunnery Team, Quad Laser Turrets, ECM, Leading Shots, XI 7 Interdictor Combat Refit* - Interdictor, Wulf Yularen/Damage Control Team, Engine Techs/Projection Experts, Quad Laser Turrets, Leading Shots, Targeting Scramblers Gladiator I - Demollisher, Ordnance Experts, Engine Techs, Assault Concussion Missiles, Minister Tua, ECM Missions: Station Assault, Contested Outpost, Salvage Run I've been on a "make squadronless fleets" kick lately just to see if I can make something viable. Above is a somewhat refined attempt which I played in a recent regional. It did not do overly well but what do you expect from a fleet you make that day. Anyway, what would you suggest as changes and what would you take for a squadronless fleet?
  4. What if Jendon is moved via a squadron command and moves to a location where he has nothing to attack. Can he then use his ability?
  5. That's not a bad idea! I'll try it. I probably do not need Raymus Antilles then. I could put Ahsoka on the Yavaris. I just hate to give up Reikken since he guarantees I get to use my toys.
  6. Faction: Rebel Alliance Points: 398/400 Commander: General Rieekan Assault Objective: Station Assault Defense Objective: Fire Lanes Navigation Objective: Sensor Net Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) - Raymus Antilles ( 7 points) = 69 total ship cost Modified Pelta-class Assault Ship (56 points) - Entrapment Formation! ( 5 points) = 61 total ship cost Modified Pelta-class Assault Ship (56 points) - Toryn Farr ( 7 points) - All Fighters, Follow Me! ( 5 points) = 68 total ship cost [ flagship ] GR-75 Medium Transports (18 points) - General Rieekan ( 30 points) - Bright Hope ( 2 points) - Adar Tallon ( 10 points) - Bomber Command Center ( 8 points) = 68 total ship cost 1 Ten Numb ( 19 points) 1 Dagger Squadron ( 15 points) 1 Norra Wexley ( 17 points) 1 Gold Squadron ( 12 points) 1 Jan Ors ( 19 points) 1 Luke Skywalker ( 20 points) 2 VCX-100 Freighters ( 30 points) Above is the rebel fleet I've been using for a few games now. I like it, it's fun and it has lots of varied squadrons. The problem I've been having is with the Peltas. They are surprisingly durable but when you put one of the special upgrades on them they then tend to have no tokens for when needed. I've learned that their special tends to get used 2-3 times per game and that ditching the card is also fine if you must. Do people have any suggestion for handling this problem? Or with the fleet in general?
  7. Faction: Galactic Empire Points: 400/400 Commander: Moff Jerjerrod Assault Objective: Blockade Run Defense Objective: Contested Outpost Navigation Objective: Solar Corona [ flagship ] Imperial II-Class Star Destroyer (120 points) - Moff Jerjerrod ( 23 points) - Captain Needa ( 2 points) - Gunnery Team ( 7 points) - Reinforced Blast Doors ( 5 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 167 total ship cost Arquitens-class Light Cruiser (54 points) - Turbolaser Reroute Circuits ( 7 points) = 61 total ship cost Arquitens-class Light Cruiser (54 points) - Turbolaser Reroute Circuits ( 7 points) = 61 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Flechette Torpedoes ( 3 points) = 51 total ship cost Gozanti-class Cruisers (23 points) - Slicer Tools ( 7 points) = 30 total ship cost Gozanti-class Cruisers (23 points) - Slicer Tools ( 7 points) = 30 total ship cost I've played this fleet twice now against squadron heavy rebels and it did fine. However, normally I am player 2 and my Raider tends to explode before it can do its job. Any suggestions on changes are welcome to help with this are welcome.
  8. "Friendly Squadrons with Bomber within Distance 1 do +1 Shield Damage on a Crit." Is that per critical or if one or more are rolled? too slow
  9. So, if a token is not on an obstacle it cannot be picked up until a token is back on the obstacle. The Strategic wording is pretty clear that the squadron can move a token.
  10. Would placing Mauler Mithel using RLB activate his ability? He did not move, he was placed, so it appears no. And from the wording it appears that the RLB ship can place the squadrons instead of performing a normal squadron activation. Someone else that turn can then activate the squadrons ... or you can wait until the squadron phase. I don't see where people read that you can place and shoot right afterward.
  11. I've used Nym quite a bit with very good success. It does help a great deal to have Toryn Farr and/or 1+ BCCs. Yavaris and/or Adar Talon are great helps as well. He flies in or gets FCTed into position (for Yavaris). Often gets a crit. Your opponent gets to use defense tokens and then you take what they did not use (or an exhausted Brace/Redirect if you want to go the more direct route) ... I generally do not strip Evade tokens though unless the ship has TLRCs and has yet to go.. If you follow up with a ship attack (or Nym) your opponent has to decide if they want to use those exhausted tokens. You can strip defense tokens fairly quickly with this approach.
  12. Small demonic lust cruster
  13. @chriscook Well, I disagree with your assessment about the squadron game. If you think the game is boring then don't play.
  14. The thing that stuck out to me was that one player conceded. He hadn't lost a single ship and had his Demo in a good position ... and just gave up. National finals too ... supremely lame thing to do .... very unsporty IMHO. I actually enjoyed the nuances of the squadron engagement. I just wish we could have seen it more closely.
  15. I would swap Keyan out for Nym, especially if you fit Toryn Farr and BCC in. Being able to selectively strip out enemy defense tokens is a hugely useful ability. And, Nym is faster with more hull.
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