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KovuTalli

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Posts posted by KovuTalli


  1. Rieekan's Light Strike Force. - 398


     


    Nebulon-B Support Refit + Rieekan + Raymus + TRC's + Salvation.


     


    Nebulon-B Escort Frigate + Yavaris


     


    MC30 Torp + Ord Experts + APT's + H-9 Turbos + Admon.


     


    GR-75 Medium Transports + Toryn Farr +  Bomber Command Center + Expanded Hanger Bay + Bright Hope.


     


    Luke Skywalker


     


    Wedge Antillies


     


    Dutch Vander


     


    Nym


     


    3x Y-wing.


     

    Don't fix what isn't broken.


  2. So, do you have to accept a concede if someone concedes? I'd rather finish it out to win 10-1 (if it is panning out that way and they want to concede) I don't want to lose points because someone doesn't want to play a few more rounds out or in those rare cases in a regional miss the cut because someone conceded to me knowing it'd knock me out the cut and give their friend a better chance.


  3. Whelp.

     

    2:30am the day the lists are due and I have nothing. My brain is an empty void. Blargh.

    I am working on mine right now and I keep coming back to Mon Karren, Salvation, Yavaris, Bright Hope, Luke, Nym and Keyan. . .

    Sounds very similar to my list :P


  4.  

    outside of the US, there's no info on nationals, as the Regionals Season doesn't end until the End of July....

    Birmingham 13-14th August

    If you are going to be a stickler... be correct...

     

    Has this been announced anywhere? I know it was announced but not Date/s and location. Any news on when tickets will go on sale yet?


  5.  

    Congrats, dude! You're a mad genius and I love it! :D

    Wave 3 edition coming to a vassal tourney near you, it has sensor teams too, just to laugh at all who think they are useless.

     

     

    Sensor teams will do great with this list, as you get the 2 dice from Ackbar for it, you roll 2 blanks on your reds? It's fine, Sensor team to discard 1 blank to turn the other to accuracy :)

     

     

    I have a 30 build that goes like this:

    MC30 Torp.

    OE

    APT's

    H9 Turbos.

    Admon.

     

    Really nice when I get 1 accuracy on the roll and then can grab a 2nd, amazing vs Gladiators, Block their redirect and Brace, enjoy taking all the damage from the blacks.


  6.  

     

     

     

    And low and behold, categorically, alternate art cards are not legal....

     

    Are you going to be the guy who tries to get your opponent disqualified because they're using the alt-art ISD-II card they won at Sullust?

    No, the guy who points out ffg's stupidity months in advance so they can fix the issue before someone else tries it.

     

     

    The thing is, I'm not seeing the text that you're reading. Are you inferring it from the fact that tournament kits are not listed as legal products for use in tournaments?

     

    Whereas third party tools are explicitly stated in the tournament rules.

     

    Unless you have the proof of purchase components are not eligible, thats in the rules too.

     

    I think it's just one of those "legal" rules that has to be there but is never asked/used.


  7. If you think those Rhymerballs are nasty try playing vs 4 Adv, Dengar, basic jump master, Rhymer and the rest basic bombers with 2 hanger bay and boosted Comm ISD1s giving them squadron orders.

    Best I've ran vs it was Luke, Wedge, Dutch, Nym, 3 Y's. More of a bomber fleet but with Yavaris and Toyan Farr from wave 3 the blue rerolls really help. And Wedge double tapping 6 dice is always nice.


  8. If you think Rhymer balls are good now, just wait for a Goz with Bomber commander boosting it even harder.

     

    I used to run a lot of 4+ squadron lists but have since moved away from them as if you have say 5 B-wing's if you don't also have Independence you will lose vs a Rhymer ball list. (Other lists not withstanding)

     

    I do want to try a B-wing swarm again with Toryn + Bomber command so I can reroll both blue and Black vs a ship or at least a blue vs other squads. 

     

    Only downside is still having a good ship line backing a heavy bomber fleet without resorting to Ackbar Whales for how good they are all round.

     

    Squadrons are awesome but I find it's becoming harder to build competitive lists with them for Rebel's outside of Independence/Yavaris + Rieekan.


  9.  

    Here a picture where they are fairly close to each other.

     

    http://i.imgur.com/dPwIHGu.jpg

     

    Two observations from your picture.  looking below the Vic and Isd is the Cr-90 and a Glad.  Both are almost to scale looking at the picture.  BUT I wonder what it could be spreading its SHADOW on the ISD and Vic..... No, Could It Be?  A Super Star Destroyer! 

     

    (Coming This Christmas??)

     

     

    Or it could just be one of the guys taking pictures of the case casting his shadow on it (or the Liberty/Inti on the shelf above)


  10. Gott, I cant suggest any improvements as you need to play it to understand why this isnt a good fleet. You've tried to build a carrier fleet, an intel sniper line and a squadron flak fleet. In reality you've failed to do any of these.

     

    Agree it has tried to be a Jack of all traits but a master of none but also falls short due to the slaved turrets.

     

    Also I'd probably put Raymus on Salvation instead of Intel, you get +1 dice and a reroll if you get a blank off your first 4 dice.


  11. I feel the Rebel advantage is in that their ships are pretty flexible. Even MC80s can flip between gun-barge roles and super carriers. CR-90Bs loaded with SW-7s just pump out a constant 3 damage at the target. All the Nebulon titles are fantastic to a degree, the Assault Frigate is the most flexible ship in the game and the MC30 can survive longer than you think it does. As an Imperial player I'm envious of the use I see out of everything in the Rebel lineup.

     

    That the GR75Ts are going to be the cheapest ship in the game at 18 means you can swing in the activation advantage, and prevent the opponent from tabling you by giving it Bright Hope, your admiral, and sending after distant objective tokens or sightseeing remote corners of the play area.

     

    Empire on the other hand feels kind of restrictive in what kinds of effective lists we can make based on how best to run half the ships in our inventory. Really the only ship that can be configured best for all situations (That isn't Demolisher by virtue of rushing and triple-tapping) is the 120 point ISD-II.

     

    ISD-I is probably currently the best carrier in the game, as it can fit a combo of Flight controllers (or Ruthless strats), Boosted Comms and Expanded Hangers. So 5 Squadron activations, at long range, that all get +1 Dice vs other squadrons on top of any of the other Squadron synergies the Empire can field is very nasty. With Ozzel as commander it then makes a very nice Battering Ram to follow up your bomber strikes.


  12.  

     

     

    Wait until the interdictor hits...demolisher will vanish.

    Vanish? Unlikely. It's just too good of a ship.

    Builds that live or die based on how well the Demo does? Maybe.

     

     

    Also does nothing to help Rebels :)

     

     

    I'm going on how it will shake the meta up. Interdictors have the ability to lock down ships and force them into kill zones. You limit Demolisher's speed, you in turn kill it. It's strength is in it's speed hands down. 

     

    If this were true we'd see Rebel's running at least 2 Tractor beams in almost every list. It may work vs Screed list's but not vs Ozzel as he hard counters Tractors.

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