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KovuTalli

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Posts posted by KovuTalli


  1.  

    I don't think so, I play Rebels exclusively and participated in both a store and regional tournament since the arrival of Wave 2. Each tournament I played two Imp lists and one Rebel (shakes fist at Lyraeus...). My only losses were to the Rebel lists. The fleets I brought to each tournament couldn't have been more different--the store championship was a Mon Mothma MSU list and the regionals list was a Riekken Independence/Yavaris list (inspired by Truthiness' blog). I'm still not sure which list is more fun to play; I love both of them equally. I also love the screams of dying imperial officers, only to be swiftly silenced by the vacuum of space.

     

     

    Dodonna is a BEAST!

     

     

    Won't lie, once you get through shields Dodonna crit's are amazing, especially if you have XX9's. Top four cards, twice, please.

     

    Also goes really nice in a list with Salvation, as getting 6/7 damage + Crit effect can be rather nice.


  2. I still play my MC80 Defiance list and it's still doing fine, although the TRC90's have been blowing up more rapidly since I've been using them as body blockers against Demolisher.

     

    I think one of the issue that people face is that they try to skirt around and kite engagements with rebels. The problem with that is Demolisher is just more mobile and puts out a ton of damage on a moment's notice. I've had way more luck playing aggressively with rebels and getting right into my opponent's face as soon as possible. This works for the rebels in multiple ways. It does take a bit of time getting used to playing that way though. If you're worried about Rhymerballs, take four squadrons and learn how to hold it up for two turns. I wrote an article awhile back on how to do this, should be pretty easy to search.

     

    This kinda doesn't work anymore due to Intel? At least I know one player who is running 2 Jumpmasters + 3 Adv escorts with Rhymer and as many Bombers as you can fit and 2 ISD1's with Motti, he always uses squadron commands as well so the Jumpmasters are where they need to be. It's a nasty list.

     

    I dunno, I just feel Empire have the easier time right now (outside of Rieekan lists) That and Black crit's are just so much stronger than blue/red crits and Imp's currently have better ways to use black dice. (Great for Rebel's if you can get in to a situation to kite them - Demo not withstanding)


  3. Maybe I'm just getting sick of always having to play vs the same list types.

     

    Also I think at the moment going 2nd without Rieekan is almost a death sentence unless you set up an Ackbar kill zone with a couple of ships (Rhymer balls not with standing)

     

    I also seem to see Imperials having a lot of an easier time focusing their firepower mainly due to it being either in one huge front arc (Ozzel ISD's are super scary) or in Rhymerballs/Demo activation lists.

     

    I dunno maybe I've just flown too many Ackbar whale lists lately and have got in to a terrible bad habit of not keeping up on the skill of double arcing. (kinda hard to do vs smaller ship spam lists but works well vs ISD's)


  4. Any other Rebels feel like they are struggling lately when not abusing Rieekan (Mostly with Yavaris) or Ackbar?

     

    Seems no matter what I play lately I am always being either out activated by Gladiator lists or chipped away to death by Rhymer balls followed up by ISD's.

     

    I have been playing varying lists from 3 whales + swarm of fighters, to a mix of 80/Whale/Neb, to other types of lists - I admit I do not put much stock in the 30 atm due to its lack of brace and it can be easily one shot by most things with XI7's.

     

    (My Area is Imperial dominated so I almost never get to play Rebel vs Rebel).

     

    Any other rebels having that issue or have any tips/builds?

     

    For the record I have 2 of each ship. 3 of the wave 2 ships.


  5.  

     

    " ref tokens with a CF dial can not be done."

    Okay so this came up recently for us.

    You can't spend a CF token and dial at the same time? Are they not spent at the same time durning a one shot, like any other token/dial combo, therefore it is one command of one type?

    You can. However there is a risk involved. Once you spend that dial you have to declare the token at the same time. Once that token is spent, even if the reroll is not used, it is lost.

    The only wait and see token in the game is the Evade token. It is such because it occurs immediately on use while the other defense tokens happen later.

     

     

    Wait really?  

     

    So, what is the right order:

     

    Declare an attack target, Pre-roll declare CF dial or dial+token (if you have a token, can you declare not using it?), ROLL, forced to use CF?

    (This also then assumes that you you'd have to basically also declare which of the first or second shot will be CFed before you even roll). 

     

    Or is it

     

    Declare attack target, roll, Declare use of CF, dial / token/ both?  

     

     

    Declare target, roll, use Con fire Dial + Token.

    You cannot say, Declare target, Roll, use Dial, then after the dial use the token to reroll the same or another Dice. (It counts as resolving the command twice which is not allowed)


  6. I had a game the other day where I'm pretty sure I ended up being the unsporting guy. I apologized for my sour attitude after the game but omg it was frustrating. I had made 5-6 attacks on his objective ship, thinking that his second ship was the objective ship, before he made an observation about it. My fault for somehow missing it at the beginning of the game. But still really frustrating as that basically cost me the match. His destroyer would have been dead and unable to kill or damage the things it killed or damaged. So... yeah, I was salty about that.

     

    Then in the second to last round I had a guaranteed two damage on his ISD, and it needed 1 to die. It hadn't had shields in a while so I hadn't been bothering to call hull zones - especially since it was obvious I had shots on the entire base of the mini. My opponent would ask if I wanted to target whatever zone and I'd say sure.

     

    So for this last attack to tie up the game and secure a 5/5 split I do the same deal. He does the same deal. We do the deal. I modify my dice, get in my 2 damage, and he says "I redirect to the rear."

    That's it. Game loss. I'm done. I had somehow missed his shield recovery action, I let him declare "the middle" because it hadn't mattered in like 3-4 attacks. But I had a shot on his front hull zone clear as day. I was so utterly pissed. If quitting didn't result in a TKO for the opponent I'd have quit the game right there.

     

    My opponent hadn't done anything wrong. It was just sloppy plays on my part for the last game of the day. But idk you just had to be there. It felt off. I was a bad sport about it though and was kinda surly while we finished the game. I think I made him uncomfortable. So I was I was sorry for my attitude after.

     

    But holy crap guys. So mad. So incredibly mad.

     

    We all have those moments where we just don't think and outplay our selves. It's worse when you outplay yourself by being stupid rather than your opponent outplaying you.


  7. It is sad when people can't win off their own backs and have to pull silly like tricks like this to get an advantage, if you can't win off your own back and have to be scummy then why bother? I am happy to say this kind of thing is very rare I play a lot of X-wing and have been to all levels of competition for it except for Worlds and out of the hundreds of people I have played I can only think of one that irked me and that was because he made a mistake and then afterwards knowing he was losing tried to get a TO involved because me winning = Time wasting (At that point I killed half of his list for 1 or two points of damage in return so he needed as much time as possible to play catch up so faster the rounds the better.)

     

    The mentality will always be there in some capacity but thankfully no where near as bad as I've heard other games such as 40k or to some extent warmachine/hordes can be.


  8. 3 AFMk2B's Gunnery Team, Boosted Comms. Garm

     

    5B's, Keyan, Luke, HWK290.

     

    396.

     

    Or for fun.

     

    3AFMK2B's 2 with gunnery team, all 3 boosted Comms. Garm

    9 X-wings

    1 YT-2400 

    133 in fighters that can rip apart squadrons and 9 are red dice bombers.

     

    400


  9. How about saying that you have to make your first attack before your move, or else that the 2nd attack is forfeited. That way, you can still get Demo, you get an ET Demo, but you have to attack before you move.

     

    Pretty sure it already works that way, you cannot perform 1 attack after move then 1 after engine techs move. Just read the wording on the card - you can only perform 1 attack after moving. If not I'm pretty sure it is in the FAQ is it not?


  10. I see a lot of people discounting Luke and I used to do this as well, until he starts finishing off wounded ships that cannot cancel is 1 or 2 damage, even when they try to repair their shields. I've had Luke finish off or even solo Gladiators and other small Rebel ships, especially if he is getting Adar Talon activated - even better when combo'd off Adar in to a Yavaris.

     

    As many have said Keyan can be a monster, I love a Luke/Keyan double team.


  11. The Firepower is there, just you are expected to be double arcing as much as possible with Rebels, other than the Gladiator most Imp ship's promote one strong arc (even better for them they - Namely the VSD/ISD get to have gunnery teams.) And the Glad has really good arc's and Demolisher lets you double arc pretty easily as well.

     

    The way I see it, you either use this ship as a Tank and double arc things or as a Carrier if you wish to have something more beefy than a Whale. Being one of the few Rebels in my area I still find MC80 puts the fear in to Imp's.

     

    As a Carrier it wants to have Adar Talon on board, and for squadrons you almost always want Luke, Keyan and a HWK. Potentially pair with Yavaris for a moving triple tapping Luke or Keyan.


  12. I'll have to see how my games go. It may be that the Demolisher is a winner. Salt Lake City has a regional this year. I'll wait and see what comes from that and from Worlds before I agree or disagree that the Demolisher is unstoppable.

     

    Well we will have Wave 3 before worlds so we may see a new squadron meta come in with Bombing command, I can see 12 Y-wings, HWK + bombing command being a thing.


  13. 2 A-wing's and use the rest for a bid to go first and not maximizing Ackbar unless you have Gunnery teams, I'd also recommend A's over B's just for the 1 blue dice in front arcs (when you have to use it) and the 2 blue anti-squad dice (2/3 whales all shooting that in a fighter ball for 2 rounds will clear up almost anything besides Heroes with Scatter or high HP Heroes with Brace)


  14. The other issue with Demolisher lists is they can easily bid 20+ points and win games just purely based off activation order and triple taps. I'm sorry but if you are bidding that many points (or more) you need some kind of draw back. - Okay the draw back is meant to be you have to choose from opponents objectives, which most of the time will be Superior positions or minefields for Blue, Most wanted (bad for them vs a Glad + Raider fleet) or Adv gunnery (Demolisher list will never pick this) And I very rarely see yellows  getting picked - again you may even want to take Ambush zone with a Demolisher activation list, Hyperspace assault you will probably not pick as having a whale or opponents gladiator dropping in behind you is a big no-no.

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