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Posts posted by KovuTalli
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Give Ezra Rage EPT. It's awesome for him
I'd also prefer Jake over Tycho just for the pilot ability, replace squad leader with Juke or switch FCS for Accuracy correctors (automatic 2 hits on both attacks) -
Personally from the first version I'd drop the turret off the Shuttle and give the A-wing Juke to go along side PtL.
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Okay, so like everybody I picked up my new rebels toys last night, and feverishly made a squad list. I have to say, I can't believe how powerful the Ghost/Phantom combo is...
Here is what I played:
Kanan Jarrus (VCX-100)
-Autoblaster Turret
-Accuracy Corrector
-Recon Specialist
-Zeb
-Ghost Title
Sabine Wren (Attack Shuttle)
-Push the Limit
-Kyle Katarn
-Phantom
Roark Garnet (HWK-290)
-Ion cannon Turret
-Jan Ors
Wow....
The ghost was unstoppable. It rolls into range one and get a 5 die primary, and then finishes off it's target at the end of the combat phase with 2 unavoidable (unless you have evade tokens set up) shots from the autoblaster/accuracy combo. I took out a Kharaxiz ship a turn, and then dog tailed TLT y's for 3 turns mopping up.
And then I played against a fat han, and he wasn't even scary. Roark makes the ghost PS12, which lets me out shoot Han, and then with the autoblasters again, just rips though. And to top off the combo, recon with Kanan means that the enemy can barely throw the punches back because you just drop his attack down a die.
I am playing with refining this more, but with this one combo, why even bother spending lots of points on the shuttle, when it is so much more powerful when it is docked to the ghost....? Going to see what I can come up with.
Do you mean two unavoidable attacks or two unavoidable damage? As the title only lets you do it once, however you can use the autoblaster turret as normal in the combat phase and then again at the end of the round for 4 unavoidable hits via accuracy corrector - makes for a dead Fel/Whisper/any 4 Health ship.
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If you need to learn anything it's that the UK distributor - Esdevium or whoever runs their marketing/shipping department are crap, my local stores always get misinformed by individuals from that company and rarely get the full order of their stock in the first shipment. Once it is on a release sheet then you can believe it - if it isn't on the sheet, forget about it.
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For those arguing Gladiator/Demolisher has the same/worse defense than an MC30, let me tell you why you are wrong.
Ok the Gladiator loses 1/3 of its defense tokens at close range - the MC30 loses 1/2.
MC30 can effectively lose all of its tokens at close range if opponent has XI7's which I see on almost every Imp star/Vic/MC80/Whale I play against in my area (Other local metas not withstanding) - True this also affects the Gladiator but you have 1 more hull to play with, the Gladiator also has a brace - this is the key as to why it can withstand attacks for so long.
I am in the boat that Glad's them selves are slightly under costed, not the Demolisher title. (Or MC30 overpriced)
The only solid way to stop a Demolisher list is to underbid it, which is why I run at 389 points or less in my local meta now, most only bid as low as 396 some 394. It is also why my list contains Luke, Keyan, Yavaris and Adar Talon on another ship. With good rolls I can most likely kill Demolisher in one activation from Yavaris if I activate, Luke, Keyan and another B-wing. (banked Squad token)
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Just remember Rieekan only effects named squadrons, not generics.
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Well evidently FFG thinks its on par with Demolisher...
I just think Demolisher title or the Glad's are slightly under costed. It is even more effectively as first player, you can literally just build lists around making sure you get activation order and first player. (3 Glads + 2 Vics or things similar to Clon's.)
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This may sound even crazier, but I'd take Gunnery Teams over the ECM's in this list.
Agreed. I had a list very close to this but it had 8 X-wing's instead of 9 with another upgrade or two scattered around.
SmurfWedge reacted to this -
So me and my friend were talking about a Rebel build that might do well against this. And he mentioned something I have not seen mentioned here yet: Tractor Beams.
Faction: Rebel Alliance Points: 395/400 Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Minefields
Assault Frigate Mark II B (72 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) [ flagship ] MC80 Command Cruiser (106 points) - Admiral Ackbar ( 38 points) - Home One ( 7 points) - Intel Officer ( 7 points) - Engine Techs ( 8 points) - Phylon Q7 Tractor Beams ( 6 points) - Slaved Turrets ( 6 points) Assault Frigate Mark II B (72 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) 3 A-Wing Squadrons ( 33 points)
I would probably want to replace slaved with XI7 or Heavy turbo's just because if you do get the one game where someone gives you Adv Gunnery you will give it to the MC80 (it will never happen but can dream)
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actually most wanted is quite good against this list
Hey Clon,
Has anyone asked you directly what sort of list you would build to attempt to counter it, as well as have a shot at just about any other build out there?
Because if no-one has, I'd like to, now.
I have asked quite a few Imp players what they would fear to see in a Rebel list, and most can't give me a good answer, either they have not had enough experience vs Rebels (My area is very Imperial heavy) or simply have not found something they are scared of with the exception of a tooled up MC80 or a 'Vet Swarm.
Any Imp's got any input?
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actually most wanted is quite good against this listOpening Salvo would get you killed.
What would you suggest? You Literally CANNOT put Adv Gunnery in your objectives atm for fear of ISD2 or Ackbar MC80 - Also giving it to Demolisher is also a bad idea.
Precision Strike is also a no no vs this list (however I do like to run it with the 4 B wing list)
And Most wanted is also a bad idea, vs this list. There is no good Red Objective vs this list - FFG give us more objectives to pick from!

How so? It's good for your list ("This list") as at most it is worth 56 points. Vs 72 or more, it also gives you more black dice to throw at the Marked ship. I would love to put it on Demolisher and get extra dice vs it. I guess it is the best of the 4 reds?
My thoughts behind opening Salvo is hopefully one shotting Raiders before they get to do anything.
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Opening Salvo would get you killed.
What would you suggest? You Literally CANNOT put Adv Gunnery in your objectives atm for fear of ISD2 or Ackbar MC80 - Also giving it to Demolisher is also a bad idea.
Precision Strike is also a no no vs this list (however I do like to run it with the 4 B wing list)
And Most wanted is also a bad idea, vs this list. There is no good Red Objective vs this list - FFG give us more objectives to pick from!

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I don't fly my B-wing's out too far, especially without boosted Comm's I let the enemy come to me, I set up a "Bomber screen" at around the middle of Blue Die range so when anything comes in at the whales, they must face the B's first/at the same time.
Also if I knew I was going against that list, I would run opening Salvo, Fleet Ambush and Superior positions. Salvo helps me add blues or blacks to the whales first shots, Fleet Ambush splits up the ships at least a little and depending on how deployed I could get in to them first or second turn with Whales + B-wings.
Superior is the best case pick, as you can then see which way you want to point your whales to be able to speed 3 Kite the Raiders, usually they end up in a semi conga line if you can sweep around the board at the right time.
I get the Raiders are there to draw fire/be blockers/extra damage and activation order for Demolisher as Demolisher is the key to the list, I have always thought it was a little too good for its points (title and the base ship) but that is just my view, it's even better now with the upgrades from Wave 2.
Also the reason I said XI7 is because going in to a a tournament I would not know what lists I would be facing, so it is there for when I do get vs ISD/glad spam/Other Rebel list. It is bad to build only to counter this list.
Also as fragile as it is being a Neb, I'd be tempted to run a Neb-B Salvation + Raymus + TRC. Minimum 2 damage, max of 8 or 6 + accuracy before tokens, even better vs the Raiders because odd's are the crit will get through as well. - However Neb's have the unfortunate habit of wanting to fly directly at the enemy, which is exactly what this list wants you to do.
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I have not seen many raiders on tables but I am a firm believer in that Gladiators are under costed by about 5/6 points. - especially when compared to MC30's - you can argue you can use MC30's at long range with Ackbar, but if Ackbar didn't exist the MC30 struggles to be that close range brawler it wants to be without a Brace, and its 2 redirects can be argued as close to useless if you go vs anyone using XI7's (which is very popular in my local area).
I also agree with those talking about a bid, I think the lowest I'd ever really want to go is 394, and I usually use 395/396 as my standard.
I would like to see this list go up against 3 Whales with Gunnery teams and XI7, Ackbar as Admiral, 4B's, HWK, 3X
Throwing 5 reds twice at different ships per whale can be a lot of damage - it can also be none as red dice can be fickle, but odds are you will get minimum 2 or 3 on your roll before defense tokens, and this is after squad activated B-wing's go in.
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It could be worse, you could play Armada and not have any news for over a year. (and then probably have to wait a year from announcement for actual release)
DR4CO and KryatDragon reacted to this -
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Are people forgetting Defender's can't evade? - Therefore cannot use Juke.
I know the title gives them an evade on 3, 4 or 5 move but once in combat a lot of fighting is done at speeds 1 and 2. I only see it viable for the first pass or maybe towards the end of the game unless you are constantly doing 4K's.
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7/10
Good acting by the new cast, loved Oscar Issac as Poe. Loved the whole time spent on Jakku. Also loved how to opened to a Star Destroyer just like 4, 5 and 6.
Downsides mainly: Plot feels like we've seen it before (mostly). Plot in the last 1/3 felt very rushed. Villains under used - Phasma didn't get used half as much as I thought she would. Kylo was scary before he turned out to be a whiney brat. Snoke doesn't really do much.
Quite a bit of forced comedy, some was great/expected some just felt forced/cheesy one liners.
It was good but something felt missing and I can't quite put my finger on what.
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I'd give it a 7/10. Something felt like it was missing but I can't pinpoint what. A lot of the "twists" could be seen a mile off and I had a theory it would be a movie and I was basically spot on. A lot of the scenes felt rushed and some things that were mentioned in passing and that would of been cool to see instead of what was shown. Still no more solid info on Finn, Rey, Snorke, First Order, Knights of Ren, How the resistance was formed, where the Republic is. I have so many unanswered questions. And currently the books don't answer them either.
Also Kylo left a lot to be desired as a villain. Started out well then ended up a whiney kid like Luke was in A New Hope, at least Vader took disappointment in a more menacing way "Apology accepted, Captain Needa", Kylo also loses to someone who is brand new to the force and has no training with a Sabre what so ever yet he has apparently had training by Luke and Snoke.
Phasma was built up as well but also not used a lot and I hope makes more of an appearance in 8 if she is not dead.
And Snoke was again not very menacing, by the end there is no really solid villain.
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I have heard from a few stores who have spoke with the UK Distributor apparently they aren't shipping yet due to some licensing issues.
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Aren't they a part of wave 8? Yet the rest of wave 8 hasn't updated

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I've played in a lot of Store/Regional kits plenty of Organized play kits and one National event and I have only once come across something I'd say was against sportsmanship: Opponent was flying 3 Z + Han, He had deployed Han in front of a rock and I expected him to just to a 3/4 speed through it and commit to the fight, instead he sharp 1 turned away from the rock while committing his Z's Lost all 3 for no losses on my side then went over to the TO and complained I was slow playing because of his own mistake.
I don't even see running away as anti-sportsman like - at least in Store/Regional/national level. If you are winning and don't feel like you can end it with dice then playing survival is a strategy, if your opponent can't out fly you trying to run away that is their problem for either committing too hard to the chase or not chasing hard enough.
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Sadly have been hammered by work recently so had issues getting my other games arranged


Anti-Triple-Tap Strategies
in Star Wars: Armada
Posted
A triple tapping Luke or Keyan can be good too.
I have a build along the lines of:
MC80 Command + Adar Talon + Dodonna
AFMK2A + Gunnery Team - Used to be AFKM2B + Paragon see fighter changes as to why I changed to A + Gunnery.
Escort Neb + Yavaris
Luke, Keyan, 1X 2B's, HWK - this used to be Luke, Keyan, Wedge, Dutch, 1B, HWK but figured I'd take Whale A + Gunnery instead as it is better vs a mass fighter ball than Wedge/Dutch combo is.
379 points I don't think I've seen anyone else bid more than 20 before, so 21 should be solid bet to go first.