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Everything posted by Aladdynsane
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Glad you brought that up, and I'm not completely crazy for thinking of Dooku. I'll have to try them both. Last night ended up in a 2v2 at 500 points and I used Rebels, so I didn't get to try this, but I'm hoping to in the next few weeks.
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Good points. I have Vital Assets and Priority Supplies coming in the mail as we speak, so my goal is to have our play group take objectives more seriously going forward. We play with them now... most of the time... but seem to always end up playing the "hold this point" objective more than anything. Some new objectives and a solid bid with this list would really give me the chance to decide how I want to play.
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Rebel Long Range Build?
Aladdynsane replied to Aladdynsane's topic in Star Wars: Armada Fleet Builds
I've been looking hard at this one and I think it's the next thing I'll run. The only things I don't have are the Home One and Reb Squadrons expansions, and they're in the mail, so I should be good to go. Thank you for your advice and I'll have to let you know how it goes! -
Very good point on the activations, and especially on Grievous. I don't know why I didn't think of him at first. Regarding 3 Droidekas, possible snipers, etc... would it be better to simply run more naked B1's? I think you can get this up to 10 activations if you cut a droideka and run naked B1's. That being said, I do like Droidekas and think they'll only get buffed (in some waY) in the future, so maybe that triple threat supressing people would make up for the lack of B1's?
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New articles up for Lando and Kallus
Aladdynsane replied to AsmallChicken's topic in Star Wars: Legion
I guess I hadn't considered the 3 range sharpshooter vs. the 2 range double shot. I guess part of it is my meta. When I run Han, I normally run Chewie, and while most people could move up to engage Han, they typically don't. -
Rebel Long Range Build?
Aladdynsane replied to Aladdynsane's topic in Star Wars: Armada Fleet Builds
I like this! The only problem I have with the list isn't the list itself, but the fact that I'm having trouble finding the GR-75's at a reasonable price. I feel like those cheap activations would open up so many lists for me that I can't otherwise build. -
New articles up for Lando and Kallus
Aladdynsane replied to AsmallChicken's topic in Star Wars: Legion
I was hoping Lando would be a bit more combat-y, but I suspect you're right, it'll all be in the tricks with his command cards... and access to three extra, too! Hey, two cape options makes him one of the strongest figures in the game by my calculation. Dooku, Grievous, eat your hearts out. -
Having played for a few months, I've grown to appreciate the value of suppression. Our group doesn't really build to take advantage of it per se, but the few times I've seen it work I've seen critical units flee the table, units not being able to aim before shooting, causing them to narrowly miss a kill, etc. With that in mind, and with so many suppressive options available to my Seps, I thought I'd build a list centered around it. I face some Rebs and Imperials, but MOSTLY Republic. I face a lot of Obi-Wan, suspect I'll be facing quite a bit of Anakin alonside him, and normally a tank is in the mix against me as well. I tried to give myself as much supression potential as possible while still having the long range support of my own tank. The goal would be to kind of ignore the enemy armor and cause activation loss on his side by making as many units flee or at least hunker down and have to clear stress as possible. Have I leaned into the supression side too much? I still have 16 points to play with, so looking for feedback on that and the overall list! Thank you people! Suppression Oppression 774/800 (7 activations) Commanders: - Count Dooku (200): Fear (3), Force Reflexes (5), Force Choke (5), Esteemed Leader (5) = 218 Operative: - Cad Bane (125): Hunter (6), Electro Gauntlets (10) = 141 Corps: - 2× Battle Droids (36): Battle Droid (5) = 82 - Battle Droids (36): Battle Droid (5), HQ Uplink (10) = 51 Support: - Droidekas (80): Linked Targeting Array (5) = 85 Heavy: - AAT Battle Tank (170): Lok Durd (9), High-Energy Shells (8), Armor-Piercing Shells (10) = 197
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Rebel Long Range Build?
Aladdynsane replied to Aladdynsane's topic in Star Wars: Armada Fleet Builds
Okay, that makes a lot of sense. Just tie up their squadrons a turn or two, maybe take a few out with them... give Ackbar the chance to take a larger ship down. -
Rebel Long Range Build?
Aladdynsane replied to Aladdynsane's topic in Star Wars: Armada Fleet Builds
Green Knight - as a new player with only one game under my belt, I'm having trouble wrapping my mind around the A wings, but I see a ton of people use them. Are they so good that you'd want to sacrifice a few upgrades for them? They seem survivable and I like the counter ability, but can they take enemy squadrons out quickly enough to make a difference? I'm definitely going to be in a squadron-heavy meta, so anything I can do to negate the effectiveness of those TIEs would be helpful! -
Rebel Long Range Build?
Aladdynsane replied to Aladdynsane's topic in Star Wars: Armada Fleet Builds
Thank you! Ordering some things tomrorow so in a week or two I'm curious to see how this works! -
Rebel Long Range Build?
Aladdynsane replied to Aladdynsane's topic in Star Wars: Armada Fleet Builds
*facepalm* I can't beleive I mixed up red and blue. Thank you for the feedback! I think all of it makes sense... going to try to rebuild this and see where it gets me! -
I'm incredibly new to the game (one game under my belt so far) but am about to purchase $150-$200 more content by month's end. Right now I have the Rebel halves of two core sets (2 Corvettes, 2 Nebulons, 8 X-Wings) and one Assault Frigate. Quite a few people are buying into Armada in the area, but right now we're all new and I'll only regularly be playing with one person who has Imperials (the other two halves of that core set, plus Imp Squadrons 1 and an Interdictor), another Imp player, and a Republic player. Anway, the first game was a blast and I have a number of ideas for squadrons with what I'll be purchasing. One of the things I was wondering, though, is... are long range builds a thing? If I'm not mistaken, the only dice you can normally roll at long range are blue, correct? With that in mind, I was looking at a fleet that would skirt around the battlefield, trying to circle his ships and take as many blue pot-shots as I could before my opponent really closed in. One thing to note is that I can already tell this is going to be a squadron-heavy group of players, so I thought it'd be fun to take only ships but quite a bit of anti-ship tech. Let me know if this is even semi-viable! MC80 - 182 (Admiral Ackbar, Toryn Farr, Auxiliary Shields Team, Quad Laser Turrets, Reinforced Blast Doors, Leading Shots, Quad Battery Turrets, Home One) CR90 Corvette B - 60 (Early Warning System, High-Capacity Ion Turbines, Dodonna's Pride) CR90 Corvette B - 56 (Early Warning System, High-Capacity Ion Turbines, Jaina's Light) Assault Frigate Mk2 A - 97 (Lando Calrissian, Early Warning System, Quad Battery Turrets)
