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Aladdynsane

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Posts posted by Aladdynsane


  1. 11 hours ago, Sekac said:

    I disagree. A Dooku Fear, Surprise, Intimidation turn allows him to pretty reliably put down 5 supression, with a floor of 4 (if he fails to roll a hit with lightning). The 4 are automatic just for dropping the card. 

    Grievous has a higher ceiling, but a lower floor too. A Dooku 5 supression turn is easier to pull off than a Grievous 3 supression turn. They both require 2 units in the area, but Dooku's ranged dice are better. Grievous can certainly throw a lot more out,  but that depends entirely on your opponent having enough of their units in Grievous' range to be shot. 

     

    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.


  2. 2 hours ago, PhoenixOfCopper said:

    Naked b1s are good for going early to buy time to activate your key pieces, chaining orders, giving orders to snipers, and doing objectives and esteemed leader damage transfer. I love b1s but I always have a purpose. Naked b1s, in the open, on average need between 6 to 8 hits to delete the unit. That means they need to hide and do their job as long as possible.

    This game is an objective game, so aslong as you have one unit left alive, and you have more points you win. That being said I would first decide if you are going to bid or not. If you do bid, bid as hard as you can comfortably. With a high bid you need to then build your battle plan deck. 

    Now that you have these processes done it's time to build your army. Every unit in your army needs a role. Start by planning the purpose of each unit you select in your army for several different objectives you play. For example 2 naked b1s could be back capers for a few objectives.

    The suppression game is grate but use it to mask your true strategy, not to be the only strategy.

    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.


  3. 20 hours ago, PhoenixOfCopper said:

    Alot of your units have the suppression key word however 7 activations is going to be hard to out activate armies with 10+ acts which was the meta pre new rrg.

    Dooku is a good control unit but not as suppressive as a trained in your jedi arts G.G. turn.

    The tank is a great unit for most CIS lists. And a suppressive, barrage can be devastating to a courage 1 unit, to just limit actions on 2 units.

    The droidika can lay down suppression tokens but 1 unit alone can be deleted quickly.

    With all of this in mind I made a list for you to look at and work with. I would see what works for you and if possible try to get more activations. Snipers can also be a good source of suppression so dont Wright them out yet.

    761/800
    General Grievous (170 + 36 = 206)
    --Aggressive Tactics (15), Esteemed Leader (5), Tenacity (4), DT-57 Annihilator (12)

    B1 Battle Droids (36 + 10 = 46)
    --HQ Uplink (10)

    B1 Battle Droids (36 + 0 = 36)

    B1 Battle Droids (36 + 0 = 36)

    Droidekas (80 + 0 = 80)

    Droidekas (80 + 0 = 80)

    Droidekas (80 + 0 = 80)

    AAT Trade Federation Battle Tank (170 + 27 = 197)
    --Lok Durd (9), Armor-Piercing Shells (10), High-Energy Shells (8)

     

    22 hours ago, Green Knight said:

    You could run more squads, or a 2nd TRC90, as the lack of activations don't hurt as much.

    However, you'd miss out on Comms nets, Leia and Ahsoka. Lemme think... ok, this one doesn't sing to me, but it's not horrible:

    Name: Yet Another Ackbar List
    Faction: Rebel
    Commander: Admiral Ackbar

    Assault: Advanced Gunnery
    Defense: Asteroid Tactics
    Navigation: Infested Fields

    MC80 Command Cruiser (106)
    • Admiral Ackbar (38)
    • Ahsoka Tano (2)
    • Engine Techs (8)
    • Electronic Countermeasures (7)
    • Leading Shots (6)
    • Quad Battery Turrets (5)
    • Defiance (5)
    = 177 Points

    Assault Frigate Mk2 B (72)
    • Gunnery Team (7)
    • Linked Turbolaser Towers (7)
    = 86 Points

    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    • Jaina's Light (2)
    = 53 Points

    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    = 51 Points

    Squadrons:
    • Shara Bey (17)
    • Tycho Celchu (16)
    = 33 Points

    Total Points: 400

    * Don't blame me if you run into Dooku or otherwise have trouble fixing dials and tokens.

    Edit: I actually like it quite a lot. Ahsoka is your only crutch, and she's BAE. This is how we flew back in the day. A more civilized time.

    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!


  4. 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?


  5. 7 minutes ago, Green Knight said:

    Another retro-Ackbar:

    Name: Another Retro Ackbar
    Faction: Rebel
    Commander: Admiral Ackbar

    Assault: Advanced Gunnery
    Defense: Asteroid Tactics
    Navigation: Infested Fields

    MC80 Command Cruiser (106)
    • Admiral Ackbar (38)
    • Lando Calrissian (4)
    • Engine Techs (8)
    • Electronic Countermeasures (7)
    • Leading Shots (6)
    • Quad Battery Turrets (5)
    • Defiance (5)
    = 179 Points

    Assault Frigate Mk2 B (72)
    • Skilled First Officer (1)
    • Gunnery Team (7)
    • Linked Turbolaser Towers (7)
    = 87 Points

    CR90 Corvette A (44)
    • Ezra Bridger (3)
    • Turbolaser Reroute Circuits (7)
    • Jaina's Light (2)
    = 56 Points

    GR-75 Medium Transports (18)
    • Ahsoka Tano (2)
    • Comms Net (2)
    = 22 Points

    GR-75 Medium Transports (18)
    • Leia Organa (3)
    • Comms Net (2)
    = 23 Points

    Squadrons:
    • Shara Bey (17)
    • Tycho Celchu (16)
    = 33 Points

    Total Points: 400

    Some would say use Home One, and that's fine. Just kick out Ezra and you're fine. Walex is another option in this build, as is Expert Shield Techs (drop the SFO to free 1 pt - you have Leia, so it's not 100% needed).

    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.

     


  6. 6 minutes ago, arnoldrew said:

    I'm not super impressed with Lando's combat abilities, but the one command card they previewed is amazing. Sounds like a support commander who can ping the enemy every now and again. Range 3 on his gun is pretty good.

    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.


  7. 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


  8. 2 hours ago, Green Knight said:

    The 2 awing aces are there to keep enemy squads at bay for just long enough. 

    Although correctly timed, attacking, counter and flak can kill squad, which is the reason Toryn Farr is there. 

    Your ackbar broadside do the killing of enemy ships.

    Triple potato was a thing many waves ago. Very retro gaming. 

    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.

     


  9. 4 hours ago, Green Knight said:

    Name: The Triple potato is back!
    Faction: Rebel
    Commander: Admiral Ackbar

    Assault: Most Wanted
    Defense: Asteroid Tactics
    Navigation: Infested Fields

    Assault Frigate Mk2 B (72)
    • Admiral Ackbar (38)
    • Lando Calrissian (4)
    • Gunnery Team (7)
    • Electronic Countermeasures (7)
    • Linked Turbolaser Towers (7)
    • Intensify Firepower! (6)
    = 141 Points

    Assault Frigate Mk2 B (72)
    • Skilled First Officer (1)
    • Gunnery Team (7)
    • Linked Turbolaser Towers (7)
    = 87 Points

    Assault Frigate Mk2 B (72)
    • Skilled First Officer (1)
    • Gunnery Team (7)
    • Linked Turbolaser Towers (7)
    = 87 Points

    GR-75 Medium Transports (18)
    • Toryn Farr (7)
    • Comms Net (2)
    • Bright Hope (2)
    = 29 Points

    GR-75 Medium Transports (18)
    • Leia Organa (3)
    • Comms Net (2)
    = 23 Points

    Squadrons:
    • Shara Bey (17)
    • Tycho Celchu (16)
    = 33 Points

    Total Points: 400

    Note: I find the lack of Ahsoka disturbing.

    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!


  10. 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)

     


  11.  I really like your list, but what I was going for was lots of tokens and dice manipulation, so do you think the 5th ship is better or keeping everything beefy but tweaked?

    I was actually thinking of taking Black One off of Jess and giving Cova Advanced Optics with a point to spare.


  12. Cost - 197

    • Cova Nell (58) - Leia Organa, Heroic
    • Rose Tico (38) - C3PO, Heroic, Pattern Analyzer
    • Green Sonnel (42) - Heroic, Crack Shot, Advanced Optics
    • Jess Pava (59) - R4, S-Foils, Advanced Optics, Black One

    I based this on the list that has Poe and Finn rather than Jess and Rose. However, I was hoping to be able to power up Rose with 3PO, give Cova extra dice with Leia, and do the same with Jess by staying close to the rest of the group.

    It looks good (to me; on paper) but haven't flown it yet. I will be tomorrow night. Open to suggestions!


  13. Thank you for all your responses, all! I'd love to hear from @gennataos about his list. I wonder if there's a place to find it online?

    One thing that seemed to get me last time was that my 5's went after their 5's and my 6 went after their 6. I was thinking of paring some things down to get a bid, allowing me to do movement shenanigans to outmaneuver them and make it easier to get them in my arcs/bullseye. Any thoughts on that?

     


  14. Hey all. First time posting a list, so if something like what I'm looking for is elsewhere (didn't notice it on the first few pages but could have missed it) please let me know. My FLGS's meta is mostly very maneuverable Imperial, First Order, and Scum ships. While there are a FEW swarms and Jedi, it's mostly those dang evil guys. I am consistently not able to get shots off because I'm getting outflanked, and I decided to build this list as a response to that.

    I ran something similar last night but have made some tweaks. I know this list is far from done, though, so I need advice. I want to be as mobile as possible, with my goal to be to always keep ships in my firing arcs (duh) as efficiently as possible.

    Poe Dameron (BB Astromech / Heavy Laser Cannon / S Foils / Predator / Advanced Optics)

    Talli Lintra (Heroic)

    Ello Asty (Heavy Laser Cannon / S Foils)


  15. I played IA a while back, about four missions in, but since I hadn't played in a while and got a boatload of new content (at 68% of all content vs. just the base game) I decided to play the tutorial mission tonight.

    I moved the initial Stormtrooper group, no problem, but when it becomes the heroes 1st turn, their portraits are surrounded by a black circle, and when I attempt to click their portraits to indicate they've activated, I hear a noise, but that's it.

    What am I missing to activate heroes?

     

    SORRY for the newbie question.

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