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Aladdynsane reacted to Sekac in Sep Suppression Build
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.
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Aladdynsane got a reaction from Green Knight in Rebel Long Range Build?
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!
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Aladdynsane got a reaction from PhoenixOfCopper in Sep Suppression Build
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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Aladdynsane reacted to PhoenixOfCopper in Sep Suppression Build
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.
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Aladdynsane reacted to Green Knight in Rebel Long Range Build?
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.
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Aladdynsane got a reaction from PhoenixOfCopper in Sep Suppression Build
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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Aladdynsane got a reaction from lunitic501 in New articles up for Lando and Kallus
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.
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Aladdynsane reacted to toffolone in New articles up for Lando and Kallus
There are 3 different capes. Long, short, flapping corner.
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Aladdynsane reacted to Green Knight in Rebel Long Range Build?
You must not spend your A-wings too early. Always protect them with overlapping flak in the vicinity of Toryn, and use obstacles to keep Shara free to move. Also, don't expect too much of them: against a skill squad player with 130+ pts of squads, they won't delay him that much. But they are still the best at what they do, for only 33 pts.
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Aladdynsane reacted to arnoldrew in New articles up for Lando and Kallus
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.
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Aladdynsane reacted to Green Knight in Rebel Long Range Build?
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.
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Aladdynsane reacted to Mad Cat in Rebel Long Range Build?
You need red dice for long range not blue. Disposable capacitors is an upgrade to let blue dice fire above medium range but for one turn only and not on large ships.
Ackbar seems your man (Fish) for this.
MC80C or MC80A are a good flagship. Engine techs to keep your move distance up but your speed down and this helps with your QBTs. RBDs or EWS or both on the Assault version. ECMs are still good but you will need a repair token or two to refresh them (Hondo on a little ship).
Take 2 CR90As with TRCs. Jiana's light is good but keep them cheap. EWS is expensive and your side hull zones are small and enemies can easily hit your nose or rear even if you are broad siding them.
AF2 take the B version as it is cheap and who needs extra front dice when Ackbar is in charge. If you can squeeze in some A-Wings or Z95s as a token fighter force to give you one turns of bomber annoyance this ship can do a squadron command to fling them in. Gunnery teams gets you 5 red dice at 2 targets a turn, 6 with enhanced armament but LTTs are probably better.
Drop Aux shields as it can't take the flagship shields above 4 and they start at 4. Toryn can go too as this is now a red dice fleet. Home one is good in 800 point games but 2 of your other ships can do without accuracies with the TRCs so spend the points elsewhere. Counter (1) isn't going to get you any bomber kills even if you do take 30-50 points of squadrons.
Missions: Advanced Gunnery, contested Outpost and minefields are good. With the latter place a big blob of mines and rocks in the middle of the table and see which way the enemy want to go around it to get to you. Then turn the other way and drag him through the pain while you fling red dice at him and keep the range open. Advanced gunnery Ackbar assisted MC80s tear ships to pieces but still keep the range open to avoid the double points if you loose it. Contested outpost is ok but don't get too tied to the base just for 20 points. Fire lanes is good but risky if the enemy have 2 Strategic squadrons like Lambda shuttles. Planetary Ion cannon is good by putting three tokens in a small triangle then using them like the mines in the minefield scenario.
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Aladdynsane reacted to Divad in Rebel Long Range Build?
Long range rebel builds are certainly viable. As mentioned, keeping your small ships cheap is the way to go. TRCs as mentioned are Turbolaser Reroute Circuits, and is probably the only upgrade you'd want to add to your CR90A (a very strong upgrade on them). Other then Jania's Light that is, which is a must on one CR90A.
The difficulty will be flying to maintain that medium to long range distance. In any case just experiment with upgrades, and see what works and what does not. And most of all, enjoy the process of this experimentation.
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Aladdynsane got a reaction from Greebwahn in Poe / Talli / Asty
All excellent suggestions! Thank you! I'm going to play around with this tonight and let you know.
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Aladdynsane got a reaction from Bucknife in Poe / Talli / Asty
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)
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Aladdynsane got a reaction from PsychoRocka in Certain cards you'd like to see?
For me it's Thranduil without a doubt. Are there any characters as "big" as him that haven't been made yet? Have the designers given a reason why we haven't seen him, or he just hasn't fit into any of their plans thus far?
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Aladdynsane reacted to Eldainorn in WOW! Gandalf Hero!!
I was also thinking of combining Gandalf with the hobbit heroes. It think it would be fun to play and pretty thematic also.
EDIT:
@7theye you are really not forced to play him. When I make decks I try to make it harder for me so I do not always include auto-include cards, let's say A Test of Will, UC,... It keeps the game challenging enough to not get bored of it. Not that I could get anyway.
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Aladdynsane reacted to iznax in WOW! Gandalf Hero!!
The basic game mechanics of LOTR are pretty stiff ( clever, solid, thematic but stiff ) you don't draw 2 cards per turn and you can't spend clicks to draw cards, so they are giving us many different ways to work around this. I can't really see any bad in this and i can't really disagree with your whole statement more.
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Aladdynsane reacted to 7theye in Cards you have always wanted to play but can't
There are always cards that are so cool thematically that you just wish you could find a way to for them work in a deck but everytime you try, they ultimately end up on the cutting room floor.
Was wondering what these cards are, and if anyone has a great way to use them please do tell
For me:
Palantir: very cool sounding, just really overshadowed by similar cards that don't risk the threat gain
Keeping count: again, recreating the battle of helms deep is so epic...except that getting this to work is so **** hard when I can slap on a blade or gondorian fire
Faramir(lore): I've always loved the idea of a ranger and trap deck. However, being able to boost his attack much is so hard when you have guys like leoglas, bard and eve glorfindel for whom it's so much easier then this
Hammer-stroke: ultimate badass card. Just take on all comers. However in practice I haven't been able to justify the two cost for this and use it to good effect.
Thoughts?
