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Truegreek

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  1. So, I get that it's about the choice for the attacker, but I'm having trouble picturing the scenario where the defender's actions are different based on the knowledge of which crit it will be. If I understand your example, you're getting shot into the nose of a Neb, enough to punch through the shields, so say have 1 shield on the nose, no damage on the sides, both braces exhausted, and an ACM Glad rolls Hit/hit-crit. If he elects to use the default crit effect, you would burn a brace based on that knowledge to keep from getting a faceup. If he elects to ACM, you would not burn the brace, take a hit on both sides, and take a facedown. Okay, I guess I could see that. Dodannas pride is actually the perfect case where that's important, since it actively takes damage away to deal a crit. So if you roll a 3 damage roll with a crit, there's an opportunity for your opponent to assume you'll trigger dodannas pride, and instead you can take the three damage and potentially deal a crit anyway
  2. It happens after defense tokens are spent/declared, but before damage is resolved. This is mostly important for redirects when using acms, and specific crits such as projector misalignment/capacitor failure combo while using apts. It's important to maintain that defense tokens are first spent, as evades can cancel crits before you can trigger Amy crit effects.
  3. I did yesterday, and everything I've said about it is from the mind of an imperial. Rebels with 4 asf ackbar can probably beat it through red dice, but imperials can't really get away with that. I'm not gonna go into player skill arguments, as they're fairly futile efforts, but a speed 3 corvette with navigate commands is the most meanuverable ship out currently through speed options and an additional click. It's not hard to get 3-4 corvettes ramming a single medium/large based ship (which kills an asf and leaves 2 damage on a vsd, if shooting didn't get it down farther) and the 5th blocking another. Plus you have the action economy to delay with the mc80 to force and opponent to move into ramming range. Like I said earlier, tarkin could work, but how useful is a tarkin list against ackbar compared to the extra damage of screed or Vader? In the context of a multi round event I don't see an imperial list that can contend with kamikaze corvettes and isd strength broadsides, unless firesprays do prove to be all that. Which I can only theorize about since that's more expensive than the 1st isd...
  4. It's actually 5 corvettes and an mc80 for durability. The issue comes much more into the interplay of the objectives and the speed of the corvettes. Gunnery teams don't benefit you too awful much when he's just gonna pop 2-3 damage in shooting, then ram for 2 more. Since you don't remove the ships till the end of the turn, he still clogs lanes and likely forces a bump on your activations as well, dealing an extra damage. The issues much more of how do you have enough activations to deny him better activation order, while still maintaining firepower. Bombers can work, but at the cost of ships and therefore hull points you desperately need to withstand ramming. I'm not super confident in single shot black die that can be redirected if its a crit, or eaten if not, is the best answer. Going second means he gets to pick either contested outpost or the red objective, cause most wanted, precision shots, advanced gunnery, and opening salvo all benefit him more in the long run, since you can assume I'll one shot regardless. So long as each corvette does 3-4 damage in rams and another 1-2 in shooting they're expendable with 160 points sitting in an mc80
  5. One counter to this list is TIE bombers. Throw in Rhymer and/or boosted comms for extra insurance, but they're not strictly required. Bombers have the speed to keep up with corvettes, and focus firing them should take them down quickly. You'll have to play the squadrons as minefields and place some of them where you expect the corvettes to go next turn. The issue is that they just ram, they arnt going to go anywhere persay. Bombers would work potentially, but its still shields and hull you have to chew through, and there's no yavaris to assist that
  6. No problem. I haven't listened yet, but I did want to comment on fire lanes. I feel it's the truly gameyist objective out there, just cause stacking all 3 right next to each other creating essentially a super contested outpost game, where 2nd player gets to start 60-90 points up seems really really gamey. Especially with red vs blue games, where rebels have more red dice period. It's definitely one of the objectives that seems more likely to lose you a game picking it, than draw. I would love to see something change, such as they can't be deployed within 2 of each other, to spread the board and allow some flexibility in deployment.
  7. After playing wwpdsteven yesterday, I'm honestly just worried about rebels in general. They seem to have gotten multiple extremely powerful list archetypes like ackbars circus of circles, but also a corvette swarm with riekken is terrifying as imperials. Without consistent long range damage there's really nothing you can do to prevent double rams. And any ship that gets to 3 hull gets a free double ram next turn, plus whatever it deals from shooting. I'm honestly worried imperials might get even weaker compared to rebels post wave 2. High damage doesn't stop riekken, and is only equal to ackbars while he maintains more versatility in ship selection. And the trouble with firesprays is they're 20$ for one, so you'll have to blow 60$ to have an appreciable bomber force of rogue ships. Still have to try tarkin against Stevens list, as he might prove more useful for double downing engineering tokens, but even then I don't think you can outlast nearly 20+ dealt damage and an mc80 while playing the objective
  8. Just to answer your question about opening salvo, yes a concentrate fire order can be used to add an additional die. Since adding is done in the modify step after the initial roll, you have the option of the order to modify dice in. So you can trigger opening salvo, then based on that roll see what die you want to add from CF. Then you could leading shots or Vader for example.
  9. I prefer a slightly different selection of objectives as imperials. Going against rebels I find superior positions to be incredibly important to beating assault frigates to a spot. I dislike the red objectives as imperials, since they don't dictate deployment as second player. Advanced gunnery is a trap card imo, especially coming into wave 2 where you really don't want to give a free gunnery teams for rebels. I actually like most wanted or opening salvo, which both add dice to your pool to manipulate with your superior dice modifiers. Opening salvo with gladiators and Vic's is a dead ship using ACM and screed. Yellow cards cone down to mostly contested outpost and fire lanes. Both are deployment dictating and extremely effective, especially if you see you have a free turn or two to park on it with a spare raider/gladiator. Blue is superior positions all the way, you lose some to rebel bombers, but you avoid every issue of the victory being slow, and can gaurentee your front arc gets some use.
  10. You guys are missing the greatest upgrade ever! The imperial dude that lets you swap for an evade token at the beginning of game imperial star destroyers drifting through ackbar laser fire. But in all seriousness I see a 1 isd, 1 demolisher, 1 raider with screed and a few firesprays to cover him
  11. In that scenario you just disengage and take the 5-5. Speed up to two, go the opposite direction, and have a beer with him after Seriously what makes it work is people have to try to turn with them, like dogfighting. It's just not gonna happen for imperials, and if you're opponent puts you in a lose or draw situation take the draw and hopefully the next match you get a better objective to play towards
  12. I still feel Vader is too expensive for what he does if as R1H4 concludes that Vader is most valuable when using Red and Blue dice. For close to the same price Ackbar is a much much better value so I dont see why Vader is at his current price point. If he was 28-30 then I would be more accepting of him as a commander but as he stands now he is at the bottom of any lists I am building for Wave 2. Such a disappointment. I expected more from a Sith Lord. Right, but there's also no analysis of odds for black/blue crits. Obviously with screed there's a 100% chance, once. Vader with 4 blacks I imagine is pretty close, considering 4 blacks for glads is just a 30% chance you don't get a crit as is. Vader drops it to 22% if I'm remembering how to stats right. And Vader gets alot better the more dice you throw, like isd 2s, which are preferable if anything for getting ecms. Ships that can average 8-10 dice are going to naturally like Vader, and he still has utility for black dice users since they carry evades save vsd1's Still not sold on him, plus you can emulate his ability with Black Dice on select ships with Ordnance Experts and they allow you to re-roll multiple times (one from each firing arc) without disabling a defense token each time. I am not arguing that he isnt good with Blue and Red I am arguing that his cost is too high for just those dice. Well hopefully I'm you're next league opponent and I can put my salesman uniform on
  13. I still feel Vader is too expensive for what he does if as R1H4 concludes that Vader is most valuable when using Red and Blue dice. For close to the same price Ackbar is a much much better value so I dont see why Vader is at his current price point. If he was 28-30 then I would be more accepting of him as a commander but as he stands now he is at the bottom of any lists I am building for Wave 2. Such a disappointment. I expected more from a Sith Lord. Right, but there's also no analysis of odds for black/blue crits. Obviously with screed there's a 100% chance, once. Vader with 4 blacks I imagine is pretty close, considering 4 blacks for glads is just a 30% chance you don't get a crit as is. Vader drops it to 22% if I'm remembering how to stats right. And Vader gets alot better the more dice you throw, like isd 2s, which are preferable if anything for getting ecms. Ships that can average 8-10 dice are going to naturally like Vader, and he still has utility for black dice users since they carry evades save vsd1's
  14. That's pretty normal for a tarkin build. A free shield a turn isn't that bad. I pretty much have the same stuff as you, except I also have a nebulon and cr90 expansion. I'd highly suggest you get at least 1 nebulon to get xi7 turbolasers for a victory or imperial star destroyer, as it really helps against both sides bigger ships. And cr90s too. I just ran a 2 Vic 1 raider list myself, with Vader thanks too a friend giving me an extra he had. 1 vic2 -85 Darth Vader -36 (I think) Gunnery teams - 7 Total: 128 1 vic2 - 85 Dominater title - 12 Xi7 turbolasers - 7 Gunnery teams - 7 Total - 111 Raider 1 - 44 Assault concussion missles - 8 Admiral montferrat - 5 Impetuous - 4 Total - 61 Total list - 300 I might be a couple points over, doing that off memory. But the list uses the raider as shot bait, with montferrat giving extra survivability, and acms to provide a genuine threat. The dominater vsd shoots waay over its weight class, tossing up to 9 dice out of its front arcs, 6 out of its side. With Vader to reroll blanks and excess accuracy, and xi7 to negate redirects effectiveness. Was basically gaurenteed to get 4-5 damage and an accuracy base, about 6-8 out the front. Vader stays on the other one to nspread the points around, which is important so you don't get too crippled by losing one
  15. Cool, that's what I figured. Got to try the Vader you gave me yesterday and he rocked with vsd2s. Constant 5 damage 1 accuracy, more with dominater throwing 6 die side arcs and 8 front. He definitely makes medium range engagements feel like a winning proposal.
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