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Naboobo2000

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Posts posted by Naboobo2000


  1. The community started discussions years ago with the SSD.  All of our conjure help make that a reality.  Now I challenge the community to bring the classic Dreadnought to life.

    image.jpeg.3b6c3abfb5dfcf7e795f664763c73b6f.jpeg

    Now I have some great ideas to make this come to life. Both with the mechanics of the ship and IDEAS for marketing, in which FFG could easily market it.

    i first would like to start by one idea.  Multi-factional ship.  Same physical ship packaged in 4 different factions.  Easy and cheap to manufacture for a wave. One ship to produce and 4 different packages.

    Now my idea for each faction.  So I normally play Empire.  So I would be forced to purchase the Empire ship.  Now each faction have different upgrades that can work across factions.  So my thought would be after I get my empire ship and I could buy the 3 others and get those cards and still play all 4 or more ships.

    Now to the ship. It’s a medium based ship with a high hull point value. I would love to see the classic green turbo laser used on this ship.  Green Dice!  Powerfull turbo lasers that where made for war.  So powerful that dice mitigation does not work. (Brace, redirect, contain) But remember this is an old ship so it’s targeting computers aren’t that good. No accuracies.  25% hits 25% criticals.  Special rule: hits are normal but criticals go directly to hull.

    Ship cost 40-60
    Hull 10 -  Squadron 1, Engineering 3, Command 3

    Brace, Redirect

    F 2 Green, Sides 3 Green , Rear 1 Green

    Speed 1- 1 click, Speed 2 - 0 clicks

    Shields Front 3 Sides 3 Rear 1

    I haven’t thought about the upgrade Bar.

     

    Ok people, your thoughts!


     

     


  2. I ran this fleet against myself using most of the current metas.  It performed so well I was going to run it at Regionals. Only type of list that caused a close match or a near loss was High count Mc30 MSU lists.  Most others where not a real problem as long as I went second.  Going 1st was a close match every time. Winning and loosing.  At the last minute I couldn’t go.. Anyway here she is.

    Triple Interdiction (400/400)
    Empire

    Commander: Grand Admiral Thrawn

    Objectives: Fire Lanes, Salvage Run, Station Assault

    [flagship] Interdictor Combat Refit (93)
     - Grand Admiral Thrawn (32)
     - High-Capacity Ion Turbines (8)
     - Disposable Capacitors (3)
     - Taskmaster Grint (5)
     - Projection Experts (6)
    = 147 total points

    Interdictor Suppression Refit (90)
     - Interdictor (3)
     - Targeting Scrambler (5)
     - G7-X Grav Well Projector (2)
     - Commandant Aresko (7)
     - Projection Experts (6)
    = 113 total points

    Interdictor Suppression Refit (90)
     - G7-X Grav Well Projector (2)
     - Grav Shift Reroute (2)
     - Disposable Capacitors (3)
     - Wulff Yularen (7)
     - Projection Experts (6)
    = 110 total points

    Squadrons (30/134):
    2x Lambda-class Shuttle (30)

    How I played was to go second.  Slowing all opponents ships to a max of 1 the first round and not get into combat until the earliest 3 but the average I found was 4.  

    Thrawn has 3 engineering commands so rounds 4-6 are all repairs and Con-fires or Navs

    Try in rounds 4-6 to always get double Arc shots. Use shuttles for 2 rounds of fighter defense and token grabs.  I always brought down the main attacker ship and some support ships.

    Fire lanes is self explanatory but move the tokens near the space station and the Lambda’s on it.  I won big on this every time. 9-1 average

    Salvage Run is a solid token grab. Should be able to grab all tokens and hide behind obstacles. Average combat round starts round 3. I won on this every time. 7-3 average 

    Station Assult is the only true one normal people will pick.  Great thing about this objective is that the more they attack a station they are not shooting at the Interdictors; and vice versa.  Block opponents from a clear shot using obstacles and ships.  This was the only one where one or both stations would go down but I would take out there combat ships every time. I would win by points . Expect 6-5 - 8-2  but no real average here could be found.  

    This was a super fun list.  I felt that the more I played tested it the better I got running the list and the more aggressive I got with an ISD in attacking the faster I would loose it. One list a the end of the game where your opponent says to themselves; What the *F* just happen???????


  3. Just ran on Sunday..

    Vader

    Isd1, Hondo, Avenger, Boarding Teams, Dual TL

    Raider 2 , overload pulse Gunnery, disposable

    Raider1 , external racks Inteptuas

    Kitten, enhanced arm Hand of Justice 

    Floatilla, suppessor, Tua, Ecm, slicer tools

    1 tie interceptor


  4. Interdictor Suppression 

    1. Wulff - Engineering Token for Projection Experts.
    2. Projection Experts - Heal those Glads
    3. Targeting Scrablers - protect your Glads
    4. Grav-shift Reroute
    5. Interdictor - for Targeting Scrablers
    6. Ion-cannon Batteries
    7. Optional Tractor Beams.... This kills their Nav token or slows them down and lets the Ion-cannon strip that shield away.

    124pts or 118pts without Tractor Beams.  Keep your Glads close then pounce when in the next turn they are in range of the Interdictor.  

     

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