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Naboobo2000

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Everything posted by Naboobo2000

  1. Two observations from your picture. looking below the Vic and Isd is the Cr-90 and a Glad. Both are almost to scale looking at the picture. BUT I wonder what it could be spreading its SHADOW on the ISD and Vic..... No, Could It Be? A Super Star Destroyer! (Coming This Christmas??)
  2. I fully agree with your statement. Overall the Gladiator is the best overall ship in the Empire right now. Add Demo to it and its the best ship in the game. I personally ran 4 Glads (one Demo) and a nice fighter cap. Spacing them correctly then performing "The Pounce" = Death. Just straight up Death. This data will all change once wave 4 comes out. Wave 3 will see some changes but the Nav Game will explode and the Large ships will be able to complete. Naboobo2000
  3. OHHHH I can't wait to play you. Its going to get dirty up in here.... I suggest our both areas come together for a classic beat down! Ive heard so much hype but it an't no thing. Naboobo2000 (sorry I'm not that good at trash talk )
  4. Hey now! There is only 1 person that can Troll Lyraeus, Thats me.... .. Things be changing once wave 3-4 come out. Changing a lot. People may have mastered the art of movement now. I cant wait to see the carnage unfold. Naboobo2000
  5. May the force be with All the Admirals of Portland...Lets sweep two Regional's!
  6. It's real!!!!! (FFG drops the mic)!
  7. Lyraeus, You are a strong gamer. The light side is strong with you! Both in creation of your fleets and playing this game you have great talent. I would like to share one piece of advice. In a tournament, I play only the game in front of me. Let it be fun. That being said, I have only won how many Tournaments? 2. So realistically I'm there to have fun, if I win then I win, if I don't then I don't. I am there to meet some pretty great people including yourself. I think what I am trying to say is maybe focus on the enjoyment more and less on the competitive side while playing. This may relax you. Just a thought. Naboobo
  8. I say leave it as is... but if I was to change anything, it would be to stack obstructions. Naboobo2000
  9. FYI, I ran for squadrons: Howlrunner Tie Interceptor 2 x Tie fighters My fleet is posted under A Real Empire Fleet under the fleet thread.
  10. I think one of the main benefits to this build is the critical damage which combined with Avenger to single shot most ships is straight up brutal. Glads dish out two critical damage each and stip those shields. Then Avenger double shoots for two major kills in one shot. Example : 2 Isds with Motti. 8 front shields 6 side shields.. With 3 Glads each shooting with a dual ark front and side. Let's say in any givin round one Glad dies first before firing a single shot. The others shoot and give 12 Black and 4 Red dice.. 4 critical hits handed out and approximately 50% double and 25%hits with black due to re-roles -- 18 hits. 25%hits with red 1 hit. Brace will narrow that down to 10. If they do or don't redirect the XI-17s kick in. The Glads just effectively stripped the shields and that forced the brace to be used. Avenger shoots. There is no bracing or redirects minus 1. I don't worry about accuracies so rerolling and a concentrate fire command.. 50% hits again. 11 hits.. Or 22 shooting twice. 32 damage not including Glads concentrated fire or ramming or even the third Glad. With Devine intervention, in one round damage could be 6 criticals, 68 shooting damage, 4 ram damage. That's brutal! Naboobo2000
  11. The Tie Interceptor was interesting. If it lasted at least one attack then points well spent. In one case it went down in one shot, but I did get the counter off. So in that case it was a toss up. All my other matches people went for the Tie Fighters first so it lasted longer. Howlrunner paid off well. She was attacked last in every round. The buff she gave everyone was great making this cap work as I thought. As far as building under for Initiative, It really didn't matter I think. If I went first I had 4 ships which was fine, If I went second then I picked the Objective and still had 4 ships. Naboobo2000
  12. So I have not perfected using this fleet, but over the course of one Casual Game night and one 10 player Tournament, I am very happy with this. The Bringer of Pain! 400Pts Empire Objectives - Anything you choose. ISD 1 152pts Admiral Ozzel Gunnery Teams Leading Shots XI-17 Avenger Gladiator 1 75pts Ordnance Experts Assault Proton Torpedos Demolisher 2 x Gladiator 1 65pts each 130pts Total Ordnance Experts Assault Proton Torpedos Howlrunner 16pts Tie Interceptor 11pts 2x Tie Fighters 16pts As I have said above, I have run this through 5 matches against both Empire Fleets and Rebel Fleets. I have only failed once due to my blundering ways. "I am clumsy as I am stupid!!" My basic strategy is pretty simple. Slow the game by moving speed 1 until you spring the trap. About round 4. Moving all the ships into boxing formation. Box out forward movements with Gladiators and fire away. The Gladiators job is to attack and force the major ships to use their Defense tokens or risk massive damage, then Ozzel attacks with Avenger. If you go first there are plenty of ships to burn a turn or shoot and run. If going second then most ships can last one attack so then can hit and run. I like to run with the two Gladiators up front with the ISD. Demolisher runs last getting a final side attack, then hit and run out at the start of the second attack round. I also have used Demo as diversion letting my opponent shoot at him while the other two Glads fire away setting up the ISD. No matter what I am expecting some ships are going to be destroyed and they are pretty cheap at 65 or 75. Loosing one or two Gladiators ships (Disregarding Objective Points) still gives a 9-1, All three is 8-2. Proper movement is critical. During my last battle against Ackbar and 2 MC80's, I ran two close in the front with Demo trying to box and had my other two Glads out of the battle. Ackbar just side stepped. Running the fighters as a CAP and keep them close. I have sent them in the same time as the Glads or the turn before to shut down the Bombers. Usually with a squadron command on the ISD. This gets them into position to tie down the others fighters. I do target anyone that gives the Intel Buff. Please ask questions or if you have suggestions or comments, Fire Away! Naboobo2000
  13. So I have not perfected using this fleet, but over the course of one Casual Game night and one 10 player Tournament, I am very happy with this. The Bringer of Pain! 400Pts Empire Objectives - Anything you choose. ISD 1 152pts Admiral Ozzel Gunnery Teams Leading Shots XI-17 Avenger Gladiator 1 75pts Ordnance Experts Assault Proton Torpedos Demolisher 2 x Gladiator 1 65pts each 130pts Total Ordnance Experts Assault Proton Torpedos Howlrunner 16pts Tie Interceptor 11pts 2x Tie Fighters 16pts As I have said above, I have run this through 5 matches against both Empire Fleets and Rebel Fleets. I have only failed once due to my blundering ways. "I am clumsy as I am stupid!!" My basic strategy is pretty simple. Slow the game by moving speed 1 until you spring the trap. About round 4. Moving all the ships into boxing formation. Box out forward movements with Gladiators and fire away. The Gladiators job is to attack and force the major ships to use their Defense tokens or risk massive damage, then Ozzel attacks with Avenger. If you go first there are plenty of ships to burn a turn or shoot and run. If going second then most ships can last one attack so then can hit and run. I like to run with the two Gladiators up front with the ISD. Demolisher runs last getting a final side attack, then hit and run out at the start of the second attack round. I also have used Demo as diversion letting my opponent shoot at him while the other two Glads fire away setting up the ISD. No matter what I am expecting some ships are going to be destroyed and they are pretty cheap at 65 or 75. Loosing one or two Gladiators ships (Disregarding Objective Points) still gives a 9-1, All three is 8-2. Proper movement is critical. During my last battle against Ackbar and 2 MC80's, I ran two close in the front with Demo trying to box and had my other two Glads out of the battle. Ackbar just side stepped. Running the fighters as a CAP and keep them close. I have sent them in the same time as the Glads or the turn before to shut down the Bombers. Usually with a squadron command on the ISD. This gets them into position to tie down the others fighters. I do target anyone that gives the Intel Buff. Please ask questions or if you have suggestions or comments, Fire Away! Naboobo2000
  14. If your rolling Black dice mainly or using gunnery teams, then Vader is the way to go. If its blue Crits your looking at then its Screed.
  15. Team Covenant on Youtube showed two new maps while at worlds. Bespin and Endor look Amazing. Anyone have any news? Endor map is the same maps as Worlds prize's. Bespin is a orange cloud atmosphere looking down to cloud city a ways away.
  16. Death Star weapon confirmed....... New trailer show massive fireball of destruction.
  17. I personally have shot this once. SHIP - Gladiator 1 UPGRADES - Expanded Launchers, ENGINE TECH OBJECTIVES - 2nd Player Advanced Gunnery COMMAND - Concentrate fire, two command tokens, Concentrate fire and Navigation. Roll #1 front Arc 2 Double Hits (Red Dice) and 4 Hit/Crit (Black Dice). Finishing off a rebel space turd. Used my Navigation Token and double rammed another rebel space turd. Roll #2 front Arc. 2 Accuracy's (Red Dice) and 5 Hit/Crit (Black Dice)(Concentrate fire Command and Token used) Total damage output from 1 round... = 24 If the 2 Accuracy's where double hits then damage would equal 28 but my opponent would have Braced and Redirected. I call this round the perfect roll round. It was a glorious round for the Empire.. Naboobo2000 p.s. My next tournament the same exact scenario came up and my first roll was only 1 hit.. then my second roll was all misses, added a dice with concentrate fire and missed, re-roll and miss using a token... 1 hit and if I rammed I would have killed myself and the opponent would still be alive. Suck..
  18. Well I guess I started a nice debate. My personal vote is to not allow any won wave 2 ships into any other Massing Event this weekend. Naboobo2000
  19. SSD should be 2 feet long, sit up off the table like the Borg Cube and have a errant just for the game that there in. errant would include starting locations change, firing dynamics for that ship, objective card and movement. It can be done.. I have seen it done with other games... Borg Cube, DS9, Star Wars Miniatures AT-AT etc, etc. naboobo2000
  20. So if I were to make it to two final rounds I could bring my other prize to the second game?
  21. There are several Events happing around the Portland Or. area. My question is... If I play at one event and win a prize, can I then use that prize in my fleet at another Massing at Sullist Event? Really this is a rules question? Naboobo2000
  22. "At the start of the Command Phase, you may discard this card to discard all your command dials." What I am taking away from this is you can use the Support Officer card to eliminate all this ships command dials. Then reset them all during the command phase. Is this what you think this card actions are? Naboobo2000
  23. So we can't buy tickets online to Worlds because all of the FFG Ticket issues thus sold out and your out of luck.. Now they do all of us losers a favor and post prizes you cant obtain. Hey FFG, we lost the fight, please don't kick us while where down.
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