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Crazyshak48

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Posts posted by Crazyshak48


  1. Alternatively, if the idea of the changes is to increase firepower and mobility, here's another idea:

     

    MC80 Assault Cruiser-114

    Admiral Ackbar-38

    Home One-7

    Raymus Antilles-7

    Engine Techs-8

    H9 Turbolasers-8

    High Capacity Ion Turbines-8

    Electronic Countermeasures-7

    Reinforced Blast Doors-5

     

    Assault Frigate Mk II B-72

    Dual Turbolaser Turrets-5

    ECM-7

     

    CR90a Corvette-44

    Jaina's Light-2

    Turbolaser Reroute Circuits-7

     

    CR90a Corvette-44

    Turbolaser Reroute Circuits-7

     

    GR75 Medium Transports-18

    Comms Net-2

     

    Fighters:

    Corran Horn-22

    E-Wing Squadron-15

    Rogue Squadron-14

    3x X-Wing Squadron-39

     

    Objectives:

    Opening Salvo

    Planetary Ion Cannon

    Solar Corona

     

    Total Points: 500

     

    It's definitely squishier than the other one, but it's also more mobile and has more dice, while keeping the higher number of activations. I'm also not attached to the Jaina's Light title; I'm happy to swap that for Ahsoka Tano or something else worth a couple points


  2. Unfortunately, I cannot put Jan in the list, as one of my teammates is running a squadron build and needs her. I'll keep a regular HWK in mind though. For the moment, here's my second shot at this, with the feedback from the people here:

     

    MC80 Assault Cruiser-114

    Admiral Ackbar-38

    Home One-7

    Raymus Antilles-7

    Engine Techs-8

    H9 Turbolasers-8

    High Capacity Ion Turbines-8

    Electronic Countermeasures-7

    Reinforced Blast Doors-5

     

    Assault Frigate Mk II B-72

    Dual Turbolaser Turrets-5

    ECM-7

     

    Assault Frigate Mk II B-72

    Dual Turbolaser Turrets-5

    ECM-7

     

    GR75 Medium Transports-18

    Comms Net-2

     

    GR75 Medium Transports-18

    Comms Net-2

     

    Fighters:

    Corran Horn-22

    E-Wing Squadron-15

    Rogue Squadron-14

    3x X-Wing Squadron-39

     

    Objectives:

    Opening Salvo

    Planetary Ion Cannon

    Solar Corona

     

    Total Points: 500


  3. I thought about engine techs, but I think being able to share the engineering point wealth with the frigates will do well to keep them alive, especially in a campaign. Great call on the Blast Doors though, I'll do that instead. Having an option for panic repairs also fits the theme for a very hard to kill dreadnought.

     

    I was really thinking hard on gunnery team for the frigates. The problem I have with it is I'd then have no dice mods except Home One, and I'm loathe to trust my red dice. Plus, Gunnery Team only triggers if I have multiple targets. Though I guess there are also better turbolaser options if I'm trying to stay defensive anyway.

     

    There are a couple other things I could do for my frigates:

     

    Run both assault frigates aggressive and go with TRCs and Gunnery Teams

     

    Or, I could run two MC30c Scout Frigates with TRCs, Ordnance Experts, and Assault Proton Torpedoes. It's thinner skinned and has one less red die. But, it gives me a devastating close range attack and gives me a better option to flank the Imperials.

     

    Or, I could mix and match. Run one MC30 with TRCs, Experts, and APTs, and run an assault frigate with ECM and Gunnery Team.

     

    The fighters are not negotiable though. I'm nearly 100% certain one of the other players is going to be running a pile of TIE Defenders with relay support, so I need a chunky fighter screen.


  4. This is a heavily fortified conga line I'm planning on building out for use in my upcoming campaign, which is based on my Rebel Dreadnought build from long ago. I'd appreciate any thoughts or feedback :)

     

    MC80 Assault Cruiser-114

    Admiral Ackbar-38

    Home One-7

    Raymus Antilles-7

    Projection Experts-6

    H9 Turbolasers-8

    Leading Shots-4

    Electronic Countermeasures-7

    Redundant Shields-8

     

    Assault Frigate Mk II B-72

    Turbolaser Reroute Circuits-7

    ECM-7

     

    Assault Frigate Mk II B-72

    Turbolaser Reroute Circuits-7

    ECM-7

     

    GR75 Medium Transports-18

    Comms Net-2

     

    GR75 Medium Transports-18

    Comms Net-2

     

    Fighters:

    Corran Horn-22

    E-Wing Squadron-15

    4x X-Wing Squadron-52

     

    Objectives:

    Opening Salvo

    Planetary Ion Cannon

    Solar Corona

     

    Total Points: 500


  5. This build is a bit more experimental, I admit it. Activations are an issue, and one I try to remedy in my usual build. Mostly I was experimenting with the concept of using more fighters to add more dice to the Devastator's attack than the Concentrate Firepower command, while simultaneously giving me more flexibility against bomber lists. For comparison, here's my current list, which has been running really well for me:

     

    Imperial-II Star Destroyer

    Darth Vader

    Devastator

    Support Officer

    Gunnery Team

    Heavy Turbolasers

    SW-7 Ion Batteries

    Electronic Countermeasures

     

    Interdictor Suppression Refit

    Interdictor

    G-8 Experimental Projector

    G-7X Grav Well Projector

     

    Gozanti-class Cruisers

    Comms Net

     

    Gozanti-class Cruisers

    Comms Net

     

    Fighters

    Howlrunner

    4x TIE Fighter

     

    Objectives:

    Most Wanted

    Contested Outpost

    Minefields

     

    Total Points: 396

     

    This gives me a fourth activation, plus the Interdictor to jack up deployments and hold enemy ships down in the Devastators arc, but Rhymerballs and Ackbar Conga Lines are problematic, never mind the frigate and Gladiator swarms that seem to be so prevalent right now.

     

    Other options I could pursue are replacing the Interdictor with a pair of Raiders, each sporting a title and Assault Proton Torpedoes. That gives me five activations, as well as two ships that can put faceup damage on capital ships and tear up fighters, fragile though they are. I could also replace the Interdictor and one Gozanti Flotilla with the Impetuous with APTs and an Arquitens with Dual Turbolasers and Reinforced Blast Doors, plus some extra fighters. And of course, there's always the Demolisher to consider.

     

    I guess I'm just reluctant to give up on the Devastator with Vader because it's worked so well for me. It's won me first and second place several times at my local game shop. I recognize it's not the most mathematically efficient ship to play in the current meta, but this thing's ability to simply erase one or two ships per turn if placed properly just beggars belief. But I can't quite find the right combination of support ships for it.


  6. So, I would like to tweak my Vader-Devastator build to incorporate some of the new wave 5 stuff, especially the TIE Defenders. My current build teams the Devastator with the Interdictor, two Gozanti flotillas, and a light screen of TIE Fighters (it's very similar to the Devastator build posted for the Fleet Commander contest) and it's been working reasonably well for me. With the increasingly squadron heavy meta, I was thinking I might try teaming it with a full on bomber swarm. Here's what I'm thinking:

     

    Imperial-II Star Destroyer

    Darth Vader

    Devastator

    Intel Officer

    Gunnery Team

    XI7 Turbolasers

    SW-7 Ion Batteries

    Expanded Hangar

    Electronic Countermeasures

     

    Gozanti-class Cruisers

    Comms Net

     

    Gozanti-class Cruisers

    Bomber Command Center

    Boosted Comms

     

    Fighters

    Dengar

    Maarek Stele

    3x TIE Defender

    Major Rhymer

    Gamma Squadron

    2x TIE Bomber

     

    Objectives:

    Precision Strike

    Contested Outpost

    Superior Positions

     

    Total Points: 395

     

    Thoughts?


  7.  

    Congratulations Caldias and Eimi! Great fleet building for both by both of you. Looking forward to seeing your fleets battle!

    You too man, it looked like your fleet probably should've had that one.  Clutch moves for days.  Close battle.

     

     

     

    Absolutely clutch! Mad props for Crix "Powerslide" Madine for getting your battlewagon out of harm's way!

     

    One thing I am curious about though. Sam mentioned that the Devastator was more or less unscathed at the end of the battle, which is definitely not what usually happens when I fly it haha. I'm curious how much of that was simply a function of targeting and dice, and how much of it was the Interdictor and Gozantis keeping the flagship in the fight.


  8. I'll be the first to admit that running the Devastator ultra-heavy has...issues. Typically I run it with the Demolisher, so my opponent has two big threats to pick from. I'm as surprised as anyone it was picked.

     

    But, I'll admit I have a fondness in both Armada and X-Wing for what I refer to as "Gallagher lists", forsaking any pretense of efficiency or subtlety for bone-crushing, ship-splitting firepower. I just find it satisfying, and I enjoy the psychological effect of simply erasing opponents ships. It doesn't win as many tournaments as I'd like, but it never fails to bring a smile to my face. Hopefully it does the same for Alex.

     

    In any case, thanks to all for both the compliments and the critiques, and good luck to all the other finalists!

     

    James L.


  9. Alright cool. I'll try that out at our next game day. Thanks for the advice.

    Secondary question: With that build, am I better off keeping the advanced projectors on the MC30s, or should I trade them for Ordnance Experts or APTs for added close range bang? They saved my neck the other day (took six frontal damage from an ISD and kept all of it off the hull), but with XI7s being strong in the meta these days, I'm wondering if I'm better off trading them for added close range firepower.


  10. I went with Rieekan so the torpedo frigates could still deliver their black die even if they got killed on approach. However, if I'm using scout frigates and Ackbar, I suppose they could just hang out at range pecking with Ackbar and TRCs, not even needing their munitions upgrades. Perhaps this could be a good alternative?

     

    MC80 Assault Cruiser (flagship):

    Admiral Ackbar

    Defiance

    Raymus Antilles

    XI7 Turbolasers

    Redundant Shields

    Electronic Countermeasures

     

    MC30 Scout Frigate:

    Turbolaser Reroute Circuits

    Advanced Projectors

     

    MC30 Scout Frigate:

    Turbolaser Reroute Circuits

    Advanced Projectors

     

    Squadrons:

    Han Solo

    Dash Rendar

     

    Objectives:

    Advanced Gunnery

    Hyperspace Assault

    Superior Positions

     

    Total Points: 397

     

    I could also swap Defiance for Home One for 399, but thus far I've had pretty good luck being able to trigger Defiance. Plus I like being able to add in black or blue die even at extreme range.


  11. So this is a list I tried for a change of pace the other day, and it actually worked really well for me, enough so that I might run it at regionals. I'd be curious to hear critiques, suggestions, and so forth.

     

    MC80 Assault Cruiser (flagship):

    General Rieekan

    Defiance

    Raymus Antilles

    XI7 Turbolasers

    Redundant Shields

    Electronic Countermeasures

     

    MC30 Torpedo Frigate:

    Assault Proton Torpedoes

    Ordnance Experts

    XI7 Turbolasers

    Advanced Projectors

     

    MC30 Torpedo Frigate:

    Assault Proton Torpedoes

    Ordnance Experts

    XI7 Turbolasers

    Advanced Projectors

     

    Squadrons:

    Han Solo

    Dash Rendar

     

    Objectives:

    Advanced Gunnery

    Hyperspace Assault

    Superior Positions

     

    Total Points: 395

     

    The idea being the MC80 "dreadnought" soaks the damage, regenerating up to 4 shields per turn with redundant shields and engineering commands (which gain tokens simultaneously with Antilles). This happens while spewing broadsides as the MC30s race in for close range pain. As for the squadrons, well, I wanted something effective that didn't require much management from the capital ships. So far I've been quite pleased with the results, but admittedly our crowd of Armada players is fairly small, so I'm open to suggestions from the wider community.


  12. I like that build, my buddy runs something similar. I'm getting the impression that the most effective two ship builds are centered on squadrons, since (as you pointed out) you get gobs of dice from your squads, then your ship launches its attack. For a super-gunship like my Devastator build, I think I'm better going away from a two ship build and going with a light fighter screen and some escorts.

     

    I've been having a brainstorm with my buddy for the last couple days over this, and here are the two options we came up with:

     

    FLEET 1:

     

    Imperial II Star Destroyer (flagship):

    Darth Vader

    Devastator

    Engineering Captain

    ECM

    XI7 Turbolasers

    SW-7 Ion Batteries

     

    Victory I Star Destroyer:

    XX-9 Turbolasers

    Navigation Officer

     

    Victory I Star Destroyer:

    XX-9 Turbolasers

    Navigation Officer

     
    Fighters:
    Soontir Fel
    2x TIE Advanced
     
    Total Points: 400
     
    Objectives:
    Advanced Gunnery
    Contested Outpost
    Minefields
     
    FLEET 2:

     

    Imperial II Star Destroyer (flagship):

    Darth Vader

    Devastator

    Engineering Captain

    Gunnery Team

    Quad Laser Turrets

    ECM

    XI7 Turbolasers

    SW-7 Ion Batteries

     

    Raider I Corvette:

    Assault Concussion Missiles

     

    Raider I Corvette:

    Assault Concussion Missiles

     

    Raider I Corvette:

    Assault Concussion Missiles

     

    Fighters:
    Soontir Fel
    2x TIE Advanced
     
    Total Points: 397
     
    Objectives:
    Most Wanted
    Fleet Ambush
    Dangerous Territory
     
    I'm leaning towards the first one. I like the directness of it, and frankly I'm much more familiar with maneuvering Victories than I am Raiders. The Nav Officers help me maneuver the slugs as necessary, and the XX-9s help me get more faceup cards at any range, regardless of a Contain token.

  13. No love for the Devastator in your Imperial builds? Here's mine:

    Imperial II Star Destroyer

    Darth Vader

    Devastator

    Engineering Captain (in case of emergencies)

    Gunnery Team

    XI7 Turbolasers

    SW-7 Ion Batteries

    ECM

    Quad Laser Turrets (sometimes)

     

    It's extremely spendy (197 points normally, 202 with the QLTs) but has been a monster on the table for me. It pops assault frigates like zits, and consistently does at least 8 damage per forward battery attack. My best damage roll (with some lucky red results, two dice from Devastator, and one more from concentrate firepower) was 14.

     

    As far as the Raiders go, they really sting with the ACMs. You have a reasonable chance of triggering them even without Screed, and they make a great damage multiplier.


  14. Ok. Then I think I'll drop the two ISD idea for a tournament list. I'm leaning towards the triple Raiders as support for my current Devastator build. Each one comes with ACMs, then I add Quad Lasers to the Devastator to provide some added bomber defense. Total is 397, and gives me activation options and a bit more flexibility than my current pair of Gladiators. If that fails, I'll just go for the cudgel and bring a pair of Vic Is with ACMs.

     

    Thanks for the feedback, I appreciate it.


  15. Alright. Well, I'm not necessarily attached to the two ship concept. I want to keep the Devastator like it is, as it's proven extremely effective, even as the last ship standing. My fighter screen has also been effective against all but the biggest, meanest bomber balls. I'll bulk it up if I can, but I'm not going to reduce it.

     

    With that in mind, I might replace my Gladiators (or the Avenger, in the above list) with a cloud of Raiders. I could do either of the following, while keeping the same Devastator build and fighter screen:

     

    -3x Raider I, all with Rapid Reload (total list 395 points)

     

    -1x Raider II with Overload Pulse; 2x Raider I with ACMs (total 397 points)

     

    Using these would also let me use Most Wanted effectively in my list, plus give me extra options against squadrons. Alternatively, I could try the following along with the Devastator:

     

    -Boba Fett; 2x Raider I each with title, Ordnance Experts, and Expanded Launchers (395 points)

     

    -2x Victory I with ACMs (399 points)

     

    -1x Victory I with ACMs, Ordnance Experts, and XI7 turbolasers; 1x Raider I each with Impetuous, Quad Laser Turrets, Ordnance Experts, and Expanded Launchers (399 points)

     

    Thoughts?


  16. So, this is a list I've been mulling, and I'm contemplating it as a possible change to my current list going into regionals. It's designed to flatten things with as much firepower as possible and move on. I'd appreciate any feedback on it, including if two ship builds are even viable.

     

    Imperial II Star Destroyer (flagship)

    Darth Vader

    Devastator

    Engineering Captain (in case of emergency)

    Gunnery Team

    XI7 Turbolasers

    SW-7 Ion Batteries

    Electronic Countermeasures

     

    Imperial II Star Destroyer

    Avenger

    Gunnery Team

    Intel Officer

    NK-7 Ion Cannons

    Electronic Countermeasures

    Phylon Q7 Tractor Beams

     

    Fighters:

    Soontir Fel

    2x TIE Advanced

     

    Total: 396. I usually bid for initiative but go second, to force the other guy to choose from my objectives.

     

    The idea here is that the Avenger goes first, does as much damage as possible and strips defense tokens, while the Devastator comes in for the deathblow. For comparison, my current build keeps the Devastator and fighters as is, but replaces the Avenger with two Gladiators (one of which is the Demolisher) with APTs, Ordnances Experts, and Engine techs.

     

    I'm also open to suggestions on the assault objective. I'm using Contested Outpost and Minefields for my Defense and Navigation objectives, but with the recent errata to Advanced Gunnery, I'm not sure what to use.

     

    Thanks!


  17. So after I made my first win with a Rebel squadron the other night, I'm tweaking my list a bit to make up for some of its shortcomings. My original list was Wedge, Ten Numb, and a Green Squadron A-Wing. The A-Wing didn't really accomplish much, even with PtL, so I think I'm going to downgrade it to a Z-95 to push a few more points into the two aces. Here's my current setup:

     

    Wedge Antilles (PS9)-

    -Outmaneuver

    -R7-T1

    -Shield Upgrade

     

    Ten Numb (PS8)

    -Expose

    -Autoblaster

    -Fire Control System

    -B-Wing/E2

    -Gunner

     

    Tala Squadron Pilot (PS4)

     

    I'm still not 100% sure about the Z-95, as it stands. I can either try it out as is, I could take a few points out of the ace fighters to give the Z-95 concussion missiles for a little extra punch, or I could eliminate the third fighter entirely. This last one would obviously leave me with only two fighters, but would allow me to fit Adv. Proton Torpedoes to Wedge and regular torpedoes to Ten Numb. That would also leave me with 98 SP total, so I'd have an advantage on initiative.

     

    Thoughts?


  18. Alright, so after these comments, I did a little more fiddling. Here's one new squad, and Vader's squad reworked.

     

    New Squad: Defender and escorts

     

    -TIE Defender - Rexler Brath (PS8)

      -Outmaneuver

      -Proton Rockets

     

    -TIE Interceptor - Carnor Jax (PS8)

      -Push the Limit

     

    -TIE Interceptor - Royal Guard Pilot (PS6)

      -Push the Limit

     

    This leaves me with three squad points left to spend. I'm thinking either upgrading the hull on Jax's fighter, or fitting the Defender with the Ion cannon. I'm open to other suggestions as well.

     

    Reworked squad: Vader with escorts

     

    -TIE Advanced - Darth Vader (PS9)

      -Proton Rockets

      -Outmaneuver

      -Shield Upgrade

     

    -TIE Interceptor - Carnor Jax (PS8)

      -Push the Limit

      -Hull Upgrade

     

    -TIE Interceptor - Royal Guard Pilot (PS6)

      -Push the Limit

      -Hull Upgrade

     

    There is one 1 SP left over in this squad. If there is a useful title I could add to Vader or another useful modification I can fit to Jax's TIE (with the Royal TIE title, which is free) I am again open to suggestions.

     

    As for Soontir Fel, I'm only not using him simply because I haven't gotten the TIE Interceptor expansion yet. The game shop had the Imperial Ace pack but not the regular Interceptor. I will consider his use once I actually get the expansion.

     

    Thanks everyone!


  19. Hello everyone. I've played X-Wing casually before and watched the Tabletop episode where they play it, but decided recently to really get into it myself. So, I just picked up my core set and a bunch of expansions yesterday, and I wanted some feedback and critique from the more experienced players. Please keep in mind, I don't have all the expansions yet, nor am I sure what upgrades come in all the different expansions. So, any suggestions on that front would also be appreciated.

     

    So, here are my first squads. All are 100 SP.

     

    Squad 1: Vader and escorts

     

    -TIE Advanced - Darth Vader (PS9)

      -Concussion Missiles

      -Squad Leader

     

    -TIE Interceptor - Carnor Jax (PS8)

      -Royal Guard TIE

      -Hull Upgrade

      -Shield Upgrade

      -Push the Limit

     

    -TIE Interceptor - Royal Guard Pilot (PS6)

      -Royal Guard TIE

      -Hull Upgrade

      -Shield Upgrade

     

    Squad 2: Phantom and Escorts

     

    -TIE Phantom - "Whisper" (PS7)

      -Advanced Cloaking Device

      -Tactician

     

    -TIE Interceptor - Carnor Jax (PS8)

      -Royal Guard TIE

      -Hull Upgrade

      -Shield Upgrade

     

    -TIE Interceptor - Royal Guard Pilot (PS6)

      -Royal Guard TIE

      -Hull Upgrade

      -Shield Upgrade

     

    Squad 3: Interceptors with heavy fire support

     

    -TIE Interceptor - Carnor Jax (PS8)

      -Royal Guard TIE

      -Hull Upgrade

      -Shield Upgrade

      -Push the Limit

     

    -TIE Interceptor - Royal Guard Pilot (PS6)

      -Royal Guard TIE

      -Hull Upgrade

      -Shield Upgrade

     

    -TIE Bomber = Scimitar Squadron Pilot (PS2)

      -Adrenaline Rush

      -Proton Torpedoes

      -Assault Missiles

      -Cluster Missiles

      -Proton Bomb

     

    Thoughts?

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