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Posts posted by Fencar
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OK, here's a revised version with Jan, Biggs and Jamming Field, more focused on surviving against large numbers of squadrons. I took off Spinals, Slicer Tools, Quantum Storm and the bid in favor of Expanded Hangar Bay, Jamming Field, the points to upgrade my fighter wing to Jan + 2 X-Wings + Biggs, and SW-7's on the Mon Karren with the remaining points. I think it'll be easier to defend my fighter screen if it sticks together the whole time, which means moving as a unit by using the GR-75 to move 3 squads, or 4 with the token on the round I engage. Jamming Field will hopefully save my ships a couple shots if and when my X-Wings get torn to pieces, and SW-7s would hopefully increase damage a comparable amount to spinals on the Salvation.
I also did some calculations on damage output for both the Salvation and Mon Karren with Intensify Firepower, with and without Spinals and SW-7s respectively. The Salvation without Spinals does an average of 3+1-(5/8)^3 or 3.76 damage without Spinals (1 damage per dice on average times 3 plus one damage minus the chances that no blanks are rolled), and 4+1-(5/8)^4 or 4.85 damage with Spinals. The cost difference (9) divided by the difference in damage output (1.1 ish) shows that I pay roughly 8 points to add one average damage.
Repeating for SW-7s and the Mon Karren, without SW-7s average damage from the front arc is (3/4)*3 (reds)+(3/4)*4 (blues) +1-((5/8)^3*(3/4)^4) = 6.17. With SW7s, assuming I choose to use no accuracies, the average damage is 4+(3/4)*3+1-(3/4)^3 = 7.005. Again dividing cost of SW7s by difference in damage, this time 5 over about 0.8 gets me 5.98 points per average damage. More efficient, which I'm a fan of.
2AM Brainfart Mk. 1.1
Author: FencarFaction: Rebel Alliance
Points: 400/400Commander: Garm Bel Iblis
Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Intel SweepModified Pelta-class Assault Ship (56 points)
- Ahsoka Tano ( 2 points)
- Intensify Firepower! ( 6 points)
= 64 total ship costCR90 Corvette A (44 points)
= 44 total ship costGR-75 Medium Transports (18 points)
- Expanded Hangar Bay ( 5 points)
- Jamming Field ( 2 points)
= 25 total ship costNebulon-B Support Refit (51 points)
- Salvation ( 7 points)
= 58 total ship cost[ flagship ] MC80 Star Cruiser (96 points)
- Garm Bel Iblis ( 25 points)
- Mon Karren ( 8 points)
- Intel Officer ( 7 points)
- Nav Team ( 4 points)
- SW-7 Ion Batteries ( 5 points)
= 145 total ship cost1 Jan Ors ( 19 points)
2 X-Wing Squadrons ( 26 points)
1 Biggs Darklighter ( 19 points)
= 64 total squadron cost -
I thought that the A-Wings might be too light as fighter cover. I'd use 4 YT-2400s, but I'm short on cash and would rather not spend an extra $60 on R&V packs. I'm looking at taking off gunnery teams from the Mon Karren and removing slicer tools and Quantum Storm from the GR-75, adding SW-7s and taking Jan + 3 X-Wings for fighter cover, bringing my new total to 396 points. This leaves room for me to either use the GR-75 plus tokens from Garm and potentially Ahsoka to use to command squadrons with a 4-point bid, or I could take Comms Net or Jamming Field with Bright Hope to give the GR-75 additional utility in either helping other ships gain firepower or maneuverability, or helping cover damage from fighters if I take Jamming Field. With this many points left over I could also instead keep Gunnery Teams on the Mon Karren, relying on Firepower tokens and Intensify Firepower to fix dice, and use the last two points for one of the aforementioned upgrades for support on the GR-75.
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Hi all,
I recently acquired a collection of Armada miniatures after moving to the Bellevue, Washington area, and have had the pleasure of playing with The JabbaWookie a couple of times this past week. When we played, we noticed that my collection lacked a critical piece, one which we both consider to be the best rebel ship, the GR-75 medium transport.
I've finally ordered a GR-75 off of amazon today, and so I decided I would modify some of my existing list ideas to include a transport. I've been reading Steel Command's blog about the Dumpster Fire Mk. 14, and thought that the style of Garm token generation & manipulation seemed incredibly interesting and fun to fly. Of course, the Dumpster Fire Mk. 14 doesn't naturally contain the GR-75, so I made some adjustments.
While building, I decided I really wanted to have a mean, punchy Mon Karren, so I put Mon Karren and Intel Officer on board, thinking that a GR-75 would offset the lack of Strategic Adviser. To offset the point cost of upgrades on the Star Cruiser, I took a light fighter screen of Tycho, Shara, and one generic A-Wing squadron, allowing me to drop Flight Control Teams on the Pelta and drop it down to an Assault variant. Then, I took Quantum Storm and Slicer Tools on the GR-75. I did this for two reasons: First, it sounds hilarious to ruin two ISD's dials with an activation from a GR-75. Second, with Garm and Ahsoka helping with token distribution, I've already alleviated the need for tokens. Finally, with no bombers in the list I decided to switch Yavaris for Salvation with Spinals to take advantage of Garm tokens plus intensify firepower to add additional pain, and a naked CR-90 A since I think it's cooler than a Hammerhead (I don't own a Hammerhead to copy the Dumpster Fire more...).
After all that, I end up with an 8 point bid for potentially first player. I don't know that I need it, but with my list's greater focus on the Mon Karren's front arc, I thought it might come in handy.
2AM Brainfart Mk. 1
Author: FencarFaction: Rebel Alliance
Points: 392/400Commander: Garm Bel Iblis
Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Intel SweepModified Pelta-class Assault Ship (56 points)
- Ahsoka Tano ( 2 points)
- Intensify Firepower! ( 6 points)
= 64 total ship costNebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Spinal Armament ( 9 points)
= 67 total ship costCR90 Corvette A (44 points)
= 44 total ship costGR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost[ flagship ] MC80 Star Cruiser (96 points)
- Garm Bel Iblis ( 25 points)
- Mon Karren ( 8 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
= 147 total ship cost1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
1 A-Wing Squadron ( 11 points)
= 44 total squadron costI like this list idea a lot, but I have no idea if this fighter screen is ideal, or if there are other squadrons that would make better speed bumps for squadron-heavy lists. Dutch + Wedge, Biggs + 2 X-Wings, or even Rogue Squadron as a replacement to the A-Wing are options I've considered. I also wonder if I should take Engine Techs and Leading Shots on the Mon Karren, rather than keeping the bid. I could drop the generic A-Wing for an 11 point bid, while including the extra upgrades on the Mon Karren. The Mon Karren is already a points basket though, and I get nervous when I start making one ship a linchpin of the list, especially one as vulnerable to double accuracies as the Mon Karren. Last, I play a lot against an SSD player who's planning on running Ravager the next time I see him. Since I'm playing a lot of small ships, I'm a little nervous about getting murdered by his front arc.
Does anyone have any suggestions, advice for trying to fly something like this, upgrades or even ships that you would change? Any feedback would be much appreciated! (I don't want to die to Sloane! [Although I probably will anyway xD])
P.S. I'm planning to do a battle report with this list after running it next week, so keep your eyes out!
The Jabbawookie and sasska reacted to this -
Thanks for the help guys! Here's the modified fleet:
Cracken v2
Author: FencarFaction: Rebel Alliance
Points: 389/400Commander: General Cracken
Assault Objective: Most Wanted
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run[ flagship ] MC30c Torpedo Frigate (63 points)
- General Cracken ( 26 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- H9 Turbolasers ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 118 total ship costCR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship costCR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship costGR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
= 20 total ship costGR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
= 19 total ship costCR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost4 A-Wing Squadrons ( 44 points)
1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)Vae also mentioned that he likes to run two MC30s, so I made a list with two MC30s in it:
2MC30 Cracken v1
Author: FencarFaction: Rebel Alliance
Points: 392/400Commander: General Cracken
Assault Objective: Most Wanted
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run[ flagship ] MC30c Torpedo Frigate (63 points)
- General Cracken ( 26 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- H9 Turbolasers ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 118 total ship costMC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Major Derlin ( 7 points)
- Ordnance Experts ( 4 points)
- H9 Turbolasers ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 95 total ship costCR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship costCR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship costGR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
= 20 total ship cost1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
2 A-Wing Squadrons ( 22 points)I wasn't sure what would be good on the second MC30, so I just put things on it to make it tankier.
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Here's the fleet:
Cracken v1
Author: FencarFaction: Rebel Alliance
Points: 392/400Commander: General Cracken
Assault Objective: Opening Salvo
Defense Objective: Fleet Ambush
Navigation Objective: Intel SweepMC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- H9 Turbolasers ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 92 total ship cost[ flagship ] CR90 Corvette A (44 points)
- General Cracken ( 26 points)
- Turbolaser Reroute Circuits ( 7 points)
= 77 total ship costCR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship costCR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship costGR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
= 27 total ship costGR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
= 22 total ship cost5 A-Wing Squadrons ( 55 points)
1 Shara Bey ( 17 points)I'm not 100% sure on the objectives I should be using. I picked opening salvo because I figure with four ships, three with decent long range guns, I could probably do more damage to them than they could to me, plus the 50% extra points on whatever ship I land damage cards on by the end of the game could be helpful. Fleet ambush because I could rush forward and blow up a few of their ships by the second turn with the A-Wings and MC30 if I'm lucky. And Intel sweep because I could rush out and grab a bunch of tokens real fast with the three CR90s. I'd like to know if there are many good alternatives to the objectives I picked.
As for the ships, I picked an MC30 because I think it's cool and I want to practice using it. Admonition, Lando to keep it alive, and OE + APTs for damage. H9's for flotillas because I hear they're really popular and I don't have another way to kill them reliably. CR90s because I hear they're good with Cracken, dodging arcs and dealing solid damage with TRCs. GR-75s with A-Wings because I keep hearing about fighter screens and bombers being really good right now, and I wanted fighters fast enough to keep up with the rest of the fleet. Toryn Farr and Bright Hope on one transport to try and boost both the A-Wing's regular and counter attacks, and Boosted Comms so that I can try to avoid combat with the other transport. Shara because she totally wrecked my interceptors when I played a game against Broba. Counter 3 too stronk.
8pt bid because I want to go first with my MC30 and nuke something.
I look forward to reading your feedback!
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OK, I'll let him know.
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Hi FFG forums, I'm an inexperienced player (I've played 5-6 games, all against the same player), and I lurk the forums. I'm in the middle of the second round of a two player game of Corellian Conflict. We're both using two fleets each. Here's one fleet that I'm flying, that just got destroyed twice by his two AFMK2 + MC80 + 2 GR-75 Ackbar fleet:
Vader CC Round 2
Author: FencarFaction: Galactic Empire
Points: 464/464Commander: Darth Vader
Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous TerritoryGozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship costGladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)
= 94 total ship cost[ flagship ] Interdictor-class Combat Refit (93 points)
- Darth Vader ( 36 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Targeting Scrambler ( 5 points)
= 150 total ship costImperial II-Class Star Destroyer (120 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 147 total ship cost4 TIE Fighter Squadrons ( 32 points)
1 "Howlrunner" ( 16 points)I'll be going first with this fleet every game, for as long as going first with a Demolisher is a good idea.
My opponent, at about 470 points, had an Ackbar fleet with an MC80 Assault Cruiser with Home One, Raymus, 2x Reinforced Blast Doors, and DTT's; 2x AFMKII-A with IO, Gunnery Teams, and Dual Turbolaser Turrets; 2x GR-75 with Slicer Tools, and 4 Z-95s. The last time I played against him, the MC80 was the flagship.
I have 36 points to spend after refitting my ISD-2 and Demolisher, bringing me just barely to 500. I think my weaknesses are relatively low activations, low deployments, and lack of a speed-4 ship other than Demo with engine techs to shove in front of the Ackbar conga line (which the Demo can be countered with Slicer Tools from his GR-75s). I don't have enough for a Raider, but I could add another Gozanti with repair crews, move Wulff to that Gozanti which lets me put Tua + ECM's on the Interdictor, or buy Ion Cannon Batteries and put the Suppressor title on one of the Gozantis.
Alternatively, I could double down on upgrades for my ISD and grab Devastator and SW-7's, which was my original plan, although I would need to remove XI-7s and take Comms Net on the second Gozanti instead of Repair Crews, otherwise I would overspend my budget.
Or I could add more fighters.
What do you think I should do?
For reference, his second fleet in the first game we played is a Sato fleet with 2 GR-75s, a Pelta, 2x AFMKII-A with ECM's, Biggs, 3-4+ X-Wings, Jan, and Tycho. My second fleet is a triple VSD + Rhymer ball Tarkin fleet. The uniques I've used in that fleet include Dengar, Soontir, Rhymer, Tempest, Mauler Mithel, Zetrik Strom, Gamma Squadron, and Black Squadron.
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I'm playing CC with a friend, and one of my fleets has a Rhymerball with escorts, Soontir, and Dengar. My friend thinks he can move his X-wings in to engage some of my stuff, and just NOT attack when it's their turn to activate. Is this allowed?
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Would Devastator be a good choice on an ISD this hard to kill?
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What is "SA?"
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My suggestion is a modifier to the defenders agility based on the speed. The defenders speed minus the speed of the attacker to a maximum of zero.
When you say "speed," are you referring to the attacker's and defender's agility value, or the highest value that their respective dials can rotate to?
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Something that I came up with is the idea of an upgrade card --a title, astromech, or modification, 0-2 points-- which reads something like:
"After attacking with a torpedo or missile, you may perform a primary attack."
After thinking about this a bit, it seemed like a pretty good idea. Turns that you spend firing Ordnance would be much more effective, mitigating the sometimes overbearing costs on some of the harder-hitting or niche secondaries while making TIE Bombers and Y-Wings that are loaded with some ordnance just a little stronger, and on ships which don't 'need' a torpedo to be effective --ala the X-Wing-- which gain very little firepower (if any, since you have to spend a TL) for how much it costs to take a torpedo.
It is however very possible that it could be tremendously overpowered in my opinion. For example, if A-wings were able to fire off a 3-dice attack at range one even after firing a round of Prockets, I doubt many small-base ships would ever be able to withstand such an onslaught.
As such, it could be prudent to restrict this upgrade to Torpedoes, which generally see less play in any case. Even then, a B-Wing with Proton Torpedoes and FCS (and potentially munitions failsafe) could be too strong when you consider the alpha-strike potential. Granted, it's 28 points for such a combo on a ps2 pilot, which might not be able to even get a TL on something it can shoot at. On something like Ten Numb with VI, FCS, and one Proton Torpedo upgrade, that's a whole 38 points for a ps10 Proton Torpedo + a range 2-3 shot with 3 dice and a TL.
Of course, I'm just a guy on the internet who hasn't run the math. Given thought, it's probably overpowered, but I thought I'd share it in any case.
Edit: One thing I forgot to mention is that this whole upgrade card kind of runs against the general philosophy right now, which is to make Ordnance hit harder; this could be a good or bad thing depending on who's talking.
From a canon perspective, I'm not completely sure how reasonable this is. In the X-Wing books, I don't have a single instance of recollection where somebody was firing multiple weapons at the same time. As far as I can recall, the pilots had to switch between being able to fire their torpedoes and their lasers. In some video games, however, you could fire both weapons at the same time, such as the Rogue Squadron series, and Star Wars: Battlefront 2.
I think that it would not be unreasonable to add this as a game mechanic from a lore perspective, even though it doesn't mesh -that- well with the existing lore, it's something that can be changed without too much of an issue* for the sake of gameplay.
*Based on my own very limited knowlege and experiences.
Marinealver reacted to this

Whats your go to in Armada
in Star Wars: Armada
Posted
I haven't played many games with them, but CR90-B's with Rieekan and SW-7s are always a blast to use. I love how much damage one can do by double arcing and ramming something, while controlling space and keeping the cost low.
I... don't really have a favorite squadron, I'm partial to generic Rebel fighters of all kinds but none of them stand out... Biggs, maybe?
Does Rieekan count as an upgrade?
If not, then SW-7s. Or Engine Techs. I should try Engine Techs on my CR90s. I already love them on my Liberty, lol.