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Iskander4000

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  1. So I just got back from league night. Didn't go so well. My opponent flew a Riekken aces list with 2 VCXs that he's flown several times so he was pretty good about knowing how to fly it. I got off to a decent start, taking down Jan and Green Squad in one round thanks to the upgrades on the 75. Problem was, when it came time to move the 75 during round 2 I got a little too eager and jumped up to speed 3, hoping that this would put me close enough to his ships (an AF, Yavaris, and 3 flotillas) that I could drop the MC80S in on their flank. Unfortunately this put me right in the path of his bombers, and since I was so close he was able to move them around to my un-flakked side, completely negating the effects of the EWS. The 75 went down at the end of round 2. At that point, I had no choice but to bring in the Lib to a spot where I didn't want it because if I didn't, my command cruiser would have been chewed up. Liberty went down next and though I did manage to take down his AF, a transport, and another squad, they were just consolation prizes. Had I not been so eager, the 75 would have survived into round 3 and the Lib would have been in a great spot to take down 2 flotillas and Yavaris while the command cruiser pounded away at the AF, but it was not to be. I think the biggest weakness of this list is that if one thing goes wrong, the whole strategy unravels. Of course a lot of it was my own flying, but there's very little room for error. I included a shot of the start of turn 2, before I flew into the bombers. Anyways, thanks for sharing your list and your thoughts behind it! unnamed1b.bmp
  2. I like the first option. I like having Lando on these and I'm excited to try C&S and HIE. HIE might also be a good substitute for the lack of XI7. When it comes down to it, this game is ultimately about blowing up ships and I think this loudout increases the chance of doing that and winning the overall game, when jumped in at the right time. With little time to prepare for my match tomorrow, and having never used Raddus or the 75, I'm going to give your fleet a try with the MC80S, as well as with a Med Team on my command cruiser (I only own one so I'll have a 1 point bid). I'll let you know how it goes--hopefully I'll fare better than Force Z! Thanks for sharing your ideas and thought process.
  3. Gentlemen: now that we have more upgrades that either improve ships' defenses or improve their anti-squadron attacks, what are your thoughts on going squadronless? Do you think this may become a viable option? Or are we looking at a repeat of Force Z off of Singapore?
  4. Now that I think about it, I think I get your choices. You want the better flak that those provide to make up for the lack of squads, correct?
  5. Thanks for sharing your list and your AAR! I've been wanting to fly something like this too, mostly because I'm a fan of naval history and the use of ships of the line. One question, would it make sense to drop it to the Star Cruiser to save points, since you can jump it in at blue range? Or perhaps, to drop the 75 to an ordinance cruiser and have that jump in at black range instead? ( I guess that's two questions)
  6. Agree, I've tried something very similar in the past and while on paper there is an impressive amount of firepower, the problem is your number of activations. Replacing one MC30 with a combination of flotillas, TRC90s, and/or HHs will give you an extra activation and increase the chances of being able to bring your big guns to bear where and when you want. Of course, the new upgrade that lets you skip an activation will change all of this.
  7. Are the Y wings supposed to be your primary source of damage output? If so you may want to dump the A's in favor of more escorts and at least one Intel ship. I'm not really sure about Salvation's role either; as you said, Yavaris with Neb support may be better (and drop the TRCs from it).
  8. Ok, to heck with points efficiency. That does sound like fun *laughs maniacally*
  9. I never had a chance to use squad commands because my Zeds got chewed up almost immediately. I have never flown a VCX but I really want to try putting in two (I'll probably remove XX-9 to make up for the point gain). Though Hera could be another solid choice, since she's awesome and she can push around Tycho and Shara. But as I said in my first post, since I have a lot of ships to protect, I'd prefer a larger screen. But then again I haven't tried this 3 squad screen either and since I only get to play every other week at the most I rely on the opinions of others here as much as my own experience
  10. I played the following list last night and won pretty handily against an ISD/Quasar/Arquitens/Gozanti list with plenty of bombers. Took out an ISD I on turn 3 and after that it was a matter of mopping up the rest of the ships. I did lose 3 of the Hammerheads (one to the ISD, one to his TIE bombers, and one in the final round because it had been slowly taking damage throughout the game from various sources) but it was a 108 point MOV. Some takeaways: These are great for hammer and anvil tactics. The HHs moved forward, unloaded their torpedoes, and created a barrier that limited my opponent's maneuverability, while my star cruiser hit him in the flanks after he had been weakened. Alexander the Great would have been proud Task Force Antilles works as advertised. It doesn't make me invincible, but it kept damage off of my front arcs while I closed range, and the HH I lost in the last round probably would have been destroyed sooner without TFA. If your opponent has an ISD without gunnery team, don't be afraid to charge it. My HHs and the ISD were staring each other down. Predictably he one-shotted one of my HHs, but then the others unleashed **** while my Liberty hit it from the side for the kill. Had I tried flanking with the HHs his other ships would have shot the HHs in the side or rear, and they wouldn't have been able to bring their front arc to bear once the ISD was gone. Since they were going from the front, once the ISD went down they were in a position to continue flying towards the other ships. And the ISD was his flagship, so he gave up 137 points in contrast to my 42. Not sure about the squadrons. The Z's went down pretty easily while doing minimal damage, and his fighter screen was all TIEs. Thinking about switching to 2 VCXs. Shara and Tyco will likely stay. I had the better bid and intentionally chose second player to see how it would go down and never regretted it. He picked opening salvo, much to my delight. Throwing 6 black dice is so, so satisfying. Leia: I'm officially sold. She helped me repair a hull on an HH. She helped them move exactly where they needed to go. She added a dice and a re-roll. And with the Nav team she allowed me to fly Endeavor the way I had flown them with Madine, with extra clicks when they were needed to always keep my front arc facing the enemy. Thanks again everyone for the feedback! Leia Lib 1.5 Author: Iskander4000 Faction: Rebel Alliance Points: 397/400 Commander: Leia Organa Assault Objective: Opening Salvo Defense Objective: Planetary Ion Cannon Navigation Objective: Solar Corona [ flagship ] MC80 Star Cruiser (96 points) - Leia Organa ( 38 points) - Endeavor ( 4 points) - Lando Calrissian ( 4 points) - Gunnery Team ( 7 points) - Nav Team ( 4 points) - X17 Turbolasers ( 6 points) - XX-9 Turbolasers ( 5 points) - Leading Shots ( 4 points) = 168 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost 1 Tycho Celchu ( 16 points) 1 Shara Bey ( 17 points) 4 Z-95 Headhunter Squadrons ( 28 points)
  11. Back during Wave 2 I ran dual MC30s to great effect. Since you're taking both titles, why not put Lando on Foresight and Willie Blistex on Admonition?
  12. Good to know! With that in mind I've made some more changes, this time to increase overall firepower and damage output, though I added Lando as an insurance on my flagship. I also played around with my CAP. Let me know what you think. (Also, bids of more than 5 points are pretty rare in my local meta) Faction: Rebel Alliance Points: 395/400 Commander: Leia Organa Assault Objective: Opening Salvo Defense Objective: Planetary Ion Cannon Navigation Objective: Solar Corona [ flagship ] MC80 Star Cruiser (96 points) - Leia Organa ( 38 points) - Endeavor ( 4 points) - Lando Calrissian ( 4 points) - Fire-Control Team ( 2 points) - Nav Team ( 4 points) - Quad Battery Turrets ( 5 points) - XX-9 Turbolasers ( 5 points) - Overload Pulse ( 8 points) = 166 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost 1 Tycho Celchu ( 16 points) 1 Shara Bey ( 17 points) 4 Z-95 Headhunter Squadrons ( 28 points
  13. Here's my new version with a Lib. Only thing I'm not sure about is if I should swap out projection experts for a 5th Z. Faction: Rebel Alliance Points: 396/400 Commander: Leia Organa Assault Objective: Most Wanted Defense Objective: Planetary Ion Cannon Navigation Objective: Solar Corona [ flagship ] MC80 Star Cruiser (96 points) - Leia Organa ( 38 points) - Endeavor ( 4 points) - Skilled First Officer ( 1 points) - Nav Team ( 4 points) - Dual Turbolaser Turrets ( 5 points) - Leading Shots ( 4 points) = 152 total ship cost Modified Pelta-class Assault Ship (56 points) - Raymus Antilles ( 7 points) - Projection Experts ( 6 points) - Shields to Maximum! ( 6 points) = 75 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Antilles ( 3 points) - External Racks ( 3 points) = 42 total ship cost 4 Z-95 Headhunter Squadrons ( 28 points) 1 VCX-100 Freighter ( 15 points)
  14. Oh yeah, forgot about how Jamming Filed works. That's what happens when I never use a card Interesting point about the flotillas. In Kaashifar's list, one could remove both and insert another HH with TFA and ER, or trim some of the upgrades on the Lib and perhaps a squad to add a Pelta with Shields to Max and potentially even Projection Experts. (Which I assume stacks with regenerating shields or repairing hull on the Pelta with the remaining engineering points? That's another card that I've never had the opportunity to use)
  15. Don't worry about hijacking the thread, I'm learning a lot by seeing these other lists and your thoughts on them. And I really like the idea of Nav Team on the Liberty; I've never run a Lib without Madine but Leia and the nav team have a similar effect. As fun as my 1.5 list looks, I may just have to throw Liberty into the mix. I'll play around with what's been suggested here and adjust the upgrades to match my own play style. Kaashifar, how much use did you get out of the second transport with Jamming Field? I assume it's there to frustrate enemy bombers; do you usually keep it near the Liberty or the Hammerheads?
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