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Iskander4000

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Everything posted by Iskander4000

  1. Anybody ever try this? I'm reluctant to buy extra fighter sets just to see if it'll actually work.
  2. Thanks Vergelius! It's a ton of fun butyou really need to think your strategy through t the start of each game. It can fall apart easily if you aren't careful with your activation order.
  3. I like this. Especially that Liberty loadout. Think I might give this a whirl at open play this afternoon... Let me know how it works for you!
  4. They could use Deadeye, which made them so awesome, that 3x Jumpmasters was considered by many to be a Top, Top, Top build. Even if you didn't take it, you had to plan against it. (It was a combination of Deadeye, and some Astromechs, that let them stack up Focus, and then count that Focus as Target Locks to hit you with ALL THE TORPEDOS in one turn...) Now, Deadye is Small Ship Only. So all of those people who spent money on buying 3x Jumpmasters for the Combo trick are now restricted to flying big, slow, low Pilot Skill Boats and trying to achieve Target Locks to Shoot Torpedos, and failing. So the World is Ending./ So people have to go back to using their creativity and skill. The horror.
  5. Nice, I've used a similar build but with Yavaris and Salvation, only to realize Madine doesn't benefit Neb-Bs as much as the Liberty (he is probably awesome with MC30s though). I would add Comms net on your transport for more token flexibility! My original list had it but I never ended up using it. I keep a squad token on the transport and use it to push around my CAP.
  6. I'm currently in first in my league with one week to go. I've been having success with the following: 390/400 Liberty: MC80 Star Cruiser (96 + 28) + Raymus Antilles (7) + SW-7 Ion Batteries (5) + Engine Techs (8) + Mon Karren (8) Nebulon-B Frigate: Nebulon-B Support Refit (51 + 16) + Spinal Armament (9) + Salvation (7) MC30c Frigate: MC30c Torpedo Frigate (63 + 21) + Lando Calrissian (4) + Ordnance Experts (4) + Assault Proton Torpedoes (5) + Admonition (8) Rebel Transports: GR-75 Medium Transports (18 + 32) + General Madine (30) + Bright Hope (2) Squadrons: A-wing Squadron (11) Squadrons: A-wing Squadron (11) Squadrons: A-wing Squadron (11) Squadrons: YT-2400 (16) Squadrons: YT-2400 (16) Raymus and Madine combo well together. Trust me on this. I'll leave it up to you to figure out how to actually fly this list.
  7. I have a CoreSec Eng fighter ruler as well as their range one ruler which is quite handy. Just a heads up though if I recall correctly you need your opponent's permission to use 3rd party tools in tournaments. I've never met anyone who hasn't let me use it but just thought I'd throw that out there.
  8. We only have 3 dedicated players including me at my local store's league night, but the game itself sells well there. Also, I will forever curse Nelson for using the same forum pic as me. Speaking of which, how does one go about changing that? Never looked into it, and I need something that catches my udder virility/rebellious tendencies Also, I agree with Schmitty (who's opinion was actually taken from the mouths of FFG). If a game is the 3rd best selling of its kind, it isn't dead. Unless it's kind is just dead in general. And Boardgame Geek has it rated somewhere in the top five of all strategy games Click on your name in the top corner, move cursor over your "image" and a box for change will appear. Then pick In the words of Michael Bolton, why should I change? He's the one who sucks.
  9. I wouldn't mind seeing a list as well. QTC is one of those that I'm really having a hard time building a list around. As a concept on a single ship (like the example above) it makes sense but I can't seem to fill out the rest of the fleet.
  10. Speaking from personal experience, Garm and liaisons worked quite well for me back in Wave 1. No reason why they shouldn't come in handy here as well.
  11. If things look too problematic, I might be convinced to roar out there on every-other Tuesday. I have a motorcycle now, so I'm a little more mobile than I have been. Convince me that Rainy Day is a better option than Dice Age for my Armada fix. Well we did have a special 800 point event for the Wave Thour release. And the store supports us no matter how few people show up. The other two guys are great opponents who are just plain fun to play against. Everyone takes losses in stride. And rather than trying to cross the Columbia River, you'll have plenty of side streets you can take on your way across town!
  12. 3-4 X-wings with Jan can be an excellent option, especially now that we have Bomber Command Center.
  13. Depends. We have 3 regulars at Rainy Day Games which can make things tricky on league night. The box says 2-6 players so if it allows an odd number then this could solve our problem. If not though then I don't know what we'll do.
  14. We only have 3 dedicated players including me at my local store's league night, but the game itself sells well there. Also, I will forever curse Nelson for using the same forum pic as me.
  15. That's immediately what I thought too. A few years ago (ok, more like 20) I tried to teach my father MTG thinking that he'd like it since he enjoyed complex board games. He gave up when he realized that just about every card contradicted the rules. It's definitely not for everyone.
  16. My biggest concern is that you've spent a lot of points on fighter-specific upgrades but you haven't taken many fighters. I can see most enemy fighter screens either chewing through this or at least delaying it long enough to where it won't make much of a difference.
  17. Very good points. I've made a few more changes and this is what I've come up with. Unlike other lists I've made where I know which ships will survive if I fly them well, this one is a toss-up which is why I've stuck my admiral on a taxi. But at least it can push the A wings around. I wonder which would be the better use of 5 points, 2 As and 3 2400s or 3 As with expanded hanger bay on the transport and 2 2400s? Fleet 72 (395/400) ================= Liberty: MC80 Star Cruiser (96 + 28) + Raymus Antilles (7) + SW-7 Ion Batteries (5) + Engine Techs (8) + Mon Karren (8) Nebulon-B Frigate: Nebulon-B Support Refit (51 + 16) + Spinal Armament (9) + Salvation (7) MC30c Frigate: MC30c Torpedo Frigate (63 + 21) + Lando Calrissian (4) + Ordnance Experts (4) + Assault Proton Torpedoes (5) + Admonition (8) Rebel Transports: GR-75 Medium Transports (18 + 32) + General Madine (30) + Bright Hope (2) Squadrons: A-wing Squadron (11) Squadrons: A-wing Squadron (11) Squadrons: YT-2400 (16) Squadrons: YT-2400 (16) Squadrons: YT-2400 (16)
  18. I think one of the issues was that I misinterpreted how Coms Net worked, thinking it was like Tantive and forgetting that the token I banked on turn one could have been passed off at any time while still allowing the transport to set its dial to whatever it needed that turn. I'll need a little more practice. But I probably only would have used it once anyways so maybe those 2 points could go towards spinal armament. Raymus and the ET were huge in yesterday's game, allowing me to flank an ISD by slowing down from speed 3 to 1, turning on a dime, and next turn jumping back to speed 3 plus the extra 1 speed move, keeping the opponent right in front of me. I know that comms net could feed the tokens instead but I would rather that the ship be self-sufficient in its token generation. Finally, I may think about swapping out one A wing for another 2400, and having the transport activate the A wings and letting the YTs do their own thing. Jan would be nice but I'd rather keep the points in the ships. The fighters are just there to delay opponent's bombers. Thank you for the feedback!
  19. Tried the list out as in the previous post, except that I used 2 YTs and 3 As. Had a 10 point bid and went first. My opponent played great but Madine was the deciding factor, setting up last/first double arc activations twice, once with Mob Karren and once with Admonition, and keeping Salvation pointed the right way. Didn't use comms net though. Thinking about replacing it, not really sure yet with what though. And we were wondering after the game, is using a flotilla just for a taxi really the best use of 20 points?
  20. Thank you for the input. Here's a revised version. I've got 15 points to spare and I'm torn between XI-7 on MK vs the MC30. Fleet 71 (385/400) ================= Liberty: MC80 Star Cruiser (96 + 28) + Raymus Antilles (7) + SW-7 Ion Batteries (5) + Engine Techs (8) + Mon Karren (8) Nebulon-B Frigate: Nebulon-B Support Refit (51 + 14) + Turbolaser Reroute Circuits (7) + Salvation (7) MC30c Frigate: MC30c Torpedo Frigate (63 + 21) + Lando Calrissian (4) + Ordnance Experts (4) + Assault Proton Torpedoes (5) + Admonition (8) Rebel Transports: GR-75 Medium Transports (18 + 34) + General Madine (30) + Comms Net (2) + Bright Hope (2) Squadrons: A-wing Squadron (11) Squadrons: A-wing Squadron (11) Squadrons: A-wing Squadron (11) Squadrons: A-wing Squadron (11) Squadrons: YT-2400 (16)
  21. One gets close, the other fires from medium range, and the third warship stays at long range. I'm sure you can figure out which ship does which. Any suggestions? My biggest concern right now is if the fighter screen is sufficient or if I should dump it in favor of an A-wing/yt-2400 swarm. (390/400) ================= Liberty: MC80 Star Cruiser (96 + 28) + Raymus Antilles (7) + SW-7 Ion Batteries (5) + Engine Techs (8) + Mon Karren (8) Nebulon-B Frigate: Nebulon-B Support Refit (51 + 16) + Spinal Armament (9) + Salvation (7) MC30c Frigate: MC30c Torpedo Frigate (63 + 13) + Lando Calrissian (4) + Ordnance Experts (4) + Assault Proton Torpedoes (5) Rebel Transports: GR-75 Medium Transports (18 + 34) + General Madine (30) + Comms Net (2) + Bright Hope (2) Squadrons: Jan Ors (19) Squadrons: X-wing Squadron (13) Squadrons: X-wing Squadron (13) Squadrons: X-wing Squadron (13) Squadrons: X-wing Squadron (13)
  22. I thought about the TRCs but my main reason for trying this list again was to try out the synergy between Home One, QTC, and those black dice. Anyone try this and is it feasible? Akbar is mainly there to give the frigates a red accuracy for QTC, ensuring that the blue and black dice to maximum damage. I could swap him out and upgrade to Scouts but then my damage output would go down.
  23. By the way, I know there's a huge bid...I'm definitely open to suggestions as to what the best use of those points would be.
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