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JISImperial

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Posts posted by JISImperial


  1. Nebulon B Support Refit

    Salvation

    Raymus Antilles

    X17 Turbolasers

    Nebulon B Escort Frigate

    X17 Turbolasers

    Nebulon B Escort Frigate

    Yavaris

    General Dodonna

    216

    Wedge Antilles

    3x X Wing

    Dutch Vander

    Y Wing

    84

    Spruced it up. Raymus just makes sense, but I can't figure out if Yavaris or an additional crew member will be more useful.


  2. Nebulon B Support Refit

    General Dodonna

    Salvation

    X17 Turbolasers

    Nebulon B Escort Frigate

    X17 Turbolasers

    Nebulon B Escort Frigate

    204

    Wedge Antilles

    3x X Wing

    Dutch Vander

    Y Wing

    A Wing

    95

    Thinking of trading Dutch for a Y-Wing and having the naked Neb-B upgraded to Yavaris. Straight up long range list to remove shields and support fighters.


  3. Salvation titled neb b with x-17's has a pretty decent shot at 6 hits in a single volley. This forces the opposing vsd to either brace to reduce damage or take hull hits. A second neb b with only x-17's will ensure a lot of shots hit the same section unless the vic turns toward them.

    Use fighters to add damage to the open section. VSD 2 would require a lot more dancing than the 1, but I think the neb b can prove dangerous from mid-long range.

     

    With salvation, there is a %5 chance of getting 6 damage.  (3/8)^3 or (27/512)  Not very good odds.  Still an increase in damage.

    Much higher to get 3-4. 6 is just icing on the cake, or maybe my dice like me...


  4. Salvation titled neb b with x-17's has a pretty decent shot at 6 hits in a single volley. This forces the opposing vsd to either brace to reduce damage or take hull hits. A second neb b with only x-17's will ensure a lot of shots hit the same section unless the vic turns toward them.

    Use fighters to add damage to the open section. VSD 2 would require a lot more dancing than the 1, but I think the neb b can prove dangerous from mid-long range.


  5. Last game I played, lost one of my VSD's due to overconfidence. Still mopped the mat with their x-wings, but my opponent lost a frigate and nearly lost his second one as well. Lost the overall game since that VSDI was the objective ship, but it was still a great game.

    1 VSDI, 1 VSDII, howlie and a bunch of ties vs

    2x Escort Frigate, 2x Corvette, 1x Dodonna's Pride, Luke and 4 x wings

    The VSDI finally blew in turn 6, unable to cope with the punishment it had received.


  6. Technically there have been and are fighters whose wings change positions depending on speed. F-14 Tomcat, F-111, B-1, I'm sure there are others I'm missing. Also, when not near a star, insulation and dissipation of heat is very important. When closed, the internals of the wings are insulated from space, conserving heat and energy. When open, they provide more surface area for heat radiation to dissipate into space as the laser cannons are activated and in use.

    The B-Wing's S-Foils are of a more practical use for storage when the fighter is not in use. Having the wings closer to the fuselage (especially near the engines) may allow it to maintain an even temperature without as much effort in space flight. Heat does radiate into space, but you need insulation as well or temperature would swing wildly between sections of the spacecraft.


  7. IMHO Dodonna's Pride (and - in fact - any other CR90) may be better with Mon Mothma - she provides better survivability of 'the hammerheads'.

    Most Imperials are kinda mingy and don't use modernized Victory II. ;)

    This is very universe canon to see mostly vic 1's. The II was produced for a short time before the ISD overtook its production.

    Mostly I have found Dodonna's pride supremely annoying when flown well. There are plenty of other threats on the board to allow an imperial player to focus on one corvette.


  8. Luke is an animal. In a 300 pt game last night, he and his X-wings helped ensure a grisly, time-consuming death for my VSD1. Of course, they were mostly gone when it blew in turn 5 and a corvette got the last hit in.


  9. Honestly, the nebulon is the weak link in the rebel chain. The strong arc is the front, meanin you are heading straight forward at the vic. Even with two nebs focus firing, you can't n degrade the combat capabilities of the Vic to survive at close range, as there is NO redirect on the neb. So the nebs come straight in against 9 Vic shields vs 3? Front for the neb. Tokens on the neb are good at long

    Range.

    Neb sides are extremely vunteble, wih only one shield. No redirects. So circling is still very dangerous, and yu are very unlikely to get through the Vic shields.

    Xwings don't help as they are too expensive compared to the ties to win independent of capital support.

    Standout ship of the rebels is the CR90, especially the CR90b with Dodonna's pride. Angled right and you can drop two crits and the move out of range / long range.

    Finally, Tarkin synergizes with Vic's. Mon Mothma synergizes with evades. We don't have mon Mothma. We have Dodonna, who synergizes with getting damage through shields. Can't do that without going head to head with a Vic using Neb B.

    Essentially, Wave 1 brings balance / options to the game, but it does the most for the rebels (spcifcally Mon Mothma for core ships, AF2 for Dodonna).

    Sorry for bad spelling, iPhone keyboard not great.

    You should try the HTC's keyboard, much worse. Suppose you use the tactic I proposed earlier to buzz the VSD, but instead run a flyby of it's fighter support. You can put a serious hurt on the ties then mop up with x-wings.


  10. Your opponent can still screen his capital ships with squadrons, so even with range 2, you would need to be engaged with his squadrons before shooting at the capitals.

     

    Not saying that the upgrades aren't nice, but the one turn rush is not something should happen if your opponent brings enough squadrons.

    Keep in mind that you engage only when you stop moving. A Corrupter activated Rhymer-backed Bomber squad can threaten a capital from the front, keeping your screen at distance 1 from your own capital then move PAST the fighter screen squadrons and land behind your capital, outside of engagement range.

    You can have them further than range 1. I thought squadron commands can be issued up to blue die range, so about range 3.


  11. General Dodonna put a -1 Turning damage card on my VSD. I watched helplessly as it drifted off the table with only 3 damage cards.

    why didn't you slow down? or even stop?

    Because he was actually using the SSD which has a Command Rating of 6 and it was so big a 1 speed move takes it from his deployment zone to off his opponents side of the board,

    JK

    Because I had no movement token until the next turn. Played way too close to the edge to squeeze the frigate at speed 2 took the hits and was down to speed 1 when the corner went off. Poof, gone.

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