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About Maturin

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  • Birthday 01/01/1973

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  1. Maturin

    [Portland, OR] Red Castle Games 2018 Regional Report

    Man, I wish all Regionals reports were like this! Fantastic breakdowns of the lists and how they did each game....and cool photos to boot. Yowzas!!!
  2. I’m in. Pacific time zone please!
  3. Maturin

    [Portland, OR] Red Castle Games 2018 Regional Report

    Congrats, Karneck! Can't wait to hear more about your games.
  4. Maturin

    [Portland, OR] Red Castle Games 2018 Regional Report

    Love all the pics!
  5. It’s not quite guaranteed, as a canny squadron heavy opponent will clog up your distance 1 launch zone with squadrons, preventing you from getting close enough to activate Sato. I’d prefer a couple of cheap a-wings held back on obstacles - a much more flexible option.
  6. Your MC80 can hunt flotillas pretty well, which will reduce your opponent’s activation advantage. But it will be challenging to do that while also timing the impact on the rest of their fleet. Ideally you can draw out their flotillas and kill them first but an opponent could also use the flotillas as bait to draw in your flagship for an easy kill. Honestly I think your MC80 is too expensive for what it does (I know, I tried it too!). Sato’s ability gives you 5 blue dice on the front arc, which should statistically get you the acc you need. Sw7’s and H9’s guarantee the damage output you want - but then what is Sato doing for you? Not much at all I’d ditch the H9 and Xi-7. You can use the points to get an A-wing, which your list dearly wants for an extra deployment, and for tactical flexibility. A speed 5 Awing hopping from obstacle to obstacle is surprisingly durable - it’s like a mini-Tycho and will keep Sato shenanigans going for a key turn or two. If you want more insurance on those blue dice, swap out Gunnery Teams for Caitken and Shollan.
  7. Nice lists! I don't have a lot of time today to answer in detail - I'll try to offer some more thoughts in the near future. But I did want to offer a couple quick observations: 1) Sato takes practice to fly well - you have to know when to use your squadrons and time their use well. Hint: keeping a squad token on key ships (those you want activating first) can really help get squadrons into the correct position. 2) VCX play with Sato is tricky too - you're double tasking them in some games with both objective play and Sato spotting. That's great, that's what they're there for, just be aware that your spotting force in some missions is just Tycho + HWKs. 3) Sensor net Strategic shenanigans are best aided by FCT's in the fleet - at least 1, better with 2. you can do it without, but it'll be tougher. More thoughts later....
  8. More feedback: Overload Pulse is widely seen as an overcosted upgrade...difficult to get the timing right and the target can still use the Defense tokens before they’re exhausted (due to the timing of the crit effect). Might I suggest Heavy Ion Emplacements instead? And a little general advice - for your first games and tourney, go light on the number of upgrades per ship. You’ll find yourself much less likely to forget about upgrade effects, and will have much more mental space to think about maneuvers and tactics instead.
  9. Huh, link seems broken. Something about an unmatched list?
  10. Maturin

    Admonition vs Foresight

    What @BrobaFett and @Church14 said. The only MC30 build that might do better with Foresight is a Sato Scout 30 that wants to dance at long range, but that’s an extremely niche build, and even then Admonition is in the running.
  11. Rapid reload is too expensive for what it gets you. You’re better off putting Your External Racks as you’ll probably only get one or two close range shots off with the MC30s anyways. You can use the points saved to put the titles on the MC30’s. Admonition is one of the best titles in the game, and Foresight is not far behind. They will increase their survivability by 100%. Advanced projectors are a mixed call. They’re great when they work, but suffer vs Xi-7’s, which Mc30’s are weak to anyways. So that will be matchup dependent. I’d also try to get more activations in - maybe swap out Raymus for Strategic Advisor, and with points saved from the AP’s you can almost fit in a flotilla. It’s worth dropping an X-wing to do that (it’s better to have even squadron numbers anyways). Finally I do love Dodonna + XX-9’s, as they are a cheap way to bypass contain tokens. Consider upgrading your MC75 to an Armored cruiser, and slap XX-9’s on it as well.
  12. Maturin

    Trying For Viable FCT’s

    If you end up keeping HIE’s I’d swap out the slicers for Toryn. You’re going to want every chance to trigger those death rays.
  13. Or there’s always ordnance experts...black dice do love rerolls. Leading shots plus QBT should have you covered for the red dice. I’d consider dropping Rogue squadron (since you have odd squadron numbers) to get Engine Techs for MK. Handy for ramming flotillas twice, if nothing else.
  14. Maturin

    Lib and nebs

    Need SFO on those Nebs! Also, consider upgrading all nebs to Escort model for flak? Also find a spot for Toryn? But would have to drop the flotilla for the points.... Overall I think the Dodonna advice is spot on; drop Redemption as well and you could add another flotilla and have comms net on both, which would allow the jump from speed 1-3, albeit in a more limited fashion. In return you’d get another 2 pair of Y-wings or HWKs out of it...