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  1. I would take APTs over ACMs any day. Forcing faceup after faceup on a target is fun for shenanigans, even if it ends up being one less damage. It is a point less expensive too so you get extra bid.
  2. Same problem here
  3. I rather like the flying wing. It maintains the star destroyer feel without being "just a bigger triangle". And the fact that it is a mobile shipyard is pretty cool too. As for use in Armada... It would make a great background for the 6x3 playmat they have yet to release.
  4. Man those U-wings are fancy, I really like the AT-ACT too. Every landing force needs a Support Battalion!
  5. Use a shuttle or squadron with strategic to move the tokens where you want them. It is really silly and fun to do.
  6. I love them. Those look like ships that could have been stationed with the sandtroopers on Tatooine. That sand and grime gets everywhere, they must have stopped bothering to clean it.
  7. For instance quickdraw's ability, can that trigger Special Ops Training and give me an extra attack out of my rear arc? I am guessing any upgrade or ability that allows me to make a primary weapon attack would trigger spec ops training, is that correct?
  8. Looks like the stormtroopers are having a rave inside. Everything checks out here.
  9. Can I just point out that Luke one shotted a moon sized space station in an xwing...... These Jedi have form.Yeah, but exploiting a design flaw in a unique situation, and laser strafing a shielded ship into complete destruction is a bit different. The B-Wing Hera scene was also kinda dumb for being over the top , but at least a special situation which ended up being a bad design.Remember Rebels shenanigans do not translate well to judge a ship in Armada with, otherwise in Armada a single YT-2400 should be able to one-shot ships the size of the Arquitens-provided they are making a bombing run using special explosive-filled cargo containers. I swear in most situations Rebels completely ignores the fact that Capitol Ships have shields. RULES OF STAR WARS REBELS: 1. Large ships never have shields and die to the smallest threats i.e. TIE Fighters. 2. Small ships can tank unimaginable amounts of fire with little visible damage, see Exhibit A. 3. A-Wings are an exception to Rule 2 Exhibit A
  10. That ISD has XI7s mounted TWICE!!! The horror.
  11. Spraypainted, then drybrushed lava rocks make great asteroids. Then use bent-straight black paper clips for the stands, mounted on a base of your choice.
  12. In my local meta people tend to run 3 super upgraded ships (like a 211 point mega ISD-II one person tends to deploy) so I was thinking about challenging that with a high activation fleet with a good bid for first. His mega ISD can only do two shots per turn, so forcing him to pick from 6 different targets may help me bring it down.
  13. Dancing Destroyers Faction: Galactic Empire Points: 389/400 Commander: Moff Jerjerrod Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] Interdictor-class Combat Refit (93 points) - Moff Jerjerrod ( 23 points) - G7-X Grav Well Projector ( 2 points) = 118 total ship cost Victory I-Class Star Destroyer (73 points) = 73 total ship cost Victory I-Class Star Destroyer (73 points) = 73 total ship cost Gladiator I-Class Star Destroyer (56 points) = 56 total ship cost Raider-I Class Corvette (44 points) = 44 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost ---------------------------------------------------------------------------------------------------------------------------------------------- A high activation imperial fleet with a 11 point bid for first and, with Jerjerrod, great maneuverability. The interdictor restricts the enemy fleet further by locking down 3/8s of the board for deployment, allowing my fleet to eliminate them with my massive front arcs that can make 90 degree turns. I am torn between Jerjerrod and Motti. Both are inexpensive and provide good benefits, but I feel the Jerjerrod improves the vics and interdictor more than Motti does. I would either be spamming navigate commands with Jer, or spamming engineering commands with Motti. As for the lack of squadrons, our local meta is squadron light and the raider will be able to help out against the enemy squadron. Also the Gonzati and Interdictor have reasonable AS-firepower.
  14. An upgraded MC-30c will beat a Gladiator on most days just because it is significantly more potent over range, since it can take both APTs and TRCs. It is slightly more expensive, but you are paying for an extra speed and better defense tokens.
  15. All fighters Follow Me + Flight Coordinators + Fighter coordination Team + BCC Flotilla + Yarvis Neb-B = Super scary B-Wings