jasonbsexton
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Posts posted by jasonbsexton
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Sweet. So basically, you just choose to use the ACM effect versus dealing a face up damage card? and I have a hard time justifying engine techs right now. Do you normally use them on your GSD's?
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List is attached. Any constructive feedback is welcome. I expect to see a bunch of Rebel builds that are corvette and fighter heavy, so I wanted to maximize my TIE's and be able to stall their fighters while I move the Gladiator and Bombers into position.
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And 14 points is a lot. You probably should add something, like flight controllers or something along those lines. It'll still give you a good ini bid, but you wont be so underpowered that you'll miss out on some opportunities to do damage.
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Question: How does stuff like ACM and Ion Cannon Batteries activate? Is it upon rolling the Blue/Black crit as an automatic effect, or do you have to spend a black/blue die in order for it to take effect? The Rules Ref and FAQ do not specify.
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I'm not sure that Screed will really complement what I believe that he is trying to do. Tarkin will supply him with a constant supply of squadron commands so that he can move nearly all of his squadrons first each turn, or at least 1 (preferably Mithel, with his damage dealing ability). Now, I'm running a similar list, but I got rid of Assault Concussion Missiles and Engine Techs (just weren't effective with what I was trying to do) and added Expanded Launchers and Intel Officer (as the Gladiator will most likely be the ship you want doing the most damage) Intel Officer is huge, especially when you are trying to get rid of pesky corvettes and Neb B's, as at close range they can't use an Evade (unless Mothma is there, and its still just a reroll), and if they choose to use the token you've chosen, they lose it for the game. Very helpful. Time that with a full front hull shot with expanded launchers, shooting 4 black and 2 red dice at a Neb B side...could nearly one shot it. Now, since you're only running two ships, I'd recommend looking at Motti (for the increased hull; you're going to take some shots from a fighter heavy build) and using Wulff Yularen, as you can exhaust him after spending a squadron token to regain that token each turn (works with any token as well).
Now, with something like this, quantity over quality is paramount. Advanced are awesome, but expensive, and for those 3 you're running, you could run 4 TIE Fighters. You're going to need a good sized fighter screen to get your bombers in there to do their work.
Just some thoughts. Good luck with it. Let us know how it plays.
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I'm new to the game (as in one week ago I bought it) and am hooked. I have a few friends that I play with, but we are looking for larger groups and organized play. Anyone know of anything like this in Mid TN? I live in Murfreesboro and go to Roll the Dice regularly, but have yet to really connect with any players there.

First tournament list. Thoughts welcome.
in Star Wars: Armada Fleet Builds
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"would recommend dropping the vic-II to a Vic-I and dropping Expanded launchers to ACM and put those points back into fighters, I would recommend upping 2 tie fighters to sontir fel and 1 advanced."
Why a change from Vic 2 to 1? I have tinkered with changing back to ACM. And Soontir Fel and advanced for their escort ability?