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EODOgre17

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Posts posted by EODOgre17


  1. We may very well get a preview a week for wave 2, but I don't see it releasing at the end of that trend. They have probably had these articles squared away for a while with all the production and shipping delays the game has seen. I think they're just trying to build up some of the steam they've lost due to these delays. Either way, I'm excited for wave 2.


  2. Hey all, just thought I'd post about my great FFG customer service story. My girlfriend, being the awesome lady she is, ordered me all of wave one for a late birthday present. Needless to say, I was giddy as a kid in a candy store when she gave them to me. Alas, not all was right. After assembling my pack of rebel fighters I realized that my B-Wing squadrons were MIA. I had the stands and bases, but no fighters. After hearing about how great FFG's customer service is I wasn't worried. I went to the online customer service site and filled out the necessary forms and lo and behold. Less than a week later my B-Wing squadrons are flying at full strength. Thanks FFG.


  3. Honestly, I would start with just the core set demo fleets to introduce someone into the game. By doing 400 points and throwing everything at him/her all at once you run the risk of overwhelming your friend with information. Plus, that is a lot to keep track of on the board. Then you can start introducing upgrades and combos in your second game and start scaling up from there to 400 points.


  4. Advanced concussion missiles will nab you better damage output in the long run. Screed guarantees they go off, and they can be used from any arc. This means if you are out of black die range before you move, you can at least get your red dice off your front arc, them move in using demolisher's ability and hit from a side arc. And it's almost half the cost. Everyone see expanded launchers and thinks more dice is better, but advanced concussion missiles will get you almost the same net damage for much less and is more versatile.


  5. I've found gunnery team to be incredibly underwhelming, not to mention you should never use it with paragon (paragon needs to hit the same target, gunnery team doesn't let you). Either way, not sure 7 points is worth firing broadsides and then 2 anti-squadron dice

     

    If you have paragon, go H.A.M with Advanced Gunnery. It's a work of art, I tel ya :)

     

    14 points from freed gunnery teams could go to squadrons, which imo should be "dedicated" (insofar as well rounded rebels can be dedicated) anti-squadron since you have two Whales devoted to murdering ships. The Dutch + Wedge combo is cute, but 35 points and I'm not certain it's worth 3 A-wings without a priority target to send against (not to mention they're not great against large numbers of enemies). If you have the fight packs, you could fit 6 of the buggers + upgrade one to tycho for the sole purpose of pissing off major rhymer. Anyway, four squadrons (and only 3 of them anti-squadron capable) are going to get torn apart by anything save squadron-less fleets. The A-wings superior numbers and speed can give them the punch they need to tear down enemies before the get swarmed. 

     

     

    Other than that, scary fleet!

    I echo this sentiment. Your fleet is very scary with two Whales, but gunnery team is probably a subpar choice. The only other critique I have is choosing Mon Mothma as you commander. She is an amazing choice as she makes those evade tokens much more effective, but the AF's only have one each. I feel Garm would be a better choice, since each ship can carry three command tokens.


  6. I think 2 packs is enough for now. I would really love to have 5 of each pack to spam 10 y wings or 9 interceptors but I just can't see paying for that many packs. I'm also waiting to see the wave 2 pack and see if any of the generic versions are worth buying in multiples. Plus, who knows what future expansions hold that might hold for squadron lists.


  7. Honestly you could go either way with it. Keeping the Awings lets you at least disrupt and occupy enemy squadrons for a few turns, especially Major Rhymer and his flying circus. However, replacing them with another CR90 isn't a bad option either, as the corvettes are fast enough to stay away from most fighter squadrons, especially rebel (except Awings)


  8. Looks good, but I would suggest a few tweaks.

    On Demolisher I would drop expanded launchers for assault concussion missiles. With Screeds ability this will always nab you 2 damage and it can be used out of any arc. Plus it is 6 points cheaper than EL. I would also drop gunnery team. You should be focusing your fire on one ship with Demolisher, shooting with your front arc if you are not in close range then closing in and broadsiding with a side arc. I would replace them with an engine team to give you more maneuverability.

    As for the VSD, Warlord or Dominator(if you can find the points) would probably be a better choice since you are only running 2 bombers. Gunnery team is good if you can keep two ships in your front arc.

    Your squadrons look good. I would maybe see if you could get howlrunner in there for your fighter alpha strike but otherwise it looks solid.


  9. Garm's benefit to corvettes is practically null, as unless your navigating on turn 1 you'll already have your max tokens at the end of turn 1.

    So replace Garm with Mon Mothma.

    I would definitely use Mon Mothma in this build. She will make the CR90s double evade tokens ridiculous. If you plan to use B model corvettes she can nullify hits at medium range and if you face heavy squadron/bomber lists she can make fighters reroll damage.

    I also agree with Indomitable that you should use Awings instead of Bwings. Without a ship that can stay with them and issue squadron commands they will be next to useless. You can squeeze in 5 Awings for the price of the Bwings plus Keyan and have 2 points leftover for the Jaina's Light title. I would use that ship as your flagship so you can hide behind and/or ignore obstacles. If you only have 4 Awings to field you could upgrade a couple of your corvettes to A models for some long range firepower and have 1 point for initiative bid.


  10. I don't see FFG creating upgrades for squadrons as it will only unnecessarily complicate the game. As several others have said ship upgrades that affect squadrons will probably be the norm. However, I can see them doing an aces fighter pack that would have famous squadrons like Rogue squadron and the 181st.


  11. I would imagine they did this for game balance. If it had all red and blue dice ir could just hang back and snipe. Also, we've only seen the ISD I spoiled. The ISD II might have more range, similar to the VSD I having black to the VSD II having blue. As for the black dice, I think they probably represent heavy turbolasers that have a limited range versus missiles.


  12. Armada is American Minis, Standard, and Tarot, though I am not sure which color is which.

     

    There are two type of Standard: Frey and Green. Star Wars Armada uses Grey.

     

    So, the three types of sleeves are: Yellow (American Mini), Grey (Standard) and Orange (Tarot)

    I'm glad this got bumped. I was just trying to figure out which size sleeves I need to get with my wave 1 order after payday this week.


  13. Also remember that before a collision happens, you slow down temporarily to speed 2 or 1 and move if possible. The ship at speed 3 may then have the possibility of moving past the opposing ship next turn.

    I'm not sure what you are saying here. The reduced speed is very explicitly a temporary thing for the exact moment you are taking your maneuver. You move at the fastest speed you can that does not cause an overlap, never going faster than your original speed. As soon as you are done moving, the ship goes back to whatever speed it was at before it started moving.

    Until you get a navigate command, nothing is going to change from one round to the next if both ships must temporarily reduce to 0 each time they activate.

    You are correct, and that is what I was trying to say. I also misread the OP and thought he was at short range, not distance 1, and therefor may have had the room to move at speed 1 one turn for a collision and then go past his opponent at speed 3 the next turn. My mistake.


  14. I'm really liking Wave 1. Both sides got what they needed to help balance out the game. The Imps got a quicker and more maneuverable ship and the Rebs got the AF as well as the Salvation title to help with firepower. Plus the fighters and upgrades like flight controllers made the squadron game a lot more interesting.

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