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Everything posted by jmcb29
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I'm frequently seeing all ship lists that are 10 points under, sometimes (infrequently) more. All ships has become the standard here, and the only list with fighters seeing any success is the Rebel Aces/Yavaris/Gallant Haven combo - which generally comes in 0-5 points under.
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Interesting responses re: less bombers. I find that the fighter screen I have is enough (but only when it gets alpha strike) to hold off the enemy for several turns, which is enough for the 4 bombers to either take down a small ship, or put enough damage on a medium that my capital ships have very little left to do. Corrupter is in the list not to increase the bombers from 4-5 but rather from 2-3 if they get tangled in engagement. When my opponent has Tycho, I use this ability fairly frequently. I found speed 2 wasn't sufficient to get all the bombers free of combat, and in to a position to do some damage.
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Here's my latest Imperial tournament build. I've been testing and refining this one for quite some time, and feel it has a direct purpose at this point. Critiques and suggestions are welcome. Capital Ships: (201) Vic I (73) - Admiral Motti (24), Flight Controllers (6), Expanded Hangar Bay (5) - (108) Vic I (73) - Admiral Chiraneau (10), Expanded Hangar Bay (5), Corrupter (5) - (93) Squadrons: (96) Howlrunner (16) Mauler Mithel (15) TIE Interceptor x2 (22) Major Rhymer (16) TIE Bomber x3 (27) Total Points: 297 Objectives: Precision Strike Hyperspace Assault Superior Positions
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Engine Tech and Wulff... nitpick
jmcb29 replied to Intys Rule's topic in Star Wars: Armada Rules Questions
Ok, this makes more sense. Interesting - this peculiarity has been played wrong at several FLGS in my area. Changes the way Demolisher works dramatically. -
Engine Tech and Wulff... nitpick
jmcb29 replied to Intys Rule's topic in Star Wars: Armada Rules Questions
I'm understanding the rule that you can resolve them in any order. It doesn't say that they happen simultaneously. It says in any order. So when you go to use engine techs, they are in fact happening after an attack, not a maneuver. If you've got a link to where FFG answered this question I'm happy to concede, and begin using Demolisher to greater effect. -
Engine Tech and Wulff... nitpick
jmcb29 replied to Intys Rule's topic in Star Wars: Armada Rules Questions
No, I see Demolisher. But the wording of the card is "after you execute a maneuver". I agree that you can choose the order in which to do them, but once you fire, you've broken that chain. You're now attempting to maneuver after firing. You can choose the order that they activate, but they're still activating in that order, not simultaneously. My understanding is that engine techs can only be used immediately after a maneuver. If that's not the case, then I need to re-evaluate my use of Demolisher. (this would make me very happy though) *edited for clarity* -
First thing I noticed - if you're trying to win quick, then additional hull points goes against that strategy. You're better off with Admiral Screed. Your list and strategy should work together, not in different directions. I think you're likely to struggle to bring those bombers to bear for more than 1 turn, if you're lucky - 2 TIE Advance are either going to get eaten, or just flown around by a competent player. If Rhymer gets locked down, you're effectively out 43 points. Otherwise, I think this list will deliver a huge amount of damage, but only if you maneuver well. I've played a similar list in a few tournaments, and I'll tell you this - Tycho is this list's bane.
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Engine Tech and Wulff... nitpick
jmcb29 replied to Intys Rule's topic in Star Wars: Armada Rules Questions
You're actually not able to perform the maneuver you described even if you had used the Navigate token. You described "Fire, Move, Fire, Move". Engine techs can only be activated after you execute a maneuver. Firing after your first move means that you're trying to move after firing, not maneuvering.
