Jump to content

abesaljr

Members
  • Content Count

    14
  • Joined

  • Last visited

Everything posted by abesaljr

  1. Ahhh sweet thanks guys! That was easy haha
  2. Trying to decide what upgrade to get rid of, and need some opinions. The idea is to send the 75 up the gut into heavy squadron builds where EWS can help with mitigating damage and Walex will help keep the 75 around for a few extra turns. Feeding it with either engineer or firepower dials. The 80 and CR90 conduct flanking maneuvers while the Transport and Leia Feed the 75 with the correct dials if needed. The Hammerhead will help with covering the exposed flank of the 75. Obviously lots of risk since I have zero screening ability, but I like it that way. So what should I cut out from the lists below to get the 3 points off to make it back to 400? Any good candidates for a cut then a switch to cheaper upgrades? Thanks yall. Faction: Rebel Alliance Points: 403/400 Commander: Leia Organa Assault Objective: Advanced Gunnery Defense Objective: Planetary Ion Cannon Navigation Objective: Solar Corona MC75 Ordnance Cruiser (100 points) - Walex Blissex ( 5 points) - Ordnance Experts ( 4 points) - Hardened Bulkheads ( 5 points) - Early Warning System ( 7 points) - Assault Proton Torpedoes ( 5 points) = 126 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost GR-75 Medium Transports (18 points) - Leia Organa ( 3 points) = 21 total ship cost Hammerhead Torpedo Corvette (36 points) - Garel's Honor ( 4 points) = 40 total ship cost [ flagship ] MC80 Star Cruiser (96 points) - Leia Organa ( 38 points) - Mon Karren ( 8 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Engine Techs ( 8 points) - Leading Shots ( 4 points) = 165 total ship cost
  3. hey man this was great! I appreciate the quick summary
  4. Its not bad man, just fix up your color scheme and youre totally fine. Keep up the good work and thanks for putting out more armada content!
  5. I would stick with Garm, as the others dont give you any bigger benefits. With him, you'll always have a squadron token handy. I personally like superior postitions, as you'll always be able to get those rear shots with your squadrons. However, hyperspace assault has never been a big favorite of mine. You want to keep away from other imperial ships, definitely not closer, even with Yavaris and your squadrons.
  6. Man I sure do miss me some TDY money!
  7. The only issues with B wings is that if a gladiator or even a VSD going at speed two, you'll get maybe one or two shots off before they're out of range. With a command dial, you can help mitigate that a bit, but then you'll be that much closer to the big guns of the ships. If youre getting all your bombers tied up in a scrum, you should think about separating them into small / more diverse groups. That way maybe only one group gets locked down, but youre free to attack with the other.
  8. I agree...having Garm and Enhanced Armaments along with a healthy "every other token" attack command allows you to either put 4 or 5 shots out at red distance with a reroll almost every turn of the game.
  9. Any thoughts on changing the Corvette to a B, and adding in overload pulse? That in combo with your bombers / guppy will put a hurting on any ship.
  10. Thanks for the info above. Finally got a test game in so here are a few thoughts: Played against a very good Imperial player His list: VSD2, Expanded hanger bay, Admiral Chiraeau, Corruptor VSD2, Admirial Motti Squadrons: Tie Advanced x2 Tie Bomber x 5 Major Rhymer My list, same as above, except take out engine techs, add in gunnery team to both guppies. Sorry no photos...ill get some for the next game Start of game: I have initiative, so I decide to go first. Choosing precision strike as the objective. I know this is risky as he can potentially get a victory token for each faceup card I receive from his squadrons, but im banking on being able to out race his squadrons. Plus with initiative, I plan on putting down a VSD by turn two. Set up: We face off basically as close as we can away from each other across the map Turn 1: Not much shooting (as usual), and I stock up on tokens Turn 2: Lead CR-90 is in range, and able to hit a VSD with both the front and side arcs...leading to a blue crit which burns all his defense tokens. His VSD's shoot, but are ineffective at range against the VSD's and evades. My guppies then pummel the burnt VSD, forcing it to discard all 3 defense tokens...leaving it with none. His swarms then begin their attack, chasing after my Guppy with my general. No attacks go through. Turn 3: Sensing blood in the water, I race the second CR-90 straight into the teeth of the second VSD, hoping to deliver another near knock out blow to the other. The blue crit goes through and burns the tokens, however I miscalculate just how far my speed will take me, and I end up in the front and side arc of the VSD. The CR-90 never had a chance. One guppy takes off the last 3 hull points of the limping VSD and it is destroyed. However, due to bad placement of my other CR-90, it doesnt have a shot on the second VSD, and my general only has its front arc to the remaining VSD, so even with no tokens, it only losses its front shields. The two ships then collide with each other. The imp squadrons finally are able to bust through the generals side shields and deal him 4! damage. Turn 4: The remaining CR-90 once again burns the VSD's defense tokens, but on the next activation, the VSD destroys the generals guppy and moves onto a space station. The remaining guppy gets one broadside off taking off 3 hull before they separate. Turn 5 and 6: Due to the slow turning radius of both the guppy and VSD, only the CR-90 shoots at the VSD for the remaining two turns...not doing nearly enough damage to counteract the engineer points the VSD issues. End Summary: Close fight, but a loss for the rebels. Even though we ended up with more victory tokens, we could not make up for the loss of two ships. Key take aways: This list hits HARD. If you can get initiative with this list, use it. Going first and forcing an opposing player to burn his defense tokens nearly won me the game. Two strong broadsides from the AF2's were able to bring a nearly 10HP VSD down in one volley. CR-90's: You need to play fast and dangerous with them....bring them in close to get in range of the blues...but dont get caught in the front arc...like I did. They will die quickly without a brace. I may consider putting engine techs back on them. AF 2's: In this list, its almost always better to set your dials to either spam Nav then Attack commands, or vice versa. You need the NAV to make those tight turns, and a 5 red broadside with an attack command is always worth its weight in gold. My mistake in this game was trying to thread the needle between two VSD's. When our ships overlapped, I got stuck in the front arc, and as you saw...not much can survive when that happens. Either way, this was a totally awesome game and ill have pictures and a turn by turn next time!
  11. AF MKII-B -Enhanced Armament - General Dodonna AF MKII-B -Enhanced Armament - Paragon CR90-B - Engine Techs - Overload pulse CR90-B - Engine Techs - Overload pulse Objectives: Advanced Gunnery, Fire Lanes, Superior Positions Thoughts? As for how I would run it, this list is straight forward. Start CR90's at speed 4, AF2's at 3, and line up shots from the CR90's to allow the AF2's to bully the opposing ships to burn their tokens (if overload pulse crits). Hopefully ill get a few games in with this list this week and ill update on how it went!
  12. Hey sorry guys, I didnt see the additional posts! I will definitely try and make it down Thursday for the league. And thanks for the Facebook link...I just sent a request to join!
  13. Thanks man! Ill try and make it down next Thursday! Do you guys have anyone playing this weekend?
  14. Any Durham NC players here that would like to start a league at Atomic Empire?
×
×
  • Create New...