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Baudolino

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About Baudolino

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  • Birthday 03/12/1977

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    Bergen

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  1. I`ve had 5 games with my SSD. 1x 600p and 4x 400p. Won the 600p and won 2 out of 4 of the 400p matches. People I played knew they were going up against SSD and built their lists accordingly. I`ve adapted my build in response to the matches i`ve had and i`m growing increasingly happy with my setup, but I can`t decide on whether to land on Krennick or Goran. This is my current SSD build http://armadawarlords.hivelabs.solutions/view_list.php?token=214296&key=20db5f8c323798a12c7d8be6664944ae Star Dreadnought Assault Prototype Author: Baudolino Faction: Galactic Empire Points: 398/400 Commander: Grand Admiral Thrawn Assault Objective: Opening Salvo Defense Objective: Planetary Ion Cannon Navigation Objective: Superior Positions [ flagship ] Star Dreadnought Assault Prototype (250 points) - Grand Admiral Thrawn ( 32 points) - Ravager ( 4 points) - Agent Kallus ( 3 points) - Commander Woldar ( 4 points) - Instructor Goran ( 7 points) - Gunnery Team ( 7 points) - Quad Laser Turrets ( 5 points) - Point-Defense Reroute ( 5 points) - Linked Turbolaser Towers ( 7 points) - Quad Battery Turrets ( 5 points) - Heavy Ion Emplacements ( 9 points) - Leading Shots ( 4 points) = 342 total ship cost 2 Firespray-31s ( 36 points) 1 Mandalorian Gauntlet Fighter ( 20 points) = 56 total squadron cost Card view link Fleet created with Armada Warlords I cannot decide whether to go for Krennick or Goran. Goran has synergy with Woldar, but Goran only has range 2. OK for defense, but not enough for intercepting anything. Krennick works both against squads and ships, but even with Thrawn I find I struggle to have "concentrate fire" dials and tokens for more than 2 rounds. SSD needs lots of enginnering commands to stay afloat. Please give me some input on why I should go for one or the other..
  2. I find Thrawn gives me great flexibility. For three turns I can get two dials plus a token for my SSD. I can totally see the objective thing. I`ve always focused on trying to be player two, because i can get a lot of mileage out of my 400 points when my opponent bids deep and only uses 380 points and with an SSD it feels like I kind of have to aim for 400, since the ship itself is so big. On the other hand I can get really screwed by some of the objectives. Asteroid fields can be a pain in the ***. @grathew - what do you mean by close range intel scan? Both 400p lists feel very vulnerable to bomber lists. I actually played last night and faced a list with 8 bombers (B-wings and Y-Wings). On turn 5 i drew the wrong dial from Thrawn (concentrate fire instead of engineering) and the SSD just didn`t make it through the round. My opponent had two hull left on his final ship. I`m gonna type an AAR and link it here.
  3. I have 2 400p lists and I can`t decide wich one to play. My 600p list is farily settled, but if you think i`ve missed something or made a mistake then please let me know. 400p version A - gives a hardhitting and flexible SSD and the Raider provides a decent picket capacity and gives the list some adaptibility (i think) 400p version B - well, that just seems like an awfull lot for a mere 400 points. Cant argue with 33 hull points in a standard match 600p - lots of damage and great logistics with some squadrons as cherry on top. Really feel like i`m getting my points worth. I have an alternate 600p based on RITR which is more efficient, but this will have to do until i get my hands on the expansion. 400p version A - this is the version i`m most likely to play with http://armadawarlords.hivelabs.solutions/view_list.php?token=214296&key=20db5f8c323798a12c7d8be6664944ae Star Dreadnought Assault Prototype Author: Baudolino Faction: Galactic Empire Points: 400/400 Commander: Grand Admiral Thrawn Assault Objective: Opening Salvo Defense Objective: Planetary Ion Cannon Navigation Objective: Superior Positions [ flagship ] Star Dreadnought Assault Prototype (250 points) - Grand Admiral Thrawn ( 32 points) - Ravager ( 4 points) - Agent Kallus ( 3 points) - Director Krennic ( 8 points) - Emperor Palpatine ( 3 points) - Veteran Gunners ( 5 points) - Quad Laser Turrets ( 5 points) - H9 Turbolasers ( 8 points) - Quad Turbolaser Cannons ( 10 points) - SW-7 Ion Batteries ( 5 points) - MS-1 Ion Cannons ( 2 points) = 335 total ship cost Raider II-Class Corvette (48 points) - Veteran Gunners ( 5 points) - Disposable Capacitors ( 3 points) - Heavy Ion Emplacements ( 9 points) = 65 total ship cost = 0 total squadron cost Card view link Fleet created with Armada Warlords 400p - version B - but this version feel pretty crazy and exciting and I can` t decide. http://armadawarlords.hivelabs.solutions/view_list.php?token=217246&key=38f93c787099cde96bea0eba2462180a Star Dreadnought Assault Prototype v2 Author: Baudolino Faction: Galactic Empire Points: 400/400 Commander: Grand Admiral Thrawn Assault Objective: Opening Salvo Defense Objective: Planetary Ion Cannon Navigation Objective: Superior Positions Gozanti-class Cruisers (23 points) - Repair Crews ( 4 points) = 27 total ship cost Victory I-Class Star Destroyer (73 points) - Quad Battery Turrets ( 5 points) = 78 total ship cost [ flagship ] Star Dreadnought Command Prototype (220 points) - Grand Admiral Thrawn ( 32 points) - Ravager ( 4 points) - Director Krennic ( 8 points) - Emperor Palpatine ( 3 points) - Veteran Captain ( 3 points) - Veteran Gunners ( 5 points) - Quad Laser Turrets ( 5 points) - Quad Battery Turrets ( 5 points) - Leading Shots ( 4 points) - Shields to Maximum! ( 6 points) = 295 total ship cost = 0 total squadron cost Card view link Fleet created with Armada Warlords 600p list - This is fairly settled. http://armadawarlords.hivelabs.solutions/view_list.php?token=217032&key=a8f5c51c18ab9c2b8fe293671f6b2ab0 Star Dreadnought Command Prototype + VSD Author: Baudolino Faction: Galactic Empire Points: 600/600 Commander: Grand Admiral Thrawn Assault Objective: Opening Salvo Defense Objective: Planetary Ion Cannon Navigation Objective: Superior Positions Victory II-Class Star Destroyer (85 points) - Warlord ( 8 points) - Flight Controllers ( 6 points) - Quad Battery Turrets ( 5 points) - SW-7 Ion Batteries ( 5 points) = 109 total ship cost [ flagship ] Star Dreadnought Command Prototype (220 points) - Grand Admiral Thrawn ( 32 points) - Ravager ( 4 points) - Director Krennic ( 8 points) - Emperor Palpatine ( 3 points) - Veteran Captain ( 3 points) - Veteran Gunners ( 5 points) - Quad Battery Turrets ( 5 points) - Heavy Ion Emplacements ( 9 points) - Shields to Maximum! ( 6 points) = 295 total ship cost Arquitens-class Command Cruiser (59 points) - Hand of Justice ( 4 points) - Projection Experts ( 6 points) - Turbolaser Reroute Circuits ( 7 points) = 76 total ship cost Gozanti-class Cruisers (23 points) - Repair Crews ( 4 points) = 27 total ship cost Gozanti-class Cruisers (23 points) - Repair Crews ( 4 points) = 27 total ship cost 1 Maarek Stele ( 21 points) 1 Ciena Ree ( 17 points) 1 TIE Defender Squadron ( 16 points) 1 Saber Squadron ( 12 points) = 66 total squadron cost Card view link Fleet created with Armada Warlords
  4. As I thought, but worth checking. Thanks for the replies:)
  5. SSD always gets a free token with its command dial. Does it also get a free token with a Thrawn dial? Can`t find any reference to this anywhere
  6. Bellator depicted in "Empire at war: Forces of corruption" Picture is from "Empire at war: Forces of corruption mod "Thrawns Revenge"" Bellator is an awesome evolution of the Star Destroyer and at 7200m, its size is perfect for a smaller HUGE vessel. I envision this at around 1800-220 points for a non-prototype variant, depending on abilities and stats. Tell me this isn`t awesome:) Ship is also depicted in the following games: Sins of a solar empire: Rebellion mod Thrawns ascendency Stellaris mod "Empire ships"* Executor is going to be awesome, AND the Bellator needs to get in-game as well - as soon as possible... *Star wars and Star Trek modders in stellaris have combined forces on the upcoming mod "Fallen Republic" for Stellaris. The modders are great and the latest version of Stellaris is also great. This is looking to be a very good mod and it wil also showcase an insane amount of Star Wars ships from a number of species. If you`re a star wars and armada fan- you`ll want to check it out.
  7. Cool thing is that the Bellator is now canon. Also - all the ships i mentioned have been added to the Holocron continuity database. whilw i agree with regard to how well known these assets are. Keep in mind that these ships are frequently used in the modding community (pc games) and are likely more known to star wars fans, that also play computer games, than one might expect. Now that the Executor is in, it will be easier to include the others. Problem is, as someone already mentioned, that the rebeles don`t have as many assets as the empire. I`m gonna love putting the Executor on the gaming mat and shock the **** out of my buddy, who doesn`t know the executor is coming. Getting the other ships i mentioned in as well, especially the Bellator and Secutor, would be amazing. points-wise, it will be easier to get thesecutor and even the Bellator in to 400-500 point games.
  8. Now we can also get: Annihilator SSD Bellator SSD (my favourite star wars ship) Allegiance SD Secutor SD of course there are many other smaller ships and also ships from the clone wars and the new trilogy. I’m really excited about the prospect of having the Bellator and Secutor in the game...
  9. Loved the movie, BUT... I hate how stupid they make the bad guys. We’ll never see thrawn in the movies because there is no way the rebellion would survive an intelligent enemy leadership. Othercthan that, it was a great movie and I really don’t get way reviewers said the movie dragged in the middle. Great movie.
  10. I haven´t used GSR yet. Not really considered it until you mentioned it. Could be very powerfull in combination with some of the objective cards. My initiative bid is shrinking quickly though..:( Using raider with the current setup will work better if i have initiative. Without initiative i´ll likely only get full effect against large base ships. I need to study the build you suggested as well as my 5 ship alternative. I´m excited about taking out my interdictor, though my Arquintans could likely do much of the same job. The thought of double arcing with 10 dice on the interdictor, does get my quite excited. As does re-rolling those accuracies and other annoying dice, when defending. Raiders have crazy maneuvering at speed 2 so i should be able to keep formation until they pounce- if i can just make sure they don´t leave the interdictor behind, it could be a very interesting battle. Vader has served me well over the last 3 games.
  11. Of course you can post:) Any interidictor is welcome here:)
  12. I liked the build you set up - love defenders. Play them all the time, but i find the phantom ability and the two red dice to be intriguing. Want to do a couple of games with them. The ability to attack ships with 2 red dice and then withdraw from AA range afterwards is interesting. The reason I went for the suppression variant was because of the point price- not because i need two experimentals. I might step up to the combat refit, but I don``t really need the extra red dice. Disposable caps take care of the initial fire and after that it`s a knife fight all the way. Every game i had so far have have been close-medium from 4th round out. With the exception being the times the flagships just flew right past each other.... I'm going to work with the build you set up, but i also made another with 5 ships and initiative bid where i changed demolisher for another raider. With this as with the other, excellent maneuvering is key. Keep in mind this is something i'm looking for though. I typically run ISD II with Demolisher and 2x Gozanti with 64 points of defenders and Vader on top. I want something that plays a bit different. My worries are that it will be too hard though and that there are weaknesses i'm just not observing. So this is the new alternate build- 5 ships with 15 point initiative bid: http://armadawarlords.hivelabs.solutions/view_list.php?token=123648&key=74b30a8500de4fdb7e5fa4ad1594e348 Playing on monday against evil rebels.
  13. Will be playing it on monday:) I have been tinkering with this for some time. Interdictor Demolisher Raider II Gozanti Squadrons: Whisper / Phantom / Marek Steele Original: http://armadawarlords.hivelabs.solutions/view_list.php?token=121392&key=c6b1bde3ece8b3160b8528ac32dfeb01 Updated (now with 5 ships) and 15 point initiative bid: http://armadawarlords.hivelabs.solutions/view_list.php?token=123648&key=74b30a8500de4fdb7e5fa4ad1594e348 Interdictor/ 2x Raider / 2x Gozanti plus 4x squads While i think the new carrier is rubbish, I do think the disposable capacitors are a boon for the interdictor. Hope is to use interdictor to support the damage dealers with shields and rerolls. Also, when the time comes, to alpha strike a hostile ship with dual arcs using the disposable capacitors. I love those capacitors since the effect works until end of turn rather than for a single attack. Build will require some ace maneuvering, but I feel there is some potential here.
  14. Done. Notice also that i` ve updated the build. Link now leads to newest build rather than the one you saw, which was an intermediate between the build i used in the match and the build i` m intending to use next time:) I like the idea of disposable capacitors, but I don`t like the concept of single use wepaons. I would need that overload pulse every round. Also with concentrate fire the Raider II does get 4 blue dice. It`s enough to get a few hits even if I nedd to use Screed. I` m thinking Raider-I with boarding troopers + ACM on my next match (possibly Raider-II with overload + boarding engineers- can` t decide).
  15. You`re right of course. Jamming field seems like the way to go. That or a second bomber command since defenders also have the bomber ability. Though the jamming field is really cheap and improves my initiative bid:)
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