RPLev

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  1. Finn. You add a blank dice when they are in Arc. It works on defense and offense, and is not range restrictive so it can be used even at Range 3. Rey herself is the same way. Her pilot ability is not restrictive. Thats why you run Finn with Rey all the time. With the re-roll and extra dice, it works out beautifully As for Karhedron.. Ok fine then. Put Determination on Rey. Rey is very much a jouster so Determination will prevent the Stunned Pilot, Shaken Pilot, Damaged Cockpit and Blinded Pilot. These are all cards that can prevent the strategies I mentioned. With that, it leaves you 3 Points so you are free to put a Hull Upgrade on Rey, or Pattern Analyzer on Poe. I would still avoid using the Black One. Poe should be Focusing or Target Locking. That is how you achieve maximum efficiency. If he is barrel rolling or boosting, that doesn't help as nearly as much. With Auto's you can avoid the Range 3 munitions a bit easier anyways. Thats just me
  2. I am unsure about it right now. It is a token stacker but, all it takes is Nien Nunb (T-70) with R3-A2 to make everyone suffer. At least more than 1 ship pays the price for being "cheesy". With the Defender list there isn't punishment for it (really). Each Defender manages to get their tokens, with minimal counter. The only way to stop it is by blocking them, stressing them, or taking their tokens away. In that scenario.. Odds are you are only punishing 1 of the 2 Defenders. Even if you get to that point, you have to worry about Omega at some point (if you live). It's not like the Mind Link list where I don't have to put much effort in to punish all 3 ships. Does that make sense? I am hoping I explained it well. If I did can I please get help with the Scum list?
  3. You must of skipped over what I said Karhedron. Poe is fine at 42 points. I did run a successful test against a high skill player. Not only that I have been in recent Tournaments with it. I know it works. Rey with Expert Handling is just reducing her awesomeness. If you run Rey with Finn.. She is a beast. You need to think about complimenting that, not trying to do the complete opposite. 2 Green Dice, and 5 Red Dice is way too good to pass up. Predator or Expertise is the way to go in my opinion.
  4. Hello all. I have been theory crafting as of late. I am aware of the meta, and have recently been in Tournaments. My most recent build did great against the meta but, not so well against "cheese" builds. I want to try and find a build that can adapt to situations like that, and certain aspects of the meta. I decided to look towards Scum for this. I recognize that Manaroo, Fen, and Old Teroch are at the top for average wins (based on data). The builds always involve Mindlink though. That is easy to shut down if a "cheese" build gets a hold of it. I know people tell me it's tactics and all of this other crap but, lets be realistic.. That person is just being a ****. Just because the rules are saying you can't do it, doesn't mean you should. There are players who will not have fun fighting your lists. I am one of those people. I have no problem fighting a list and losing because of mistakes I made, or because of bad dice. When I lose because you decided to come up with a list that causes double stress, and ion, or stacks tokens all day.. Then that is not fun. I spend turn after turn not being able to do anything because the build literally makes it so I can't do anything. Builds I am talking about are Paolob with Ion, Asaj with Tactician, or double defender and Omega. I already know from previous tournaments that even with the Defender nerf, they get too much agility, and too many tokens for a single ship. Even my older Triple X build can't put a dent in that (even if I roll perfectly). By the time I manage to get damage through I am basically dead. Anyways moving on.. So this is what I came up with. Manaroo: Wingman, K4 Security Droid, Unhinged Astromech Fenn Rau: Fearlessness, Concord Dawn Protector, Auto Thrusters Old Teroch: Veteran Instincts, Concord Dawn Protector, Auto Thrusters My logic for switching out Mindlink was to prepare for the "cheese" lists and the rare times you run in to a Stress Bot with the meta. Manaroo is still able to give Fenn a Focus, and a Target Lock (if Green Move). If Manaroo does not get a Green Move off, she can still pass on either a Focus or Target Lock. Fenn can use his action to get what is missing. Manaroo can still help by clearing a stress, and readying the squad for next turn. With Fearlessness instead of Mind Link, Fenn is putting out more dice. As for Teroch.. I put VI in there because enemy Fenn's, or Imperial Aces will try to get out of your Arc. By increasing the Pilot Skill to 9, it reduces the chances of that happening. This leaves me with 5 points. I am not sure what to do. I was thinking I could put Counter Measures on Manaroo, or Torpedoes on Fenn and Teroch. I could squeeze Flechettes in there, or a single Ion Torpedo. Anyone with ideas, or comments regarding the build? Thank you for any replies that help me figure out the build With that posted, I wanted to post the build that came before this. And no it's not "cheese". It is quite easy to shut down if you focus fire, or stress it. Rey: Expertise, Finn, Kanan Jarrus, Millenium Falcon (TFA) Poe (PS9): Predator, R2-D2, Auto Thrusters I did get to test this build on one of the World's players and it won. The goal with the build is to let Rey take the hits. If she happens to bump it's fine. Her re-roll applies as long as something is in the arc. Expertise furthers the bump potential by giving her a free Focus everytime basically (assuming no stress). If you need to get turned around Kanan Jarrus will allow you to use the special move thanks to the title (if you aren't stressed). If stress builds become more common Predator can work. As for Poe.. His main job is to help Rey. He should never be the one taking all of the hits (unless Rey has taken too much). The meta right now in Tournaments is lists with at least 1-2 TLT's. This includes Rebels and Scum lists. Rebel builds with TLT will be the most common (Miranda). That is why Auto Thrusters are there. If the meta does change, then swapping out Auto's for Integrated Astromech, and putting a Pattern Analyzer in the Tech Slot is the way to go. That is the TLDR. I hope it helps someone else
  5. I disagree with the Poe Build. My reason being is that I have been flying Triple X Builds for years. I know good and well that clearing stress on them is a pain in the but. Not only that, Poe is HEAVILY reliant on having a Focus to be effective. Black One title is in my opinion worthless. I will be making my own post as I will be asking for advice on a different build but, I will mention the build I am about to give you. Rey: Expertise, Finn, Kanan Jarrus, Millenium Falcon (TFA) Poe (PS9): Predator, R2-D2, Auto Thrusters I did get to test this build on one of the World's players and it won. The goal with the build is to let Rey take the hits. If she happens to bump it's fine. Her re-roll applies as long as something is in the arc. Expertise furthers the bump potential by giving her a free Focus everytime basically (assuming no stress). If you need to get turned around Kanan Jarrus will allow you to use the special move thanks to the title. If stress builds become more common Predator can work. As for Poe.. His main job is to help Rey. He should never be the one taking all of the hits (unless Rey has taken too much). The meta right now in Tournaments is lists with at least 1-2 TLT's. This includes Rebels and Scum lists. Rebel builds with TLT will be the most common (Miranda). That is why Auto Thrusters are there. If the meta does change, then swapping out Auto's for Integrated Astromech, and putting a Pattern Analyzer in the Tech Slot is the way to go. I will warn you this build does not work well against "cheese lists" such as Asaj+Tactician, Paolob with Ion, or Twin Defenders and Omega.
  6. Mad Cat: I had no idea the % was so high. Let me ask this so I make sure I understand you. Scenario A: both Mk 2B's are at Red Distance plinking away at a Victory. Both roll 1 blank. You are saying I immediately pick up that blank dice and re-roll it because of DTT? Alzer: So its my understanding in this scenario that I should use DTT, or Enhanced Armament. Correct?
  7. Thank you to all for the responses. This helps me a lot. Madcat: I did consider DTT's over Enhanced Armament. I havent found a lot of information on them but, I am thinking you need to be in Blue Range to exchange its 1 Blue Dice, for a Red. If that is the case then it would seem to me that Enhanced Armament would be more worth it. Due to the HP of the Assault Frigate, and the type of defense tokens it has, it seems best to stay at Red Range. I was thinking between that, Ackbar, and Concentrate fire, it could get up to 7 Red Dice. That is what brought up the question of XI7. I was thinking if I drop down to 6 Red Dice, XI7's would be a decent choice. However it seems that it doesn't based on what I am reading this morning. Ginkapo: I used the MC 80 Star Cruiser for theory crafting purposes at the beginning. However this time, I am using the Mk 2B. In either theory craft, I have used those for Ship combat only. I left the Squadron Commands to the GR-75's. So 2 MK 2 B's would be focused on one ship at a time (if possible). As of this morning I worked out the points to fit the Enhanced Armament (or another Turbolaser), and a Gunnery Team on both MK 2 B's. Sirdave: This is what I was looking for. I understand there is a lot of circumstances so a guideline or a rule of thumb would help me a lot. You provided that
  8. Hello. I have been able to get most of my questions answered by the Armada Discord Group. One was created awhile back for these forums. However there is one question that I need as many answers as I can get. This means them and the forums. I tried Google'ing but, I could not get a straight answer. The question is when does Raw Damage become more important than XI7's? (assuming points aren't an issue) I used 2 Assault Frigate Mk 2 B's in my example. I was looking at Enhanced Armament vs XI7. I know from previous Tournaments that you will almost always see a Victory or an ISD. These have Redirects. Assuming I were to hit one of these in the face with 4 dice, they could redirect all of that damage back. In a way, on a mathematical level, it seems that the XI7 is at most 3 dice in value (in that scenario) due to it keeping them from redirecting more than 1. However that is just the example of the ISD and Victory. There are some lists which do contain either a Demolisher or a Raider (Demolisher being most common). I have yet to see if any lists in the tournament will include the Arquitens. In the case of the Aqruitens or the Raider, it seems the XI7 loses value. As you can see this is my theory crafting issue. I am not sure what the right call is. Anyone with math or some other kind of information to shed some light on this?
  9. Vergilius: Yes I do need more experience. It will be difficult because my area's Armada group is non existant as I learned an hour ago. The leader is at school, and the other members went to X Wing TMG. So I now have no outlet for it. I compare it to back then because it's all I have to go on. The last Tournament I watched was a few months ago. I don't remember the date of the video exaclty (it was 2016 though). If the meta stays similar after Wave 5, then I have it somewhat figured out at least. Ardaedhel: Discord is awesome. I am part of the Twitch Broadcasting Community. I don't Stream anymore but, I do show up as a Guest, or assist other Streamers. Least to say I use Discord a lot. It's been a lot better to me than Teamspeak. If you need help setting up, let me know. I will join and walk you through it
  10. It lagged/bugged out and caused me to post the same thing twice. I will have to figure out how to delete this one
  11. Vergilius: Thank you. This is what I needed. Unfortunately I am not to the point of understanding terminology. Now I am starting to because of all the responses in this post. Yes the dice game was present in X-Wing TMG as well. That is how my theory craft started with the 2 Liberty and E-Wing build. I looked at the current metas and I noticed that if an ISD is present, they don't use Spinal Armament. Even in the top tournaments last year, the very few ISD's that were present, and were higher up in the leader boards, didn't have it. So I sat there and looked at the MC 80 Battle Cruiser and realized it's Red Dice is the same as the ISD 2. Having 2 Battle Cruisers with Spinal Armament means I now out dice them by 1 at long range. I am an even dice roll at medium range. If I have 1 Battle Cruiser, 1 Star Cruiser, I am still even. Knowing the Battle Cruiser(s)/Star would be busy with ISD's and Gladiators, I knew I needed a Squadron set up that was Rogue so I wouldn't be reliant on a carrier ship. That was why the original build (before all the responses) left room for 6 to 8 E-Wings. Now that I realize that even 8 E-Wings may not cut it, I am looking in to other options. As of today I came up with yet another idea to perhaps accomplish this. I forgot about Hera Syndula being in Wave 5. She can give Rogue to 2 Ships. 1 could be Jan Ors, while the other is either Tycho or the other Unique A-Wing in the Corellian Mission Expansion. Hera is only 8 points more than the GR 75 idea earlier in the post. For 8 points I get 4 Anti Fighter dice which is way more than the GR 75. I could lower my E-Wing count to 5 or 6 to ensure I have a Ghost and an A-Wing to back them up. Here is the update to the original list.. For the GR 75 or Pelta idea refer to above posts 307 Total MC 80 Battle Cruiser: Raymus Antilles Gunnery Team Nav Team (or Medical) SW-7 Ion Batteries Spinal Armament Mon Karren MC 80 Star Cruiser: General Sato (or Madine) Toryn Farr Gunnery Team Nav Team (or Medical) SW-7 Ion Batteries Spinal Armament Endeavor Hera Syndula, Jan Ors, A-Wing, E-Wings (or an A-Wing in place of Jan) The logic with me keeping Toryn on the Star is because it's more defensive (Contain Token), and would allow me to keep close to the Squadrons (for the re-rolls). You were talking about Nav Teams so I can put them there instead of the Medical Team. It's 3 points more if I did that. If you feel the points are better spent else where, I can do that. I still have 2 Turbo Laser slots not in use (1 on each ship). I could add an X17 to deal with the ISD Redirects. Though I am not sure how effective they would be. I am wondering if the Dual Turbo Laser Turret would be more effective. That would give me 6 Red Dice (on the Battle Cruiser) for the long range poke. They cost 5, and are in Wave 5. The point difference in the Star and Battle is 7 points. There is that option as well if needed. I was thinking the 7 point save could be used for those Nav Teams or something else. We have to wait for the Corellian Mission Expansion but, I am thinking 2 Unique A-Wings would be better than 1, and Jan Ors. Sure treating 1 Squad as Heavy is nice, and being able to share Tokens but, A-Wings like Tycho already have better Tokens I think. Scatter is more effective than Brace from what I have seen. Not only that, I am not sure if I can rely on Jan Ors as much as the A-Wings for being "tanks" for the E-Wings. We will see Thank you. I have said this before in the past but, I think someone should start a Discord for the Armada and TMG Squad Builds so we can freely talk without clogging the forums up. I would do it but, I am too busy to maintain it. I am barely on mine as is. What I can do is Private Message the people in this post with my Discord so you can try it, and see if my idea is good. It doesn't require an account. You just need a web browser to join. It has Instant Message and Voice Talk. I will send the link if you say yes
  12. Formynder: Thank you this is what I was trying to ask about. I will look that up TallGiraffe: Interesting idea. Why the YT-1300 though? I saw in other posts they wern't that great. I am still unsure as to why that is said. If they are good I am interested to hear why
  13. Vergilius: I agree there is a lot of uncertainty but, I want to at least start theory crafting. That way when wave 5 comes out I can look back at my notes and be like "ok this may work in the meta" or something. This is going to be hard to explain.. I am still confused by this entire activation thing the forum speaks of. I am aware there is a Command Dial but, I struggle to understand how this factors in to the part that is being talked about specifically. So in this case are you saying I should use a Nav Team in place of the Engineers? Is Madine better than Sato (for 2 Black Dice)? I can agree that is how you should approach a theory craft however there is another element to it. That is play style. That is something X Wing TMG taught me. I was one of the last "XXX" builds left in all of the tournaments. Despite the X-Wing being horribly under balanced (even with the T-70 stuff), I managed to place 100 in the System Open Series (out of 252 players), and top 5 in Regionals or Local Tournaments for 2 or so years straight. A lot of that success is attributed to how long I have been using X-Wings. I joined X Wing TMG when it first came out. I flew X-Wings from the Core to the T-70. I knew their counters, where to move and all of that. It was second hand nature to say the least. Point I am getting to is I recognize that my theory craft may be flawed in some regards. This is due to me being new, and also because I am trying to work with a Ship that hasn't been used yet (from what I have seen). I am doing it because it fits my play style. I like the defensive capabilities, and how they are a jouster like my X-Wings. Ever since I was given the Liberty Expansion, in any practice match I haven't lost. I am really happy with those results, and wish to continue building upon that success, for a tournament sometime next year maybe. That is my goal. That is why I am asking questions, and trying my best to learn from you all
  14. Ok so I could change the list a little and put in a C90 Corvette B. It would lower the amount of E-Wings I am fielding to roughly 3 (from 6 to 8). The C90 could be a Jaina's Light one, with the Overload Pulse, Redundant Shields, and Toryn. That would allow me to hide behind Asteroids while shooting the Overload. With 2 Star Cruisers, my point total is 351. If E-Wings can't replace the A-Wing then I could scrap that idea and use the Pelta Class or stick with the GR 75.
  15. Church14: I am only asking because I am new. The only way for me to learn is by doing the same thing I did in X Wing.. Ask questions. Why is an SW7 more valuable than an Overload Pulse? I see Overload Pulse all the time in the ISD's, however I have yet to see an SW7, on any ship. It's hard for me to tell what the logic is when I have nothing to go on. Mad Cat and Church: I don't mind using the GR 75 idea however, to my knowledge Sato can be used on the Ship it's on. That means the Flagship can change it's own dice. Toryn Farr however is a different story. As far as I know she doesn't work the same. So wouldn't it be adviseable to keep Sato on the ship that can last the longest? Move only Toryn to the GR 75? If I am using an additional SW7 shouldn't I go with twin Star Cruisers? This would give me 1 additional Blue Dice to work with, possibly increasing the damage I have. Blues have 2 Accuracy, Reds only have 1. Or should I go double Battle Cruiser with the points I saved? (Upgrading from a Star Cruiser to a Battle Cruiser is 7 points) Moving Toryn frees the Star Cruiser/Battle Cruiser for a different card. I was thinking Leia or Walex Blissex. Leia would give me more room to make mistakes.. If I make a wrong call on 1 Command Dial I could fix it with another. Or I could get Walex to make sure I bring back 1 Discarded Defense Token. Or I could leave that slot empty. As far as the Engineers.. I was thinking putting Medical Team in there. I am not seeing too many other useful cards for that slot. It's 1 point and would allow me to Discard Crew Criticals.. Possibly saving my Engineering points. Should I put that there or just leave the slot alone?