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About fecrid

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  1. Since you have Gozantis and so much invested in bomber potential, consider Bomber Command Center. It can really help your bombers hit hard and mitigate any whiffs on your rolls.
  2. I tried this list out last night, and I really like Ozzel's ability to let me boost my speed up so fast. Really helped save a Raider from certain doom by firing at close range, and then jumping up to speed 4 to avoid getting bumped and held in place for the return fire. To me, that's worth more than the 1 extra hull that Motti would provide. I did put a Skilled First Officer on the ISD-I and the Gladiator, but didn't get to use them yet. I didn't realize that Solar Corona was pretty much the same as Superior Positions with getting to see your opponent deploy everything first. Thanks for that! My TIE fighters were invaluable in swarming a blob of X-Wings and pretty much taking them all out. Only got bombed twice on my ships, and it was from a lone X-Wing that survived. Thus not as effective as en masse bombing.
  3. I've been reading the Cannot Get Your Ship Out blog and have made a list featuring an ISD-I and the Raider-I Corvettes. Been studying the Raider article on how best to use them. It's my favorite Imperial ship, but as most people know, very difficult to master. So, here goes! Faction: Galactic Empire Points: 392/400 Commander: Admiral Ozzel Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] Imperial I-Class Star Destroyer (110 points) - Admiral Ozzel ( 20 points) - High Capacity Ion Turbines ( 8 points) - H9 Turbolasers ( 8 points) - Ordnance Experts ( 4 points) = 150 total ship cost Gladiator I-Class Star Destroyer (56 points)- Demolisher ( 10 points)- Engine Techs ( 8 points)- Assault Concussion Missiles ( 7 points)- Ordnance Experts ( 4 points)= 85 total ship cost Raider I-Class Corvette (44 points)- Ordnance Experts ( 4 points)= 48 total ship cost Raider I-Class Corvette (44 points)- Ordnance Experts ( 4 points)= 48 total ship cost 1 "Howlrunner" ( 16 points) 4 TIE Fighter Squadrons ( 32 points) 1 Valen Rudor ( 13 points) Let me know what you guys think. Props to Snipafist for these ship builds and his articles. Keep up the great work!
  4. That's what I figured was the case, but couldn't narrow it down. Thanks for your help!
  5. So with all the mechanics that allow you to reroll dice, either for you or your opponent, I've come to a rules conundrum. I was running Lando on an MC30, and my opponent fired his ISD I at it. Not sure what the total damage output was, but it was enough to finish it off. He had used an accuracy to block 1 redirect, and I made him reroll his hits and crits. After rerolling he came up with another accuracy result and immediately spent it to accuracy my other redirect. Can he spend accuracies after he has rerolled his initial attack? I had claimed that it probably was not allowed since the attack timing had passed for him to spend accuracy results but I couldn't find anything in the rules to back up my claim. Any thoughts on this?
  6. Just use Attanni Mindlink on the Brobots. They have plenty of green maneuvers to shed the inevitable stress, and if you plan it right you can gain and shed stress in the same turn. That way you get plentiful tokens. IG-88B - Attanni Mindlink + Autothrusters + Advanced Sensors + Heavy Laser Cannon + Tractor Beam + IG2000 IG-88C - Attanni Mindlink + Autothrusters + Advanced Sensors + Heavy Laser Cannon + Tractor Beam + IG2000 Plus you have fun with Tractor Beams in this list. If you miss, just blast em' with HLC. Have fun!
  7. https://www.youtube.com/playlist?list=PL_OTD5XD7saA2BqIoW68z8688U_gcW8fd
  8. Yes, but only while the Phantom is docked. You do lose out on the extra attack at the end of the round because you did not equip a turret. That makes sense. But if I have the turret and torpedoes equipped, I may either: fire primary/ fire torpedoes and fire turret. Pretty versatile ship.
  9. So I have the Phantom docked in the Ghost, and I have no torpedoes and no turret equipped. I have an enemy at Range 2 in the rear arc of the Ghost. May I fire my primary weapon of 4 dice?
  10. Thanks for the tips. Tried this list out last night before I saw your replies. I faced off against a Contracted Scout, Manaroo, and a TLT Thug. Both U-boats were running the Deadeye, R4, Plasma Torp combo and they ate Dengar alive. Poor Guri was all by herself and didn't last much longer after that. I have considered using Lone Wolf and R4 on Dengar as I feel his PS at 9 is fairly comfortable but not sure which crew is good besides Rec Spec. Maybe 4-LOM to be different. Just trying to see what else will fit with Dengar. I think he's a great ship with an awesome ability. Some people have told me that 2 Jumpmasters is necessary but I think otherwise.
  11. Been playing around with Dengar in my list, but he eats up points fast. Wanted to see if this was a viable Scum build with only 2 ships. PS 9 - Dengar Expert Handling Recon Specialist R5-P8 Punishing One 53 points PS 5 - Guri Lone Wolf Cloaking Device Autothrusters Sensor Jammer Virago Adv. Proton Torpedoes Put Recon Spec on Dengar for when he gets to shoot twice. Adv. Proton Torps on Guri because it just works so well. Cloaking Device can get buster, and I have lost it almost every time I have to roll for it. But it has saved her butt when it needs saving. Let me know what you guys think.
  12. Just a quick question. Does the Inquisitor get to fire Proton Rockets at Ranges 2-3 because his attacks always count as Range 1?
  13. Use Emon Azzameen. You get to chuck a bomb in Soontir's face before he even moves. Dodge that!
  14. I want to know what that tractor beam does. Zuckuss with 4-LOM crew should have good synergy...I hope.
  15. Better that those B-Wings go for your little Raider than your ISD! Just sayin'
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