Jump to content

Dameon13

Members
  • Content Count

    68
  • Joined

  • Last visited

About Dameon13

  • Rank
    Member
  • Birthday

Recent Profile Visitors

376 profile views
  1. I'm not much of a Rebel player but I've had considerable success lately with a Mon Mothma list in tournaments (including a Storm Championship win!) but I'd like to branch out and try other Rebel admirals. Ackbar is top of the list. Plan A was to go with a H1MC80 and 2 or 3 CR90s but that doesn't leave room for many squadrons and more concerning is the popularity of Early Warning Systems and how it can shut down Ackbar-ing with CR90s. So, I came up with this idea: Ackbar + Squadrons Faction: Rebel Alliance Points: 397/400 Commander: Admiral Ackbar Assault Objective: Advanced Gunnery Defense Objective: Planetary Ion Cannon Navigation Objective: Dangerous Territory CR90 Corvette A (44 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 53 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost [ flagship ] Assault Frigate Mark II B (72 points) - Admiral Ackbar ( 38 points) - Major Derlin ( 7 points) - Caitken and Shollan ( 6 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) = 140 total ship cost GR-75 Combat Retrofits (24 points) - Bright Hope ( 2 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 38 total ship cost 1 Jan Ors ( 19 points) 1 Biggs Darklighter ( 19 points) 1 Luke Skywalker ( 20 points) 1 Gold Squadron ( 12 points) 1 Y-Wing Squadron ( 10 points) 1 Norra Wexley ( 17 points) 2 X-Wing Squadrons ( 26 points) = 123 total squadron cost Pretty basic Objective list. Nobody seams to ever want to play Planetary Ion Cannon so that means a greater chance of playing Advanced Gunnery which is useful for the AFMkII. The AFMkII is set up to be survivable. I know people go go crazy over Early Warning Systems but that only shuts down 1 die. I've personally one-shot killed two AFMkIIs in the same turn with the front arc of a Gunnery Team ISD, so I'd rather keep my flagship from being popped by a single volley. EWS does give good defense vs fighters, but if the flagship is under attack by fighters, that means my squadron ball is gone. It's a lot of squadrons, but the CR90s can help give a boost to get more into the fight if needed. I am seeing a lot more squadron-less lists, but that's not a given. So this is designed to be a tar pit if I come up against anything like a dedicated Heavy Squadron Anti-Squadron build or alternatively bomb the snot out of anything if unopposed.
  2. Dameon13

    Vader's Defenders

    Alright, so I dropped Vader for Motti. On the ISD, I Swapped Flight Controllers out for Gunnery Teams, added Leading Shots and Strategic Advisor Added Ordinance Experts to Demloisher. That comes to 399 points. The low # of activation s is just something I've learned to deal. If you have an ISD in your list you won't be out activating an MSU anyways. Much like with the ECM, local meta affects my bid. Bids have gotten crazy. If you want to go first you're needing an 18-24+ point bid and then still might not get first player. The other option is as I did and simply not play that game. I don't want to drop a Defender of Gozanti just to have a hope I win the bid against someone. I have my angry swarm and if they want to move closer to the ISD and Demo before they activate, I am fine with that.
  3. I am thinking of throwing back to something close to the first style of lists I played, running an ISD as a Battlecarrier and with swarms of my favorite Tie Defenders. Vader’s Defenders Author: Dameon Faction: Galactic Empire Points: 398/400 Commander: Darth Vader Assault Objective: Most Wanted Defense Objective: Fighter Ambush Navigation Objective: Superior Positions [ flagship ] Imperial II-Class Star Destroyer (120 points) - Darth Vader ( 36 points) - Relentless ( 3 points) - Flight Controllers ( 6 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) = 182 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Minister Tua ( 2 points) - Electronic Countermeasures ( 7 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost Gozanti-class Cruisers (23 points) - Bomber Command Center ( 8 points) = 31 total ship cost 1 Colonel Jendon ( 20 points) 1 Maarek Steele ( 21 points) 4 TIE Defender Squadrons ( 64 points) = 105 total squadron cost I know that many players favor Early Warning System over Electronic Counter Measures but I feel that ECMs are a better fit here. I am seeing more "Monster Truck" style lists with multiple big ships and I've done some die-crunching and my experiments found that ECMs are more effective than EWS when defending against attacks that throw large numbers of dice. Conversely, EWS is better when facing MSU or squadron heavy lists where you're taking a greater number of attacks but that roll less dice per attack, but I have my own Squadrons providing an aggressive defense vs that.
  4. Dameon13

    In Harm's Way

    Yes, I am curious why having ECMs hurts me. I was already considering dropping BCC. Trading Hera for a floaty sounds like a good idea. Salvage Run doesn't get played a lot around here, so I'd want to practice with that mission before I am comfortable enough to try it competitively. Thanks for the ideas!
  5. I've gotten to play this list already and it really surprised me in how well it did. I was wondering how people might feel this list would do in tournament play and if/how you'd lean it up. I managed to pull off a first/last double arc with Admonition which took down a Vader Cymoon and I've been pleased with the squadron ball, so it's given me a favorable impression so far. In Harm's Way Author: Dameon Faction: Rebel Alliance Points: 399/400 Commander: Mon Mothma Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory [ flagship ] CR90 Corvette A (44 points) - Mon Mothma ( 30 points) - Electronic Countermeasures ( 7 points) - Turbolaser Reroute Circuits ( 7 points) = 88 total ship cost MC30c Torpedo Frigate (63 points) - Admonition ( 8 points) - Walex Blissex ( 5 points) - Ordnance Experts ( 4 points) - Electronic Countermeasures ( 7 points) - Assault Proton Torpedoes ( 5 points) = 92 total ship cost MC30c Torpedo Frigate (63 points) - Foresight ( 8 points) - Major Derlin ( 7 points) - Ordnance Experts ( 4 points) - Electronic Countermeasures ( 7 points) - Assault Proton Torpedoes ( 5 points) = 94 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 32 total ship cost 1 Hera Syndulla ( 28 points) 1 Biggs Darklighter ( 19 points) 2 X-Wing Squadrons ( 26 points) 1 Luke Skywalker ( 20 points) = 93 total squadron cost
  6. Dameon13

    Implementing an APP for Armada without going 2.0

    I'd bet that we'll eventually see a similar App feature implemented for FFG's other games, including Armada and Legion. X-wing needed it the most, having the most expansions to address. This also means making this for X-wing was a much larger project than it would be for Armada (and Legion). So, think of the X-wing App as the prototype, and once they have that working they'll adapt it to support their other products.
  7. Dameon13

    Painting My Yoga Mat

    I do a lot of traditional naval gaming so I have a large ocean mat I've made out of those interlocking rubber fatigue mats, which are very similar to yoga mats. I recommend using a product called Polyacrylic as your final sealent. It's like Polyurethane only water based, so it's much easier to apply and clean up and also does not yellow over time like oil based Polyurethane does.
  8. Dameon13

    Looking for Correllian Conflict Tips

    Being partway through a CC myself, here are a few of my thoughts: It's more important to get the ships (especially the big ones) bought first. It's far easier to add on upgrades later than it is to "save up" big chunks of points for high cost ships. The campaign really makes me want to focus on having ships more than squadrons. In one-off or tournament games I like going squadron heavy but having lots of squadrons which often end up getting destroyed means you basically bleed out Refit/Resource points to keep replacing or un-scaring them. In addition, having to share unique titles with all the other players on your side can mean you aren't going to get the combo of Aceholes you want to make your squadron build really potent. An ISD and an Interdictor is a strong starting force. With Sloane, I'd opt for a Gozanti (for squadron pushing). Take as many squadrons as you can push, but for the first game I'd play more defensively with your squadrons, letting your ISD push it's weight around. You may want to consider an ISD-I with the Avenger title, as that does pair well with Sloane's abilities.
  9. Dameon13

    Kuat Help

    Imperial Star Destroyer Kuat-Refit (112) Gunnery Team (7) ECM (7) Leading Shots (4) I feel that leading shots gives decent enough odds of getting an accuracy if you re-roll that one blue and some reds, so I'd go with Gunnery Teams as you're going to want to plunge into the enemy and will likely end up with multiple targets in your front arc for a turn or two. I dropped the external racks to keep it under your point requirement. I actually like using Expanded Launchers on the Kuat. I know they're expensive, but the way I run mine they get stuck-in the brawl plus with Gunnery Teams you get good mileage when you are getting to add those dice to 4+ attacks in a game! Hardened Bulkheads is fun to have in there too.
  10. I feel I have trouble designing rebel fleets. I like going with a theme. I love Ackbar broadsiding gun lines, but feel it's a bit dull. There's a lot of different tricks you can do with Rebels but I struggle to pull them off as I always end up with a lot of moving parts for me to keep track off. I came up with this idea, a cross between some Raddus and Rieeken lists I've toyed with. It has a strong squadron presence but is flexible in what it can do. Toad Surprise Author: Dameon Faction: Rebel Alliance Points: 400/400 Commander: Admiral Raddus Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] MC75 Armored Cruiser (104 points) - Admiral Raddus ( 26 points) - Profundity ( 7 points) - Adar Tallon ( 10 points) - Rapid Launch Bays ( 6 points) - Electronic Countermeasures ( 7 points) = 160 total ship cost Hammerhead Torpedo Corvette (36 points) - Garel's Honor ( 4 points) - External Racks ( 3 points) = 43 total ship cost Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) - Flight Commander ( 3 points) - Fighter Coordination Team ( 3 points) = 68 total ship cost GR-75 Medium Transports (18 points) - Bomber Command Center ( 8 points) = 26 total ship cost 1 Ten Numb ( 19 points) 1 B-Wing Squadron ( 14 points) 1 Gold Squadron ( 12 points) 1 Luke Skywalker ( 20 points) 1 Jan Ors ( 19 points) 1 Wedge Antilles ( 19 points) The local meta seams to have a lot of players (myself included) who like to get in your face with ISDs. So, if they are going to come charging right at me, I can vomit some serious pain in their face. The general plan is that Garel's Honor and some squadrons (most likely the B-wing, Gold Squadron and Ten Numb) stay tucked up inside Profundity until it's time to pounce. I can hold the floatie off board until I need it to pop in for the bomber boost. I feel this list not as dependant on squadrons as my typical Rieekan bomber lists (which can often get tied up as heavy anti-squadron swarms are popular as well), but they are still potent and protected from enemy anti-squadron efforts, while also maintaining a strong fighting capital ship presence. With no bid, I will likely go second a lot but I am comfortable with that: For Advanced Gunnery, I was thinking of choosing the Garel's Honor. Have it pop out from Profundity with an alpha-strike to nail something twice with the forward batteries, likely that the Profundity has also already hit, then ram! Hyperspace Assault means the Yavaris is going to be safe off board until it pops in. Superior Positions lets me see my opponent's deployment and take advantage of the brawl this fleet will end up in the late game.
  11. Dameon13

    Have Chimaera, do I need Vanilla ISD?

    The Chimera expansion is not a substitute for the ISD expansion. They are different ships with different stuff in the boxes. Right now the Chimera is the new "big shiny" everyone is excited about, but I'd recommend the ISD expansion as a must have for any Imperial player. It's a great ship in a pack with great upgrades. I had an ISD and bought the Chimera which then prompted me to buy another ISD!
  12. Dameon13

    What could have fin

    Some see a boat, I see a surfboard.
  13. I've been trying to play my Rebels more and my favorite Admiral by far is Ackbar. Maneuvering around firing broadsides has a massive appeal to me from my love of traditional naval war gaming. Generally I run him with some mix of an MC80, CR90s and AFMKIIs. However, with the recent addition of an MC75 to my fleet I have an idea that it may make a better home for Ackbar than the traditional MC80. The MC75 is throwing less dice, but it can throw them twice thanks to being able to take Gunnery Teams. I think it pairs well with MC30s, as they can all throw good broadsides of red dice twice!, move fast and are vicious if anything does get in close. It's a different way to play these ships, rather than the torpedo-boat-down-the-throat tactics I usually see them employed with. It's a faster list, allowing for a different tactical approach; quickly flitting around like a school of fish rather than the pod of whales gun-line. Additionally, I've been toying with squadron combos and so far have found this one to be an effective tar-pit. So, thoughts? Faction: Rebel Alliance Points: 399/400 Commander: Admiral Ackbar [ flagship ] MC75 Armored Cruiser (104 points) - Admiral Ackbar ( 38 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) = 156 total ship cost MC30c Scout Frigate (69 points) - Gunnery Team ( 7 points) - Turbolaser Reroute Circuits ( 7 points) = 83 total ship cost MC30c Scout Frigate (69 points) - Gunnery Team ( 7 points) - Turbolaser Reroute Circuits ( 7 points) = 83 total ship cost 1 Corran Horn ( 22 points) 1 Ketsu Onyo ( 22 points) 1 Shara Bey ( 17 points) 1 Tycho Celchu ( 16 points)
  14. Dameon13

    Star Ship Razzle Dazzle cammo

    I am impressed that you have BFG models still on the sprue! I wish I had know about magnetizing parts back then, but I digress...
  15. Dameon13

    The PentaVic Alignment

    As the initial guinea pig on the receiving end of this little experiment and irregular local opponent, I feel it is my duty to put you on notice that I currently now have 4 Vics in my possession...
×