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RC8015FiSkirata

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  1. Anyone in the area play or know where people gather to play? I just moved to the area and will be here for a few years. I have a pretty decent sized collection for both games, but the friend I usually play against is back in Georgia. Thanks for the help.
  2. I have no idea how effective it will really be, but I love the idea. I'm sure nobody will ever see that one coming, or have a firm strategy in place to fight it. However, I have to agree with the following sentiment: But then, I like squadrons a lot.
  3. The basic idea of this list is using the Interditor and Konstantine to control my opponent's movement while twin Victory-classes hammer away. To start out the campaign, I have: Interdictor-class Suppression Refit Admiral Konstantine G7-X Grav Well Projector Victory II-class Star Destroyer Wulff Yularen Victory II-class Star Destroyer Quad Laser Turrets Maarek Stele TIE Defender Squadron Lambda-class Shuttle Firespray-31 3 TIE Fighter Squadrons Black Squadron The idea behind the squadrons is that the Lambda is used in conjunction with nearly continuous squadron commands from a slow-moving Interdictor to run the Defenders as a powerful attack force. The TIEs and Firespray are used primarily to destroy enemy squadrons making attack runs against the Victory IIs. I was planning on buying the G-8 Experimental Projector after the first turn, but I'm wondering if it might be better to completely revamp some of the upgrades, changing the G7-X, Quad Laser Turrets, and Black Squadron out for the G-8 and Overload Pulse. Any feedback or suggestions would be much appreciated. Additionally, I am really hesitant as to what objectives to play with. I was planning primarily on using this fleet for the defense of high-value worlds, and as such, I would often be the second player. I was attempting to find upgrades that played to my ability to slow down opponents and came up with Blockade Run, Fleet Ambush, and Salvage Run, but I'm not sure about the Salvage Run in particular, because my ships are still really slow themselves. Thanks for the help!
  4. So, I want to add one ship to each of my Rebel and Imperial fleets, without resorting to buying any large-base ships. Currently, my options on the Imperials are limited, and the Rebels can only build a 400-point fleet with max upgrades and lots and lots of starfighters. Imperials: Two Victory-class Star Destroyers (1 Starter, 1 Expansion) One Gladiator-class Star Destroyer One Interdictor Rebels: One Assault Frigate One Nebulon-B Frigate (Starter) One Correllian Corvette (Starter) Starfighters: Each pack except for Rebels II and the Starter Kit squadrons So, with this in mind, what should I get. I was thinking something on the smallest end of the spectrum for the Imperials to diversify a bit, probably a Raider or Light Cruiser, or maybe even assault carriers. With the Rebels, I was thinking a bit bigger. I'm strongly considering the MC30c, but now that I'm looking at price, the Home One or Liberty packs might be nice as well. Any thoughts? Thanks for the help.
  5. Soontir is no good without autothrusters + stealth device in my opinion because of the synergy. If you can, I'd recommend finding a way to free up those three points for the title and stealth device. Otherwise, go with the other suggestions, as I know nothing about the prototype.
  6. Vader Pilot is in regular Tie Advanced and the crew is the Lambda shuttle (very underrated ship btw) not the raider. I think he means that the TIE Advanced isn't any good without the specific upgrades from the Raider set.
  7. Yes he is but his PS6 is not enough to first fire his Tractor Beam. Oh yeah. I forgot that little detail; my similar list has a PS5 bomber in place of Inquisitor.
  8. I think my friend's actually run him before, albeit without determination (and with Lando, who usually works out spectacularly for him, although he runs experimental interface just in case). It was pretty effective, but still no match for my TIEs.
  9. For K-Wings, try running something with: Warden Squadron Pilot Extra Munitions, Connor Net, Proximity Mines or Cluster Mines, Bombardier, and Advanced SLAM. For 35 points, it gives you a ship that can zoom around the board dropping mines on people. It also is surprisingly durable. You could then back it up with a Z-95 swarm or two Red Squadron X-Wings and a Tala Squadron Z-95 for 3 PS4 ships and a few more upgrades. It's worked fairly well for me when I've tried it. Something I do with new people is let them run 110-120 point lists depending on their experience with miniatures-type games. I find it gives them a real fighting chance, and keeps it a challenge for me.
  10. In my opinion, Imperial Aces, TIE Interceptor, Slave I, and StarViper packs are must-haves. Between the four packs, you have all the upgrades and pilot cards you need to field two interceptors in their deadliest form (Soontir Fel + Carnor Jax).
  11. With the propensity for target locks from the bomber, Vessery might be a better Defender pilot if you have him.
  12. Glaive Squadron Pilot (34) Predator (3) Stealth Device (3) TIE/x7 (-2) Countess Ryad (34) Push the Limit (3) Stealth Device (3) TIE/x7 (-2) Academy Pilot (12) Academy Pilot (12) Total: 100 View in Yet Another Squad Builder Rexler Brath (37) Predator (3) Ion Cannon (3) TIE/D (0) Glaive Squadron Pilot (34) Predator (3) Ion Cannon (3) TIE/D (0) Omega Squadron Pilot (17) Total: 100 View in Yet Another Squad Builder
  13. So, a buddy of mine and I are planning on playing a match where we use only each other's stuff. Looking at what he has, I've come up with the following idea. And suggestions? (PS - He has the original core, lots of Y-Wings, Rebel Transport, HWK, Rebel Aces, A-Wing, YT-2400, and a Munitions Failsafe and BTL-A4 title I gave him) "Dutch" Vander (23) Ion Cannon Turret (5) Flechette Torpedoes (2) Flechette Torpedoes (2) R2 Astromech (1) Munitions Failsafe (1) "Hobbie" Klivian (25) Flechette Torpedoes (2) R3-A2 (2) Wes Janson (29) Veteran Instincts (1) R2-D2 (4) Hull Upgrade (3) Total: 100 View in Yet Another Squad Builder I don't really know most of these ships all that well; I stick to Imperials more often than not, so any criticism is appreciated.
  14. Personally, I like running Farlander with Advanced Sensors instead of fire-control system. This gives you the option of taking an action while performing a red maneuver and still benefiting from his ability. I often found that I didn't really need to perform two actions when I was running FCS. Also, because he is such a heavy hitter, I'd probably drop the ion cannon and use his primary weapon. Other than those small suggestions, the first list seems really good to me. The second list looks effective too, but just kind of boring and standard.
  15. Well, I'm sure assault missiles and ion torpedoes are quite effective against swarms, if you can find a good way to consistently land hits with them (I hear Guidance Chips is a must-have for this purpose)
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