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Admiral Theia

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  1. Admiral Theia

    Let's Break 1,200 Point Games

    Name: Untitled Fleet Faction: Rebel Commander: Commander Sato Assault: Precision Strike Defense: Fleet Ambush Navigation: Dangerous Territory MC75 Ordnance Cruiser (100) • Ordnance Experts (4) • Electronic Countermeasures (7) • Wide-Area Barrage (2) • Expanded Launchers (13) = 126 Points MC75 Ordnance Cruiser (100) • Ordnance Experts (4) • Electronic Countermeasures (7) • Wide-Area Barrage (2) • Expanded Launchers (13) = 126 Points MC30c Scout Frigate (69) • Commander Sato (32) • Lando Carissian (4) • Ordnance Experts (4) • Early Warning System (7) • Assault Proton Torpedoes (5) • Admonition (8) = 129 Points MC30c Scout Frigate (69) • Ordnance Experts (4) • Assault Proton Torpedoes (5) = 78 Points MC30c Scout Frigate (69) • Ordnance Experts (4) • Assault Proton Torpedoes (5) = 78 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Disposable Capacitors (3) • Assault Concussion Missiles (7) = 50 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Disposable Capacitors (3) • Assault Concussion Missiles (7) = 50 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Disposable Capacitors (3) • Assault Concussion Missiles (7) = 50 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Disposable Capacitors (3) • Assault Concussion Missiles (7) = 50 Points Nebulon-B Escort Frigate (57) • Yavaris (5) = 62 Points Nebulon-B Escort Frigate (57) • Spinal Armament (9) • Salvation (7) = 73 Points GR-75 Combat Retrofits (24) • Bomber Command Center (8) • Expanded Hangar Bay (5) = 37 Points GR-75 Combat Retrofits (24) • Toryn Farr (7) • Bomber Command Center (8) • Expanded Hangar Bay (5) = 44 Points Squadrons: • Biggs Darklighter (19) • Luke Skywalker (20) • Wedge Antilles (19) • Dutch Vander (16) • Gold Squadron (12) • Norra Wexley (17) • Ten Numb (19) • Keyan Farlander (20) • Jan Ors (19) • HWK-290 (12) • Ketsu Onyo (22) • 2 x VCX-100 Freighter (30) • Corran Horn (22) = 247 Points Total Points: 1200
  2. Admiral Theia

    Let's Break 1,200 Point Games

    Am I the only one who wants to run 40 Z-95’s plus Lt. Blount (for 41 fighters on the board)? Plus 20 SW90’s? 10 SW90’s on each flank. They jam into medium range. That’s up to 50 damage from each group, each turn (assuming double arcs, no con fire. W/ Con fire it goes up to 60 potential damage!)!
  3. Admiral Theia

    Happy Friday SSD is one day closer

    I’ll have to put up pics of my liberated star destroyers some time. Big teal rebel symbols on them.
  4. Admiral Theia

    Happy Friday SSD is one day closer

    Not nearly enough rebel symbols on there!
  5. Admiral Theia

    Corellian Conflict Strategic Commander Effects

    Also the intention with listing two effects was to either have both and say “pick one” when your commander is chosen, or to let you all at least see my thinking and decide which is better, and better balanced.
  6. Admiral Theia

    Corellian Conflict Strategic Commander Effects

    Simple solution would be to make anything that affects the opponent’s fleet be only active while you have the same or fewer campaign points as your opponents.
  7. Admiral Theia

    Corellian Conflict Strategic Commander Effects

    My only quibble is that I was trying to avoid direct battle actions or effects. That is what commanders already do, so I don’t want to add to it. I want to affect how they build their list, what ships they take, how their objectives work, etc.
  8. Admiral Theia

    Corellian Conflict Strategic Commander Effects

    Spot on on this analysis and revision, I think. That’s why i put this out there. I’ve been deathly sick the last few days so I haven’t been able to work on the Imperial commanders yet.
  9. Admiral Theia

    Happy Friday SSD is one day closer

    I plan to get two, but only because I get 40% off at my store. The second one I will light up and sell. The first I will see how many rebel symbols I can fit on the thing.
  10. One thing I’ve thought could be cool for CC is to have the fleet commanders have a strategic effect on the campaign. I’ve come up with two for each rebel commander here. I tried to stick to effects that affected list building, assault declarations, and system effects. These are just first ideas, nothing polished or playtested, so I’d enjoy some feedback on if they seem like fun additions, too powerful, too weak, etc. Armada Campaign Strategic commander effects Admiral Ackbar • Any ship with the “MC” in the ship’s type has its base cost reduced by five (5) points for all game purposes. • Any ship in Ackbar’s fleet may equip the “Mon Calamari Exodus Fleet” title in addition to any other unique title the ship could normally equip. • Huge ships in the imperial fleet cost an extra 10% (round up) to repair. General Cracken • Each campaign turn, just before assault declarations, Cracken’s player may choose one medium or small imperial ship without a unique title. That ship becomes scarred. • Before assault declarations, General Cracken’s player may choose one planetary system. That system’s strategic effect (Spynet, repair yards, etc) may not be used until the beginning of the next assault phase. General Rieekan • May build bases for only ten (10) resource points. • When defending a rebel outpost, may use the “Ion Cannon” yellow objective in addition to the one chosen by the attacking player. Do not include General Cracken’s normal yellow objective in the choices for the attacking player. Admiral Raddus • May use the strategic effect of one neutral system each campaign turn. • When declaring an assault, Admiral Raddus’s player may choose which imperial player, of those not already committed to a battle, to be the defender. Commander Leia Organa • Small base ships in Leia’s fleet have their refit point cost to repair reduced by 50% (round down). Medium base ships in Leia’s fleet have their refit point cost to repair reduced by 25% (round up). • Rebel Bases provide five (5) extra resource points and one (1) refit point for each rebel player each turn. Garm Bel-Iblis • The rebel faction starts with one extra base, chosen after all other bases. The location of this base is public knowledge for the imperial players. • When declaring the “Resource Raid” special assault, Garm Bel-Iblis’s player may choose an imperial world as the target. If he wins the battle the Imperial side loses the resource and strategic effects of that system until the next “Declare Assault” step. Mon Mothma • During any “gain resources” step, if the rebels have fewer campaign points than the imperials, Mon Mothma’s player may choose a neutral system. That system becomes a rebel system until the start of the next “gain resources” step. • At the time they are purchased, ships in Mon Mothma’s fleet may exchange one of their defense tokens for an evade token. Ships with a command value of one (1) may exchange two defense tokens for a scatter token. Commander Sato • May purchase a single Quasar Fire I class ship for his fleet. This ship has its base cost increased by six points and will have the “Phoenix Home” title assigned to it at no additional cost (note that this means the “Phoenix Home” title cannot be assigned to another ship in the campaign). • His fighter points limit is increased to 45% of his fleets total points. So long as his fleet is at least 40% (round up) comprised of fighter squadrons, his fleet point maximum is increased to 525. General Madine • Engine Techs in his fleet have their cost reduced by 50%. • Ships in his fleet that are capable of at least speed three that do not already have a support team upgrade slot gain said slot. Ships that already have a support team slot have their cost reduced by 2 points each. General Dodonna • Fighter squadrons in General Dodonna’s fleet without bomber have their cost increased by two (2) and gain bomber. Squadrons that already have the bomber keyword may increase their cost by seven (7) to add one black die to their anti-ship armament. • Increase the value of objective tokens for any of General Dodonna’s objectives by five points each for both players.
  11. Admiral Theia

    How to...Triple Cymoon! (Chapters 1, 2 and 3)

    Also, one thing about Screed is that I think taking him in this list (or any red die dépendant list) is based more on fear or misapprehension regarding the effectiveness of those dice. Red dice are fine, particularly when you’re throwing a ton of them (quantity is a quality all its own). IF is plenty to mitigate their variability, especially when paired with a con fire command and/or token. Humans have a negative association bias. We remember the bad occurrences far more than the good, and so red dice get a bad rap, because everyone remembers that one time they rolled five blanks and re-rolled to four blanks, but they don’t often cite the time they rolled two doubles and re-rolled to two more and an accuracy. And so people lament ‘my dice suck” and “Red dice always fail me”. I used to see this in action at the poker table all the time, with people complaining about losing with pocket aces “all the time”. No, their hand was good more than 60% of the time, they just remember the bad beats, the time someone sucked out and drew a third king on an A-K pocket. Not to say that this is what ou are doing, just that I’ve noticed a tendency to overemphasize dice control on red dice.
  12. Admiral Theia

    How to...Triple Cymoon! (Chapters 1, 2 and 3)

    Oh yeah, I wasn’t advocating for screed, just against Vader
  13. Admiral Theia

    How to...Triple Cymoon! (Chapters 1, 2 and 3)

    One of the main reasons I don’t like Vader for this list is that he weakens one of the primary strength of this list. I’ve played about 18 tournament games (four store championships and two regionals) and about as many practice games with this list, against some strong players. I average losing about one Cymoon per match (maybe more like 0.9 on average). If I end up spending my tokens on Vader rerolls, that ratio goes down. I think of triple moons as a list that is designed to “go big or go home”, to crush your opponent while losing a minimal, to no, points yourself. It’s a list designed to get 9+ points or 3- points, with rarely a score in between. Vader would likely bring it more to the middle, to weaken the tank-eyness of the ISD’s, resulting in smaller wins and bigger losses.
  14. Admiral Theia

    How to...Triple Cymoon! (Chapters 1, 2 and 3)

    I use JJ with Entrapment Formation on one ship and Intensify on another. Never really need to nav on any ship. Can focus on engineering and con fire.
  15. Admiral Theia

    Never have I ever...

    Played Rieekan
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