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RogueCommander

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Posts posted by RogueCommander


  1. So, dropping the MC80 But gaining more fighters and a marginally better bid...

    Plus I broke my rule of stripping the ships down to must haves by adding the XI7s and the Intel Officers, but I was influenced by the thread about Whaling

    https://community.fantasyflightgames.com/topic/198846-on-whaling-taking-down-the-brace/

    If I wanted to add more fighters or get a healthier bid I'd likely drop the XI7s. I think.

    So the modded idea is...

    My Acky Bracky Heart (ha!)

    Faction: Rebel Alliance

    Points: 395/400

    Commander: Admiral Ackbar

    Assault Objective: Advanced Gunnery

    Defense Objective: Fire Lanes

    Navigation Objective: Minefields

    [ flagship ] Assault Frigate Mark II B (72 points)

    - Admiral Ackbar ( 38 points)

    - Intel Officer ( 7 points)

    - Electronic Countermeasures ( 7 points)

    - XI7 Turbolasers ( 6 points)

    Assault Frigate Mark II B (72 points)

    - Intel Officer ( 7 points)

    - Electronic Countermeasures ( 7 points)

    - XI7 Turbolasers ( 6 points)

    CR90 Corvette A (44 points)

    - Turbolaser Reroute Circuits ( 7 points)

    CR90 Corvette A (44 points)

    - Turbolaser Reroute Circuits ( 7 points)

    1 HWK-290 ( 12 points)

    2 X-Wing Squadrons ( 26 points)

    3 A-Wing Squadrons ( 33 points)

    Fleet created with Armada Warlords


  2. So, in the hope of creating a fleet that is robust, has higher activations and has at least a token screen... This is what I've got. It comes from a couple of defeats; one was a swarm that I had trouble controlling and keeping alive. The other was losing (partially) on activation counts and never having that last move.

    I've tried to strip down the capital ships to their 'must haves'. The squadrons are terribly light and I know would be viable for maybe 2 rounds max. It makes me sad. I love my squadrons.

    XI 7s are also badly missed, but Home One can still do a good job on a brace.

    If I could change anything, it really might be to get a healthier bid so I can guarantee first player,, but I don't see anywhere else to cut. Plus, going first is nice, but not essential.

    Ackbar Stretched Thin

    Faction: Rebel Alliance

    Points: 398/400

    Commander: Admiral Ackbar

    Assault Objective: Advanced Gunnery

    Defense Objective: Fire Lanes

    Navigation Objective: Minefields

    [ flagship ] MC80 Command Cruiser (106 points)

    - Admiral Ackbar ( 38 points)

    - Home One ( 7 points)

    - Engine Techs ( 8 points)

    - Electronic Countermeasures ( 7 points)

    Assault Frigate Mark II B (72 points)

    - Electronic Countermeasures ( 7 points)

    CR90 Corvette A (44 points)

    - Turbolaser Reroute Circuits ( 7 points)

    CR90 Corvette A (44 points)

    - Turbolaser Reroute Circuits ( 7 points)

    1 HWK-290 ( 12 points)

    3 X-Wing Squadrons ( 39 points)

    Fleet created with Armada Warlords


  3. Another other.

    Guppy Carriers, Vette w/ Squads

    Faction: Rebel Alliance

    Points: 395/400

    Commander: Admiral Ackbar

    Assault Objective: Most Wanted

    Defense Objective: Fire Lanes

    Navigation Objective: Dangerous Territory

    [ flagship ] CR90 Corvette A (44 points)

    - Admiral Ackbar ( 38 points)

    - Turbolaser Reroute Circuits ( 7 points)

    Assault Frigate Mark II B (72 points)

    - Flight Controllers ( 6 points)

    - Boosted Comms ( 4 points)

    - Electronic Countermeasures ( 7 points)

    Assault Frigate Mark II B (72 points)

    - Flight Controllers ( 6 points)

    - Boosted Comms ( 4 points)

    - Electronic Countermeasures ( 7 points)

    3 X-Wing Squadrons ( 39 points)

    1 "Dutch" Vander ( 16 points)

    1 Wedge Antilles ( 19 points)

    3 Y-Wing Squadrons ( 30 points)

    1 Dash Rendar ( 24 points)

    Fleet created with Armada Warlords


  4. Other?

    Salvation 4 Ship

    Faction: Rebel Alliance

    Points: 390/400

    Commander: Admiral Ackbar

    Assault Objective: Advanced Gunnery

    Defense Objective: Hyperspace Assault

    Navigation Objective: Dangerous Territory

    [ flagship ] Assault Frigate Mark II B (72 points)

    - Admiral Ackbar ( 38 points)

    - Raymus Antilles ( 7 points)

    - Flight Controllers ( 6 points)

    - Boosted Comms ( 4 points)

    - Electronic Countermeasures ( 7 points)

    - XI7 Turbolasers ( 6 points)

    CR90 Corvette A (44 points)

    - TRC ( 7 points)

    CR90 Corvette A (44 points)

    - TRC ( 7 points)

    Nebulon-B Support Refit (51 points)

    - Salvation ( 7 points)

    - Slaved Turrets ( 6 points)

    1 Dash Rendar ( 24 points)

    1 YT-2400 ( 16 points)

    4 A-Wing Squadrons ( 44 points)

    Fleet created with Armada Warlords


  5. I'll add something:

     

    In Wave 1 the AFb was... pretty much the best ship... boy could it dance!

     

    But look at all the new crap wave 2 gave us... raiders, tractor beams, firesprays, Intel, and those huge speed 3 ISDs and whatnot.

     

    3 reds out the side at long range, and not much more at close... that's no longer enough. 

     

    With Ackbar you get 5. That's a strong boost there, but red dice are fickle - this is known. All Ackbar does is make AFs competitive.

     

    (the AF is also just as fragile vs. 1st player Demolisher - boom, there she goes, and Ackbar did nothing for you). 

     

    Gunnery teams are the same as in w1 - you get a few extra dice, but they won't always (or even very often) come into play. When they do it's cool to throw the extra Ackbar dice, but hardly op. Not at Ackbar's cost (and the opportunity cost of not taking say Mothma) anyway.

     

    If you go 3 AFs you maximize Ackbar's potential red output. 3x2x2=12 with gunnery teams. Add shenanigans like EA (still viable) or TRC to taste, or go the XI7 and/or Intel route. Very strong synergies there, but there are many other strong synergies now, so I can't call it OP.

     

    Add in Home One and you get more accuracies... but you have a points problem. 1 MC and 2 Afs with some upgrades will leave you WEAK on fighters. You will (potentially) get creamed by various flavors of Rhymer.

     

    Downgrade one AF and the Ackbar synergy gets much weaker...

     

    IMO Ackbar brings some interesting options to the table, but he's hardly broken.

     

    It was never 3 reds, it was always 4.  Now it's a minimum 5.

     

    Want to know what's STRONG against fleets?

     

    Try THREE AFmk2Bs and Home One to ensure they all get accuracy, which only one Imperial ship can evade.  Don't have 3 AF2s?  That's OK, you can take ridiculous combos like 2 CR90s with Slaved Turrets or TRCs with Home One and AF2s, or H1 and AF2s and an absurd number of A-Wings, or, or, or...

     

    I'm almost starting to root for the "give us Wave 3" guys because the game has skewed 100% in favor of optimized rebel fleets.  Ackbar, Mothma, Riekaan.   I'd argue the only "bad" admiral right now might be Dodanna, who is "only" useful when an enemy ship takes critical damage..

    Wave 1 was three red, unless you're including CF? If so, that's not "always".

    Also, I just realized why I is was surprised that you could fit Home One and 3 AFMk2's.... I had never done the math for that list because it's incredibly risky to go All Ship now, this is known. With that list all you can really do for upgrades is add ECMs which, while nice, still leaves the entire fleet vulnerable.

    That fleet would likely get plinked to death if the Imp rightly comes prepared. By now, both sides should know that squads are a must in Wave 2.


  6. I played an Ozzel list recently and man can you from slowing rolling to right in someones face before they know what hit them. Then slam on the the brakes again and make them eat black dice. I think he might be overlooked as an Ackbar counter because gives you crazy maneuverability without have to use upgrade slots to get it.

    Though I have yet to face him, I think Ozzel might worry me the most. Navigational tactics are a huge part of the game (duh), and Ozzel lets you do all sorts of funky stuff.

    He seems to be very overlooked atm.


  7. I found this amusing, because as a Rebel, I thought the opposite was true.

    "I appreciate this isnt easy, which is why playing rebels is at basic level easier. "

    I suppose it shows the ebb and flow of the game overall. Almost like the back and forth that can happen in a war situation with both sides experiencing periods of advantage and disadvantage.


  8. I'd strip it down to essentials and amp up to the Assault Cruisers. There's 16 pts for you to toy with. Also, could replace the YTs with 5 or 6 X or A wings.

    Mc80s

    Faction: Rebel Alliance

    Points: 384/400

    Commander: Admiral Ackbar

    Assault Objective: Advanced Gunnery

    Defense Objective: Fire Lanes

    Navigation Objective: Dangerous Territory

    [ flagship ] MC80 Assault Cruiser (114 points)

    - Admiral Ackbar ( 38 points)

    - Home One ( 7 points)

    - Engine Techs ( 8 points)

    - Electronic Countermeasures ( 7 points)

    - XI7 Turbolasers ( 6 points)

    MC80 Assault Cruiser (114 points)

    - Defiance ( 5 points)

    - Engine Techs ( 8 points)

    - Electronic Countermeasures ( 7 points)

    - XI7 Turbolasers ( 6 points)

    4 YT-2400s ( 64 points)

    Fleet created with Armada Warlords


  9. So, I gave Sensor Teams a shot today and I was left feeling 'meh' about them. It impacted each round at least once, but never to the point of feeling like its a 'must have'.

    Sure, killing Ackbar is always going to be key, but I was able to kite pretty effectively, which can make that tough.

    I'm on the fence with Gunnery Teams. Flight Controllers, maybe?

    I definitely like the suggestions on diversifying the squads. The As had a tough time against Jan/Dash/Dutch and some Ys.


  10. I think I would add the following to the core set layout:

    1. an AFMk2 and a Glad

    2. no upgrades/commanders

    3. for squads, add a healthy mix that feature at least 1 or 2 of each of the wave 2 squads?

    Overall, I see it as an introduction to the basic components and mechanics. I'd play it on a 3x3 mat, most likely.


  11. I think he plans to attack 2 times a turn and use one on each attack.

     

    Just guessing so correct me if I am wrong.

    Yes, that's the kind of tactical flexibility I'm seeing. If that situation arises, I'm controlling dice more effectively. But even if it's only a single attack, the ability to shut down all defense tokens seems worth the price.

    >shrug< won't know til I try it. I'll give an AAR after I give it a shot.

    Thanks for the feedback!


  12. I really don't understand the impatience. I am usually able to get a good game, maybe two, per week at my FLGS and I have yet to try out all the different lists that I want to.

    There are so many variants to toy with in list building and ones that can be thrown at you from the other side of the table, that it laughable how many lists I've got saved that won't see actual table time anytime soon.

    IMHO, the game is just now hitting its stride


  13. What is a counter to this? I think this would give any list a pretty hard time and gives some room for creative deployment (non-conga).

    Thoughts, opinions?

    Dice Control Guppies w/ Squads

    Faction: Rebel Alliance

    Points: 395/400

    Commander: Admiral Ackbar

    Assault Objective: Advanced Gunnery

    Defense Objective: Fire Lanes

    Navigation Objective: Dangerous Territory

    [ flagship ] Assault Frigate Mark II B (72 points)

    - Admiral Ackbar ( 38 points)

    - Intel Officer ( 7 points)

    - Sensor Team ( 5 points)

    - Electronic Countermeasures ( 7 points)

    - XI7 Turbolasers ( 6 points)

    Assault Frigate Mark II B (72 points)

    - Intel Officer ( 7 points)

    - Sensor Team ( 5 points)

    - Electronic Countermeasures ( 7 points)

    - XI7 Turbolasers ( 6 points)

    Assault Frigate Mark II B (72 points)

    - Intel Officer ( 7 points)

    - Sensor Team ( 5 points)

    - Electronic Countermeasures ( 7 points)

    - XI7 Turbolasers ( 6 points)

    6 A-Wing Squadrons ( 66 points)

    Fleet created with Armada Warlords


  14. I'm going to play tonight and am going to see if one of our Imp players will run a Rhymer variant with Dengar. I think I'll try 6 A's first. Tycho is certainly going to be a factor, quick movement, especially if you can force Dengar to split his attention, so that'll be next.

    >shrug< We'll see what happens.

    What do you think of the very expensive Gallant Haven w/ a minimum of 3 A's? This doesn't preclude other fighters being added, I just saw it as a unit that moves together. Maybe even with Raymus to really max out dials when it matters.


  15. I see it now... The Rebel Tinactin-class anti-squad ship.

    Maybe something like this?

    Assault Frigate Mark II A (81 points)

    - Gallant Haven ( 8 points)

    - Flight Controllers ( 6 points)

    - Quad Laser Turrets ( 5 points)

    - Cluster Bombs ( 5 points)

    3 A-Wing Squadrons ( 33 points)

    Throw this straight at the Ball?

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