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PT106

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  1. Actually I just realized that one of the lists I considered for Worlds (https://community.fantasyflightgames.com/topic/306998-worlds-2020-lists/?do=findComment&comment=3917943) did have Combat GR75 for this specific reason.
  2. This. For me the main reason to keep Leading shots (as well as a tilt towards Gunnery Team) was flak. Otherwise on ISD2 things like SW7/LTT/TRC/IF would be preferable, especially once damage floor from the side arc is considered.
  3. Not entirely true Bombers < Fighters < Ships < Bombers. 134 pts of fighters hard counters 134 pts of bombers. However squadless build hard counters 134 pts of fighters. So there are three sliders - bombers, fighters, ships. (Actually there is a fourth one - bid, but lets put it away for this exercise). Once you compare those slider settings between fleets, you can calculate how hard one fleet counters another on that front.
  4. It's niche - but is still a meta solution if one needs a squadless hard counter against squads.
  5. I'll be worried about advanatage provided to StarHawk and SSD fleets
  6. Well... given that the tournament ended up being only 3 rounds as opposed to 5 and I still intend to get at least one real game of Armada out of it, I'm challenging the winner instead.
  7. My plan was to go with a variation of this 2ISD build, as it counters Starhawks pretty nicely and I expected to see a fair share of those: Faction: Galactic Empire Points: 400/400 Commander: Admiral Motti Assault Objective: Surprise Attack Defense Objective: Contested Outpost Navigation Objective: Doomed Station Gozanti-class Cruisers (23 points) - Darth Vader (off) ( 1 points) - Comms Net ( 2 points) = 26 total ship cost Imperial I-Class Star Destroyer (110 points) - Intel Officer ( 7 points) - Weapons Battery Techs ( 5 points) - H9 Turbolasers ( 8 points) - Heavy Ion Emplacements ( 9 points) = 139 total ship cost Onager-class Star Destroyer (110 points) - Strategic Adviser ( 4 points) - Weapons Battery Techs ( 5 points) - Sensor Team ( 5 points) - Quad Turbolaser Cannons ( 10 points) - Superheavy Composite Beam Turbolasers ( 7 points) = 141 total ship cost [ flagship ] Raider I-Class Corvette (44 points) - Admiral Motti ( 24 points) - Corvus ( 2 points) = 70 total ship cost 1 TIE Interceptor Squadron ( 11 points) 1 Valen Rudor ( 13 points) = 24 total squadron cost I tried different variations of ships/squad cover (Bring Chimera/ECM on ISD, get 2 interceptors with RHD and/or bring Maarek/Interceptor), but ended up with a Raider as the most flexible option. My backup plan was to join the dark side and to bring Starhawk myself (as a potential to have a double evade of Starhawk is just crazy and long range damage output with Caitken/Intel/TRC may surprise people): Faction: Rebel Alliance Points: 400/400 Commander: Kyrsta Agate (com) Assault Objective: Surprise Attack Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] Starhawk-class Battleship Mark I (140 points) - Kyrsta Agate (com) ( 20 points) - Amity ( 6 points) - Intel Officer ( 7 points) - Walex Blissex ( 5 points) - Caitken and Shollan ( 6 points) - Turbolaser Reroute Circuits ( 7 points) - High-Capacity Ion Turbines ( 8 points) = 199 total ship cost CR90 Corvette A (44 points) - Jainas Light ( 2 points) - Leia Organa (off) ( 3 points) - Turbolaser Reroute Circuits ( 7 points) = 56 total ship cost GR-75 Combat Retrofits (24 points) - Ezra Bridger ( 3 points) - Comms Net ( 2 points) = 29 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) - Comms Net ( 2 points) = 29 total ship cost 1 Jan Ors ( 19 points) 3 X-Wing Squadrons ( 39 points) 1 Norra Wexley ( 17 points) 1 Gold Squadron ( 12 points) = 87 total squadron cost
  8. Not exactly inferior. Weaker front arc, stronger side arcs, better flak, better survivability. With the ability to add LTT - I certainly see the appeal to take it over Vic2.
  9. A title to add a turbolaser and/or gunnery slot should be enough. I like single experimental slot vs double slot on supression refit, but currently combat variant doesn't add enough firepower to compensate for that.
  10. Choose one In general I understand the rationale behind the idea, however it de facto promotes the following fleets: 1. Max squad fleets: extra 50 points to spend on ships 2. Squadless/low squadron fleets that rely on winning bidding war: load fleet to full 400 points, throw 2 Tie Fighters/Z95s for deployment and your first player is secured. 3. Fleets tuned up for killing squads: there are always squadrons to kill to bump up MoV. I don't think this was your intention with this proposal.
  11. Thats a false logic. If Romodi has to obstruct himself to get the bonus the shot would normally be not obstructed and therefore the real difference is a single die. In general, I think we need to see some actual results/data before even thinking of talking about fixes/changes.
  12. One more thing to note - once flag bridge is equipped, resolution of _any_ of the fleet commands would require discard, so while allowed on Cymoon, it would be impractical.
  13. FTFY. Intel officer is pretty standard on SSD.
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