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Mad Cat

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  1. With a black dice bomber I would usually stick on a single hit and not chance the symetrical reroll to convert that into hit/crit or (equally possibly) get a blank. The decision however will be influenced by a number of factors. Nora close by, as you say, if the target has reasonable shields then the extra reward of a crit tips the balance infavour of taking the risk. Chance of doing a crit. The enemy has no shields for this attack and is unable to redirect or contain it. Dodonna makes this even more worthwhile. Enemy has a contain, brace or redirect but you want to put pressure on these defence tokens so that other attacks later in the turn will benefit. Enemy is near death and 2 points of damage (and maybe a structural damage crit) would get you a kill but one point wouldn't. I recently played a game with BCC and Dash Rendar who when attacking a ship now gets 2 rerolls. I found myself usually rerolling the single hit the first time but only using the second reroll if that was a blank result. With blue bomber dice you only get the crit benefit and don't do extra damage so the rewards don't really compensate for the risks. Red dice are very fickle so I nearly always stick with a single hit result.
  2. In the bottom corner is that a P47 thunderbolt flying backwards?
  3. Err, they are tripplets..... 🙄 Vader killed one in ESB, One in the ESB special edition and the remainder roams the galaxy on the Arquitens Light cruiser. =Edited post=
  4. I have had similar success with 394/400, Most Wanted, Planetary Ion Cannon, Solar Corona Arquitens CL, Needa TRC, Jerjerrod 86 Arquitens CL, TRC 61 Arquitens CL, TRC 61 GSD-I, Demolisher, ACM, OE, Brunson 82 Gozanti, Comms Net, Reserve Hangar Bay 28 Gozanti, Reserve Hangar Bay 26 Cienna Ree, 3 TIE-Interceptors 50 I fly them like a B17 Combat box. The three TRC Arquitens make approaching the formation unpleasant and Jerjerrod allows me to double yaw away then double yaw back again at the end of the move keeping the range open and protecting the commander. Demolisher lies in wait with a nav token ready to pounce on anything that gets too close and hopefully last first a weakened target to death. I have enough fighters to last a turn or two and reserve hangars to recycle some interceptors. I thought about replacing Comms Net with Suppressor to exhaust braces as the enemy approach.
  5. They are ok for the points but you soon come up against squadron control limits when you decide to put lots of them in a list. You can start to spend a lot of points on Expanded hangars or officers like Raymus to get them all doing what you want where as a list with about half that number of X-wings would not need these upgrades to operate well. Red dice are fickle and can give extreme results (admittedly either way). I remember using 4 Z95s in a game, over 2 turns I threw 24 red dice with 8 swarm rerolls and inflicted 3 damage (2 of them were scattered). Red dice also have half the accuracies of blue dice so polishing off scatter aces can be frustrating. Speed is a small problem compared to the humble TIE fighter but a lot of rebel fighters are speed 3 so it isn't like they are slowing their comrades down. AFFM can be nice and an FCT on a Pelta, MC80 or Nebulon could shuffle things along. 3 Hull is weak and you are vulnerable to Flak and Mauler Mithel's ramming attacks or Fel's auto damage. However Rebels have the best Escorts in the game so if your fighters include Jan, 2-4 X-Wings and maybe Bigggs then a pair of Z95s can hang around this fight - shooting away with swarm rerolls and only occasionally getting attacked by things that ignore the escort rule. Reserve hangar bays can also recycle a Z95 during the game. 3 points for a damaged 7 point fighter isn't as good a ratio as the Imperials can manage (3 for 11 or 12) but could be useful all the same. Massed Z95 lists suffer from fragile hull, decent enemy flak, lots of counter(2) squadron opposition and it has squadron control issues. The double swarm reroll from Blout will help but I still recommend Jan + 2-3 X-Wings/YT1300s as a central core for protection. I have included Z95s when I need one extra squadron to keep the numbers up. In Sato lists I like 1-2 of them as you just need to keep some squads alive to get the dice colour changes. A Z95 on an obstacle can come out later in the game and help. I also include them as additions to a Jan/X-Wing force where they are less vulnerable due to the escort.
  6. You played it correctly. I have also inflicted that crit on an SSD-AP in a 600 point game. It was devastating, but to be honnest the ship was going down anyway by that point. At least it didn't happen on one of the initial internal damage taken. The crit that prevents readying defence tokens is also a big deal. Due to the large point cost and many upgrade slots an SSDs tends to be a very important part of your entire force, even in 800 point games. Crits therefore effect a much higher proportion of your fleet when they occur to an SSD rather than say a Victory or Arquitens. But fear not there are several things to help you survive them. Contains: you have two of them. Redirects: You have lots of hull so can choose to not redirect an incoming volley if there are no crits and take 2-4 damage cards. Later in the turn when a volley strikes that down shield with a crit in the dice pool you can now use your redirects. This is very useful against massed bomber attacks where your two contains may be under pressure. Brunson: always useful for cancelling a red double hit dice but if you fear crits you could save Brunson for a crit dice instead. Damage Control Officer: Useful for improving your contains to deal with XX9, APT, HIE, OL-Pulse and ACM crits. Brunson can do this too but not as well. Repair command: Just taken a nasty crit....? Repair it immediately, before the shooting phase so now you can shoot at three ships or at long range or at obscured ships etc. Lira Wessex. You need some banked repair tokens from Comms Net, Wulff, Veteran captain, Hondo. The Executor title will give her more ammunition. Chart officer: there is usually high competition for the officer slots on the SSD but if you have space this card is cheap and can save you a crit from an Asteroid. With Ezra Bridger to contend with it is good insurance. Dangerous Territory: Not the best mission for an SSD (token grabbing wise) but the removal of obstacle damage for the whole game is a relief especially against a Dodonna force.
  7. First off I would buy the fighter Pack #1 for each faction. The Arquitens as you say have been out of print for a while but over the years this has happened to Squadron#1 packs quite often. Get them while you can. Next either get the Gozanti/GR75 flotillas or Quasar/MC30.
  8. They do look a bit too much like plastic funnels. Remove that vertical mold line and shave off the top rim for a start. Have you considdered some of these instead... https://www.onbuy.com/gb/egg-baskets/trixes-6-x-stainless-steel-wire-spiral-spring-egg-cups~c6453~p3986957/
  9. Dark Sphere have a facebook event for their Prime Championship. However it is dated Thursday 31 December 2020 🤨 31 Dec 2019 is a Tuesday which is also unlikely so I think this is either a misstype or a temporary place holder. I'll keep checking back.... https://www.facebook.com/events/521949138581838/
  10. I agree. Drop the three spinals for squadron points and probably move Lando to MC30 number 3. Possibly add SFOs that can give you the safety of plotting alternate CF/NAV commands to partially make up for the loss of spinals with the option of discarding the SFO to nav away when needed. Tycho, Shara, 2 HWK, YT2400 and then add a jamming field and maybe Bright hope to one flotilla.
  11. I asume the wing commanders are for slicer tool insurance. They counld be changed for SFOs to save points. A slicer flotilla shouldn't last long enough to do it to your carrier twice. If there are no slicers amongst the enemy just plot alternate nav/squad commands until you have to use the SFO. 10 more points of fighters gets you: 4 TIE-P, 5 TIE-Int, JM-5000, Mauler, Black Sqn You could then change Hardened bulkheads for reserve hangar bays on each of the ISDs if you can find one more point: (downgrade a TIE-P for Valen Rudor or change XI7s for XX9s as BT Avenger shouldn't be getting redirected too often).
  12. The good ship: Arquitens CL with Captain Needa and TRC. A great flanking fire support ship able to tip the balance over a wide area. Squadron has to be Bossk. He has got me so many kills over the years by latching on to fast attack craft after their attack run and hunting them down over the last 3 turns of the game. Upgrade I think has to be Boosted Comms.
  13. I remember owning this book in the early 1980s. The author wrote several others but this one has a special place in my memory. https://www.amazon.co.uk/Spacecraft-2000-2100-Terran-Authority-handbook/dp/060038439X/ref=sr_1_2?crid=1D7W2CQ2OVRP7&keywords=spacecraft+2000+to+2100+ad&qid=1569330685&sprefix=spacecraft+2100%2Caps%2C151&sr=8-2
  14. For the normal red dice reroll it would if you have a red flak Dice but that is limited to two of the SSD variants as the Quasar-II can't take a turbolaser upgrade. As for the other LTT effect of adding 2 red dice to that attack I don't think so. It says you get the benefit when attacking your first sqadron meaning the 'target is a squadron' as opposed to 'shooting with your flak dice'.
  15. I agree. Palpataine and his uber intel officer type effect works best with decent volleys of ship firepower. When your biggest threat is 3 unmodified red dice... not being able to brace, once, is not that bad. Drop Palpataine to Ozzel or Jerjerrod to free up points. With lots of reserve hangars I think you have to abuse Interceptors. 7 TIE-B, 2 JM-5000, 3 TIE-Int + Tempest would be good. If your squardon controll limit starts to strain then substiture 2 TIE-Bs for a Firespray and repeat as needed (Vector on a flotilla can be fun throwing them in on turn 2 if you need a bit more speed). I might be tempted to combine the Raider-I and Arquitens into a tooled up Demolisher with Brunson for protection and the new Aux shields. It would free up points for Flight Controllers and Grint on the Quasar and to increase the squadron total.
  16. I'm not sure about an Executor II as a super carrier. It needs to squadron a lot for the fleet to work so this means no navigating. That's fine as you have Jerjerrod so a nav token banked turn 1 for an emergency speed change will probably see you fine for the rest of the game. If squadronning however you are not repairing which for this huge ship is 4 shields replaced per turn, maybe upto 20 in the course of a game (makes Mottis 3 extra hull for a large ship pale in comparrison). No repair commands and no comms net to pass tokens means Lira and Executor are wasted too and STM isn't great even if you could fuel it as the flotillas tend to pop rather than take shield damage and survuive long enough to repair. Brunson or Dam Con Officer will be better. Krennic if you aren't CF Command is also useless so ditch him. Leading shots and the emergency Officer choking from Vader should be enough dice control. Spinals are expensive and only work out the front and rear. QBTs are better to work out of all the arcs. You can also use Leading shots at long range with QBTs onboard. If the enemy go speed 1 to avoid them then great as they should all be in your front arc for most of the game and your GTs will toll. XI7s are ok if you have lots of them in a fleet. Just the one when half of your fleet firepower will come from bombers (who can easily be redirected) isn't so hot. The new LTTs are a perfect choice here and work for Flak. NK7s have always been overcosted and poor. HIEs could be good or Overload pulse. The latter doensn't exhaust so can be used on all 3 of your shots turning all defence tokens red on three enemy ships. Point out to each of these 3 ships that you have Palpataine on board now each has to dicard 1-2 tokens to shoot at you. If you can double arc a target OL Pulse is also fantastic and your bombers will apreciate bombing targets with all red defence tokens. Flotillas are great. Against 800 points of opposition if they want Supressor dead it will be, but at least this costs them lots of firepower to achieve. The new reserve hangar bays could be a good thing so get 2-3 to keep the swarm capable fighters recycling. Better than rappid launch bay I think as your fighters are usually fast enough to get where they are needed and Rhymer extends the range too. Fighters. You have 208 points at the moment so fix that (max 25%). Fel works well with Escort but you don't have any. Even with Expanded hangar you are still over your squadron activation numbers so replace some quantity with quality. Firesprays replacing TIE bombers recovers this ratio very well reducing the activation count by 2 and replaced by a rogue that can do his own activating. Fighters replaced by interceptors or defenders also works. Get some intel like Dengar or 2 jumpmasters (who can be recycled though reserve hangars). Objectives. Advanced gunnery won't work with Gunnery Teams on your big ship. The word "Cannot" on the GT card can't be overridden by anything, even the scenario. Most wanted will be better. Firelanes can be risky especially if you add up the frirepower of 3-4 enemy large ships which can easily over come the dice output of a single SSD. Intel Sweep is bad too. You cant make the executor the objective ship as it cant afford to loose positioning against the enemy just to secure a token. The gozantis can do it but it is an 800 oppoints game so that is a lot of firepower to disrupt them. Contested outpost or Planetary ion cannon and Solar Corona are good bets.
  17. I agree with the 25% squadron limit but as the OP says you can set your own limits in games with your freinds. You can also set your own limits if you are running a local tournament as long as you publicise them in advance. Since large point events break the official 400 point tournament rules which you must use for Store Champs, Regional, Nationals anyway you can do what you like. As for changing the objective points to represent larger games I agree in some missions but not others. Superior positions for example I would keep at 15 points each since there are more units on the table and more rear arc targets for you to shoot at so that sort of balances out. Same goes for Fighter ambush, blockade Run, Precision Strike. But missions like Station Assault, VIP, Contested Outpost, Dangerous Territory & salvage run would be candidates for increasing the points probably by the same proportion as the MOV chart streatches by in large games.
  18. Ten torpedo Hammerheads leaves you with 2-20 points of upgrades depending on your commander. I think you will do better with a slightly less mono-build composition and a few more upgrades. For example: 397/400, Opening Salvo, Planetary Ion Cannon, Solar Corona. CR90-A, Rieekan, TRC, Jiana's Light, RBDs 88 CR90-A, TRC 51 Hammerhead-T, E-Rax, Ordnance Experts 43 Hammerhead-T, E-Rax, Ordnance Experts 43 Hammerhead-T, E-Rax, Ordnance Experts 43 Hammerhead-T, E-Rax, Ordnance Experts 43 Hammerhead-T, E-Rax, Ordnance Experts 43 Hammerhead-T, E-Rax, Ordnance Experts 43 Hammerheads have to get in close so you are going to take losses and Rieekan gives you the certainty of one of those ships staying alive to shoot or block/pin targets. 8 Activations is usually more than enough. You could go for 7 activations and make 2 of the above ships into a tooled up MC30 for some concentrated threat. If you want more of a bid then RBDs can go and OE could be replaced for Task Force Organa to save points. The second CR90-A could be replaced for a CR90-B with OL-Pulse or HIEs and would give some nice combos to soften up prime targets. You don't want your commander on a hammerhead due to the risk so the TRC90s make an excellent lifeboat that is still able to contribute to the fight and soften up or polish off whichever target the Hammerheads have in their sights. The great range and 360 ability to throw 1-4 red dice with a guaranteed double hit means you can tip the ballance in any fight over a wide area. Mon Mothma and Cracken are also good admirals for this type of list. Leia is expensive but fun, with lots of CF commands and CF Token effects. Dodonna is cheap and you could replace E-Rax with APTs to benefit from his dial-a-crit rule.
  19. There are two things to consider for youngsters attending a tournament. Competence and legal requirements. Competence means the youngster should be reasonably able to play the game. They should be able to play their own fleet, know their upgrades and be familiar with the game rules for movement, squadrons, commands, combat etc. They don't need to be expert or know what all upgrades they may face are capable of. Armada awards better victories for crushing an opponent so you want to be sure you aren't giving away too many 10-1 victories to moderate or poor players who get drawn against a young beginner with no idea what they are doing. If this happens the child will drop to the bottom tables so shouldn't effect things near the top tables fighting for overall victory. Legal will depend on where the event is being held. Speak to the tournament organiser. If you are the organiser speak to the owner of the venue. The FLGS or Gaming Club should have their own policy on unaccompanied youngsters. Our club has a policy and the committee members are police checked and has public insurance etc. It will depend on what country you are in and you have to consider such things as what happens if the child decides to leave, are you responsible for anything that then happens etc.
  20. I played a pre-Harrow version of this list a while ago but with more fighters and no flotila. I kind of like the extra threat of the potentially fast Harrow with the nasty close range punch. Two long range 6-8 Dice D-Cap shots will soften up 1-2 targets nicely. 400/400, Most Wanted, Contested Outpost, Solar Corona VSD-II, GTs, D-Caps, LS, QBT, Motti - 128 VSD-II, GTs, D-Caps, LS, QBT - 104 VSD-I, QBT, OE, E-Rax, Harrow, Engine Techs - 96 Gozanti, Comms Net, Reserve Hangar Bay - 28 4 TIE-Interceptors - 44
  21. In preparation for Rebellion in the Rim coming out I thought about a list to recycle a few TIE Interceptors with Reserve Hangar Bays. 389/400. Most Wanted, Planetary Ion Cannon, Solar Corona Raider-II, Screed, HIE, D-Caps, Montferrat, Corvus, 93 GSD-I, Demolisher, ACMs, OE, Brunson, Aux Shield Team 85 Raider-I, ACMs, Reserve Hangar, SFO, 55 Raider-I, ACMs, Reserve Hangar, SFO, 55 Gozanti, Reserve Hangar, Comms Net, 28 Gozanti, Reserve Hangar, Vader, 27 3 TIE-int, Valen Rudor, 46 The Skilled First Officers on the raiders may seem an unusual choice for command 1 ships but they are for Vader to get a reroll if they find themselves double arcing a target. Screed will guarantee the ACM crit from the side arc while vader chokes the SFO to try and get a second crit with the front shot. Think of them as the Imperial Task Force Organa. Corvus deploys first followed by the fighters and flotillas and then the other ships. Corvus finally redeploys somewhere safe so it can protect the Commander on a fast obscured flanking move looking for some Heavy Ion softening up. 4 Reserve Hangars may be overdoing things for the 3 interceptors. I could change one for a flotilla boosted Comms, or eat into the bid a little for 5 Interceptors with no Rudor and maybe drop Vader/SFOs or one Reserve Hangar.
  22. TUA + EWS is more expensice than Montferrat who gives the same effect. Sure... not against fighters but most bombers can reach any hull zone on a small base Arquitens, avoiding an EWS arc. I would also go for RBDs rather than APs. APs dont help with XI7s and the Arquitens isn't that heavy on shields anyway. Bank (or Coms-net over) a repair token turn one and the Aquitens can later move shields form the furthest arc to the damaged hullzone facing the enemy. Wargamer's natural instinct is to always redirect to avoid hull damage. RBDs are great if you sometimes allow some damage to get through the shields by not redirecting. You still have a contain in case any are crits. Then over the turn break you clear 2-3 damage cards and still have the shields on adjacent arcs and your redirects are still fresh.
  23. If Slavo is like Counter but for ships, I hope it isn't too widespread and too powerful. There is a hint that you cant do crit effects normally and maybe spending accuracies is also limited. The tactics generated in this game by who activates what ship when are a major part of the appeal. If most ships can fire back from the dead then Rieekan also takes a downgrade with many ships now able to get some of his benefit. I hope when you use a Salvo defence token you can fire back but this counts as one of your ship's 2 allowed attacks. This stops a big ship shooting twice out the killer arc with GTs and then as each smaller enemy ship tries to shoot back the large ship gets 2 more nasty shots as it spends the Salvo token twice (or more potentially with Hand of Justice nearby or Waylex). We may find ships refusing to fire with 3 red dice at long range so they can move and rely on the Slavo to fire back now at closer range so the blue dice can join in. Now Salvo becomes a bit like overwatch.
  24. Three years ago it was easy looking after my nephew. We would watch two episodes of Star Wars Rebels and then we would get the toys out for a one hour pew-pew session. Now that he is eight - he wanted to play properly. So I modified the rules for a basic game to get him a flavour of space combat... Forces: We used 4 ships a side of roughly equal points. A Star Cruiser, AFII-A, Hammerhead-Torp, Nebulon-Sup against a VSD-II, VSD-I, GSD-I, Arquitens-CL No squadrons, upgrades or commanders. No defence tokens. For this reason flotillas die very easily so aren't recommended. Initiative: Each turn initiative is drawn from a bag containing 3 brace tokens and 3 redirects. If a brace is drawn the Rebels get first activation this turn. If a redirect is drawn then Imperials go first this turn. Do not put these tokens back into the bag. Commands: These are not used but at the start of the game each ship gets 1,2 or 3 command tokens depending on its command value. These each give a once per game bonus. Command 1 ships get a Nav token. Command 2 ships get Nav & CF. Command 3 Ships get Nav, CF & Repair. Nav: Discard token to get one extra point of yaw and one extra point of speed changing. CF: Discard token to add 1 dice to a shooting attack. Repair: Discard token to discard one damage card. Shooting: As normal. As there are no defence tokens, accuracy results on dice count as a miss. Damage: Crits count as normal but explain that roughly half of the face up damage cards have no effect in the basic game. Flip useless crits face down. Movement: As normal but each ship when it activates can change speed by +/-1. Each ship also has a nav token (see above) for a once per game extra point of yaw and extra speed control. This is very useful in avoiding tears when a star cruiser overshoots after an attack run and goes off map. Obstacles: We started off on a 3x3 table with 2 asteroids and 2 debris (no base). Normal rules for damage for overlapping, obscured shooting etc. Mission: No scenario rules as both sides get initiative half the time. Just Fly-Fly, Pew-Pew, Boom-Boom! After two games of the above you will want to add some squadrons so here we go… Fighters Add 1 X-Wing, Y-Wing, A-Wing and B-Wing to the Rebels Add 1 TIE-A, TIE-B, TIE-Int and 2xTIE-Ftr to the Imperials Squadron key rules like swarm, counter, heavy, escort and bomber are used as normal. Usual squadron phase after the ship phase but alternately activate one fighter at a time rather than the usual two. There are no squadron commands but all fighters have the Rogue rule.
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