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Mad Cat

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  1. The Glaxit tendencies of ofspring needs to be routed out. I blame the parents. (Please dont tell lord Vader I said that he is responsible for both his children joining the Rebellion) Keeping the Lambda for Dangerous Territory is also sensible. You can move a token off an obstacle and then nobody can grab it, at least until you are ready to move it back.
  2. Looks fine. E-Rax VSD-Is are deadly at close range when sloane has discarded the enemy brace tokens. Superior Positions might bight you on the behind if you come up against a 134 point squadron build with some intel (and you have no intel and could be locked down for a turn or two). Dangerous Territory is good with the grav shift moving rocks your way and the no damage form overlapping rule. Contested Outpost also benefits from moving rocks about and it means you could swap that Lambda out for something that benefits from Sloane like a TIE phantom or Mauler. D-Cap GT, LS, QBT VSD-II could swap for the Interdictor if you don't like the above missions or swap for something cheap like Needa/TRC Arquitens and upgrade a VSD-I to ISD-II Avenger. Then you get access to a SADviser for 4 activations. But then I do like the Interdoctor so feel free to stay as you are.
  3. LTTs: I think these are a great card. Compare to DTTs they are 2 points more, don't exhaust (good for both shots or all three shots with an SSD) and are not a modification (not usually a problem but on SSDs the modifiction limit may start to be encountered more). The DTT has a slightly better effect than a reroll - such as throwing away different coloured dice or the extra blank red you just added. LTTs also work on squadron shooting for the SSD with a red flak dice or even for any ship with agent Kallus. Adding a rerolling red dice gets you the same average damage as adding a black dice but with added accuracy chances thrown in. The victimising of one sqaud with the extra dice is just a situational bonus but how many times have we used our second shot on one squadron that happens to be in a flank arc? Now this becomes a decent smack in the mouth. If you want to get silly against Gold Squadron take LTT on a Cymoon with Needa and a TRC... WBTs: They compete with Ordnance Experts and Gunnery Teams so I find them similar to Veteran Gunners - not great but there are a few uses. Fishing for blue crits is probably their best use making HIEs and OL-Pulse more reliable weapons. Their combo with H9s for the guarantee is usually too expensive, a bit like H9&Warlord has been for a while. OL-Pulse on Avenger could be fun but you would still need to double arc the target and BT-Avenger does a similar thing better. Raider-II, D-Cap, HIE builds can benefit giving you a sort of Screed-"light" effect but this adds to the cost. Speaking of Raiders... Corvus: Loving this title. I got back into Raider-II HIE, Dcap builds recently and in one of my Screed list use it as a flagship (with Montferrat) so redeploying last of all could be useful. Deploy Corvus first and place squadrons from it (particularly rogues) then redeploy out of there before the game starts. Question: I assume when Corvus redeploys it can redesignate a different speed? If so great, all the more deception. If not can you redeploy into a Grav well zone and keep your previous non zero speed? Redeploying can be good for some scenarios like Superior Positions/Solar corona as first player or in objective grabbing miossions like Dangerous Territory combined with a grav shift. Hyperspace Migration can be fun too as you can dummy an enemy into thinking the space whales will be moving left to right then Corvus over and send the purgill the other way. Reserve Hangars: Good for sloane lists helping you to exceed the 134 points of squadron limit in a similar way that Adar Tallon and Flight controllers do. Also good for token TIE squadron forces of about 32-60 points. With such a combat air patrol you are unlikely to have used up Offensive slots as you may have already done in a fighter heavy list with Expanded Hangar or Boosted Comms. I can see Gozantis taking this as standard if your list has a couple of TIE-Ints. It tips the balance slightly in the old debate on taking Dengar (with his scatter) or 2 Jump masters in a squadron force to keep bombers free to attack ships and Mauler free to do his nasty ramming attacks. Hyperspace Migration This mission seems similar to a moving Contested Outpost scenario. We are not sure what speed the creatures travel but it must be reasonable if they are be able to reach their destination token by turn six a distance of 60 to 80 inches. You can place the Migration start point in your bottom corner to keep the enemy from gettin early points. Lambdas with FCT ships cound then drag the start point with you as you heard the purgill gaining tokens. The turn 3 creatire is now deployed nearer to your escorting fleet. Corvus Profundity and Raddus could help out a bit too. Question: End of round there are two actions to do.... cash in exhisting tokens and gain new ones if nearby. I assume a player can do them in whatever order they like so with a token from a previous turn you can cash it in from a ship and gain another immediately after, Or gain one and cash it in immediately. It may depend on when the purgill conduct their movement.
  4. When shooting Flak from an arc you can target all enemy squadrons in arc and in range but it is voluntary. For example you may wish to not shoot Bossk to keep him on full health and so no free accuracy for him. So as long as you voluntarily don't shoot the one swquadron you victimised with the LTTs I think it is fine.
  5. I like the Dodonna bomber list but I think it may be a little bomber heavy. You want a list for general use too so a second escort is highly reccomended as once Jan dies (and she can be attacked from the other side to where the escort is positioned) your entire fighters are locked down for a few turns while the SSD Flakks and shoots 2 other ships a turn. ET and Sabine could get you another escort or convert one B-wing into a YT1300. I was thinking of this 398/400 Targeting Beacons, Planetary Ion Cannon, Solar Corona. MC80-Star Cruiser, Dodonna, OL-Pulse, XX-9, Ciatken, Intel Officer. 142 MC80-Star Cruiser, HIE, XX-9, DTTs, Veteran Gunners. 120 MC80-Star Cruiser, HIE, XX-9, DTTs, Veteran Gunners. 120 Tycho 16 Flagship shoots first rerolling red dice if a bad roll or more importantly blue dice to fish for a blue crit. Intel officer targets one brace (or contain if the SSD has a DCO) and hopefully can accuracy the other. Now OL-Pulse has probably set all defence tokens to red and the other two ships fire. HIEs go off using Veteran gunners to fish for crits. Shields fall or all contains are discarded. Repeat next turn eliminating braces and piling on double face up card volleys with XX9s and Dodonna choosing all sorts of nasty crits such as Can't redirect from a down shield, structural damage or halving the enginieering value. The SSD isn't that likely to get double accuracy and reasonable damage in the same shot to shut down the Liberty double braces. Solar Corona makes this even more safe. Targeting beacons give you rerolls of blue dice to fish for crits and the SSD base is so large that he will probably be near one most of the time. Planetary Ion Cannon just increased the firepower by 12 blue dice in a game and may tweak an SSD defence token or two.
  6. The nearest WWII equivalent I think would be the cargo ships converted to Merchant Auxilluiarry Carriers (MAC) for convoy escort. A few pom-pom guns and 6 Swordfish or Martlets/Wildcat fighters. Just enough to scout around the convoy and keep the U-Boat's heads underwater, report their positions to escort destroyers and maybe make an attack with 50cals, rockets and depth charges. https://en.wikipedia.org/wiki/Merchant_aircraft_carrier
  7. The SSD is on the boat. Those printers must have worked fast. Missing out an entire stage on the FFG Upcoming page. "The Emperor is coming here?.... We shall double our efforts!" 😉 https://www.fantasyflightgames.com/en/upcoming/ Great news. Q3 looks like an achievable target.
  8. A simple Rule.... If you put Expanded Hangar, Boosted Comms or Flight controllers on it, it becomes a Carrier. Sure the Quasar can hardly be anything else but using ship upgrades to perform the role of fighter activator is a nice touch for the game. It negates the need for a heavy, light & escort carrier for each faction. If you ever played Star Fleet Battles..... Sooo many ship designs and minor variants.
  9. Han, Lando, Dash, Corran, Ketsu, YT2400. 133 points of rogues to go along side 4x ET TRC90s. Cracken to keep the ships obscured.
  10. Y wings get more damage antiship compatred to A-wings as they have the bomber rule and then Bomber Bommand Centre enhances this further. Y-Wing is 1.25 expected damage rather than 0.75 for an A-wing. I would swap to an Ordnance MC75 with ECM, OE, APTs and E-Rax. SADviser too if you can ge the points. Your Coms Net Flotilla can probably loose Boosted Comms if it is giving out tokens much of the time. Raymus, Hondo or a Vet Captain on the Pelta could be nice to keep AFFM active. Squadrons look fine but I would reccomend upgrading one Y-wing to Gold squadron for that extra punch.
  11. I use spare plastic bases from my collection. I have so many TIE fighters I really don't need more than 8 in a list and painted a few more differently to represent the Aces. For the card discs you could print some off from the internet (like Kuat Drive Yards) or make some yourself on a computer. Print them off on paper then cut out and PVA glue them onto unneeded TIE Fighter discs. When dry use some black paint to touch up the edges then give them a protected varnish like Games Workshop's Purity seal or 'Ard Coat. If you are a complete computer no hoper you can just buy some black paint and block out a TIE disc or X-Wing disc depending on how many hull you need. Transfer Decals and white/red paint could then add extra hull or Escort, Swarm or Bomber symbols.
  12. I took this exact list to the UK Nationals last year (though with different objectives). I think you may wish to read this entire thread.... It has lots of tactics and sample lists included. Also you will find my battle reports near the end pages.
  13. Change one VT-49 into Bossk who isn't heavy, Neither is Mona. Now Vector rocks.
  14. Yes but you could give them a nav token for one speed change per game. Good for that crit that reduces your speed I suppose or for occasionally avoiding a collision with one of your own warships. The main objective of the scenario is for the freighters to get into the enemy deployment zone and hyperspace out so I immagine speed 2 will be the usual initial setting for them. The reason for no commands is to speed the game up. The freighters are in addition to the player's 400 points and so if each does a command each turn they behave a little more like warships able to turn well, repair or activate reasonable number of squadrons and have better flak etc. The extra rules are just to tone down their abilities to be sort of moving cargo canisters (as freighters should be). The one command token per freighter just adds a little personal preference and flexibility.
  15. Sensor Team!!!! Fianlly a reason....... Rejoyce and sing Yub Yub.
  16. 400/400 Opening Salvo, Planetary Ion Cannon, Solar Corona ISD-Cymoon, Tarkin, Sovereign, Intensify Fire, Gunnery Teams, DTT, SADviser 176 Arquitens CL, TRC 61 Arquitens CL, TRC 61 Arquitens CL, TRC Needa 63 Valen, Ciena, Black squadron 39 Soverign gives out CF or Nav or Repair tokens as needed whilst banking a CF for itself to activate IF. In combat the Arquitens would CF to get to 4 red dice and TRC and IF account for two of them. Tarkin gives a reroll so I found I often didn't need the reroll and it was wasted. Perhaps a Jerjerrod version of the list would be better replacing Tarkin, and Sovereign with Moff-JJ and a comms net flotilla. 6 points freed up replacing Cienna with a normal TIE-Int. In 800 point lists however Tarkin/Sovereign is very flexible and well worth the points.
  17. Here is a stab at a non-tournament legal mission to use your freighter models in a game. Convoy Escort. Forces: 400 points a side. The second player then receives three small ship base freighters each with an objective token. There are many freighter designs in the galaxy so choose a good mix of spare small ship bases and use their firing & shield arcs. You can add any freighter model from micro machines, Shapeways etc. or just leave the bases empty to avoid confusion with the regular fleet. Each freighter has 2 shields all round, 5 hull, VSD speed & yaw values, 1 Brace, 1 Black die Flak, No anti ship guns, May only fire one shot per turn. Freighters have No commands but each freighter gets one command token of your choice at the begining of turn one. No more tokens may be given to them by any means. Deployment: All three freighters must be deployed together as the second player's first deployment. Deploy touching the table edge within distance 3 of the centre of the second player's deployment zone. Squadrons cannot be deployed from freighters, another ship must be present. Activation: Each turn in the ship phase ALL freighters on the board are activated as a single activation. Do one freighter at a time but complete all freighters before handing activation back to the enemy. All freighters must be activated as either the second player's first or last ship activation. Special Rule: At the end of each turn any freighter wholly within Player 1's deployment zone that also has the first player's long table edge within its front arc is removed from play as it enters hyperspace. The second player then gets the freighter's objective token. When a freighter is destroyed the first player gets the freighter's objective token. Objective tokens are worth 30 points each. Freighters that end turn 6 undestroyed but not entering hyperspace gain neither player an objective token. Notes: I didnt want to give the second player 3 extra activations so the rule of activating and depoloying all freighers together was included. To cut down on too much freighter flak the one shot per freighter rule exhists. Commands are also outlawed making the freighters more sluggish and lowering CF for flak but the single command token gives them a little flexibility. Oh yes and freighters have an enginieering value of two so the repair token can move you a single shield around. Thrawn, Tarkin, Garm & Leia as a commander doesn't boost a Freighter's commands.
  18. It looks a good fleet. All the individual units look good and aren't wasting any points but lets see if we can increase the overall efficiency..... Motti: Good for large and medium ships but you probably want to be getting at least 7+ extra hull to truly benefit from him. 3+1+1 isn't that decisive and you may be better swapping for Jerjerrod. He is my favourite Imperial commander. You can turn sharply getting you into great firing positions or out of enemy arcs. ISD, Classic design. Relentless is good for beginner players but Avenger has its uses and is probably better once you get a little more practice. GSD: Perfect. Gozanti: Nice and cheap. Fighters. Hmm you have an ISD-II and it has a squadron value of 4 so don't rely on rogue key rule all the time. Plotting a squadron command on turn 2 and/or 3 can be decisive stopping your squads from having to endure getting alpha struck. I like Mona, Decimators are good but I always take Mona first, then Bossk and finally more Decimators. Bossk is only one point more than a VT-49 but isn't heavy and is a little more killy. One less hull is made up for by that brace and the auto accuracy rule could fill a nasty weakness your black dice have against scatter aces. Dengar won't survive against heavy squadron opposition. No opponent will decide to chew through all your counter (2) squadrons first. They just shoot Dengar. Some Escort may help or just keep him back from the action and fling him into the fight to free up the squads. With an ISD-II I would take Dengar, Mauler, 2 escorts like Tempest and black squadron and then look to adding Rogues. The ISD can command them, Dengar should last a while and Mauler - if he gets 2 or 3 ramming attacks in a game - will thrash squads for you. 57 points so you have plenty for 2-3 rogues. Finally have a think about Vector on the flotilla. Rogues can still be activated and it can be a nasty surprize to an unsuspecting opponent to see the decimators at speed 4 or Mauler speed 5. APTs and XI7s: XI7s are great at punching through shileds. 2 big volleys shooting the same hull zone with them can kill even large targets quickly. Problem is that Demolisher and your squadrons can't shut down redirects easily so the chosen victim could just redirect non ISD damage to the sides then let your XI7s hit his fresh front shield. As a lot of your fleets firepower is of the non piercing variety I would ditch them for points or an XX9 or DTT. If you are going this route why not change APTs for ACMs and just not care about too much redirecting. APTs can cause anoying crits but ACMs just kill things faster. Objectives: Most wanted is great for the red mission. Station assault is ok but the enemy may just kill one station to neutralise the points and you get very little other advantage. Be careful with your other two missions. These are usually reserved for fleets with 134 points of fighters and maybe some other squad boosting upgrades like Flight controllers, BCC, Tallon etc. You could get caught out. Plaet Ion Cannon, Hyperpace assault, Salvage Run and Solar Corona are good alternatives.
  19. What about this 389/400, Advanced Gunnery, Planetary Ion Cannon, Solar Corona ISD-I, Motti, Flight Controllers, Ex Hangar, Boosted Comms, Minister Tua, ECM, Leading Shots 162 ISD-I, Boarding troopers, Avenger, Leading Shots, XX9s, Pryce 129 Marek, Jendon, Dengar, Mauler, Tempest & Black Squadron 98/134 Two ISDs has a lot more threat than one + Quasar though at 98 points the squadron superiority is missing against some lists. In this case you must stick close to your own Flak and keep the ISDs alive while BT Avenger gets you some kills. If you took a Quasar it could replace the ISD-Carrier above and then you get the full 134 points of squadrons. Pryce on the quasar or on BT Avenger? Hmmmm... Instead of a Quasar you could put in Demolisher and make some of your squadrons into rogues to free up the squadron activations. Mona, Bossk, 2 Firesprays give you a good core of damage with Dengar, Mauler and Tempest Squadron supporting them with intel, escort and ramming attacks.
  20. "I'll never rule the Galaxy with you! Also can I put in a request for some backdated child support..." Lord Vader: On a Cymoon, has an air of majesty commanding a fleet. On a Tie Advanced, shows he retains the common touch, rolling with the lads in fighter combat. On a Vader-Raider, aiming to lightsabre the pants off some anoying upgrade, shows his attention to detail. On a Comms-net flotilla, stuck in a lifeboat, axphyx-a-motivating his command staff..... not so good. And for only one point? Undignified, should have made it "large/huge ships only".
  21. I say I say I say...How does Bob Marley like his flotillas? Wi Jammin' (fields) 🙄 I must admit I have never used them. It feels difficult to put them into a list and gain more benefit from the upgrade than the enemy; so that is the point of this article. Tactics, combos, analysis and sample lists. Let’s see if we can raise the Jamming Field profile. Out of my maybe 100 tournament games over the years I have only seen them once in a Store Championship two years ago. I had Sloane against a Leia list with I think 3 A-Wings, Shara & Tycho. One of his GR75s had Jamming Fields and it did slow down my sweeping away of the fighters but not by much. I had Flight Controllers, several TIE-Ints and Howlrunner. If anything, it may have helped me more as I had mostly 3 hull swarm squadrons and the A-wing counter (2) and Shara's counter (3) was reduced. To take Jamming fields you need to: Buy the upgrade. Nice and cheap at only 2 points. Buy a flotilla to put it on. 18 or 23 points. Again, inexpensive and you get an activation, some flak and a little squadron pushing ability thrown in. Imperials also get a bit of anti ship firepower. Not take Comms Net, Slicer Tools or Bomber Command Centre. There is an opportunity cost when taking Jamming Fields as all the others have their uses particularly the ubiquitous Comms Net. Jamming field flotillas generally get a little closer into the action than the Comms net or even BCC counterparts so some defensive upgrades may help. The effects of Jamming Fields lower the intensity of squadron v squadron combat. Making all these attacks obstructed removes 1 die from the pool. Low dice volume attacks will feel this more than others. TIE-Bombers for example will completely loose their anti squadron attack. Y-Wings suffer a 50% loss, X-wings only a 25% loss and Wedge (with flight controller assistance) as little as 14%. If most of your fighters have high numbers of anti squadron dice, you can fair better than your opponent in a Jamming Field environment. It gets even better if your dice and can be boosted by rerolls from swarm or Toryn Far or if you can get bonus dice from Howlrunner or flight controllers. Some squadron builds gain benefits from lower intensity dogfights. If you use Sontir Fel and several TIE-Advanced for example, each time the enemy shoot at your escorts, they take damage. Forcing the enemy to do this more often to get the escort kills and then finally target Fel means more bonus damage points inflicted. Getting through escorts to kill (or at least lock down) Mauler Mithel and/or his intel source is harder to do with Jamming fields around. If Mauler gets a second or third ramming attack in a game this is usually decisive. A Biggs ball including Jan and several X-Wings will appreciate obscured attacks, Biggs can allocate the damage around evenly. Killing scatter aces is a lot easier with big dice pool attacks. Jamming fields could be a good way of keeping them alive by removing dice and lowering the chances of an accuracy to block the scatter. Try killing an always obscured Whisper hanging around near the base... not an easy task. Bomber lists with several sources of intel and some escort may appreciate Jamming fields even if it hurts them more in a dogfight. 8 TIE-Bombers, Tempest and 4 Jumpmasters for example benefits from jamming fields by just ignoring enemy squadrons for 2-3 turns of dogfights while they bomb the pants off some capital ships with at least one jumpmaster remaining alive to let them do so. The next thing to consider with Jamming fields is the fact that they are mobile. You can throw out your squadrons to engage the enemy at full effect then bring in the jamming fields to overlay some protection. Depending on how you do this it may be possible the turn after to move the jamming field away to allow your squadrons to again attack unhindered. Quantum storm can help here using a banked nav token. To remove the effects of a jamming field the enemy have a few options. Kill the flotilla. It isn't that hard but Bright Hope may help particularly against multiple small bomber attacks. Suppressor may help by discouraging ships from getting too close and having their brace exhausted. Tua + ECM is starting to get pricey and is probably better reserved for a Slicer Gozanti. Relocate the dogfights away from the jamming area. Send the squads away from his jamming filed ship's path or use Intel to move away. I suppose boarding Vader is another option but there are probably better targets for him to lightsabre. So does anyone have any good experiences of Jamming Fields? Any list examples or brief battle reports?
  22. Looks ok. You have missed out Ordnance experts on the MC75. Definately get that as it should be throwing about lots of black dice. You could change the E-wing for a YT2400 to free up squadron activations. Tycho is great, maybe swap an A-wing for a HWK for some Intel incase Tycho dies, Preserve the Hwk on an asteroid until needed. I may be tempted for ACMs rather than APTs but the 6 points of bid you would loose is probably better. If you want ACMs then swap one fighter for a Z95 for points. Superior positions can be dangerous. Dedicated carrier builds would relish it more than you. Solar Corona is safer. Most wanted is better than advanced gunnery as Ackbar MC80A lists or BT Avenger could use it better than you.
  23. I had a go with them yesterday in the local Games Workshop. They had a full set and plenty of undercoated zombies and space marines for you to try them with. Apothecary White is probably the most looked forward to. Over their reccomended Grey Seer undercoat it was a little less than white, too grey for my tastes so I'm eager to try it on a propper white undercoat instead. Hopefully good for my Star Wars Legion storm troopers but also X-wings and YT1300s. Black Templar is ok but shading black is always difficult. Easy to look ok but hard to look excellent. Again trying it over a mid/dark grey undercoat would be nice to try or maybe even a pale dull thunderhawk blue. The contrast paints are a lot less viscus than I imagined so this black is also good with a fine point brush for lining and trickling into cracks. Nice for the flexible joints at the back of a space marine's knees. Fleshtearer Red was the outstanding winner in my view. A deep cherry red which works well over GWs grey and beige reccomended undercoats. Iyanden Yellow was a little dissapointing - looking a bit too orange in the recesses to get a brighter effect maybe try using a light lemon yellow as the basecoat. Dark Angels Green was nice so I'll get that too. The new base paint in a pot that colour matches the new spray undercoat was also excellent. Grey Seer is smooth and covers well and is a lighter shade than the current GW greys so may be perfect for a lighter tone for Star Destroyer basecoats. There are 2 blue-grey contrast paints in the range: Gryph Caharger Grey and Spacewolf Grey. I haven't tried these yet but would like to see their effects on the Grey Seer basecoat.
  24. You can also do a cheaper version of the above with a Raider-I, OE, Flechettes, Kallus, and Instigator Instigator will lock down the squadrons and keep them around until you can pull the trigger. A bid for first player is useful. It also helps to have a squadron or two go along too as the Raider may be killed by the squadrons it is trying to hurt. Send in the Raider against several A-wings and all will be great. Do this against 3 B-wigns and you may not survive the squadron phase to get your shot off and flecette de-activate the targets. I have seen nasty Ruthless strategist builds based on the Quasar-II or ISD Kuat. Some freindly TIE-bombers or TIE-Advanced can make your Flak very deadly and the extra point of damage ignores scatters and is not added to the initial damage pool so brace isn't going to help. Toryn Farr on a nearby ship can makes double blue flak ships like the NEB-Escort or AF-IIA very effective. GTs too on the AFII lets you shoot a broadside and also flak out of that arc at squadrons. Draven is an optional extra but probably not worth the cost unless the enemy use Dengar a lot. Finally remember the following upgrades can also be used against squadrons (though some are inefficient pointwise or a bit situational) Screed (as noted by @Bertie Wooster) once per activation and you need a black flak dice to benefit properly. Leading Shots - Just thrown 2 bad dice? Discard a blue and reroll the other. Doesn't exhaust so keep on rerolling against all squadron targets in your fire arc. Overload Pulse - Pricy but great against aces. Again it doesn't exhaust so you can get some use out of those otherwise useless blue crit results. Even works with counter-1 from QLTs. Screed can also help. External racks - not reccomended but sometimes you just have to, or you can see your own death aproaching... so why not. Remember your OE rerolls too. DTTs - It's an exhaust but you can add a red die after seeing a dud die roll that you can safely discard. H9s - great against scatter aces if you have 2 die flak. QTCs - Very sutuational. You need Kallus and/or to be one of the larger SSDs to benefit. TRCs - An Exhaust. Similar to QTCs above but also needs Captain Needa to grant the evade. Caitken & Shollan - It's an exhaust and rather inefficient to use it on one squadron attack but hey. Veteran Gunners - Ditto Avenger - Seriously... I played Avenger for 2 years before realising it also works with Flak! Nowadays it is an exhaust card so a little situational. Devastator - Expensive, sutuational and once per round. However, an ISD-II could have 6 blue dice and one black at one poor B@stard of a squadron. LS can get you upto 6 rerolls too. On a Kuat with E-Rax, Kallus, OE & LS things can get very nasty. 10 Dice with a CF command and 2 reroll sources. Dominator - Expensive. You can easily denude your ship of shields very quickly but it does work against squadrons. Warlord - A nice reliable (but expensive) combo with H9s.
  25. Add in Opening Salvo and you get to 200.
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