Jump to content

MandalorianMoose

Members
  • Content Count

    1,832
  • Joined

  • Last visited


Reputation Activity

  1. Like
    MandalorianMoose got a reaction from Pilot no55389 in Discussion Time: New life for the VSD   
    I have apparently committed a series of egregious errors to put myself into a situation like that.... I might even go as far as saying that's the worst game of armada that I have ever played...
  2. Like
    MandalorianMoose reacted to Lyraeus in Discussion Time: New life for the VSD   
    You know what's up! It is true. Even if the opponent Throws slicer tool ships at you, there is a high probability of them dying.
    I think one thing people have not considered is that an Interdictor can usually take out a flotilla with little assistance
  3. Like
    MandalorianMoose got a reaction from Lyraeus in Discussion Time: New life for the VSD   
    This is my attempt at Konstantine/Inderdictor/Two Vic's... Any and all feedback appreciated. Can wave four come to stores already? I'm too excited I can't wait!
    Fleet Summary Page (398 of 400 pts) Faction: The Empire Commander: Admiral Konstantine (23 pts)
    Flagship: (130 pts)Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) Phylon Q7 Tractor Beams (6 pts) SW-7 Ion Batteries (5 pts) G-8 Experimental Projector (8 pts) Targeting Scrambler (5 pts)
    Fleet Ship 1: (95 pts) Victory I-class Star Destroyer (73 pts) Captain Needa (2 pts) Gunnery Team (7 pts) Phylon Q7 Tractor Beams (6 pts) Turbolaser Reroute Circuits (7 pts)
    Fleet Ship 2: (96 pts) Victory I-class Star Destroyer (73 pts) Admiral Titus (2 pts) Ordnance Experts (4 pts) Phylon Q7 Tractor Beams (6 pts) XI7 Turbolasers (6 pts) Assault Proton Torpedoes (5 pts)
    Squadrons (54 of 134 pts): 1x Sontir Fel Tie Interceptor Squadron (18 pts) 3x Tie Advanced Squadron (36 pts) Objectives: Advanced Gunnery , Contested Outpost , Minefields
  4. Like
    MandalorianMoose reacted to PT106 in Glad to Interdictor you   
    I would drop tractor beams from Gozanti and bump GSD to GSD2. Potentially I might also think about replacing Demo with something else.
  5. Like
    MandalorianMoose got a reaction from Ginkapo in Glad to Interdictor you   
    I really like the doctor idea though, that's the point of wulff with it, I can bank a token to heal with and then nav, engineering as needed. The dictor needs to keep the glads alive, as they are the primary ship killing unit of the fleet. This iteration is more vulnerable to bombers, but has much more of the speed control aspect to it.
    Fleet Summary Page (397 of 400 pts) Faction: The Empire Commander: Admiral Screed (26 pts)
    Flagship: (130 pts)Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) Phylon Q7 Tractor Beams (6 pts) Ion Cannon Batteries (5 pts) G-8 Experimental Projector (8 pts) Targeting Scrambler (5 pts) F
    leet Ship 1: (83 pts) Gladiator I-class Star Destroyer (56 pts) Demolisher (10 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)
    Fleet Ship 2: (76 pts) Gladiator I-class Star Destroyer (56 pts) Insidious (3 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)
    Fleet Ship 3: (40 pts) Gozanti-class Cruisers (23 pts) Suppressor (4 pts) Phylon Q7 Tractor Beams (6 pts) Slicer Tools (7 pts)
    Squadrons (42 of 134 pts): 1x Sontir Fel Tie Interceptor Squadron (18 pts) 2x Tie Advanced Squadron (24 pts)
  6. Like
    MandalorianMoose reacted to Ginkapo in Glad to Interdictor you   
    Wuluff and Protection Experts may lose out. I think there will be a lot of naving by the interdictor, so going for a Doctor build too may be that stretch too far for this fleet.
     
    Ion Cannon batteries synergises so I would keep that. The other option would be to drop Darth down to a Tie Advanced seeing as everyone will shoot his mates first anyway now.
  7. Like
    MandalorianMoose reacted to Ginkapo in Glad to Interdictor you   
    Interesting. In which case I would really like to see a tractor beam, and also slicer tools to max out nav prevention.
  8. Like
    MandalorianMoose reacted to BrobaFett in Glad to Interdictor you   
    Love the darth vader/soontir fel squadrons thrown in there. I was playing around with the exact same combo last night as I think with jamming field being a thing and how many squads are going to be running around he may be worth the points for empire fleets looking to not commit to bombers.
  9. Like
    MandalorianMoose got a reaction from Ardaedhel in Liberty article is up   
    You forgot Spinal Armaments. Thank you for updating so quickly! There goes the rest of my day... Gonna be list building all day now haha
  10. Like
    MandalorianMoose got a reaction from Ardaedhel in Liberty article is up   
    You forgot Spinal Armaments. Thank you for updating so quickly! There goes the rest of my day... Gonna be list building all day now haha
  11. Like
    MandalorianMoose got a reaction from Ardaedhel in Liberty article is up   
    You forgot Spinal Armaments. Thank you for updating so quickly! There goes the rest of my day... Gonna be list building all day now haha
  12. Like
    MandalorianMoose reacted to Nevetz in Liberty article is up   
    The Liberty spoilers are added to Warlords, pals.
  13. Like
    MandalorianMoose reacted to Ardaedhel in Wave 4 Interdictor/Glad/Fireball   
    If you really want to be nasty on FA, drop BCC for Slicer Tools and savor your opponent's tears as you keep him at Speed 0.
  14. Like
    MandalorianMoose reacted to thecactusman17 in What should I field today?   
    There is an entire game dedicated to squadron combat.  Right now, and especially going forward, it is impossible to field more than about 300 points of ships in a 400 point game and stay competitive.
     
    If I wanted to field a hundred points of squadrons just to have a chance at winning, I'd play X-Wing.
     
    I play ARMADA.  I play with BIG SHIPS.  The over-emphasis of squadrons makes me absolutely furious, especially when half the Imperial squadrons are useless and the other half are either not lore-appropriate or accused of abuse/cheese.
    I would much rather play a 300 point game that banned squadrons outright than a 300 point game of Armada and a 100 point game of X-Wing simultaneously.
  15. Like
    MandalorianMoose got a reaction from thecactusman17 in What should I field today?   
    I would gladly pay 134 points for an upgrade that reads "All squadrons are blown up and removed from the field of play. Now play the rest of the game with your capital ships"
    I hate them....
  16. Like
    MandalorianMoose reacted to FourDogsInaHorseSuit in What should I field today?   
    But but fighters are for x wing!
  17. Like
    MandalorianMoose got a reaction from Parkdaddy in Tarkins Glads   
    A Vic would be more durable for sure, but turtleing can be very effective with this list as well. I've deployed everything at speed two only to shut down to 0 with a dial + Tarkin token turn one. It can really mess with your opponents command stacks. And then when they finally get close enough to threaten you, another token + nav dial combo will allow you to scootch by them at speed three (with engine techs) now you have three glads either past an imperial formations front arcs or tucked safely into rebel ackbar front arcs. Meanwhile the enemy fleet has also been taking squadron fire through the whole ordeal.
  18. Like
    MandalorianMoose reacted to Parkdaddy in Tarkins Glads   
    So in light of my recent post, this is an alternate build that lets the Glads work separately, rather than needing to stick together for the projection experts to synergize. It's not completely different, but breaks up the monotony that is common to most Imperial lists by giving different roles to the same ship type (albeit onlyslightly different, situational roles).
    Faction: Galactic Empire
    Points: 399/400
    Commander: Grand Moff Tarkin
    Assault Objective: Opening Salvo
    Defense Objective: Hyperspace Assault
    Navigation Objective: Superior Positions
    [ flagship ] Gladiator I-Class Star Destroyer (56 points)
    - Grand Moff Tarkin ( 38 points)
    - Wulff Yularen ( 7 points)
    - Ordnance Experts ( 4 points)
    - Engineering Team ( 5 points)
    - Assault Proton Torpedoes ( 5 points)
    = 115 total ship cost
    Gladiator I-Class Star Destroyer (56 points)
    - Insidious ( 3 points)
    - Veteran Captain ( 3 points)
    - Ordnance Experts ( 4 points)
    - Engineering Team ( 5 points)
    - Assault Proton Torpedoes ( 5 points)
    = 76 total ship cost
    Gladiator I-Class Star Destroyer (56 points)
    - Veteran Captain ( 3 points)
    - Ordnance Experts ( 4 points)
    - Projection Experts ( 6 points)
    - Assault Proton Torpedoes ( 5 points)
    = 74 total ship cost
    1 "Mauler" Mithel ( 15 points)
    1 TIE Advanced Squadron ( 12 points)
    1 Soontir Fel ( 18 points)
    2 Firespray-31s ( 36 points)
    1 IG-88 ( 21 points)
    2 Aggressor Assault Fighters ( 32 points)
    I kept projection experts on the least attractive ship because... It's the least attractive ship and less likely to be shot at, meaning it can buff the other ships.
    Wulff commands the flagship to keep at least 1 token assured on it, whether engineering to stay alive or navigation to stay flexible. Veteran captains give a lesser degree of flexibility/survivability to the other Glads. Why take those with Tarkin? Maybe your ships need different tokens, but Tarkin only gives out 1 type each round. Perhaps a defense liaison (with spammed CF commands) may be more powerful here.
    The Glads have less AS ability, but the downgrade and subsequent inclusion of OEs gives them more umpf against builds that like to charge ships.
  19. Like
    MandalorianMoose reacted to Parkdaddy in Tarkins Glads   
    That was a bad day for that guy.
    But yes, your opinion about the ETs is quite valid, especially since you are running Demo. But also more expensive. I believe Ginkapo's original intent was to make a turtle fleet that doesn't need to go anywhere and is ok with taking one or two strong arc shots. Perhaps that idea is better suited to the more survivable Vic (with more firepower), and the Glad really does just need to be able to maneuver on a dime. Time and testing will tell.
  20. Like
    MandalorianMoose got a reaction from Parkdaddy in Tarkins Glads   
    This reminds me of my regionals list, a three glad fireball with Tarkin at the helm. It's a ton of fun to fly, and just a heads up, you will play hyperspace assault 99% of the time. My objectives are the same as yours with the exception of opening salvo which is replaced with precision strike. I've only ever had red/blue picked once, but when they are it's a points piñata. I once went from dead last in the tourney to fourth with a 607 MOV because someone with a squadron less build picked my SP. If I can give my opinion though, ET is much better at keeping glads alive than projection experts, as it makes dodging a ships most dangerous arc much easier. And with Tarkin you can hand out a nav token to everyone, granting free engine techs and freeing up all of your ships dials for other things.
    Fleet Summary Page (400 of 400 pts) Faction: The Empire Commander: Grand Moff Tarkin (38 pts)
    Flagship: (73 pts) Gladiator I-class Star Destroyer (56 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)
    Fleet Ship 1: (83 pts) Gladiator I-class Star Destroyer (56 pts) Demolisher (10 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)
    Fleet Ship 2: (73 pts) Gladiator I-class Star Destroyer (56 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)
    Squadrons (133 of 134 pts): 1x Darth Vader Tie Advanced Squadron (21 pts) 1x Major Rhymer Tie Bomber Squadron (16 pts) 4x Firespray-31 (72 pts) 2x JumpMaster 5000 (24 pts)
  21. Like
    MandalorianMoose reacted to PT106 in Double IMPs   
    I usually run them lean, hungry and expendable (And with 5 activations, but this is my personal preference )
  22. Like
    MandalorianMoose got a reaction from TK 421 in Dodonna: How to get the best out of him?   
    This is my favorite Dodonna list that I've come up with. Works best with hit and run tactics, and fishing for that perfect crit can be sooo nice. I've one shotted AF by pulling projector misaligned in the front, getting that structural for the last point of damage, it's a good time haha.
    Fleet Summary Page (382 of 400 pts) Faction: Rebel Alliance Commander: General Dodonna (20 pts)
    Flagship: (39 pts) CR90 Corvette B (39 pts)
    Fleet Ship 1: (87 pts)MC30c Torpedo Frigate (63 pts) Admonition (8 pts) Intel Officer (7 pts) Ordnance Experts (4 pts) Assault Proton Torpedoes (5 pts)
    Fleet Ship 2: (76 pts) MC30c Torpedo Frigate (63 pts) Lando Carissian (4 pts) Ordnance Experts (4 pts) Assault Proton Torpedoes (5 pts)
    Fleet Ship 3: (100 pts) MC30c Scout Frigate (69 pts) Foresight (8 pts) Intel Officer (7 pts) Ordnance Experts (4 pts) Turbolaser Reroute Circuits (7 pts) Assault Proton Torpedoes (5 pts
    ) Fleet Ship 4: (60 pts) CR90 Corvette A (44 pts) Jaina's Light (2 pts) Intel Officer (7 pts) Turbolaser Reroute Circuits (7 pts)
  23. Like
    MandalorianMoose reacted to TK 421 in Dodonna: How to get the best out of him?   
    I love the scout build mentioned above, "Fleet Ship 3: (100 pts) MC30c Scout Frigate (69 pts) Foresight (8 pts) Intel Officer (7 pts) Ordnance Experts (4 pts) Turbolaser Reroute Circuits (7 pts) Assault Proton Torpedoes (5 pts)"
     
    Because I'd run B wings or Scurrgs, I'd probably drop TRC so that I can fit more bombers on. The ability to get crits moving onto the other ship is maximized by more black dice. 
     
    I ran a similar build + a frigate w/ B-wings and found them to hit quite a few crits and do the damage I wanted. For 400 points, I love the flexibility of some B's or Scurrgs + a HWK / Jan Orrs to keep your squadrons firing at ships.
  24. Like
    MandalorianMoose got a reaction from PT106 in The Cost of Victory - #FirstWorldProblems   
    Imo 2 ISD/2 Raiders is a SIGNIFICANT change to pt's list. The 5 activations is key to lining up perfect shots for both ISDs
  25. Like
    MandalorianMoose got a reaction from PT106 in The Cost of Victory - #FirstWorldProblems   
    Imo 2 ISD/2 Raiders is a SIGNIFICANT change to pt's list. The 5 activations is key to lining up perfect shots for both ISDs
×