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MandalorianMoose

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  1. Like
    MandalorianMoose got a reaction from BMcDonald7 in In Defense of the Clonisher (DeMSU Guide) + AZ Regional AAR   
    Grats on the win man! Sorry I was so pissed after our game (Sam from game two), I'm just still kicking myself over the side I chose to deploy my demo at. Had I chosen your open side and not allowed myself to get killed by that stinkin raider the game could have gone totally differently. Ultimately I was out flown and the better pilot won the day. Congrats again dude!
  2. Like
    MandalorianMoose got a reaction from Green Knight in Whats Your Username Orgin Story?   
    Moose was my childhood nickname, and I dig anything Mandalorian haha
  3. Like
    MandalorianMoose got a reaction from Stasy in Whats Your Username Orgin Story?   
    Moose was my childhood nickname, and I dig anything Mandalorian haha
  4. Like
    MandalorianMoose got a reaction from clontroper5 in Whats Your Username Orgin Story?   
    Moose was my childhood nickname, and I dig anything Mandalorian haha
  5. Like
    MandalorianMoose reacted to NanoTanks11 in Fleet Builder   
    I just made an update to include what's been teased from wave 3. I don't think I missed anything, but let me know if you can see anything that's not there.
  6. Like
    MandalorianMoose got a reaction from Maturin in Rebel ISD 1   
    Ya I thought about that before the post and was too lazy to change the fleet in the generator. Would probably take advanced gunnery and Intel sweep. I have so many lists that j want to try and only so many games of armada that I can fit into a week!
  7. Like
    MandalorianMoose reacted to DrunkTarkin in IFF is my favorite podcast   
    Thanks secret Intel team. I think I'm leaning xi7 for the utility. Just because some ships are Brace-less. Trcvettes namely.
  8. Like
    MandalorianMoose got a reaction from DrunkTarkin in IFF is my favorite podcast   
    I almost always default to XI7 on me heavy hitters. It is helpful against all types of ships, for example, say you are shooting a cr90 and you deal 7 damage. With HTT, he redirects and his shields take 4, dealing only 3 to the hull, allowing the rebel scum to escape. With XI7 here is no more than one redirect able damage, and it explodes. What about against an MC80? Even if you deal 10+ damage on your shot, with AP it can take not a single damage card! That's why I prefer to run XI7 paired with Intel officer, because that takes care of both defense tokens. No redirects and Intel the brace
  9. Like
    MandalorianMoose got a reaction from DrunkTarkin in Intensify Forward Firepower Episode XX: Where Greebles Haul   
    Thanks for making the greeble-haul to school an enjoyable one today!
  10. Like
    MandalorianMoose got a reaction from Green Knight in Wave Three Rieekan   
    Faction: Rebel Alliance 
    Points: 396/400 
    Commander: General Rieekan
    Assault Objective: Most Wanted 
    Defense Objective: Hyperspace Assault 
    Navigation Objective: Superior Positions 
    [ flagship ] GR-75 Medium Transports (18 points)
    -  General Rieekan  ( 30  points) 
    -  Quantum Storm  ( 1  points) 
    -  Adar Tallon  ( 10  points) 
    -  Boosted Comms  ( 4  points) 
    -  Bomber Command Center  ( 8  points)
    GR-75 Medium Transports (18 points)
    -  Bright Hope  ( 2  points) 
    -  Toryn Farr  ( 7  points) 
    -  Quad Laser Turrets  ( 5  points) 
    -  Jamming Field  ( 2  points)
    Nebulon-B Escort Frigate (57 points)
    -  Yavaris  ( 5  points) 
    -  Raymus Antilles  ( 7  points) 
    MC30c Torpedo Frigate (63 points)
    -  Admonition  ( 8  points) 
    -  Intel Officer  ( 7  points) 
    -  Ordnance Experts  ( 4  points) 
    -  XI7 Turbolasers  ( 6  points) 
    -  Expanded Launchers  ( 13  points) 
    1 Luke Skywalker ( 20 points) 
    1 Wedge Antilles ( 19 points) 
    1 Tycho Celchu ( 16 points) 
    1 "Dutch" Vander ( 16 points) 
    1 Dash Rendar ( 24 points) 
    1 Han Solo ( 26 points) 
  11. Like
    MandalorianMoose got a reaction from thecactusman17 in A special message to the IFF PODCAST Guys   
    Will the new episode be uploaded by tomorrow? You guys are my favorite podcast to listen to during the commute!
  12. Like
    MandalorianMoose got a reaction from shmitty in Revised Regionals Data   
    It's my buddies list, a previous iteration had TRC and Intel officer on each scout frigate, and it was a biiiiitch to fly against haha. But he had to drop those upgrades for some fighter support.
  13. Like
    MandalorianMoose got a reaction from Ardaedhel in Where are the MM lists at Regionals?   
    I had originally composed this list with Rieekan as commander, that was why I had the ET on the cr90's; when they would eventually get blown up, they could go out in a blaze of glory double ramming. I think also I was planning on running this list differently than you had been envisioning. It seems that you would send in the CR90's first and follow up with the Torps as the finishing blow. I had kinda been planning on doing the opposite, charging in with the MC30's (like I would with a glad) to cause mayhem before running off prior to being shot at, then pick at the scraps with the CR90's who would be positioned as a sort of net that people would be forced to run into. I'll let you guys know how that plan works out for me haha
  14. Like
    MandalorianMoose got a reaction from Green Knight in Finally some info on Wave 3 GOZANTI   
    Gozanti + Vector + Admiral Chirp + EHB + Bomber Command Center = 4 firesprays (with token) that can move speed 3 through engagement, and have a rerollable anti-ship die
  15. Like
    MandalorianMoose reacted to mikemcmann in Finally some info on Wave 3 GOZANTI   
    Jammer field treats as obstructed.... therefore, NO engagement.
     
    Jammer field  is in essence intel on a cap ship.
     
    just food for thought.
  16. Like
    MandalorianMoose got a reaction from Pilot no55389 in Would a little Demolisher nerf bring balance to the force, er.. game   
    I'm so over the "Demo needs to be nerfed" whining. It's really not all that difficult to counter, I'll give you a few examples that have worked both while I was playing demo and playing against demo.
     
    1) Underbid- self explanatory
    2)Say "f$ck underbidding" and use the full 400 points. If someone is beating you with over a 10% point deficit, you might be the problem. 
    3) Don't charge in. This is SUICIDE against a demo list. Make them come to you, and make it suck to do so.
    4)OBJECTIVES! Do you think any demo list wants to have to play superior positions, and place all their ships first? Or eat two broadsides from an advanced gunnery mc80? Or charge in on an ISD or two angled just right at the station in the far corner of the board?
    5) Lay traps! If you listened to suggestion three, this might not be as cruicial, because if you haven't moved, the demo will fly off the board if he tries to get behind you. If not, leave some nasty ships of your own back there that can vaporize demo.
    6) Threaten his other ships. Armada is a game of presenting your opponent with hard decisions. Make him decide between getting that triple tap and risk losing a ship or two of his own next round with a perfect shot you have lined up on one of his other ships.
    7) Lastly, BOMBERS! The fireball is one thing that I think might ACTUALLY need a little nerf, as it excels against EVERYTHING. But if you have a decent sized rhymer/fireball protecting your flank from demo, he will be hesitant to fly right into it, as you will chew it down very quickly.
     
    End Rant 
  17. Like
    MandalorianMoose got a reaction from KAGE13 in Would a little Demolisher nerf bring balance to the force, er.. game   
    I'm so over the "Demo needs to be nerfed" whining. It's really not all that difficult to counter, I'll give you a few examples that have worked both while I was playing demo and playing against demo.
     
    1) Underbid- self explanatory
    2)Say "f$ck underbidding" and use the full 400 points. If someone is beating you with over a 10% point deficit, you might be the problem. 
    3) Don't charge in. This is SUICIDE against a demo list. Make them come to you, and make it suck to do so.
    4)OBJECTIVES! Do you think any demo list wants to have to play superior positions, and place all their ships first? Or eat two broadsides from an advanced gunnery mc80? Or charge in on an ISD or two angled just right at the station in the far corner of the board?
    5) Lay traps! If you listened to suggestion three, this might not be as cruicial, because if you haven't moved, the demo will fly off the board if he tries to get behind you. If not, leave some nasty ships of your own back there that can vaporize demo.
    6) Threaten his other ships. Armada is a game of presenting your opponent with hard decisions. Make him decide between getting that triple tap and risk losing a ship or two of his own next round with a perfect shot you have lined up on one of his other ships.
    7) Lastly, BOMBERS! The fireball is one thing that I think might ACTUALLY need a little nerf, as it excels against EVERYTHING. But if you have a decent sized rhymer/fireball protecting your flank from demo, he will be hesitant to fly right into it, as you will chew it down very quickly.
     
    End Rant 
  18. Like
    MandalorianMoose got a reaction from Hastatior in Would a little Demolisher nerf bring balance to the force, er.. game   
    I'm so over the "Demo needs to be nerfed" whining. It's really not all that difficult to counter, I'll give you a few examples that have worked both while I was playing demo and playing against demo.
     
    1) Underbid- self explanatory
    2)Say "f$ck underbidding" and use the full 400 points. If someone is beating you with over a 10% point deficit, you might be the problem. 
    3) Don't charge in. This is SUICIDE against a demo list. Make them come to you, and make it suck to do so.
    4)OBJECTIVES! Do you think any demo list wants to have to play superior positions, and place all their ships first? Or eat two broadsides from an advanced gunnery mc80? Or charge in on an ISD or two angled just right at the station in the far corner of the board?
    5) Lay traps! If you listened to suggestion three, this might not be as cruicial, because if you haven't moved, the demo will fly off the board if he tries to get behind you. If not, leave some nasty ships of your own back there that can vaporize demo.
    6) Threaten his other ships. Armada is a game of presenting your opponent with hard decisions. Make him decide between getting that triple tap and risk losing a ship or two of his own next round with a perfect shot you have lined up on one of his other ships.
    7) Lastly, BOMBERS! The fireball is one thing that I think might ACTUALLY need a little nerf, as it excels against EVERYTHING. But if you have a decent sized rhymer/fireball protecting your flank from demo, he will be hesitant to fly right into it, as you will chew it down very quickly.
     
    End Rant 
  19. Like
    MandalorianMoose got a reaction from Mogrok in Would a little Demolisher nerf bring balance to the force, er.. game   
    I'm so over the "Demo needs to be nerfed" whining. It's really not all that difficult to counter, I'll give you a few examples that have worked both while I was playing demo and playing against demo.
     
    1) Underbid- self explanatory
    2)Say "f$ck underbidding" and use the full 400 points. If someone is beating you with over a 10% point deficit, you might be the problem. 
    3) Don't charge in. This is SUICIDE against a demo list. Make them come to you, and make it suck to do so.
    4)OBJECTIVES! Do you think any demo list wants to have to play superior positions, and place all their ships first? Or eat two broadsides from an advanced gunnery mc80? Or charge in on an ISD or two angled just right at the station in the far corner of the board?
    5) Lay traps! If you listened to suggestion three, this might not be as cruicial, because if you haven't moved, the demo will fly off the board if he tries to get behind you. If not, leave some nasty ships of your own back there that can vaporize demo.
    6) Threaten his other ships. Armada is a game of presenting your opponent with hard decisions. Make him decide between getting that triple tap and risk losing a ship or two of his own next round with a perfect shot you have lined up on one of his other ships.
    7) Lastly, BOMBERS! The fireball is one thing that I think might ACTUALLY need a little nerf, as it excels against EVERYTHING. But if you have a decent sized rhymer/fireball protecting your flank from demo, he will be hesitant to fly right into it, as you will chew it down very quickly.
     
    End Rant 
  20. Like
    MandalorianMoose got a reaction from BergerFett in Would a little Demolisher nerf bring balance to the force, er.. game   
    I'm so over the "Demo needs to be nerfed" whining. It's really not all that difficult to counter, I'll give you a few examples that have worked both while I was playing demo and playing against demo.
     
    1) Underbid- self explanatory
    2)Say "f$ck underbidding" and use the full 400 points. If someone is beating you with over a 10% point deficit, you might be the problem. 
    3) Don't charge in. This is SUICIDE against a demo list. Make them come to you, and make it suck to do so.
    4)OBJECTIVES! Do you think any demo list wants to have to play superior positions, and place all their ships first? Or eat two broadsides from an advanced gunnery mc80? Or charge in on an ISD or two angled just right at the station in the far corner of the board?
    5) Lay traps! If you listened to suggestion three, this might not be as cruicial, because if you haven't moved, the demo will fly off the board if he tries to get behind you. If not, leave some nasty ships of your own back there that can vaporize demo.
    6) Threaten his other ships. Armada is a game of presenting your opponent with hard decisions. Make him decide between getting that triple tap and risk losing a ship or two of his own next round with a perfect shot you have lined up on one of his other ships.
    7) Lastly, BOMBERS! The fireball is one thing that I think might ACTUALLY need a little nerf, as it excels against EVERYTHING. But if you have a decent sized rhymer/fireball protecting your flank from demo, he will be hesitant to fly right into it, as you will chew it down very quickly.
     
    End Rant 
  21. Like
    MandalorianMoose reacted to Gottmituns205 in Take the Station - A Four Player Scenario   
    I honestly think for the price in upgrade from the Mk 1 to the Mk 2 VSD they should get the chance to add engine techs...or even a defensive retrofit. 
  22. Like
    MandalorianMoose got a reaction from WGNF911 in The Deadly Combos <Ships>   
    Ship Killer
    ISD II
    Intel Officer
    Gunnery Team
    ECM
    XI7
    Leading Shots
  23. Like
    MandalorianMoose reacted to Ardaedhel in Jan/Rhymer Killer   
    I don't hate your squadron build, but I don't think the Imperial Aces build is as good an investment as the Rebel counterpart.  You're putting down an awful lot of points for not a lot of anti-squadron dice, at least relatively speaking.  IG-88's not that good imo, because he doesn't hit hard enough to outright kill that Jan/Dengar/Rhymer you're using him to root out, but he also isn't tough enough to survive the return fire from the escorts and get a second kill shot off.  I do think he would be good at softening up the lynchpin for a follow-up heavy anti-squadron shot out of a Raider or something, but I don't think that's really what you're after.  Dengar's not great in and of himself, and with only 1 or 2 squadrons around him, he's not getting much out of the special that you're paying several points for--you can get intel from the vanilla Jumpmaster for far cheaper.  Vader's a great hunter-killer, and will probably one-shot any non-named squadron he tangles with, but without strong support he's not likely to get you past Jan/Dengar/Rhymer's escorts before he dies, which means he can't do much to support IG-88 in getting the kill shot on the lynchpin you're after.
     
    There are a couple of alternatives I'd suggest if you're not particularly interested in playing squadrons but need a defense, depending on what particular aspect of the squadron game you don't like or aren't interested in playing.
    If you just don't like pushing them around at all, an anti-squadron Raider-I with OE and a title (either one) is not a bad way to shut them down, and gives you good flexibility in being able to threaten ships even if there are no squadrons on the board.  You're probably looking to soften the squadrons up with the Raider, and then depend on your anti-squadron out of your regular ships to finish them off.  You could run Instigator with OE for 10 points less than your current build, and do pretty well.  It would also free up that VSD for a different role, or allow you another GSD or whatever you want.
     
    If it's the coordination piece that you're not interested in playing, rogues are a decent option. You could run 4 Aggressors for 2 points more than your current build, and have a reasonable chance of slowing down a bomber wing.  Similarly, this will allow you forego the carrier-built VSD, although don't underestimate the value of a well-timed squadron command even for Rogues, especially with Flight Controllers.  They're also pretty flexible if you encounter no squadrons, with that black anti-ship die and rogue.
     
    If you just want to trade some points and get the squadrons out of the game, though, your best option might just be Howlrunner and 3-4 Interceptors.  This is what I've been running on my ship-heavy Imp builds, and I'm liking it pretty well.  It's a nice cheap way to shut down some squadrons quick.  You'll probably lose them right back to a sizable squadron force, and they're not much use if there are no other squadrons on the board, but they do a fantastic job of just straight up clearing out squadrons--again, especially with Flight Controllers support.  The downside is, they do really need squadron commands to be effective, because as good as they are for the alpha strike, they're even more susceptible to it. 
  24. Like
    MandalorianMoose reacted to reegsk in Is there life after 400 points...   
    Actually, scaling up to Epic play would be a great idea. Some ideas off the top of my head:
     
    - Every 400/500 points is a separate "Detachment"
    - Take one Grand Admiral (chosen from the Commanders)
    - Each Detachment has its own Commander
    - The Grand Admiral picks one detachment at the start of each round, that detachment gains both the Grand Admiral's ability AND their Commander's ability
    - Choose one objective per detachment (any detachment can earn points/claim an objective)
    - Squadrons can only be commanded by ships from their detachment
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