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Everything posted by Kretin
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but doesn't the title allow you to gain a free evade when you acquire a target lock?
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I wasn't thinking of flying the bomber with QD, more like the bomber supporting the Inq and playing them super wide. I'm not the biggest fan of big base ships, but I can see your point. Maybe putting PTL on the Inq, and bringing the bomber shuttle down a bit in points and pilot skill, the inq would effectively get 4 actions per turn. Flying the 2 in formation and having quickdraw doing quickdraw things. I really dig that second list you put up, I may play around with that too!
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So I was thinking of ways to play with 2 SF tie, but ultimately decided on the Inq. bomber feeds the Inq TL they both play defensively and distantly. I'm not sold on PTL for the bomber though (even though his dial becomes mostly green) Thoughts and blaring weaknesses on this list are welcome! "Quickdraw" — TIE/sf Fighter 29 Veteran Instincts 1 Fire-Control System 2 Harpoon Missiles 4 Advanced Optics 2 Lightweight Frame 2 Special Ops Training 0 Ship Total: 40 The Inquisitor — TIE Advanced Prototype 25 Deadeye 1 Harpoon Missiles 4 Guidance Chips 0 TIE/v1 1 Ship Total: 31 Gamma Squadron Veteran — TIE Bomber 19 Push the Limit 3 Systems Officer 2 Kylo Ren 3 Twin Ion Engine Mk. II 1 TIE Shuttle 0 Ship Total: 28
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Have you ran any changes to this list recently? also do you think an imperial version of this would be viable? 3xcorvettes and 2xglads?
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Ah yes sorry! I had gonk on Dengar, think I coooould drop gonk and have an extra 2 points for Kath.
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Hi there! Trying to flesh out a wing(wo)man to a kitted Dengar. He's at 55 and I'm having a very hard time trimming anything from him. Unhinged, EU, PO, PTL. So I want to fly Kath with him cause she looks like she could dish out some serious damage and allow Dengar to do his fun stuff while holding the chase. I need her at 45 points, what do you recommend?
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I like it! Of course the mc30 is my favorite ship so I may be biased. I would almost drop admonition for projection experts but that's my opinion. Other than that... Shrimp conga cocktail all the way
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It's too bad they didn't put black or 2 blue dice on the cheaper corvette. Also didn't consider using the corvettes for pure anti squadron.... That's not a bad idea...
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I died fast to a yavaris b wing like bomber ball. 9-1 They had Dodonna and Luke killed a vette in one turn. Yeah, one turn. And then it was downhill from there. I didn't even get a shot off on his mc80 before the fighters chewed me to pieces he has a wicked strong list so there's that. I honestly think that is the ONLY weakness this list has. Yavaris double tap Bs with aldor on Luke. But then again that list would be stupid weak against a fighter screen. So the cycle continues with Armada. Some build will always beat another build. I love it!
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What wingmen to use for a fully loaded Degnar?
Kretin replied to Jarval's topic in X-Wing Squad Lists
Im gonna try Kath with Dengar on Wednesday +++ X Punishing Kath (100pts) +++ ++ Scum (Standard) (100pts) ++ + Firespray-31 (45pts) + PS 7 - •Kath Scarlet (45pts) ["Mangler" Cannon (4pts), Adaptability, K4 Security Droid (3pts)] + JumpMaster 5000 (55pts) + PS 9 - •Dengar (55pts) [Engine Upgrade (4pts), Push the Limit (3pts), Unhinged Astromech (1pts), •"Gonk" (2pts), •Punishing One (12pts)] Created with BattleScribe (http://www.battlescribe.net) -
So I play tested this list in preparation for a tournament. This list falls apart when it doesn't have initiative and is facing a fireball. Kind of reinforces the harder initiative bid. Another thought is to play defensively when playing second as opposed to super aggressive. I want Dodonna to stay alive and maybe do some clean up duty late game, so that's why I figure to drop Intel officer on it. You have to be able to go first though.
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How do you deal with firespray rhymer balls? I haven't played one yet, just curious as to your thoughts on it? Also tweaked the build ever so slightly, dropped Intel on dodonnas ship and added jaina's light, 389 initiative and now you have an objective ship.
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Been playing this list for the last few weeks. Wreaks havoc. Obliterates anything in close range. I'm talking one ship dual attack killing large ships in one activation if done correctly. For instance you hit a full perfect broadside against an untouched mc80. If you're lucky you can get APT to proc a shield failure card, and now you have another exposed hull for the second attack. With APT you get to choose to not resolve the standard crit and then resolve the card instead, adding another damage (face up) to what was already being inflicted AND cannot be nullified by contain. This list is stupid. I love it.
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Ackbar's strike fleet (Rebel)
Kretin replied to Mitthrawnuruodoh's topic in Star Wars: Armada Fleet Builds
Drop slave turrets for Turbolaser reroute circuits. Guaranteed 2 hit. And opens up the potential for another attack from another hull. drop 2 xwing for 2 a wing for a 2 point lead. Opens up against 400 point imperial builds. -
I don't recommend using an mc30 without a title. They're just too powerful! Some of the most powerful in the game... ESPECIALLY with mon mothma
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Well with mon mothma, they're surprisingly resilient. The only real counter is avenger I think? Can't spend exhausted defense tokens. But even then admonition isn't 'using' a token, so it can discard one to cancel a die. Also foresight at close range, force 2 dice rerolls? It's really nice. Once their shields are gone they don't really have much else going for them. So it is important to try and approach from the side and not get hit by that front arc.
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Is not using squadrons at all a viable strategy?
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Now I have a semi on topic question... Xwings and escort, multiples of em, full on engage an enemy "swarm". The enemy has Intel. Your xwings are heavy. Your ships are within range of enemy bombers. During squad phase... Are those bombers locked to attack the xwing even if they are heavy BECAUSE they still have escort and are TECHNICALLY engaged? Or do they still get to shoot your ship?
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This is what I have so far, I just wanted to squeeze in some squadrons
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# Shrimptastic (357pts) # ## Rebel Fleet (Standard) (357pts) ## ### CR90 Corvette (93pts) ### * #### CR90 Corvette B (93pts) #### Projection Experts (6pts), Redundant Shields (8pts), •Mon Mothma (30pts), •Raymus Antilles (7pts), •Tantive IV (3pts) **CR90 Corvette B:** Hull:4|Anti-Squadron Value:1 Blue|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Redirect|Front Firing Arc:3 Blue|Left Firing Arc:2 Blue|Right Firing Arc:2 Blue|Rear Firing Arc:1 Blue|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Support Team, Defensive Retrofit, Ion Cannon **Mon Mothma:** Commander Ability:When a friendly resolves the evade token effect, it can cancel 1 die at medium range or reroll 1 die at close range or distance 1. **Tantive IV:** Ship Title Abilities:Before you gain a command token, 1 friendly ship at distance 1-5 may gain that token instead. **Raymus Antilles:** Officer Ability:When you reveal a command, you may gain 1 matching command token without spending the command dial. **Projection Experts:** Support Team Ability:Engineering: You may spend up to 2 engineering points to move that many shields from your ship to a friendly ship at distance 1-5. **Redundant Shields:** Defensive Retrofit Ability:Modification. At the start of each Status Phase, you may recover 1 shield. ### MC30c Frigate (264pts) ### * #### MC30c Torpedo Frigate (89pts) #### Advanced Projectors (6pts), Ordnance Experts (4pts), Rapid Reload (8pts), •Admonition (8pts) **MC30c Torpedo Frigate:** Hull:4|Anti-Squadron Value:1 Blue|Command:2|Squadron:1|Engineering:3|Defense Tokens:Evade, Evade, Redirect, Redirect|Front Firing Arc:1 Blue, 2 Black|Left Firing Arc:2 Blue, 3 Black|Right Firing Arc:2 Blue, 3 Black|Rear Firing Arc:1 Blue, 1 Black|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Defensive Retrofit, Ordnance, Turbolasers **Admonition:** Ship Title Abilities:While defending, during the Spend Defense Tokens Step, you may discard a defense token to cancel 1 attack die. **Ordnance Experts:** Weapons Team Ability:While attacking, you may reroll any number of your black dice. **Advanced Projectors:** Defensive Retrofit Ability:When you resolve the Redirect token effect, you can choose more than one hull zone to suffer damage, which may include a nonadjacent hull zone. **Rapid Reload:** Ordnance Ability:Modification. The battery armaments for your left and right hull zones are increased by 1 black die. * #### MC30c Torpedo Frigate (85pts) #### Advanced Projectors (6pts), Ordnance Experts (4pts), Rapid Reload (8pts), •Lando Calrissian (4pts) **MC30c Torpedo Frigate:** Hull:4|Anti-Squadron Value:1 Blue|Command:2|Squadron:1|Engineering:3|Defense Tokens:Evade, Evade, Redirect, Redirect|Front Firing Arc:1 Blue, 2 Black|Left Firing Arc:2 Blue, 3 Black|Right Firing Arc:2 Blue, 3 Black|Rear Firing Arc:1 Blue, 1 Black|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Defensive Retrofit, Ordnance, Turbolasers **Lando Calrissian:** Officer Ability:While defending, during the Spend Defense Tokens Step, you may discard this card to force the attacker to reroll 1 or more dice of your choice. **Ordnance Experts:** Weapons Team Ability:While attacking, you may reroll any number of your black dice. **Advanced Projectors:** Defensive Retrofit Ability:When you resolve the Redirect token effect, you can choose more than one hull zone to suffer damage, which may include a nonadjacent hull zone. **Rapid Reload:** Ordnance Ability:Modification. The battery armaments for your left and right hull zones are increased by 1 black die. * #### MC30c Torpedo Frigate (90pts) #### Intel Officer (7pts), Ordnance Experts (4pts), Rapid Reload (8pts), •Foresight (8pts) **MC30c Torpedo Frigate:** Hull:4|Anti-Squadron Value:1 Blue|Command:2|Squadron:1|Engineering:3|Defense Tokens:Evade, Evade, Redirect, Redirect|Front Firing Arc:1 Blue, 2 Black|Left Firing Arc:2 Blue, 3 Black|Right Firing Arc:2 Blue, 3 Black|Rear Firing Arc:1 Blue, 1 Black|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Defensive Retrofit, Ordnance, Turbolasers **Foresight:** Ship Title Abilities:When you resolve the Evade defense effect, you can affect 1 additional die. When you resolve the Redirect defense effect, you can choose 1 additional adjacent hull zone to suffer damage. **Intel Officer:** Officer Ability:While attacking, after you roll your attack pool, you may exhaust this card to choose 1 defense token. If that token is spent during this attack, discard that token. **Ordnance Experts:** Weapons Team Ability:While attacking, you may reroll any number of your black dice. **Rapid Reload:** Ordnance Ability:Modification. The battery armaments for your left and right hull zones are increased by 1 black die. ### Objectives ### * #### Assault Objective #### Opening Salvo **Opening Salvo:** Setup:After deploying fleets, assign 1 objective token to each ship.|Special Rule:The first time a ship performs an attack against another ship, discard the attacker's objective token. If the attacker belongs to the first player, he adds 2 red dice to the attack pool. If the attacker belongs to the second player, he adds 2 dice, each of any color to the attack pool.|End of Game:Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least 1 damage card, rounded up.|Victory Token Value: * #### Defense Objective #### Fleet Ambush **Fleet Ambush:** Setup:The portion of the setup area that is beyond distance 5 of any edge of the setup area is the Ambush Zone. Players mark the corners of the ambush zone with objective tokens. Players take turns deploying fleets as normal, but must deploy all ships before deploying any squadrons. The first player must deploy ships within the ambush zone on his odd-numbered deployment turns, starting with his first turn. He cannot deploy ships or squadrons overlapping obstacles in the ambush zone. After setup is complete, he removes all objective tokens from the play area.|Special Rule:|End of Round:|Victory Token Value: * #### Navigation Objective #### Superior Positions **Superior Positions:** Setup:The first player must deploy all of his ships and squadrons before the second player.|Special Rule:After a ship or squadron performs an attack against the rear hull zone of another ship, if the defender suffered at least 1 damage, the attacker's owner gains 1 victory token.|End of Game:|Victory Token Value:15 Created with [battleScribe](http://www.battlescribe.net)
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I have them and they are so warped they are unusable. That's wicked disappointing cause the art on them is awesome
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I need to fill 33-39 points for a fighter screen. Currently using a triple mc30 torp build with vette and mon mothma. How to hold a rhymer ball still at least an extra turn or 2? I tried using 3xYT-1300 and it did decently well but I feel the escort is wasted. Ideas?
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FFG has a range ruler and squad speed ruler in the newest tourney kit
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EMPIRE FLEET 399 1 • Imperial I-class Star Destroyer - Imperial-class Star Destroyer (110) - Flight Controllers (6) - Boosted Comms (4) - Expanded Hangar Bay (5) • Total : 125 2 • Imperial I-class Star Destroyer - Imperial-class Star Destroyer (110) - Admiral Ozzel (20) - Flight Controllers (6) - Boosted Comms (4) - Expanded Hangar Bay (5) • Total : 145 3 • ''Howlrunner'' TIE Fighter Squadron - TIE Fighter (16) • Total : 16 4 • ''Mauler'' Mithel TIE Fighter Squadron - TIE Fighter (15) • Total : 15 5 • Dengar Punishing One - JumpMaster 5000 (20) • Total : 20 6 • TIE Fighter Squadron - TIE Fighter (8) x6 • Total : 48 7 • TIE Interceptor Squadron - TIE Interceptor (11) x2 • Total : 22 I'm curious to know what you guys/gals think of this build. Swarm for days... Lots and lots of counter and tons of extra dice...
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Tourney List Well rounded???? Rebel fast ships
Kretin replied to bindro's topic in Star Wars: Armada Fleet Builds
I like it, I just think the mc30 is a bit on the thin side, defensively. Maybe boost him with some extra defense from ECM or something of the sort
