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Vae

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Everything posted by Vae

  1. There's also this guy with magnetic connecting command trays: https://www.etsy.com/shop/MagDeckShop
  2. On the contrary: snipe specifically names it as anti-squadron armament, the exact working used by FC. I think the wording in Snipe refers to anti-squadron armament as opposed to anti-ship armament and not the AS armament of the card. It doesn't refer to the AS armament of the card for the very good reason that it (Snipe 4) is defining the attack as specifically 4 AS blue dice. Otherwise they could have made the card a lot simpler and removed the 4 from Snipe and the reference to specifically 4 dice. I also expect we might see Snipe 3 or Snipe 5. Similar keyword structure has been use din other games like Magic.
  3. As I argued against this in the other thread I agree it will work with Howlrunner due to the Attack pool Modification but I don't think Flight Controllers will work as the keyword is "Snipe 4" which specifies 4 AS dice and doesn't reference the AS armament box which is what is being modified.
  4. Howlrunner Modifies Attack pool. Attack pool is formed after you roll your Snipe Dice. THAT one works. End of Story. Ok agreed about Howl with the attack pool. However FC I don't think will work.
  5. Normally I'd defer to Dras's interpretations but I think here that he's wrong. The ability is "Snipe 4" and specifically says that it is 4 AS dice. It doesn't refer to the AS armament of the squadron (which happens to be 4) which is being modified by FC or Howl.
  6. YV666's are tough and powerful but do nothing to stop bombers. 6 of them failed to stop my B-wings eating an Interdictor and 2 Victories over 3 turns. They did eventually kill almost all my squadrons for the loss of 1 YV666 but I'll take that trade!
  7. I've been running Yavaris B's as second player successfully - tabled 4 opponents so far (3x9-2 wins and 1x10-1). Objectives are mainly Precision Strike, Superior positions and Hyperspace assault (except when I thought Contested Outpost was a good idea and ended up ignoring the objective to kill ships).
  8. Why not? Titled MC30 should be able to survive one round of shooting, I believe. Yavaris can wait till the target ship activates and moves in and strike with the bombers (and also is likely to survive a round of shooting as long as its sides aren't exposed). Agreed that they should be able to survive but my issue with them has been that without first player the enemy has a chance to run out of black dice range. As second player with MC30's you need to play more conservatively and force the enemy to activate into your black arcs or pincer two enemy ships. Each of which make your MC30 more vulnerable so overall I'd much prefer a healthy bid and first player.
  9. Refinements made by rebel techs stripped away the A-wing's shields, armor and heavy weapons in favor of raw speed, resulting in a fighter that was tough to maintain and fly, but could outrun even a TIE interceptor. These reworked A-wings played a large role in the Battle of Endor, the rebels' greatest victory over the Empire. http://www.starwars.com/databank/a-wing-fighter
  10. I've never liked them using A-wings in Rebels. The backstory from the EU is that they were designed by Dodonna post Battle of Yavin (hence not present at it). This has all been changed in the new Canon with them being introduced much earlier in the timeline (but not present at Battle of Yavin)and apparently without shields hence so many Phoenix squadron pilots dying so easily. A better fit for Phoenix squadron would have been to have them fly Z95's.
  11. Are you putting each of the two types of a particular ship in a sleeve back to back e.g. Corvette A one side with the Corvette B card reversed behind it so you can flip between them. If you had been sleeving them separately then this halves the amount of sleeves needed.
  12. I played this version with some success: Cracken MC30 Transports Author: Vae Faction: Rebel Alliance Points: 389/400 Commander: General Cracken Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Intel Sweep MC30c Torpedo Frigate (63 points) - Admonition ( 8 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost MC30c Torpedo Frigate (63 points) - Lando Calrissian ( 4 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 76 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) = 27 total ship cost GR-75 Medium Transports (18 points) = 18 total ship cost [ flagship ] CR90 Corvette A (44 points) - General Cracken ( 26 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 79 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost 3 X-Wing Squadrons ( 39 points) 1 Jan Ors ( 19 points)
  13. Dodonna Bomber command Author: Vae Faction: Rebel Alliance Points: 408/400 Commander: General Dodonna Assault Objective: Precision Strike Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] MC80 Command Cruiser (106 points) - General Dodonna ( 20 points) - Defiance ( 5 points) - Flight Commander ( 3 points) - Fighter Coordination Team ( 3 points) - Boosted Comms ( 4 points) - Electronic Countermeasures ( 7 points) = 148 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) - Comms Net ( 2 points) = 29 total ship cost GR-75 Medium Transports (18 points) - Leia Organa ( 3 points) - Bomber Command Center ( 8 points) = 29 total ship cost Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) - Flight Commander ( 3 points) - Fighter Coordination Team ( 3 points) = 68 total ship cost 1 Jan Ors ( 19 points) 3 YT-1300s ( 39 points) 4 B-Wing Squadrons ( 56 points) 2 Y-Wing Squadrons ( 20 points) I've considered various options on where I can save 8 points but can't make a decision so any thoughts? I'm currently considering: - lose 2 y-wings for 1 HWK but gives 9 squads - lose defiance and change 1 YT to a y-wing but then only 2 escorts - lose 2 y-wings and change 1 YT to Nym and have a bid - lose 2 y-wings and change 1 YT to Luke and Leading shots on the MC80
  14. I don't think any of the rebel cards listed break the core mechanics/game concepts (in this case shoot then move for ships and squadrons having to get close to shoot). They have powerful effects (some more than others) but not game changing ones. If I was looking for a rebel example of changing core mechanics then Sato would probably serve. Black dice and Crit effects at long range could be considered breaking the core mechanics in a way that Defiance doesn't. However I'm still not sure that it does so to the same extent that Demo/Rhymer do.
  15. After running 2x MC30T a lot I've come to the conclusion that I prefer Admonition on one and then Lando on the second rather than Foresight as normally they will only be shot at long range or short range. I also think Cracken works best with them but it depends on the rest of your fleet if he is best overall. With TRC90's and Flotillas he is ideal.
  16. You have 3 limitations with your fighters: - Max 134 point spend - Squadron Command of 8 (including 2 EHB) - You only have 1 squadron pack so can only include 2 each of the non-fighter Ties Howlrunner, Rhymer and Vader are auto-includes either due to their ability or (with Vader) because you don't have any more Advanced to include. Mauler and Soontir could be replaced with 4 ordinary Ties (but not by an interceptor and 3 fighters due to points and you want to stick to even numbers of fighters for deployments). You aren't going to get the best use out of Mauler without Intel. Soontir works well with Escorts but you only have 2 of them. However with Howlrunner he also has Counter 3 which makes shooting him painful. If you did swap these out you'd have 12 squadrons but only 8 command. That's not a disaster as you will lose some fighters and can use the 2 bombers (and later all squadrons after you have eliminated their squadrons) at Medium range without squadron commands. Your weakness is going to be anti-squadron fire as the majority of your squadrons are 3 hull. Essentially Mad Cat is correct - you really need another ship (and maybe Rogues/Villains) for 400 points. Gladiator makes most sense (Demolisher being an auto-include) and is cheapest but equally ISD or Interdictor would work but both would prefer a better squadron make-up.
  17. Not a huge fan but my 2 cents: H9's to Admonition 1 BCC to Toryn Farr and Bright Hope (-1 pt) Bright Hope to Quantum Storm (+1 pt) 2 Ywings to Jan and 1 Xwing (-12 points) MK: + Gunnery teams, - Raymus, - SW7, -XX9, -XI7 (+16 points) Total +4 points which you can use to add back something you disagree with me removing
  18. I'd consider Wedge/Dutch instead of Luke and an Xwing. I also probably wouldn't run Antilles as I think Yavaris will die fast and you won't get the use from it. Perhaps the Veteran officer instead. I don't think Madine particularly helps this list and Cracken (doesn't really help Yavaris), MM or Rieeken would be better. I've never been that fond of tooling up Scout MC30's for close combat as I prefer the cheaper MC30T for that. You could consider Adminition as an MC30T and Foresight as an MC30S with Gunnery teams and no Ord Exp/APT. In terms of a reasonably similar list I had a good wave 3 game (vs 2 ISD's who got off 1 front arc shot all game, and 1 Gozanti) with the following list but I'm worried about interdictors in wave 4 so haven't played it again. Points: 389/400 Commander: General Cracken Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Intel Sweep MC30c Torpedo Frigate (63 points) - Admonition ( 8 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost MC30c Torpedo Frigate (63 points) - Lando Callrissian ( 4 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 76 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) = 27 total ship cost GR-75 Medium Transports (18 points) = 18 total ship cost [ flagship ] CR90 Corvette A (44 points) - General Cracken ( 26 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 79 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost 3 X-Wing Squadrons ( 39 points) 1 Jan Ors ( 19 points)
  19. Unfortunately you are very limited in what you can build at 400 points with what you have. Essentially you need to use everything and then you still have a healthy bid for first player and have also included some possibly questionable upgrade (Dominator). I've ignored enhanced armaments but it might be a better option than Dominator. Other options might be to include the Warlord/H9 turbolasers combo which means you can turn one hit, crit or accuracy into a double hit but it's expensive for what it is. I've also assumed that you will have access to all the upgrade cards you possess and aren't trying to also field a rebel fleet. The below fleet has more or less a carrier (thinking about it like that then maybe swap dominator for enhanced armaments or warlord/H9) and a gunboat. You will be relying on your fighters/bombers to carry the day while trying to keep your victories alive. Contested outpost would be your best bet for an objective to play and let the enemy come to you. Victory Faction: Galactic Empire Points: 388/400 Commander: Admiral Motti Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] Victory II-Class Star Destroyer (85 points) - Admiral Motti ( 24 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Expanded Hangar Bay ( 5 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 138 total ship cost Victory II-Class Star Destroyer (85 points) - Dominator ( 12 points) - Flight Controllers ( 6 points) - Expanded Hangar Bay ( 5 points) - Overload Pulse ( 8 points) = 116 total ship cost 1 TIE Bomber Squadron ( 9 points) 1 Major Rhymer ( 16 points) 1 "Howlrunner" ( 16 points) 1 "Mauler" Mithel ( 15 points) 1 Darth Vader ( 21 points) 1 TIE Advanced Squadron ( 12 points) 1 TIE Interceptor Squadron ( 11 points) 1 Soontir Fel ( 18 points) 2 TIE Fighter Squadrons ( 16 points)
  20. I've tabled 2 imperials in my last 2 games with this similar list: Points: 400/400 Commander: General Dodonna Assault Objective: Precision Strike Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] MC80 Command Cruiser (106 points) - General Dodonna ( 20 points) - Defiance ( 5 points) - Fighter Coordination Team ( 3 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) = 145 total ship cost Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) - Flight Commander ( 3 points) - Fighter Coordination Team ( 3 points) = 68 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) = 27 total ship cost GR-75 Medium Transports (18 points) - Leia Organa ( 3 points) - Bomber Command Center ( 8 points) = 29 total ship cost 1 Jan Ors ( 19 points) 2 YT-1300s ( 26 points) 4 B-Wing Squadrons ( 56 points) 3 Y-Wing Squadrons ( 30 points)
  21. As you're in IRE then consider ordering from one of the UK companies instead and taking advantage of the cheap pound. The companies I tend to look at are: board game extras, chaos cards, dark sphere (my local store so I feel i should support them), wayland games (though not sure I'd recommend them but they were cheapest on Wave 3/4), sometimes Amazon, Shop4world and book depository have good deals. ISD from board game extras is £34.75 including delivery so only ~€42. Also if you are going to buy in a different currency I'd consider looking at something like the Revolut app/card which will get you better currency rates than your normal credit/debit card. In terms of what stuff to buy I'd seek out local Armada players and see if anyone will give you a game supplementing your core set with a couple of their ships to give them a try but if there aren't many/any (as you suggest) then: Imperial: ISD and Gladiator plus the core VSD is a well balanced fleet (start with a squadron pack and then add ISD or Gladiator) Rebel: AFMk2 is a well rounded ship. Pair it with a squadron pack and then either the Mon Cal cruiser or an MC30 (and your cores ships) to get an equivalent fleet.
  22. Use objectives that work against Rieeken such as Precision strike and Superior positions where you can continue to get points tokens after you have 'killed' the ship.
  23. Interdictor is about 1 3/8" and Liberty is about 7/8"
  24. I'm not sure you need MK, XI7 and XX9 on the Lib. I'd drop XI7, XX9 and medical team to give you 12 points, buy another medium transport and change the 3 YT2400's to 4 Awings to be activated by the transports.
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