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shuffman

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About shuffman

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    Fort Collins, CO

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  1. Hey all I have a 1A Ticket and I am looking for 1B. I am trying to make travel plans and am having trouble getting off of work for Thursday. Please contact me if you are willing to swap. Thanks! Jeremy
  2. Store Championship in Colorado Springs, CO at Petrie's Family Games. 27 players Top 4 were: 1. Unkar/Kylo/FN piloted by Matthew Lusk from Denver, CO (Wizard's Chest regular) 2. Vader/Raider piloted by Michael Vialpando 3rd: Unkar/Double Tie Pilot (Me) and Poe/Maz piloted by James Brannan Top of swiss was my Unkar/Double Tie Pilot at 5-0. Beat 3 Poe/Maz to get there.
  3. Would love to join up with the Rebs if a spot is available.
  4. I ordered mine 2 months ago and it just came in today.
  5. At Colorado I took 7th with Rieekan aces AF, fully loaded mc30 scout, and Yavaris. 1st and 2nd place both had 27 points and 1st won by 50 mov. I played second place, who ran a naked CR90b with Ackbar, 2 CR90as with TRCs, MC30 scout, TRC, OE, apt, Dash, and 6 YT2400. Those TRCs and YT2400s were absolutely brutal.
  6. So since I started playing this game, the rules regarding ship ramming and overlapping drove me crazy. It seemed completely asinine to me that a little CR90 in the core game could sit in front of a VSD and completely stop its movement with each ship only taking a single face down damage card each activation, until it was blasted out of space. As I have played through all the ships and waves, the rules regarding ramming and ships overlapping has only bothered me more. Conceptually it seems ludicrous that a corvette with rieekan can sit in the path of an ISD or MC80 and lock down its movement for 2 turns. The worst in my opinion is locking down the MC80, which is especially vulnerable to this tactic with fast moving corvettes. Here are my thoughts: Revision One - Make the damage penalty correspond with the size of the ship. For example, if a small ship runs into a big ship, the big ship takes one damage and the small ship takes 2 with one of those being a face-up. If a medium ship rams a small ship or vice versa the medium ship takes one damage and the small ship takes 2 face-down. And same scenario for a big ship and medium ship ramming. Revision Two - Apply the damage but the small ship is actually displaced by the large ship, much like squadrons. This would only apply if the size difference is 2 (i.e. small and large ship). Granted the first revision does not stop the Rieekan block scenario, but in either scenario a player with a small ship would think twice before suicide blocking a big ship... possibly. Thoughts?
  7. Here you go. I added this to my cheat sheet above. SQUADRON ACTIVATION - 2 ways to activate squads: 1. Ship Phase - activate squads during the Ship Phase by using a command dial and/or token. a. Dial - If using a dial you can activate as many squadrons equal to: Ship's squadron value (i.e. a Assault Frigate can activate 3 and a cr90 can activate one with a command) + Upgrades (i.e expanded hangers) + Token (1 for a squadron token if you have it and want to use it.) b. Token - remember you can use a squadron token even if you reveal something other than a squadron dial (i.e. movement etc.), but it's only 1 squad and you must announce that you are using it before attacking. 2. Squadron Phase - activate squads during the squadron phase (after all ships have activated). a. Move or Attack - Each squad that has not already activated can move OR attack (not both). b. Rotate 2 at a time - Player with highest initiative starts squad phase by activating 2 squads who move or attack then second player activates 2 and so on until all squads have been activated. Ship Phase Activation - i.e. using a Squadron Command dial or Squadron Token 1. Announce - Announce each squad you are activating one at a time. 2. Engaged = Attack or do Nothing - If you are engaged with a nonheavy squad you can only choose to attack or do nothing (certain unique squads like Tycho and ig88 do not have these restrictions). a. sometimes it's better to do nothing, like if the other squad has counter and you don't want to take damage. 3. If Engaged Squad is "Heavy" = Move AND/OR Attack - If you are engaged with a heavy squad (i.e they have "heavy" keyword or become heavy from a squad with intel being within distance 1 like jan and dengar) you can freely move AND then attack or vice versa. 4. Squad movement - you can move in any direction (360 degrees) but only in a straight line in one direction). a. Obstacles - remember if you finish your move completely in an obstacle you are obscured (I.e they roll one less die against you) and you cannot engage another squad or be engaged by another squad). 5. Squad Attack - you can attack any ship or squad within distance 1 that you have line of sight to, with the following Limitations: a. Engaged (not heavy) means only attack Squad) - If you are engaged by another squad and they aren't heavy you cannot attack a ship. b. Engaged with "Escort" means only attack Escort - If you are engaged by multiple squads who aren't heavy you must attack any squad who is an escort. i. Escort is KING - Remember even if all squads you are engaged with are heavy, if you choose to attack a squad instead of a ship you MUST attack any squads with the escort keyword. c. Not engaged OR only engaged by "Heavy" can attack a Ship - If you aren't engaged or you are only engaged by squads who are heavy you can attack a ship within distance 1 (Rhymer increases this distance to medium range). 6. Attacking a Ship - To attack a ship you must make sure of the following: a. Range = Distance 1 - ensure the hull you are attacking is distance 1 or less from any point on the base of your squad b. Line of Sight - You must have line of sight to the hull - trace a line from the closest part of your base to the yellow dot on the hull. c. If you have both = FIRE AWAY - Add any modifiers and apply any re-rolls. 7. Rinse and Repeat - Follow this order until you have activated all your squads.
  8. Anyone making it to this one this weekend? Come on people who does not want to take a summer vacation to the Sunshine State? Not to mention it is taking place at a brewery Convention Center.
  9. that is correct. From the rrg:"To measure attack range to or from a squadron, measure to or from the closest point of the squadron’s base.""When tracing line of sight to or from a squadron,trace the line using the point of the squadron’s base that is closest to the opposing squadron or hull zone." Wow mind blown here. I have been playing this wrong from the start and so has our whole gaming store. Not to mention it has never been corrected by anyone in my vassal games. Cannot believe I missed this.
  10. Since starting this game I know I have made many mistakes just due to not constantly running through the correct order of things in my head. I have developed a cheatsheet to assist people with clean play, especially newer players. Thanks for the Revisions suggestions everyone! I have added a detailed squadron activation guide. SHIP ACTIVATION: Dial -> Repair/Squadrons -> Attack -> Move 1. Reveal Command Dial - State whether using command dial or taking token a. Engineering - If Engineering, use repair at this time (If you intend to use an Engineering token this turn, you must also do it now) b. Squadrons - If Squadron, activate squadrons at this time (If you intend to use a Squadron token this turn, you must also do it now) c. Remember Veteran Captain - Do not pull a me and forget to use him until it is too late. -Activate Squadrons (See below for more in depth guide) Activate Squadrons: activate a number of squadrons up to your ship's squadron value (+1 for a token), doing so one squadron at a time. Don't forget that each squadron can move and/or attack or attack/move when activated during the ship phase. 1. Remember – Squadrons measure LoS by tracing a line using the point of the squadron's base that is closest to the opposing squadron or hull zone. 2. Attack: Check your ship’s firing arcs for Attack a. Declare which hull zone of your ship you are attacking from and which hull zone of the defending ship you are attacking. -Check Firing Arc – Trace a line along the firing arcs on your hull zone and ensure the defending ship’s hull is within that firing arc. -Check LoS (Line of Sight) – Trace a line from the yellow dot on your attacking hull zone to the defending hull zone. 1. If passes through another hull zone on the defending ship, you DO NOT have LoS and must choose another target. 2. If passes through another of your own hull zone, YOU DO have LoS (not obstructed). 3. If passes through another ship or obstacle – Obstructed (Deduct one dice from your pool). -Roll Dice - Roll dice based on armaments (certain upgrades increase this) 1. Add dice based on upgrades or Concentrate Fire Command Dial (If you intend to use a Concentrate Fire token you must declare it when using the Concentrate Fire order). 2. Reroll dice based on upgrades or Concentrate Fire Rerolls b. Rinse and Repeat from another hull zone (caveat: Gunnery Teams or Slaved Turrets). 3. Move: a. Use the movement ruler in conjunction with movement on your move card b. Movement Dial: Can increase or decrease speed by 1 and increase the “yaw” value by one click. c. Movement Token: Can use a movement token at this time to increase or decrease speed by 1. d. You can use the movement ruler to check movement up until you notch it into your ship’s base. e. CRUCIAL FOR CLEAN PLAY – once you are ready to move i. Notch the movement ruler into your ship’s base firmly ii. Hold the movement ruler down with one hand iii. Move your ship with the other hand and make sure it fits flush against the appropriate notch. iv. HOLD THE RULER DOWN FIRMLY WHILE DOING THIS TO ENSURE YOU DO NOT FLEX THE RULER v. Make sure to mark any ships or squads in your way for clean movement. SQUADRON ACTIVATION - 2 ways to activate squads: 1. Ship Phase - activate squads during the Ship Phase by using a command dial and/or token. a. Dial - If using a dial you can activate as many squadrons equal to: Ship's squadron value (i.e. a Assault Frigate can activate 3 and a cr90 can activate one with a command) + Upgrades (i.e expanded hangers) + Token (1 for a squadron token if you have it and want to use it.) b. Token - remember you can use a squadron token even if you reveal something other than a squadron dial (i.e. movement etc.), but it's only 1 squad and you must announce that you are using it before attacking. 2. Squadron Phase - activate squads during the squadron phase (after all ships have activated). a. Move or Attack - Each squad that has not already activated can move OR attack (not both). b. Rotate 2 at a time - Player with highest initiative starts squad phase by activating 2 squads who move or attack then second player activates 2 and so on until all squads have been activated. Ship Phase Activation - i.e. using a Squadron Command dial or Squadron Token 1. Announce - Announce each squad you are activating one at a time. 2. Engaged = Attack or do Nothing - If you are engaged with a nonheavy squad you can only choose to attack or do nothing (certain unique squads like Tycho and ig88 do not have these restrictions). a. sometimes it's better to do nothing, like if the other squad has counter and you don't want to take damage. 3. If Engaged Squad is "Heavy" = Move AND/OR Attack - If you are engaged with a heavy squad (i.e they have "heavy" keyword or become heavy from a squad with intel being within distance 1 like jan and dengar) you can freely move AND then attack or vice versa. 4. Squad movement - you can move in any direction (360 degrees) but only in a straight line in one direction). a. Obstacles - remember if you finish your move completely in an obstacle you are obscured (I.e they roll one less die against you) and you cannot engage another squad or be engaged by another squad). 5. Squad Attack - you can attack any ship or squad within distance 1 that you have line of sight to, with the following Limitations: a. Engaged (not heavy) means only attack Squad) - If you are engaged by another squad and they aren't heavy you cannot attack a ship. b. Engaged with "Escort" means only attack Escort - If you are engaged by multiple squads who aren't heavy you must attack any squad who is an escort. i. Escort is KING - Remember even if all squads you are engaged with are heavy, if you choose to attack a squad instead of a ship you MUST attack any squads with the escort keyword. c. Not engaged OR only engaged by "Heavy" can attack a Ship - If you aren't engaged or you are only engaged by squads who are heavy you can attack a ship within distance 1 (Rhymer increases this distance to medium range). 6. Attacking a Ship - To attack a ship you must make sure of the following: a. Range = Distance 1 - ensure the hull you are attacking is distance 1 or less from any point on the base of your squad b. Line of Sight - You must have line of sight to the hull - trace a line from the closest part of your base to the yellow dot on the hull. c. If you have both = FIRE AWAY - Add any modifiers and apply any re-rolls. 7. Rinse and Repeat - Follow this order until you have activated all your squads.
  11. However, if you hit first, Yavaris doesnt work. And if you have Rieekan, why bother? Wedge is going to die in the first squadron fight anyway. Activate first in a given round after engagement has already happened. If your enemy has a very bomber-centric ball with Intel they would probably mostly ignore your squadrons. They are there to throw powerful dice at capital ships, not throw ineffective dice at squadrons. If they have good anti-squadron support, then maybe. Obviously you need to read the situation. If they're using Intel to try and ignore Yavaris' squadrons, they must surely be smart enough to also use that Intel to avoid Yavaris' squadrons, too... I mean, maybe it's just my experience, but it's a pretty rare occasion on which I get to doubletap both Dutch and Wedge into the same target(s) because the target just sat in front of both of them. Sure that means they're effective at area denial... but it's not a particularly large area they're denying. Exactly this. I actually dropped Dutch, because I rarely setup the tap + Wedge combo and really when it comes down to it and almost never pulled it off with Yavaris for the double tap. Honestly Dutch is pretty underwhelming compared to a Scurgg... I dropped him like a bad habit for another scurgg to pair with Nym and have never looked back since.
  12. Or the other option is to not focus down the escorts and instead force them into hard choices. That's why you bring Tycho and Wedge. Tie them up in multiple places with enough of a spread to make the intel ship make a hard choice between one or the other... tycho's movement and defense is a headache for rhymerballs. The key is placement so Intel (dengar) cannot let those bombers loose or can only free up a small number at a time.
  13. So my thinking is in order for MM to really shine you have to push a high initiative bid, say like 16+ points to ensure you get first swing. Setting up a double arc with a MC30 at the end of the turn, unleashing it on the next turn, and skating away is invaluable. And it has the added benefit of negating the triple tap. Let that Demo chase you around the map. I have been playing a Rieekan list, but I really want to make MM work to put her in the top bracket for the upcoming regionals. What about doing a list like this, to capitalize on long/medium range TRC shots while sending in my MC30's to do the heavy hitting: REBEL FLEET 381/400 1 • CR90 Corellian Corvette A - CR90 Corellian Corvette (44) - Mon Mothma (30) - Lando Calrissian (4) - Turbolaser Reroute Circuits (7) - Jaina's Light (2) • Total : 87 • Code : r1c4o16t7f6 2 • CR90 Corellian Corvette A - CR90 Corellian Corvette (44) - Turbolaser Reroute Circuits (7) • Total : 51 • Code : r1t7 3 • CR90 Corellian Corvette A - CR90 Corellian Corvette (44) - Turbolaser Reroute Circuits (7) • Total : 51 • Code : r1t7 4 • MC30c Torpedo Frigate - MC30c (63) - Ordnance Experts (4) - Assault Proton Torpedoes (5) - Admonition (8) • Total : 80 • Code : r17w5n4f17 5 • MC30c Torpedo Frigate - MC30c (63) - Ordnance Experts (4) - Assault Proton Torpedoes (5) - Foresight (8) • Total : 80 • Code : r17w5n4f18 6 • YT-2400 - YT-2400 (16) • Total : 16 • Code : r23 7 • YT-2400 - YT-2400 (16) • Total : 16 • Code : r23 8 • Objectives - Objectives (0) - Most Wanted (0) - Hyperspace Assault (0) - Intel Sweep (0) • Total : 0 • Code : r0a2a8a9
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