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Hamanu1

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About Hamanu1

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    Liburnija, Croatia.
  1. Hi, I'be been away from the game for almost two years now and am looking to get back into it. I want to buy the Chimaera and either the Imperial Light Carrier or the second Arquittens. Since I haven't been following the threads and the strategies for a while but need to make the purchase tomorrow would someone be kind to offer advice on whether it is better to get a second Kittie or one Light Carrier. I can get the other in a few months but for the time being I have to use the funds sparingly, hence the question. Thanks.
  2. Why is Rhymer needed for the Mandalorians when they're not bombers? Scrap that... I'm being stupid
  3. I have just one correction to this, otherwise, excellent and interesting article on Konstantine (the admiral). It regards the image at the beginning of the thread. The Late Roman Army did not look like the army of the Principate, but was already well on the way to resembling a medieval army with chain and scale armor and the longsword. Also, the classic lorica segmentata armor featured on the pillars of Traian in Dacia and immortalized by Hollywood and Asterix (who are to blame for the popular misconception) were also a symbol of status, of being a full Roman citizen which was rendered moot by the edict of Caracala in 212... errrgh... not relevant. Excellent read!
  4. Yes! The answer to this question is always yes. There is no such thing as too many ships one can buy
  5. My view is that getting 2 of each ship is the optimal target number in this game.
  6. Is it worth having two Peltas?
  7. So, what you're saying is that they're great at being multipurpose fighter bombers but cannot beat a dedicated anti-fighter group. That means its better to use them in combination with ig88 and interceptors
  8. Probably with Jendon.
  9. So... 2 Defenders, Marek, 2 Bombers, Rhymer, Jendon, Tempest, Black Squadron for the ultimate Rhymerball? And that's before the extra squadron points when the limit is raised to 500
  10. Ouch... I left my pack unopened as I won't be playing for another few weeks. Now I'm half scared I might be missing defenders. Wouldn't mind having extras, but I need all six to be accounted for (for six one model squadrons hehe)
  11. As an imperial player, I'm quite happy with what we got so far. I can see myself getting the SSD, but I have no real use for the ISD I or any of the possible variants. I own 2 ISDs and they're good enough models to represent just about any heavy triangular ship with a large base that FFG can think of. Since I don't play in official tournaments I can pretty much proxy any card they might introduce in these possible ISD variants so at least I'll save some cash. Same with fighters. Now that I got the defender I don't think I need any other Imperial fighter, nor can I think of anything else they might add. What I would spend money on are more campaigns. This is the content that I believe enriches the game for us non competitive tournament types and I'm hoping we'll get more of those.
  12. I thought the title didn't count... Hmm. No biggie
  13. Just to confirm what was said about Overload Pulse. In order to benefit the Avenger it should be on another ship that fires first. Not an easy thing to pull off consistently.
  14. I see. I haven't taken into account the likely possibility that I would probably need to win 4-5 battles before I get enough points to bring the fleet close to the finished state and it might never develop as initially desired So how 'bout this? Devastator is the main gun, with Arquittens as a flanker (mosquito biter) whereas the Interdictor's role is to survive and keep Devastator alive as it deploys its defense tokens with abandon. Vader's Fist - beginner phase Author: Hamanu Faction: Galactic Empire Points: 393/400 Commander: Darth Vader Assault Objective: Advanced Gunnery Defense Objective: Fleet Ambush Navigation Objective: Superior Positions [ flagship ] Imperial II-Class Star Destroyer (120 points) - Darth Vader ( 36 points) - Devastator ( 10 points) - SW 7 Ion Batteries ( 5 points) = 171 total ship cost Interdictor-class Suppression Refit (90 points) - Projection Experts ( 6 points) = 96 total ship cost Arquitens-class Light Cruiser (54 points) - Hand of Justice ( 4 points) - Dual Turbolaser Turrets ( 5 points) = 63 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 2 TIE Fighter Squadrons ( 16 points) 2 TIE Interceptor Squadrons ( 22 points) Card view link Fleet created with Armada Warlords
  15. Well, the 400 point fleet will be relatively barebone, but I assume that the campaign will enable me to add the necessary upgrades over time. This would be the "completed" version. You think it isn't viable in the barebone setup?
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