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About louisjrt
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- Birthday 11/11/1981
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Trois-Rivières, Québec
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The problem I see with this is that the MC30c Torpedo Frigate can't use any red dice. Ackbar adds 2 red dice to the pool IF and ONLY IF you already have Red dices. That's why I used Enhanced Armament. I don't understand the use of H9 turbolaser on them since they won't have any red dice... Am I missing something?
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I love this game and I'm making a come back ... I'd like any advice, but remember : I'm starting simple to have a greater ease with the list... 1 X GR-75 Medium Transport + Ackbar + Quantum Storm [57pts] 2 X MC30c Scout Frigate + TRC [76 pts each = 152pts for both] 2 X MC30c Torpedo Frigate + Intel Officer + Enhanced Armament + Ordnance Expert + Assault Concussion Missile [91pts each = 182 pts for both] Total : 391pts Basically, the stratagem is... The GR75 avoids the fight (easy) to preserve Ackbar The Scout are "long range support" (4 red dice, +1 with command and TRC [with 2 Evade token]) but can adjust for a close quarter brawl (they still pack 3 black dices to their arsenal). The torpedo are close quarter hitters, but still manage to use 3 red dice at long range, 3 Red + 2 blue at medium, and 3 red + 2 blue + 3 black at close... with all the enhancement to punch hard! Question : 1 - is quantum storm really needed? 2 - is 391pts low enough? 3 - any alternative to the Intel Officers that I should consider? 4 - I really prefer the Assault Concussion missiles to the Assault Proton Tordepoes... Am I really missing something there?
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Help a Rebel noob (we've all been teens :p )
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
HAHAHA nice! I'll buy the extra MC30c as soon as they get one in the local store... along with a Corvette PS: what about the 2 new alternative to the list? -
Help a Rebel noob (we've all been teens :p )
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
Tycho looks badass! I should try him indeed! My problem is with squadrons in generals : 1 - do I NEED to use them to have an efficient list (can I do a good list without any)? 2 - Can squadrons be efficient/do something when you face a combination of : Howlrunner + Major Rhymer + Dengar + 3 bombers + 2 TIE advanced + 2 Interceptors + I think their was another dude that made my A-Wings "Heavy" within a radius or something (?), because frankly I couldn't do **** with my squadrons! His squadrons could move and shoot in the ship's activation phase (he had 2 "mothership" based around using squadrons, a decent tactic indeed) and I couldn't engaged while he had extra reach to shoot me down, I couldn't lock his squadron in place and he had so many shots that anyway the A-Wings couldn't survive... 3 - How much investment in squadron is "too much" investment? Side note : having counter 2 on TIEs and counter 4 on TIE advanced is INSANE ... no A-Wings is taking that down! Edit : Like, would this be efficient? 4 X MC30c Scout (69) + TRC (7) = 304pts 1 X GR-75 Medium Transport (18) 1 X GR-75 Medium Transport (18) + Leia Organa (3) 1 X GR-75 Medium Transport (18) + Admiral Ackbar (38) + Quantum Storm (1) Total : 400 pts I know the GR75 doesn't benefit from Ackbar, but they would pretty much be activation spenders and squadron shooters... and rammers... and objective catchers and the likes... VS 3 X MC30c Scout (69) + TRC (7) = 228pts 2 X CR90 Corvette A (44) + TRC (7) = 102pts 1 X GR-75 Combat Retrofit(24) + Admiral Ackbar (38) + Quantum Storm (1) + Lendo Callriassian (4) = 67pts Total 397pts -
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Help a Rebel noob (we've all been teens :p )
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
Sorry for this but I fought and won my second game of armada with the third list (the 4 X MC30c one) and it was HILARIOUS! My adversary is a really good tactician who knows the system like I know my own cucumber's size and he used a squadron heavy army (with like characters that gave his tie fighter extra counter, made my squadron "heavy" and all that). He did a single mistake at the start but went on with it anyway and faired quite well despite said error. I can't tell if the list can be good since I won only out of shear IMPOSSIBLE LUCK! My worst roll with my ships, using 4 red dice, was 1 crit and 4 damages! That was the worst roll of the entire game! 6 turns of average 7 damages out of 4 red dices! At one point I think I had 11 hit on blue dices out of 13 roll (using my anti squadron armament) I felt bad for my adversary... but he quickly made clear that the game was too funny at this point to not laugh about it! Love the experience, love the MC30c's speed, global resilience and the 4 red dices + TRC is really something to consider, nothing to sneeze at, and when the target gets too close, the shear amount of damage output the torpedo's black dice add is INSANE (although this also means the evade token can't be used to defend and that's also something important : kill or be killed)! Sadly, the A-wing didn't do SH*T ... like... one countered for 2 damages and that's ALL they did... I wonder if I shouldn't drop them... Also, it was hard to maneuver 4 ships at speed 3 in a line without ramming myself, but I managed to do it only at one point! Thanks again guys! -
Help a Rebel noob (we've all been teens :p )
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
HAHAHA funny new idea came out of that guys! List C - 398pts (Sorry to go out with this, but my god the amount of dices this list could get!!!) 1 X MC30c Scout Frigate [Admiral Ackbar (38), Title : Foresight (5), Turbolaser Reroute Circuits (7), Electronic Countermeasures (7)] 126 pts 3 X MC30c Scout Frigate [Turbolaser Reroute Circuits (7)] 228 pts 4 X A-Wings 44 pts Objectives : pretty much the same 3 Advance Gunnery, Firelane Intel Sweep -
Help a Rebel noob (we've all been teens :p )
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
Thanks both of you. Would you have a preference between the MC30c's "Torpedo" VS "Scout" versions? -
I got 2 lists to choose from, I would like you guys to help me pick one... Also, both lists aren't perfect, especially the second one (the Mark II B feels like it wants to be a little bit of everything, while eating up pts for extra A-Wing squadrons it could be commanding... or anything else!), so I really would appreciate any suggestion/modifications... or tell me the good moves I did (positive come back aren't bad). List A - 395pts - Admiral : Ackbar (because I'm a noob, it's easier to deal with his extra dices) 1 X MC 80 Assault Cruiser [Admiral Ackbar (38), Title : Defiance (5), Redundant Shield (8), Electronic Countermeasures (7), Leading Shot (4)] 176 pts 3 X CR90 Corvette A [Turbolaser Reroute Circuits (7)] 153 pts 6 X A-Wings 66 pts List B - 396pts - Admiral : Ackbar (still a noob, didn't became "GUD" while writhing the first list) 1 X Assault Frigate Mark II B [Admiral Ackbar (38), Title : Gallant Haven (8), Intel Officer (7), Veteran Gunners (5), Electronic Countermeasures (7), Turbolaser Reroute Circuits (7)] 144 pts 4 X CR90 Corvette A [Turbolaser Reroute Circuits (7)] 204 pts 4 X A-Wings 44 pts As for Objectives, I felt like both could be okay with : Advance Gunnery, Firelane Intel Sweep EDIT : I edited the Turbolaser Reroute Circuit on the MC80 (god I can't stop making that mistake!!!) for Leading shot
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First Attempt - 400pts rebel for tournament
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
Thanks (to think I read the basic manual twice... and it didn't include all rules!) I dropped the Fighter Coordination Team and converted the secondary ECM to a redundant shield, lowering the army value to 398pts -
First Attempt - 400pts rebel for tournament
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
Oki I changed the original list -
First Attempt - 400pts rebel for tournament
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
True that : the main idea behind this list was to go for 2 or 3 different ship/squadron total [minimum diversity = easier to master] with modifications concentrated on the admiral ship (1 model to really look at when stuff happens with it). So far I make mistake when building the list, but I don't forget too much on the table. Edit : and adding A-wing isn't much too take into considerations... -
First Attempt - 400pts rebel for tournament
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
Darn it! true that! I'm so new to the game! I make obvious mistakes! -
First Attempt - 400pts rebel for tournament
louisjrt replied to louisjrt's topic in Star Wars: Armada Fleet Builds
Thanks!!! I'm already looking into modifications (happy to see some of the ideas I had gets an echo in your minds!!!) Yea : title are linked to the ship model... stupid little me! Thanks Mad Cat! Switching the TRC for a gunnery team could be a great idea (slightly better overall efficiency for a slightly less impressive single target efficiency... and better survival-ability) I also think I could drop up to 1 or 2 corvettes for 4 to 8 A-Wing squadrons. Last but not least... should I switch the "Assault frigate Mark II" A for an "MC80 Star cruiser - Assault Cruiser"? it would upgrade the overall survival of Ackbar and improve the gunnery team efficiency (2 X 6 red dices on 2 different target is quite something!) It would be something like dropping 2 corvette for a MC80 upgrade and 5 A-wings... could be good no? I would still have 4 corvettes... not too shabby... yet definitively less swarmy... it would be a 397pts army... although dropping to 4 A-Wings could leave me with 2 electronic counter measure on the MC80 and the Defiance title... total 398pts... so many possibilities! PS : sorry but I don't get the TRC90 reference [what's that?]. -
Based on comments, here's a revised version... 1 X Admiral Ackbar (38) 1 X MC80 Star Cruiser Assault Cruiser (114)+ Electronic Countermeasure (7) + Redundant Shield (8) Total : 167pts 4 X CR90 Corvette A Total : 176 pts 5 X A-Wings Total : 55pts Army Total : 398pts Tactic : Corvette run fast, working as flankers. A-Wings tags along the MC80 to protect it. MC80 ponders the meaning of life of brian and the holy grail [Monty Piton, sorry] Edit [This was the original post] : I'm new to armada and really like the feel it gives. I'm sure my idea is nothing new... but anyway if you guys could tell me the flaws I would have with this list in a constructive way... [38pts] Admiral "Trap" Ackbar [97pts] Assault Frigate Mark II A [81pts] + electronic countermeasure [7pts] + Turbolaser Reroute Circuits [7pts] + Bright Hope Title [2pts] [264pts] 6 X CR90 Corvette A [44pts] 399pts The basic tactic would be to have 2 or 3 wave of 3 or 2 corvettes working together to maximize the extra 2 red dices given by Ackbar, while the admiral ship adapts. the whole fleet remains as far as possible, as fast as possible. The sheer amount of ship felt like it could also get rid of squadrons if synchronized properly (dropping the red dices for combined shooting) My main fear is against squadrons... I can't quite evaluate how much of a treat they really are to me... thanks for any constructive comments!
