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Everything posted by Pumpkyre

  1. Hi, I'm fairly new to Armada and I thought as one of my first battles I'll try some sort of Imperial MSU list. And as I like the look of GSD and Raiders, I tried to make them the main pieces of the fleet. One thing I'm not sure about are Gozantis, if I really need them and if it wouldn't be better to replace them with a Raider with FT, Kallus, OE and Instigator or Insidious. That would leave 23 point to spare, which could either be used for a bid or I could fit in naked Gozanti to reach 6 activations. What do you think? Name: Critical Role Faction: Imperial Commander: Admiral Screed Assault: Most Wanted Defense: Hyperspace Assault Navigation: Solar Corona Gladiator I-class Star Destroyer (56) • Admiral Screed (26)• Admiral Montferrat (5)• Ordnance Experts (4)• Assault Concussion Missiles (7)• Engine Techs (8)• Insidious (3)=109 points Gladiator I-class Star Destroyer (56)• Captain Brunson (5)• Ordnance Experts (4)• Assault Concussion Missiles (7)• Engine Techs (8)• Demolisher (10)=90 points Raider II-class Corvette (48) • Disposable Capacitors (3)• Heavy Ion Emplacements (9)=60 points Raider II-class Corvette (48) • Disposable Capacitors (3)• Heavy Ion Emplacements (9)=60 points Gozanti-class Cruisers (23) • Slicer Tools (7)=30 points Gozanti-class Cruisers (23) • Slicer Tools (7)=30 points Total points: 379
  2. With new FAQ out, I was considering taking Imperials to nationals. And as I love flying Strikers very much, I thought about taking all 3 named strikers (unfortunately, 3 strikers are all I can get now) and adding a Doomshuttle to the mix. I took Yorr mainly because of abusing Countdown's ability as much as possible with occasional stress-less segnor for Sabacc and Duchess. List: "Duchess" (23) VI (1), LWF (2), Adaptive Ailerons (0) "Pure Sabaac" (22) VI (1), LWF (2), Adaptive Ailerons (0) "Countdown" (20) Adaptive Ailerons(0) Captain Yorr (24) Collision Detector (0), Darth Vader (3) Total: 98 Now I keep remaining 2 pts for a bid, though I was considering putting tractor beam on Yorr or giving Countdown either LWF or MkII engines. What do you think, is that list worth a shot? Thanks in advance for suggestions!
  3. I saw few topics here about Rebel alpha strike squads and I liked ideas enough to make my version for upcoming SC: Horton Salm (25) Veteran Instincts (1), R2-D6 (1), Plasma Torpedoes (3), TLT (6), Vectored Thrusters (2) Wes Janson (29) Veteran Instincts (1), R3-A2 (2), Proton Torpedoes (4), Guidance Chips (0) Airen Cracken (19) Veteran Instincts (1), Homing Missiles (5), Guidance Chips (0) Total: 99 In theory, Wes fires firsts, does some damage and strips focus/evade to soften the target or TL to protect his buddies from ordnance shots/TL-based abilities. Airen fires next and gives Horton focus. Horton then fires with possible two rerolls and focus. Of course this is ideal scenario, but still I should be able to fire most of my ordnance in the first exchange. VTs on Horton help him to keep enemies in range of his TLT, as I do not think I will be able/allowed to fire torps second time with EM. Also, I did not pick Cruise Missiles because of the speed requirement. I fear that it will make Airen easier to predict and more difficult for me to keep the squad near him to benefit from his ability. Honestly, I'm more sure on using HM than picking VTs, as I've never used Y-Wing in a squad before. What do you think, could this possibly work? Is there something that can be changed to improve the list? Thanks in advance.
  4. I tried few games with following and I really like it: Poe Dameron (33) Intensity (2), BB-8 (2), Integrated Astromech (0), Primed Thrusters (1), Black One (1) Nien Nunb (29) Snap Shot (2), R3-A2 (2), Integrated Astromech (0) Jess Pava (25) M9-G8 (3), Integrated Astromech (0) Total: 100 It packs reasonable punch and is very resistant to TL-based attacks, but it requires precise flying in formation (unless Jess dies quicky, then it does not matter so much). Before, I flew PtL Poe with Jess with R2-D6 and A Score to Settle, which was a lot less durable. Now, with the evade token from Intensity, it's not so easy to take Poe down anymore.
  5. First, I think of all of my moves and decisions during the game that cost me ships or the game. Perhaps I turned in too early? Did I make unnecessary risks or rely on naked dice too often? Or did my opponent knew the whole time where i was going and what I was trying to do? Then, most of the time, I just use revised approach to the game. Or adopting wholly different strategy. Blaming dice comes into play only when I'm sure (or too arrogant to admit it ) that I have made some mistake. Second, I look at my ships and try to find some ways to compensate their flaws, if necessary. Mostly it is about switching upgrades to ones that suit me better. Or, if I'm sure that some of the ships just do not work well with others, others will take their place. And last, what helped me personally was watching through some logs from Vassal play. Learned few tricks from there, as well as saw some fun and original builds. Oh, and when I really think morale of my ships need a boost...I paint them and give them some sort of personalized nose art or write some text on them. Painting is good for relaxing after defeat as well
  6. My two B-wings. While I magnetized them, I did not feel skilled or lucky enough to make their cockpit rotate as well, so no increased comfort for those pilots
  7. Ahh, TIE Bomber, my favourite Imperial ship. Gamma Squadron from Veterans And last three of them, Gamma Sq. as well.
  8. They're green. "Green Squadron" just didn't sound right with no such color on their fighters Unfortunately no, but thank you . However, I can provide some pointers: - I used Citadel colors, with Caliban Green as base color and mix of it and Warpstone Glow for highlights. I used Citadel colors as I had some left from painting WFB. I also used dark green wash. - In case you have one of those red A-wings, just paint it with the dark green color over the original red one. Then, I applied wash over the green and where needed repaired the green where wash concentrated too much. Following this, I mixed the dark green with light green to highlight the tip, two raised panels, fuselage behing the cockpit and raised lines on engines of the fighter. With the A-wing nose nose, it's better to make several "levels" by steadily adding more light green to the mixture for achieving smooth transition between colors. - Repair any green smears on grey parts of the fighter. Also, you may higlight those parts as well in the same way as green ones. Plus you may apply some grey on few panels, to add more contrast or assymetry. If needed, you may use some sort of black wash to pronounce lines between panels (the one on the left has wash applied, two other do not for example). I hope this helps. And if you try some A-wing repaints yourself, that you will post them here
  9. I apologize for repost, this should be visible to all. My Advanced/x1 reserved for Vader
  10. Mine sole TIE Advanced/x1. Reserved for Vader.
  11. Green Squadron A-Wings of mine. Little guys got their share of kills, even shot down a Raider once. And here is closer look on the leader.
  12. I really like the lists with Red, Jess and Nien. I attempted to make some list with them since I got that nice but weird Red Ace alternate art card Jess Pava (25) M9-G8 (3), IA (0) Red Ace (29) R2-D2 (4), Comm Relay (3), IA (0) Nien Nunb (29) PtL (3), R4-D6 (1), Pattern Analyzer (2), Black One (1), IA (0) This Nien should survive some hits, with B1 he may also be able to protect Jess and Red. I'm not sure about PtL though, I put it there just so I may use B1 title from time to time. Otherwise I'd probably give him Rage.
  13. I second Karhedron's list. Your list relies on Thane too much, no ship in his arc means that you have 6pts of upgrades you will not use. Also, you need to catch at least 2 ships in your arc to have both Expose working and some modification available. With M9-G8, you do not have to worry so much, as at least you will have some TLs on your ships, so Thane will do something each round until he's dead. Additionally, munitions on Norra are a bit of waste of her pilot ability, as she would rather spend her TL on primary, which is more reliable than torpedo shot.
  14. I was actually thinking about something similar, using Keyan (Rage, IR, E2, CD) and Cassian (DtF, Jyn, FCS, Hera) joined by Expertise BB-8 Wedge for some additional teeth. Plan is for Cassian to keep his wingmen unstressed if needed and soaking some damage as well. Jyn is there both for thematic reasons and to shower one of the ships in focus tokens in case it is needed. However, I did not have the opportunity to play this list yet, so take it with a grain of salt.
  15. I tried few games with similar list (classic 40pts Norra instead of yours) and I had mixed feelings from that Thane build. On one side, that possibility of reroll makes Norra even more reliable in dishing out damage while also protecting Biggs from some nasty crits (and helping with R4-D6 actually working). On the other side, you need to keep enemy ships in his arc and also keep him from harm. When Biggs is dead, he'll probably became the next target and won't be able to use his ability again. Also, he competes with Stressbot Braylen for the same points. While I do not think that Braylen is universally better, he can be good counter to high PS aces which can evade Norra's arcs, also with gunner he will be probably more efficient that Thane during his attacks. Personally, I'd keep Thane, he's a lot of fun and that ability may catch someone off guard from time to time. Also, I'd consider Norra with TG instead of Kyle. Makes more use of that rear arc.
  16. Thanks very much! Definitely going to try both lists. Rexler was my favourite pilot a year back, so it's nice to find a place for him Also, I like difficult lists, as they force me to improve my planning and predictions by punishing every bad choice I make
  17. So I brought my list to Regionals and went 2-2 in 4 games. Not bad, I was able to play 2 games on 2nd table, but that meant I met more refined lists and more experienced players. So I learned a few things about my list the hard way. With that list, I really needed to kill some ships fast (and even faster than I expected) or I lose. Unfortunately, the only ship dealing some consistent damage was Tomax, either with missiles or with primary. He could be also difficult to shake off, especially with LRS to free his actions. Sabacc is much more of a gamble, but I think he compesates this with his cost and maneuverability. The only ship that underperformed in my opinion was Vessery. Yes, he drew a lot of fire (HU actually saved him two times and almost the third if not for direct hit crit), but his offence rolls whiffed more than once (he was getting his TL from Tomax most of the time, but still). Question is, is there some suitable replacement? I thought about few options to fill remaining 43 pts: 1) TIE Phantom 2) Inquisitor + AP 3) Carnor + AP 4) Rexler with Expertise, X7 and TIE MkII Another option is to ditch Sabacc as well and try following: Quickdraw (29) Draw Their Fire (1), FCS (2), SOT (0), LWF (2) Tomax Bren (24) Crack Shot (1), EM (2), HM (5), LRS/GC (0) Carnor Jax (26) PtL (3), RGT (0), AT (2), Hull Upgrade (3) I've never played SF before, so this may be pretty terrible idea. What do you think?
  18. Pumpkyre


    Glaive with TIE/D probably wants Predator, as it modifies both attack rolls. Outmaneuver suffers from the same issues as on Vessery in previous version. Omega should work in this configuration. Without Juke, he will be probably more effective against low AGI ships, but will have hard time to squeeze any damage through defenses of 3 AGI ships. SD is nice on Omega, especially if he is the last ship in 1v1 end game. And about Tomax, what is his purpose here? With Navigator and LR he will be slippery, but his 2 dice primary (unmodified if you used LR) is probably not enough to hurt anything. And most ships can deal with 1 stress.
  19. Pumpkyre


    I think this list has several issues: Outmaneuver on Vessery is nice, but hard to make use of, especially at PS6. I think there are better EPTs that synergize well with his ability and title such as Juke, Expertise or VI. Fleet Officer will not work together with Lightning Reflexes and both will switch off Ysanne. Maybe Systems Officer/Rebel Captive/Mara Jade instead of Ysanne? In addition, Fleet Officer works well with Cool Hand. Another possibility is Crack Shot, if you want to add a little offense. Omega Leader with Expose and EI is perhaps too risky. Your action would be probably TL for both him and to enable Vessery's ability. Also, the stress will make him predictable (even with green 2-turns). He may hit hard, but if he will end in arc of multiple ships then he will quicky die.
  20. I'm currently training Vess, Tomax and Sabacc squad for regionals and it seems to be decent. Hits hard and dies fast. In my opinion, TIE Striker is delightful ship to fly. With ailerons you can show some crazy maneuvers. I second the build for Sabacc with VI, LWF and AA. It is cheap and throws 4 red dice at PS8 while still able to evade some hits. Oh, and the model is great!
  21. Yeah, LRS is more tricky than GC, but I thought that it will give me the option to perform focus or br action instead of TL, giving me more flexibility and increased chance to catch some more slippery ships. Thanks for the prockets tip
  22. Hi, for upcoming regionals, I decided to take the Empire. My first intended build was VI HSCP RAC with Vader + Juke Maarek, but I much prefer 3 ship lists. With the addition of TIE Striker to my fleet, I tried to build a squad with focus on red dice it can throw at the opponent while having decent PS and maneuverability. Here is my take: Tomax Bren (24) Crack Shot (1), Homing Missiles (5). LRS (0), EM (2) Pure Sabacc (22) VI (1), Lightweight Frame (2), Adaptive Ailerons (0) - This slot could be filled with OL as well, which would help Vess with his TLs and provide the list with end game ship. However, I played OL in almost every local tournament for the last year, and TIE Striker provides kind of maneuverability options that just warms my heart, so I decided to give it a chance Col. Vessery (35) VI (1), Ion Cannon (3), TIE/D (0) , Hull Upgrade (3) Total (99) Cons are that these ships are fragile, but they hit hard at PS8 and Vess provides some control through ions. I have played two games (which is not much, I know) with this list and it performed really well, though all ships got some damage on them. I probably cannot expect this list to make it to Top 8 or even Top 16, which is fine with me I'm also not sold on hull upgrade on Vessery. While it helps him to stay alive, I though also of getting Ion Pulse Missiles or Thermal Detonators for Tomax instead to provide some more control options. I saw some builds putting TD on him, but I do not know if it's worth losing 1 hull off Vess. Did anyone tried similar list or ships in question? I'd be grateful for feedback and suggestions.
  23. So I played the list with 40 pts Norra with the last 2 pts spent on VT for Thane. It was fun. I usually play the Empire, so having shields and astromechs was refreshing. And two ARCs next to each other look really great. On the other hand, I'm not used to fly in close formation and it showed. Bumping Norra for two consecutive turns and generally bad squadron maneuvering led to my defeat, even though I managed to destroy almost all of my opponent's ships. I will definitely try this build again, as now I know what I did wrong.
  24. Thank you very much Vindicare! Previously I only used masking tape or freehand, but your methods are something I definitely want to try
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