deDios

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About deDios

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  1. Great app for me. Really using it too much for my own good.
  2. Mothma makes sense. Evades need to have their day too! How bent are you on 1st player? The objectives here seem like 1st or 2nd player is a win/win. 1st player can get one ship out of jail free each round and 2nd is practically free points with those objectives. What about Lando on a shrimp and a couple other creature comforts (Dodonna's Pride for your first shot on ISD's is fun, or something else) to spend those last few points. I'm also not sure about the chart officers utility. I feel like the vettes can maneuver around obstacles pretty well naturally. More points to spend on that CR90A upgrade or ice cream for the Admiral's kids or a couple of A wings or HWK.
  3. You can't solve the squadron prob with a fleet like this, but high speeds and a loose formation on approach does a lot to mitigate a bomber cloud. It's unconventional, but Madine with Vettes is an absolute blast to fly and often allows me to get a 2nd volley in with blue dice where I would have normally overshot my target. 2 clicks on the first knuckle at speed 4 is more than a U-turn. There is also a quiet 'arc dodging' effect that gets overlooked in dice and defense token discussions. I think this list flies different with each Admiral you'd choose, but is flexible enough to do any of them. I faced one of these in a tourney with an inexperienced guy flying it and it was hard to rack any points against it because they were so darn slippery (he was using Cracken). I did not have a high speed bomber wing that time.
  4. Pallaeon to Madine, "Well, take care of yourself. I guess that is what your best at isn't it." Madine, "Hey Gil. May the force be with you." I'd love to get some tips on flying (and a regaling of your history with) two-dreadnaught fu, but dont feel like you have to. You guys have done way more than I counted on here. You were summoned by name to this campfire you know... I've nearly got a retooled list to account for some of my style quirks and lack of practical experience (yet). Hopefully I'll get to run a version of it this weekend.
  5. I nearly always use XI7's on my MC80L and find the Mon Karren to be almost redundant with it, but the XI7's deal with Adv Projectors better. If I need the Turbolaser slot for something else, then Mon Karren goes in, otherwise I try to save the points. In some ways, this list is ironically my attempt to use the Turbo slot for something else, and then didn't re-add the Mon Karren title when I needed it. Thanks for the catch.
  6. Bothan prudence... I will not plan to use Station Assault at the Tourney, but will probably obsess over getting it to work in casual play. @DrakonLord Wow, that is incredible how similar it is to this one! I'd miss pushing a decent squadron wing around, but the smug grin a guy could put on his face while the other side of the table sifts through his options when this fleet is so much simpler has got to be worth something in casual play. @GiledPallaeon I'll look into balancing their abilities. I was actually going for asymmetry here, but maybe a little more balance would be good if the objectives didn't go to Thrawn-like perfection. Dropping Madine for a merfolk (albeit a respectable one) is maybe more than I can handle, however. The rationale for Madine on the Liberty is because if that ship is lost, Madine isn't as crucial anymore, but losing him makes the Liberty far more vulnerable. @BrobaFett That list of yours is evil and pretty close to what I was trying to do. I'd miss my nearly maxed out MC80L, but I think that your Defiant is evil enough to be worth the H1+QBT shenanigans loss. You are no stepping on my toes unless you suggest your changes are mandatory. I love talking options. It is very rare to talk list building in western ND. I need to stop by this sub-forum more often.
  7. Wow! I've not played many games with much of an online community, but guys like you consistently amaze me with the time you take to provide insights. Thanks again. If I keep going with the bloated duo, I'll let you know how it turned out (and if I ever took the Stations and then if I ever managed to defend them). I'm still unsure if I'm going to do this, or retreat to a more conventional list with either an Admo or Yavaris and maybe even a flotilla. Other comments are still welcome if anyone has other ideas about this mess.
  8. Hmmm. That was not a part I was even contemplating as debatable. Interesting.... why do you say that? I'm hoping for objectives that can score big for a prepared 2nd player or cause the opponent to be so focused on the objectives that they would be less effective in the slugfest. 20 hull worth of stations worth up to 80 points seemed like a good fit. I've got a lot of respect for the @BrobaFett's opinion so I hope you will drop by again with your thought line.
  9. I have a tourney coming up and am a bit rusty from lack of playtime. I've had good luck with Madine's Liberty before and was going to pair it with Yavaris and a Toryn BCC Flotilla, but noticed that it is too close to the main stream lists right now (read with a stiff upper lip and puffed chest). I know I don't have enough experience to win so I'm there to make an interesting signpost for guys trying to win. I've never played a very low activation list, but will practice with this a bit if I can't be disuaded. I bid 9 to play 2nd and turtle the superpickle to score objectives while Madine plays Tokyo drift - arc dodging his 6-7 red dice around mopping up small ships and flotillas. If he gets in closer, he will get the reroll with 2 more blues. I usually fly the Liberty with XI7's instead of QuadTurbos, but thought it would be funny with HomeOne (especially in blue range). If you happen to have a similar mental illness to think this might work, what would you recommend to tune it for the current overall meta. Hammer and Anvil Author: dedios Faction: Rebel Alliance Points: 391/400 Commander: General Madine Assault Objective: Station Assault Defense Objective: Fire Lanes Navigation Objective: Sensor Net [ flagship ] MC80 Battle Cruiser (103 points) - General Madine ( 30 points) - Skilled First Officer ( 1 points) - Gunnery Team ( 7 points) - Engine Techs ( 8 points) - Quad Turbolaser Cannons ( 10 points) - Spinal Armament ( 9 points) - Leading Shots ( 4 points) = 172 total ship cost MC80 Assault Cruiser (114 points) - Home One ( 7 points) - Walex Blissex ( 5 points) - Advanced Projectors ( 6 points) - Electronic Countermeasures ( 7 points) = 139 total ship cost 1 Shara Bey ( 17 points) 1 Tycho Celchu ( 16 points) 1 VCX-100 Freighter ( 15 points) 1 Jan Ors ( 19 points) 1 YT-1300 ( 13 points) Card view link Fleet created with Armada Warlords
  10. We did a 200pt quick game last night on a 3'x3' table. (Great gateway game.) Ran ISDII Devastator with Vader, Needa (maybe not directly right with the theme), TRC, Gunnery, no fighters, etc. I blew through my def tokens in the 2nd turn and tried to re-enact the final scene from Rogue One on a Vette and MC30 with fighters. I nearly lost, but popped one ship, and at one point I threw 6 blue AA at the Falcon. It was a 45min game and felt fantastic with theme.
  11. I have wrapped my original cardboard one with clear packing tape to preserve it the best I can. It looks and feels safer that way.
  12. I only regret that I have only one like to give. That Hyperlane tweak is perfect for my taste. With some a rookie group, the extra customization options will help (and I plan to use them), but hardened veterans will probably like the gravity of choosing something being near permanent. We are allowing the dropping of upgrades and generics (for lost points) in our group and I think that it avoids forcing someone to intentionally lose an asset in battle so they can swap it out. I just realized that I could echo and concur with most of these house rules and interpretations so I'll stop here, say thanks for penning it down, and hit the print button to add to my CC box for my next RL campaign.
  13. My first priority has been getting at least one copy of each. I find the novelty of different arcs and maneuvering capabilities, as well as having 1 copy of each upgrade card being the best way to keep each play exciting. You can proxy cards, but it's not as easy to proxy firing arcs etc. Getting the objectives with the campaign was a huge deal for me. For casual play, it's hard to beat the large changes that each objective brings. One list can get played several times with totally different results based on the objective in play.
  14. Currently, I'm liking my first list with a Rhymerball. In general, I hug my own AA zones to force a decision: engage the bombers on my turf, or ignore 6-8 rerollable black dice from blue range. It can be tactically countered, but it keeps their fighters busy and works against lists without squads. Spice it up with Ruthless strategists on your AA ships if you are that kind of admiral. Also, if you can get an OE Flechette Raider near the melee without getting it destroyed, it drastically changes the situation for your pilots. My point is that you should not forget your AA when planning your fighter screen. Having an intel ship to send in AFTER the battle is joined will get that 2nd or 3rd bombing run before lock down. Then turn your bombers and AA toward trying to harvest squadron points.
  15. To add data to the discussion: We are going into round 4. The score is Imps 4, Rebs 1. The Rebels won 2 Show of Forces and 2 Hyperlanes in the first 2 rounds. Rekkon, our imperial tank fleet has kept points coming into the coffers however. I'm a fanboy of this game and can't bring myself to criticize it often (I spend enough time being critical at work). However, I, as the imperial on Show of Force, was woefully outmatched in skill and list (he had a TRC90/YT4200 swarm and much more experience overall). I easily had the stations down in 2-3 turns using Glads and Rhymer. The rest was damage control for my fleet and I was moderately successful. Our other Show of Force didn't go quite as well against the same opponent/list, but it was the first round when the Imperial fleet was under the 1 upgrade per ship rule (against 5 TRC90's and rogues), but 1 station was destroyed. With the imp player handicapped a bit, it seemed a fair objective. I defended the Hyperlane another round and felt like a scumbag turtling against someone I'd never played before, but it was easily the best option. In the end, I charged out to make a quick strike against one of my opponents 3 MC80s (2 winged) and gave him the win (and myself a clear conscience). The last 2 turns were fun, but I did not enjoy having to choose sportsmanship vs. good strategy. To add another opinion: I really like the Hyperlane Raid, but a tweak to further incentivize crossing the table and/or giving the Rebel player the win on a tie are good ideas IMHO. Then, at minimum the imperials have to get one ship across the line. Show of Force stations seem easy to destroy, but requires the Imperial player to risk damaging their fleet. It may not be perfectly balanced, but I'd say that it is within bounds and doesn't have a scumbag strategy that forces the sportmanship dilemma. As an aside, I think giving the Rebels a small extra advantage would make it align better with Show of Force. Perhaps letting the Rebels place the obstacles anywhere on the table (to clutter their backfield a bit, would do. In future games, I plan to houserule Hyperlane Raid to "Rebels win a tie". Thematically the imperial can turtle and 'wait for reinforcements', but will be giving up 40 points by default if he doesn't try to Red Rover at least 1 ship.