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sasska

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  1. How well does the MK2 perform with these upgrades?
  2. I'd go with the second one, but with modifications. To be honest dice fix is always needed in my opinion, it can sky rocket your damage, and give you the great feeling that you can trust your dice. GT is nice, but inferior IMO in this case. Combat retrofits usually doesn't worth it, costs 6 more points, in return for blue AA, and 1 blue die front and rear. AA won't save you from squads just from the flotilla, that blue die from the front doesn't really add value either. There a few builds recently, trying to utilize combat GR-75 under Sato, but with any other commander I wouldn't take it. I made a modified version of this, see below. Name: cc ackbar fleet Faction: Rebel Commander: Admiral Ackbar Assault: Defense: Navigation: MC75 Armored Cruiser (104) • Admiral Ackbar (38) • Leading Shots (4) = 146 Points MC30c Scout Frigate (69) • Turbolaser Reroute Circuits (7) = 76 Points MC30c Scout Frigate (69) • Turbolaser Reroute Circuits (7) = 76 Points MC30c Scout Frigate (69) • Turbolaser Reroute Circuits (7) = 76 Points GR-75 Medium Transports (18) • Slicer Tools (7) = 25 Points Squadrons: = 0 Points Total Points: 399 Maybe ECM on the big dude. Then comms net on the GR-75. Maybe slicer tools will save you from squads, maybe not. Messing up bad boy ships day's always useful. "Ah, do you wanted to repair that nasty crit? Oh dear, not gonna happen, you will try commanding squadrons instead." Maybe better off with comms net. But if you manage to maneuver her well enough you can get quite a value out if it.
  3. Great thought process! As for the defensive retros I'd go with ECM and Advanced Projectors/Reinforced Blastdoors. If you know how to use EWS, it is certainly not bad, but I don't like to constrain myself with it.
  4. The expected value of a red die is 0.75. If you have reroll it climbes to 1. So Ackbar adds a straight boost of 1.5 average damage, regardless how many dice you have. Vader adds 0.25 per red die, so if you have a ship with 6 red die the expected value of the roll with the reroll is 6. A ship with also 6 dice and Ackbar actually has 8 dice. The expected value of this roll is E = 6*0.75 + 2*0.75 = 6. So at six dice its even. At seven or more Vader is better. ( for the sake of this quick math, I only used red dice, and only the commanders ability. Note when I say die or dice I always mean red dice. )
  5. Hah, interesting. This must be devastating if pulled out successfully.
  6. Actually haven't thought of LTT plus GT because when I put it together LTT was non-existent. But why I haven't changed it or thought of it since then is a mystery. I might give it a try. But I think TRC gives more damage, keep the ship somewhat cheap. And since TRC is an exhaust IMO Gunnery teams not really worth it. And I have an assault frigate as flagship with slaved turrets, so I wouldn't be able to spread fire very effectively anyways. That's how the rest of the fleet looks like: Name: Thornmail Fleet Mk 2 Faction: Rebel Commander: Admiral Ackbar Assault: Most Wanted Defense: Asteroid Tactics Navigation: Infested Fields Assault Frigate Mk2 B (72) • Admiral Ackbar (38) • Intel Officer (7) • Caitken and Shollan (6) • Electronic Countermeasures (7) • Slaved Turrets (6) = 136 Points MC30c Scout Frigate (69) • Expert Shield Tech (5) • External Racks (3) • Turbolaser Reroute Circuits (7) • Admonition (8) = 92 Points MC30c Scout Frigate (69) • Expert Shield Tech (5) • External Racks (3) • Turbolaser Reroute Circuits (7) • Foresight (8) = 92 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Lando Calrissian (23) • Shara Bey (17) • Tycho Celch u (16) = 56 Points Total Points: 396
  7. I haven't tried the Starhawk yet, but I have two points. Are you sure on Agate? I'd probably pick someone who benefits both ships, like Ackbar or Garm. Also I haven't tried myself, but not very keen on the tractor beam array but maybe that's okay.
  8. That's the configuration I use under Ackbar: MC30c Scout Frigate (69)• Expert Shield Tech (5) • External Racks (3) • Turbolaser Reroute Circuits (7) • Admonition (8) = 92 Points And Foresight of course with the same upgrades. They surprisingly effective (in long range). Both in terms survivability and fire power. I can give the reasons why I exclude upgrades that seem mandatory if you guys are interested. (I think of OE or gunnery teams mainly)
  9. I like your concept with a few exceptions. What about making it a little more unique, for example, like a blue dice-only ship? Or almost only blue dice ship? IMO the game in general lacks blue dice heavy ships, and the ones are exist are built around a little bit utilizing the ion cannon slot. It could be a baby battleship 😄. I miss those... All the blue dice ships like to have an ion cannon installed, (which is usually always HIE, sadly). I know thematically blue dice should represent ion cannons, but what about making it a little more like secondary armament on real battleships? Or shorter ranged guns? Or I guess I'd be happy if I saw ion cannons apart from HIE and LS. I know the existing ones arent that useful though. 😞
  10. Yellow would be a bit weird, don't you think? I know its the only main color that left though... (that's was my first thought as well, but then I abandoned the idea, because for me it would look odd. ) What about having bright / pure red for the CIS? The rebel arc line are rather orenge-ish, so maybe they could make it look like distinct.
  11. Yes, that's why I said (at least I wanted to say :D) that I can imagine blue for either faction. The question is, what will be the color of the other one? The CIS had red lasers, but that's already occupied by the rebels. Or, I guess, the rebels have orangeish, so then the cis could have bright / pure red.
  12. I would elect blue for one of them. CIS because blue is their coat of arms color. And for the Republic they can receive the blue lines if your laser color theory correct.
  13. I'm pretty sure you can Accuracy defense tokens of aces with flak. BTW I love your idea about that hangar deck upgrade. I'd very happy to see generics more often in any kind of fighter coverage.
  14. I don't think Ace spam got nerfed indirectly (or any other ways), but maybe I'm wrong. As I see, people simply find boring playing Ace spam, since it haven't received any new stuff since wave 7. So my guess would be its still op just there are more interesting builds. I agree with some of you in that a generic squadron commander would be nice, I always wanted to see generic squads as well, not just the stupid aces, because I think they are thematic, but too strong.
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