ShoutingMan

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  1. Dual VSD, Dual Gladiator?

    Revised the flagship VSD to use the Warlords / H9 instead of Dominator. Everything else stays the same, and I no longer have any bid. I can't make many other changes and keeping the Ciena+Valen pair, which is hedging my bets with this fleet. I have to try the other ideas on the next fleet. 20180114/B - Jerjerrod, Dual VSD, Dual GSD Author: ShoutingMan Faction: Galactic Empire Points: 400/400 Commander: Moff Jerjerrod Assault Objective: Advanced Gunnery Defense Objective: Fleet Ambush Navigation Objective: Dangerous Territory [ flagship ] Victory II-Class Star Destroyer (85 points) - Moff Jerjerrod ( 23 points) - Warlord ( 8 points) - Engineering Captain ( 6 points) - H9 Turbolasers ( 8 points) - Leading Shots ( 4 points) = 134 total ship cost Victory I-Class Star Destroyer (73 points) - Defense Liaison ( 3 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 85 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 75 total ship cost Gladiator I-Class Star Destroyer (56 points) - Insidious ( 3 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 76 total ship cost 1 Valen Rudor ( 13 points) 1 Ciena Ree ( 17 points)
  2. Dual VSD, Dual Gladiator?

    The set of Leading Shots / Dis Cap / QBT / Gunnery Team is an interesting set. I'm going to file that away to try later. I've tuned the fleet as follows. I cut out another 14 points to afford Ciena + Valen; that gives me a real obstacle to a bomber wing. Though I'll struggle if my opponent brings 134 points of squadrons. Likewise Warlord + H9. This is what I've got now. Need to review and revise further later tonight or tomorrow before the game. But I think I'm going to fly a 2x2 fleet. Jerjerrod - Dual VSD, Dual Glad Author: ShoutingMan Faction: Galactic Empire Points: 396/400 Commander: Moff Jerjerrod Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory [ flagship ] Victory II-Class Star Destroyer (85 points) - Moff Jerjerrod ( 23 points) - Dominator ( 12 points) - Engineering Captain ( 6 points) - Leading Shots ( 4 points) = 130 total ship cost Victory I-Class Star Destroyer (73 points) - Defense Liaison ( 3 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 85 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 75 total ship cost Gladiator I-Class Star Destroyer (56 points) - Insidious ( 3 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 76 total ship cost 1 Ciena Ree ( 17 points) 1 Valen Rudor ( 13 points)
  3. Dual VSD, Dual Gladiator?

    I like the idea of Agent Kallus; he helps for those uniques. Although the last time I equipped, my friend failed to bring any named or unique squadrons! And Kallus doesn't help against the squadrons of Y-Wings or B-Wings behind a unique leader. I'm intrigued by Warlord H9 for general use. I haven't played that combo.
  4. I'm intrigued by the idea of a Dual Victory Star Destory, Dual Gladiator fleet. I've doodled on it a bit, and I think it's pretty decent...unless my opponent brings a bomber squadron and then I'm in trouble. I haven't yet played with going to 2xVSD-I to add a couple more squadrons. The obvious difficulty with that is having no blue dice. Has anyone flown a 2xVSD + 2x GSD fleet? What was the fleet? How did it work? Jerjerrod - Dual VSD, Dual Glad Author: ShoutingMan Faction: Galactic Empire Points: 400/400 Commander: Moff Jerjerrod Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory [ flagship ] Victory II-Class Star Destroyer (85 points) - Moff Jerjerrod ( 23 points) - Dominator ( 12 points) - Engineering Captain ( 6 points) - Leading Shots ( 4 points) = 130 total ship cost Victory II-Class Star Destroyer (85 points) - Engineering Captain ( 6 points) - Leading Shots ( 4 points) = 95 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 83 total ship cost Gladiator I-Class Star Destroyer (56 points) - Insidious ( 3 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 76 total ship cost 2 TIE Fighter Squadrons ( 16 points)
  5. Got it. I see now how this works with the Quasar to be a first-strike squadron group.
  6. Thanks! It didn’t click his damage happens with squads he’s doesn’t start engaged with.
  7. Reading the latest FFG blog on the Wave VII Chimaera linked me to the essay of the creation of the Admiral Thrawn Card, which has a fleet build that I can’t make sense of. “Grand Admiral Thrawn - Fantasy Flight Games” https://www.fantasyflightgames.com/en/news/2017/11/27/grand-admiral-thrawn/ At the end, the 2016 World Champion proposes a robust example fleet which has the squadrons: TIE Defender x2 Valen Rudor Mauler Mithel How do you get any benefit from Mauler Mithel in this fleet? Am I playing wrong, and an engaged squadron can move, so long as engagement is maintained? Otherwise, why not instead have TIE Fighter x2 for more squadrons and still have a one point bid?
  8. Yes. As my wife often points out, I’m a chronically slow gamer I need to learn to speed up gameplay decisions. I would play faster if I replayed fleets and knew their upgrades and interactions well. But I fly a diffferent fleet every time still. Too many ships, and not enough games to know them well. (And my buddy doing something new and surprising, and ask him to walk me through it.) And then continuing to build intuition on the navigation. There’s a lot of time spent fiddling with the Nav tool, to figure out what course will work out, and trying to accomplish dual firing arcs (or a Demolisher triple arc), and avoiding being targeted by same. It’s a process. There’s a lot to learn in this complex game with seven upgrade waves out and the eighth due son.
  9. I was asking all these same questions this year. I added rules incrementally: played 180 pt Core Set death match games to start, no objectives or obstacles. Then 300 pt games, no objectives or obstacles. The 400 point games, no objectives or obstacles. Then finally full 400 point games. And our games still take 4-5 hours. Trying to figure out how to cut gameplay in half to get to Tournament speed. And maybe get two games in a weekend. Keep playing. Try new ships and upgrades. Keep asking questions and re-reading rules and faqs.
  10. Hi. Love the fleet builder. Any update on fixing the "login" problem (random logouts and so losing in-process builds)? Thanks!
  11. Dual ISDs vs Small Ships

    I'm wondering if trading out 63 pts of squads for another MC30c or 53 pts for a second Hammerhead could have made the difference. That's a fifth activation. And even with first-player activation you could place them last tactically to then work to separate an ISD from the herd and get three or four MC30 arcs on its sides and rear shields to take it out in a couple of turns. Your bombers killed the Raider in one turn, IIRC. That leaves a Hammerhead and Corvette to hassle the other ISD...or even throw them full on at a single ISD to get it down. One ISD with no fleet support by Round 4? That's a scary proposition. In this, I've probably taken out a few small ships. And it might come down to whether the final ISD topples and/or the Objective points.
  12. Dual ISDs vs Small Ships

    Things for the tip. We uncertain about that. And the bases were so close too, that dealing with the conflicting model caused some budging and more uncertainty about actual base conflicts. I'll be more attentive to that issue when it arises again.
  13. Critical Hits/Effects Question

    Thanks again! This is very helpful!
  14. Critical Hits/Effects Question

    Related question on order of attack: Defender declares defense tokens before Attacker declares Critical Effects? So it's possible that a Contain token is spent futilely against a non-standard Critical? But also the damage isn't counted and applied until after a Critical Effect is declared? I don't know if these cause real predicaments but they are nuances that confuse my thinking about the game. I expect that damage would be applied. Then based on shield status, attacker would decide which Critical Effect is optimal. And based on that selection, Defender would decide how to use a Contain or related defense. But that seems to not be the case. There's some potential for missed opportunities, if attacker isn't able to count dice and shields mentally, or if Defender forgets his attacker has APT?
  15. Critical Hits/Effects Question

    For now I take the clarification as is. When I was time I read the language in the email from FFG, their logic didn't seem to fit the logic otherwise applied to Criticals and to Damage. Your emphasis on the "first" card dealt might be the nuance I was missing. I'll have to revisit that matter later.