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Drakkars

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  1. Oh and I went with engineering captain instead of blissex so I could navigate or concentrate fire every turn on the pickle and still swap to engineering any time. Blissex is a great fit though (my feeling is it was more likely people would ignore my mc80 and try to kill the rest though so blissex was less important). Also...you could rock advanced gunnery as well if you really want 5o bait them into going after the mc80
  2. I ran a very similar list a bit back, swapping a second pelta for the flotilla and squads. I highly recommend engine techs on the mc80. You need it to lead ahead of your weaker ships to draw fire and soften things up for your other ships to take out. I'd have to change my fleet for the current meta as going completely squadronless versus Sloane is a recipe for disaster, but having 3 ships able to send shields to my mc80 a turn and it having 8 engineering every turn (from salvation, garm and ahsoko) made it a monster.
  3. That's exactly it. Mc80 needs to engine tech hard the first 2-3 turns to get up in front and be the big threat, physically blocking other ships as needed. Remember it has engineering captain so you never want to actually have engineering queud up, always a concentrate fire or navigate for the engine techs. Neb b slow rolls from behind staying in projection expert range and using TRC to force damage through. Peltas are to guard your flanks and to contribute *ok* damage at targets or flak to try to drive fighter groups off. You have lots of good flak with that setup, it can definitely kill squads if they try to engage you at long range with them. Just make sure your smaller ships stay in support range of each other to pass shields around as needed and protect each other. Also really try to work those objectives. Contested outpost you can sit on to get lots of points and it will be really hard to drive you off. Salvage run well it works well if you don't fight a strategic fleet but you can always swap that around as needed. I just figured against most people it will either get them rushing for the salvage right into the big guns of your mc80 (which with engine techs should get in range of the salvage after 1 turn) or scare them away from it giving you free points. I went with advanced gunnery for the third as it's there to first make the mc80 even scarier, but more importantly to make it a bigger target. I want people wasting shots on it. Face it though, if the mc80 dies it's almost a guaranteed loss anyhow since its almost half your fleet points (or a close fight anyhow, you won't be getting a 10 point win if it's gone for sure). Just keep an eye out for ships that like to first last you to escape and try to block them with the mc80 or the trail ships so that even if they manage to jump past the mc80 that they land in the bread basket of the clean up ships. Hope that helps!
  4. @EagleScoutof007 here's my proper list with ahsoko and a few other tricks that I posted before. Knew I had an updated version just not sure why it hadn't saved. Give it a try and let me know how you like it!
  5. I had the same idea a couple months ago and played it for a few games. Did fairly well with it, was fun. Here's the list i used for ideas for ya. Couple things- you want engine techs on the mc80. It needs to be fast enough to get in front of key targets (like demolisher) to shield your weaker ships so they can finish them off. Using redemption lets you get that extra engineering point which helps alot to pass shields while still keeping shields maxed. I could have sworn I had ahsoko in there but I guess I didn't save that one. I'd recommend you get her if you can, as her and garm can combine to allow the mc80 to have an engineering token every single turn. As long as you can keep the enemy focusing on the mc80 (which should be ahead of your other ships in their face) it can get 7 shields a turn passed back to it from STM and projection experts, then have another 8 engineering points to use for hull damage or other shield regen. The one game I played with it like that my friend focused only on the mc80 trying to kill it. It soaked about 40 damage through the course of the game and ended turn 6 almost full health/shields. Weaknesses may be heavy bomber wings (never faced) and people who manage to get behind you and pick off your smaller ships (which makes the game really close to a draw basically) Just food for thought. Faction: Rebel Alliance Points: 400/400 Commander: Garm Bel Iblis Assault Objective: Blockade Run Defense Objective: Contested Outpost Navigation Objective: Solar Corona [ flagship ] MC80 Assault Cruiser (114 points) - Garm Bel Iblis ( 25 points) - Engineering Captain ( 6 points) - Engine Techs ( 8 points) - Advanced Projectors ( 6 points) - Reinforced Blast Doors ( 5 points) - Spinal Armament ( 9 points) - Leading Shots ( 4 points) = 177 total ship cost Modified Pelta-class Assault Ship (56 points) - Raymus Antilles ( 7 points) - Projection Experts ( 6 points) - Assault Proton Torpedoes ( 5 points) - Shields to Maximum! ( 6 points) = 80 total ship cost Modified Pelta-class Assault Ship (56 points) - Projection Experts ( 6 points) - Assault Proton Torpedoes ( 5 points) - Entrapment Formation! ( 5 points) = 72 total ship cost Nebulon-B Escort Frigate (57 points) - Redemption ( 8 points) - Projection Experts ( 6 points) = 71 total ship cost  
  6. How's this variation instead? Upgraded to a glad 2 but it cost me expanded launchers (proton trips instead now) and dropped slicer tools and suppressor for a comms net and 2 speed bump tie fighters. Not sure if worth the trade off Points: 383/400 Commander: Admiral Ozzel Assault Objective: Opening Salvo Defense Objective: Jamming Barrier Navigation Objective: Navigational Hazards Gladiator II-Class Star Destroyer (62 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 89 total ship cost [ flagship ] Arquitens-class Light Cruiser (54 points) - Admiral Ozzel ( 20 points) - Reinforced Blast Doors ( 5 points) - Dual Turbolaser Turrets ( 5 points) = 84 total ship cost Raider-I Class Corvette (44 points) - Impetuous ( 4 points) - Agent Kallus ( 3 points) - Ordnance Experts ( 4 points) - Flechette Torpedoes ( 3 points) = 58 total ship cost Raider-I Class Corvette (44 points) - Instigator ( 4 points) - Ordnance Experts ( 4 points) - Flechette Torpedoes ( 3 points) = 55 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Rapid Reload ( 8 points) = 56 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 2 TIE Fighter Squadrons ( 16 points)
  7. Ya that's my concern. I basically need to get the raider's in and get good rolls with them while not putting them in too much danger all at the same time. Could be rough. I'm wanting to try it though as I've been running 9 squads in my last bunch of lists for a while so I'm hoping the change is at least able to keep my interest. I figure I could add a couple ties easily enough though (drop slicer tools for a comms net and drop suppressor, add 2 advanced or interceptors maybe) just not sure of the value of that trade.
  8. Hey. Been kicking this list idea around for a bit and figure I'll try it out this week as my first imperial list ever (been rebel for a year or 2 now). So any help or tips would really be appreciated. List is below with some commentary after it. Raider Rise Faction: Galactic Empire Points: 378/400 Commander: Admiral Ozzel Assault Objective: Opening Salvo Defense Objective: Jamming Barrier Navigation Objective: Navigational Hazards [ flagship ] Arquitens-class Light Cruiser (54 points) - Admiral Ozzel ( 20 points) - Reinforced Blast Doors ( 5 points) - Dual Turbolaser Turrets ( 5 points) = 84 total ship cost Raider-I Class Corvette (44 points) - Impetuous ( 4 points) - Agent Kallus ( 3 points) - Ordnance Experts ( 4 points) - Flechette Torpedoes ( 3 points) = 58 total ship cost Raider-I Class Corvette (44 points) - Instigator ( 4 points) - Ordnance Experts ( 4 points) - Flechette Torpedoes ( 3 points) = 55 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Rapid Reload ( 8 points) = 56 total ship cost Gozanti-class Cruisers (23 points) - Suppressor ( 4 points) - Slicer Tools ( 7 points) = 34 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Expanded Launchers ( 13 points) = 91 total ship cost So I'm bidding hard to go first, figuring I need at least an 18 point bid if I want to beat out the other demolisher lists in my area so 22 should almost guarantee it. The thought was to have 3 main damage dealers, being the arc,demo and the rapid reload raider (went with rapid reload rather than expanded launchers to keep the bid better and to make the side arc much more threatening especially when a C.F. dial gets added in, making the enemy have to make tougher choices about defense tokens hopefully). The other 2 raider's can definitely push out some damage but are designed to really try to tie up enemy squadrons, hopefully being able to last/first activation flechette them then escape (or at least provide the threat of doing that to distract from demolisher). The gozanti is really there as an area denial ship. If you go near it it will screw with your command dials and mess with your defense tokens. Slicer tools should also help fight against the squads if I can get it near the carriers. Objective wise if I choose to go second ever (which I very well might versus strategic lists or dual ISD for example) I figure opening salvo should help me more than most opponents as I have 6 ships that can toss dice, meaning an extra 12 black dice. Yes it gives first player some extra dice but it helps me more almost guaranteed. I was torn about blockade run instead (thoughts?) As 6 ships with ozzel could potentially turn into alot of points for me. Jamming field I chose instead of hyperspace assault (tough call, thoughts please!) As it would let my shorter ranged ships get up close in personal with big ships easier before they can hit me hard. If I swap to hyperspace that rapid reload raider or demo would both be nasty to drop on someone though. Finally navigation hazards as I haven't tried it yet but with the maneuverability my fleet has I figure it could really help especially versus large ship lists. Only other issue I have is wanting to swap the glad to a mark 2 for the extra flak to help the squadron fight. Can't see how to do that with keeping the bid high unless I drop suppressor or slicer tools so thoughts on the value of that tradeoff would be really appreciated! Thanks for reading!
  9. Not to be a pain but the list is still buggered lol. Hard to tell ya much if it looks any good or not when the points don't match up. I get what you are trying to do though and it's a pain in the butt to fly against
  10. Your commander is shown as dodonna not reikan so you are over points if you swap him and will have to drop stuff.
  11. If only they had rerolls. I keep dreaming of the day an officer card comes along that grants black dice rerolls, something that would work great with the Phoenix home title as well (allowing a second officer). I will admit to some success using them for AA though, just not with flechettes
  12. Nice looking fleet. Got me thinking hard about how I would react if i ran into it.
  13. I can live with that and that's how I'll play it for now but it would sure be nice if they had actually clarified things a bit more lol (or a lot more in some cases). I still feel they should be destroyed but I absolutely see both sides of it. I just wanted to see if there was a ruling before I go into a small tournament this weekend.
  14. Hey Been contemplating ways to counter some of the lists mentioned at worlds lately and I had a question regarding the interaction of RLB with reikan. My understanding is that normally if a ship equipped with rapid launch bays is destroyed WHILE it still has fighters inside it/ not deployed yet, that those squadrons are considered destroyed and not placed on the board. Now with reikan if you destroy that same ship are those squadrons allowed to be placed I'd that destroyed ship gets to activate still before the end of the turn? My gut says yes as that is it just continuing its normal move. My real question is what happens to those squadrons that were placed at the end of the turn? To me they were destroyed when the carrier was destroyed, so they should be removed from play and treated as destroyed at the end of the round. Just wanted to see if I was reading that right or if im missing something.
  15. Now I need to watch this. I thought I was the only one who loved double peltas. Since I can't stream this for hours yet any chance you can post the list you are talking about so i can compare it to mine lol? (I have 2 completely different double pelta lists now and am even considering getting a third to run the triforce of power, The triple Pelta)
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