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Cap116

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Everything posted by Cap116

  1. I feel like EST vs DCO is a meta choice - for instance, I have been playing the SH against lots of Onagers and Kuats w/ACMs, and the DCO/contain is actually stopping more incoming damage then EST w/2 Redirects. My 2nd Redirect is swapped to Salvo (so it's on Mk2 Unity with 2 Brace, 1 Redirect, 1 Contain, and 2 Salvo. It seems like the Magnites and QBT might be counter productive as well, since the Magnite will shut off QBTs for the following round against the ship it is used against.
  2. My FLGS has 1 AF Mk2, a Gladiator, both campaigns, the CR90 and the Chimaera if anyone needs any of them at MSRP plus shipping send me a PM
  3. Looks like the combatzone scenery set. https://combatzone-scenery.co.uk/epages/e25b18fb-c32b-422a-8493-a8baeb0f1a17.mobile/en_GB/?ObjectPath=/Shops/e25b18fb-c32b-422a-8493-a8baeb0f1a17/Categories/Space/Armada_scale_scenery
  4. Since you are looking at only 3 or 4 activations, here's a look at a list... Assault Frigate Mk2 B (72) • Local Fire Control (4) • Electronic Countermeasures (7) • Linked Turbolaser Towers (7) = 90 Points Starhawk Battleship Mark II (150) • Kyrsta Agate (20) • Walex Blissex (5) • Expert Shield Tech (5) • Local Fire Control (4) • Linked Turbolaser Towers (7) • Unity (10) = 201 Points GR-75 Medium Transports (18) • Leia Organa (3) • Comms Net (2) = 23 Points Squadrons: • Lando Calrissian (23) • Shara Bey (17) • Dash Rendar (24) • Ketsu Onyo (22) = 86 Points Total Points: 400
  5. @melminiatures as a side note, is the peg on the bottom of the non-player ships the Armada squadron/flotilla peg?
  6. @Snake3y3s forgot to tag you in the original reply
  7. So Im the guy that modded the stands and painted the ships...so here is a build breakdown... The stands are from etsy: BGHQ, and are the bottom load option, I used 2 sets so every character has their own stand and I can glue the bottom piece on. https://www.etsy.com/listing/714888491/star-wars-outer-rim-player-stands-set-of?ref=yr_purchases Next up is the peg, which is also from Mel's... https://www.shapeways.com/product/YYYPM82ER/armada-4x-squadron-pegs-for-2-ships?optionId=56589680&li=ostatus I bought this set then used a sprue clipper and some sand paper to cut off the "cup" that the squadron peg goes in, then superglued it to the top of the BGHQ character frame. Finally, the ships are from Mel's Outer Rim Full Player's set... https://www.shapeways.com/product/B9LRMQM2H/armada-outer-rim-full-player-ship-set?optionId=110919944&li=shops I used the paints from the Vallejo Game Color Intro set, plus some GW Nuln Oil to paint them. Next up is Mel's set of the non-player ships (ie the patrols), but I am still working out a mounting system I like for them that holds the token in an indent on the bottom, plus then has a peg running up that can support the larger models of the Home One class MC80 and Imperial Star Destroyer.
  8. https://discord.gg/vxWR6sv There is this one
  9. I went with this version of the MC40, one version as a blue die carrier, 1 as a light combatant, I like the options they have now with the Exp Shield Tech and aux shield team, or with Local Fire control....but maybe the double black on the escort should move to double red...
  10. But then why not make it a small base, speed 4 ship aka the MC30...
  11. The Diamond class Frigate is approx 200m (which is probably close enough to be comparable to the GAR Charger C-70, Rebel CR90, and Imperial Raider), and made an on-screen appearance (in the far background of the ground battle of Geonosis) in Attack of the Clones. But that is about the only small ship of theirs I can think of. https://starwars.fandom.com/wiki/Diamond-class_cruiser
  12. His Facebook page: Onil Creations has some other updates, bottom line Shapeways raised their pricing, and he doesn't agree with it, so he does his own prints independently.
  13. You could go all ships to destroy their ships quickly: SSD Assault Prototype (250) • Moff Jerjerrod (23) • Agent Kallus (3) • Intel Officer (7) • Captain Brunson (5) • Gunnery Team (7) • Leading Shots (4) • Quad Turbolaser Cannons (10) • H9 Turbolasers (8) • Ravager (4) = 321 Points Onager Testbed (96) • Admiral Ozzel (2) • Veteran Gunners (5) • Ordnance Experts (4) • Orbital Bombardment Particle Cannons (5) • Cataclysm (5) = 117 Points Interdictor Suppression Refit (90) • Taskmaster Grint (5) • Projection Experts (6) • Disposable Capacitors (3) • Targeting Scrambler (5) • Grav Shift Reroute (2) • SW-7 Ion Batteries (5) • Interdictor (3) = 119 Points Gozanti Cruisers (23) • Darth Vader (1) • Comms Net (2) = 26 Points Gozanti Cruisers (23) • Hondo Ohnaka (2) • Repair Crews (4) = 29 Points Gozanti Cruisers (23) • Admiral Titus (2) • Slicer Tools (7) • Suppressor (4) = 36 Points ISD Cymoon 1 Refit (112) • Strategic Adviser (4) • Intensify Firepower! (6) • Gunnery Team (7) • Quad Turbolaser Cannons (10) • H9 Turbolasers (8) = 147 Points Squadrons: = 0 Points Total Points: 795
  14. As a note with the SSD, I would look to deploy it at an angle, where one of the side arcs can also get used in the initial round of shooting...also, I would aim for it to be the last activation of round 1.
  15. The Onager will have better damage output, the Interdictor is mainly for shield repair in support of the SSD, and hangs back to block/finish flankers. So it depends on your priorities - higher initial damage, or longer survivability for the SSD or Cymoon.
  16. here's my Imperial response ideas. Lets start with the basics: I want the SSD to carry the fight and generate damage and double accuracies, so H9/QTC, Ravager, and IF! all get places....then I need to support it's survival, introduce other sources of damage, and stop the Rebel's squadrons...this leads to the following list. 7 Deployments, 6 Activations, 2 main combatants, and 3 Gozantis with 100pts of multi-role rogue squadrons (ideally Bossk, Marek Steele, and the Firespray get through the squad ball and get to bomb ships). SSD Executor II (411) • Moff Jerjerrod (23) • Agent Kallus (3) • Intel Officer (7) • Captain Brunson (5) • Tactical Expert (6) • Intensify Firepower! (6) • Gunnery Team (7) • Quad Laser Turrets (5) • Leading Shots (4) • H9 Turbolasers (8) • Quad Turbolaser Cannons (10) • Ravager (4) = 499 Points Gozanti Cruisers (23) • Darth Vader (1) • Comms Net (2) = 26 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Gozanti Cruisers (23) • Slicer Tools (7) • Suppressor (4) = 34 Points Interdictor Suppression Refit (90) • Taskmaster Grint (5) • Projection Experts (6) • Disposable Capacitors (3) • Targeting Scrambler (5) • Grav Shift Reroute (2) • SW-7 Ion Batteries (5) • Interdictor (3) = 119 Points Squadrons: • Bossk (23) • Zertik Strom (15) • Tel Trevura (17) • Maarek Stele (21) • Firespray-31 (18) = 94 Points Total Points: 799 Alternatively, I can distribute the firepower a bit more by using an Assault Proto: 9 Deployments, 8 Activations, more distributed firepower with the addition of the Cymoon and a bit better squadron ball since Jendon can double tap someone. SSD Assault Prototype (250) • Moff Jerjerrod (23) • Agent Kallus (3) • Intel Officer (7) • Captain Brunson (5) • Gunnery Team (7) • Quad Laser Turrets (5) • Leading Shots (4) • H9 Turbolasers (8) • Quad Turbolaser Cannons (10) • Ravager (4) = 326 Points Gozanti Cruisers (23) • Darth Vader (1) • Comms Net (2) = 26 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Gozanti Cruisers (23) • Slicer Tools (7) • Suppressor (4) = 34 Points Interdictor Suppression Refit (90) • Taskmaster Grint (5) • Projection Experts (6) • Disposable Capacitors (3) • Targeting Scrambler (5) • Grav Shift Reroute (2) • SW-7 Ion Batteries (5) • Interdictor (3) = 119 Points ISD Cymoon 1 Refit (112) • Strategic Adviser (4) • Intensify Firepower! (6) • Gunnery Team (7) • Quad Turbolaser Cannons (10) • H9 Turbolasers (8) • Avenger (5) = 152 Points Squadrons: • Bossk (23) • Zertik Strom (15) • Tel Trevura (17) • Maarek Stele (21) • Firespray-31 (18) • Colonel Jendon (20) = 114 Points Total Points: 798
  17. This is an interesting question...so in my limited experience of 800 pt games, (approx 20) the 2 big things that matter that are overlooked are deployment/activation advantage and supreme forward firepower - since a good deployment can limit the engagement to a relatively small field and then overwhelm a ship forced into the engagement early. Since I dont know the exact list your opponent will be playing, I decided to start there, since I am a huge Starhawk fan, and basically built an 800pt list off of my preferred 400pt Unity/134 list. This yielded the following result: Starhawk Battleship Mark I (140) • Kyrsta Agate (20) • Walex Blissex (5) • Expert Shield Tech (5) • Local Fire Control (4) • Flag Bridge (0) • Leading Shots (4) • Linked Turbolaser Towers (7) • Unity (10) • Take Evasive Action! (6) = 201 Points Starhawk Battleship Mark I (140) • Major Derlin (7) • Expert Shield Tech (5) • Local Fire Control (4) • Leading Shots (4) • Linked Turbolaser Towers (7) • Amity (6) = 173 Points GR-75 Medium Transports (18) • Leia Organa (3) • Comms Net (2) = 23 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points MC80 Battle Cruiser (103) • Strategic Adviser (4) • Auxiliary Shields Team (3) • Gunnery Team (7) • Leading Shots (4) • H9 Turbolasers (8) • Quad Turbolaser Cannons (10) = 136 Points Nebulon-B Support Refit (51) • Auxiliary Shields Team (3) • Linked Turbolaser Towers (7) • Vanguard (4) = 65 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) • Dash Rendar (24) • Ketsu Onyo (22) • Lando Calrissian (23) • 3 x YT-2400 (48) = 150 Points Total Points: 797 2 MK1s, 2 supporting combat ships, 3 auxiliaries for fleet support, 11 deployments, 8 activations, and a full squadron wing. Based on this, lets look at some weaknesses...the Starhawk is slow, and while it has some redundant defense tokens cant have ECMs, so it's vulnerable to double accuracies or defense tokens being overwhelmed in multiple attacks...the MC80 and Neb-B are similarly vulnerable, but are also weaker and cant take the sustained fire the MK1s can absorb. So how do we beat this? More to follow next post...
  18. So I'm sure some other folks like out there will help make some recommended changes as well, so I'll ask some questions about the fleet for your consideration... First: the premise of the Starhawk in the list seems to be a big tough combatant - but I don't see any upgrades to provide dice mitigation (aka re-rolls) so what is your plan to generate damage and then get it through against an ECM equipped ship that can brace the big attack (even after H9s give the accuracy - since the side arcs and CR90's attack wont really push much damage either). Second: the GR75 seems to have 2 main tasks that need command dials (Leia for SH command fixing, and squadron commands for itself), which one takes priority if both are needed in the same round? Alternatively, could Leia ride on the CR90 and it's command dial be used to modify the SH? The squadrons seem to be in a tough spot, against squadronless fleets they will get good bombing damage out, but even a small fighter screen could prohibit them from bombing the enemy fleet for a round or 2 (or even 3 against a highly skilled player), and they will probably get wiped out in 2-3 rounds against a 134pt heavy squad ball, and dont see much potential for them to trade up in squadron points... This post isnt to be a debby-downer on your SH build, but is intended to help ask some questions to assist your fleet development.
  19. Hey, i just downloaded the instructions and watched the YouTube video you made with the Cymoon and 2 Arquitens, the AI looks great and plays very smoothly, great work!
  20. I found it works with 68 points, small ship only, no squads. Here are some of the ships we've used: CR90 Corvette A (44)• Intel Officer (7)• Engine Techs (8)• Turbolaser Reroute Circuits (7)• Jaina's Light (2)= 68 Points Nebulon-B Support Refit (51) • Veteran Captain (3) • Auxiliary Shields Team (3) • Linked Turbolaser Towers (7) • Vanguard (4) = 68 Points MC30c Torpedo Frigate (63) • Ordnance Experts (4) = 67 Points Arquitens Light Cruiser (54) • Captain Needa (2) • Reinforced Blast Doors (5) • Turbolaser Reroute Circuits (7) = 68 Points Raider I (44) • Iden Versio (6) • Ordnance Experts (4) • Disposable Capacitors (3) • External Racks (3) = 60 Points Raider II (48) • Weapons Battery Techs (5) • Disposable Capacitors (3) • Heavy Ion Emplacements (9) = 65 Points Gladiator I (56) • Demolisher (10) = 66 Points Gladiator I (56) • Captain Brunson (5) • Ordnance Experts (4) • External Racks (3) = 68 Points 68 was chosen really to limit the upgrades on the Gladiator and MC30, and the others have some options that are nice, but not "mandatory" for the competitive/tournament optimized versions of the ships. It is fun to use the "Take the Station" objective/rules with the low points - since the goal of that game forces engagement and getting the ships to close with the center area to attempt to win. In our Furball each person can re-spawn their ship once after it is destroyed - so that way the game continues to be fun for everyone.
  21. I think that ISD2 desperately needs some way to reroll red dice
  22. Leia can change the command dials of a different ship to match the one her ship revealed - in this case, she rides on a command 1 ship (a GR75 or CR90) where it is easy to set the dial to what is immediately needed, and then change the Starhawk's dial (which was set 4 turns ago, and might not be relevant to the board state ) to be one that is needed on the Starhawk now. Basically, it uses the command 1 ship and Leia (officer) to increase the command flexibility in the immediate moment for the Starhawk.
  23. For the squads: i would intend to only use them defensively, and expect to lose them against a med or heavy squad ball - with the intent being to trade up in points...Lando's ability is key to killing Scatter Aces, if he can kill 1 scatter ace, and 1 other squad (or even better, a 2nd scatter ace) he has met the goal...and his special ability makes that more feasible than Dash - and being a point less is a point saved when he is ultimately destroyed. So one thing to think about is personal playstyle, I suspect you and I play a bit differently...I tend to value concentration of forces and consistency for key aspects...(and if Im using HIEs it becomes a key aspect - since successful use of it on 3 rounds is 9 damage into 2 opposing ships). [In this case I recognize that the red dice consistency is limited, and Caitken & Shollan (aka C&S) could help with that - but Im willing to bet that the reds will average out a bit under 1 dmg per die each attack, and that the added damage from the 2 or 3 HIE procs will have a higher total damage than if I tried to increase the red consistency at the expense of the probability of crit to use the HIE]. And for full disclosure, I dont mean to defend the use of HIE/WBT as the best build for the Starhawk - i have 4 games with HIE w/out WBT, 6 games with both HIE/WBT, and have even tried 4 games with High-cap Ion Turbines and C&S, but ultimately have gone with the LFC/LTT/Leading Shots version for all the rest. From your last comment I anticipate that you value distributed lethality - ie multiple avenues of attack that can all concentrate on a specific target over 1 or 2 rounds with limited vulnerability to a concentrated counter attack against any of the individual ships. Which means to me, the main impetuous for the ship loadout/fleet comp/obj choice is dictated by personal playstyle and the planned use for each part of the fleet.
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