Nevole

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About Nevole

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  1. I would rather purchase my drinks from the establishment in order to support them if I am going to be there for an event; but I wanted to make sure they actually sold refreshments rather than assume, show up and not have anything to drink while I'm there.
  2. Thank you both for the advice and insight on the changes. Once I'm able to get together for another game I'm going to have to try out slicer tools; I have yet to use that card at all but I've heard it can make for quite a few headaches for the enemy. I agree with your statement on going second; I've been going second on purpose occasionally in attempt to get better at setting traps but it hasn't been as successful as I would like. I've had a couple of wins doing so but my biggest downfall majority of the time is I'm still trying to master the maneuverability of the ship.
  3. You are probably correct about the the over investment in the squadron ball; being new to the game I've been a bit hesitant on going for a light fighter ball but in lowering the fight ball it can make the MC30's a bit deadlier. Have you been able to use the QS gr-75 to some success in sinking other flotillas? I have considered SFO on the MC30's but wasn't able to find the points available to do so in my previous variation but I've taken your advice and make alterations. How about the list below? I'm sure it requires me to play a bit more aggressively than I did last time but the MC30's really call for that not to mention it ups my bid quite a bit. The MC30 is my favorite ship out of the rebel fleet and in the future I really want to come up with a list that involves all 3 of the ones I own. Author: Nevole Faction: Rebel Alliance Points: 378/400 Commander: Mon Mothma Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Solar Corona MC30c Torpedo Frigate (63 points) - Admonition ( 8 points) - Skilled First Officer ( 1 points) - Ordnance Experts ( 4 points) - X17 Turbolasers ( 6 points) - Assault Proton Torpedoes ( 5 points) = 87 total ship cost MC30c Torpedo Frigate (63 points) - Foresight ( 8 points) - Skilled First Officer ( 1 points) - Ordnance Experts ( 4 points) - X17 Turbolasers ( 6 points) - Assault Proton Torpedoes ( 5 points) = 87 total ship cost CR90 Corvette A (44 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 53 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost [ flagship ] GR-75 Medium Transports (18 points) - Mon Mothma ( 30 points) = 48 total ship cost GR-75 Medium Transports (18 points) - Quantum Storm ( 1 points) = 19 total ship cost 1 Tycho Celchu ( 16 points) 1 Shara Bey ( 17 points)
  4. I'm currently running the list below however I am considering making some slight changes to it and was hoping to get some input on the changes I am considering. I did take this variation of the list to my first ever event last month and was able to make it to 4th place with it; I played very conservatively due to these being my first matches outside of my group of friends and didn't know what to expect. Author: Nevole Faction: Rebel Alliance Points: 394/400 Commander: Mon Mothma Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Solar Corona MC30c Torpedo Frigate (63 points) - Admonition ( 8 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost MC30c Torpedo Frigate (63 points) - Foresight ( 8 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost CR90 Corvette A (44 points) - Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost [ flagship ] CR90 Corvette A (44 points) - Mon Mothma ( 30 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 83 total ship cost GR-75 Medium Transports (18 points) = 18 total ship cost GR-75 Medium Transports (18 points) = 18 total ship cost 1 Jan Ors ( 19 points) 1 Biggs Darklighter ( 19 points) 2 X-Wing Squadrons ( 26 points) The changes that I am considering are to ensure the safety of Mon Mothma as well as to up my bid; even though I didn't lose any ships at the tournament I did come close once to losing my flagship. I want to drop Jainas Light from the CR90 then move Mothma over to one of the transports which would have Quantum Solace added to it. The squadron ball would be completely changed around to 2 YT-2400 and 2 E-wings that are to be activated by the second transport. The reason for the E-wings over 4 YT-2400 is to use the snipe for getting around counter if need be. Any feedback on the changes or advice on other changes that would help are appreciated.
  5. I'll be attending with a friend; does this store allow outside refreshments or do they have sell their own?
  6. So a friend of mine roped me into this game sometime last year and I avoided purchasing any miniatures to stave off addiction of the game; however the same friend ended up getting me the starter kit and a few other ships for xmas so the avoidance was short lived. We are now looking to start a CC between a small group of friends and I wanted to get the input of others on a viable fleet build before committing to what I am considering. I've had some early success with Mon Motha, Rieekan & Madine but want to give Cracken a try. The following is the fleet build I have come up with so far: Faction: Rebel Alliance Points: 396/400 Commander: General Cracken Assault Objective: Targeting Beacons Defense Objective: Custom Objective (It wouldn't let me select Capture the VIP for some reason) Navigation Objective: Solar Corona Assault Frigate Mark II B (72 points) = 72 total ship cost Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) = 62 total ship cost Nebulon-B Support Refit (51 points) - Salvation ( 7 points) = 58 total ship cost [ flagship ] CR90 Corvette A (44 points) - General Cracken ( 26 points) - Jainas Light ( 2 points) = 72 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) = 20 total ship cost 1 Ten Numb ( 19 points) 1 Jan Ors ( 19 points) 1 Luke Skywalker ( 20 points) 1 Wedge Antilles ( 19 points) 1 Biggs Darklighter ( 19 points) 1 "Dutch" Vander ( 16 points) The general idea of the fleet is to stay at long range plinking the enemies ships with nothing but red dice; the fleet can output up to 14 a turn if I time my CF's just right. The CR90 will stick with another one of the ships (probably the Salvation Neb) to attempt to stay obstructed at all times lessening the dice pool of the enemy even further when attacking it. Yavaris and the GR-75 will push my fleets, which would only be 4 in the beginning until I get upgrades, but keep them somewhat at a close range to provider a screen for anything that does get close to my ships. The squadrons I have selected are mostly for anti squadron but also provide the capability of making any ship that gets close pay. Any input or criticism on how to improve this initial fleet setup would be most appreciated.