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BozoLtD

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  1. I have submitted this to FFG for clarification. Since 88B has not been released yet, I don't expect to hear back for a bit.
  2. After playing with it for 3 games this weekend, I do not believe Gunnery Teams is a must have. I found myself making attacks from 3 different firing arcs regularly. I think if you are running Jerry and a SSD, gunnery teams is more of a staple since you will have an easier time keeping things in that front arc. Also not taking Gunnery teams lets you pick Advance gunnery from their objectives. You are already going to lose the game if you lose that ship so might as well take it.
  3. I didn't see this asked anywhere. I was wondering how the text for IG-88B works vs escort. "At the start of Squadron Phase, you may toggle your activation slider to the activated side. If you do, you may perform an anti-squadron attack against each enemy squadron at distance 1. Treat these attacks as obstructed." Couple scenarios that I want to confirm. 1. IG-88B attacks all squardons in range ignoring Escort 2. IG-88B attacks only those with keyword escort and can only do so once. If there is only 1 escort, IG-88B will therefore only make 1 attack. 3. IG-88B performs an attack on each squadron but must direct those attacks at squadrons with keyword escort. Example: IG-88B is in range of 1black squadron and 4 ties. IG-88B targets generic squadron 1 but attack is directed to Black Squadron. IG-88B targets generic squadron 2 but attack is directed to Black Squadron and so on until black is dead or all eligible attacks are completed. I am assuming scenario 3 is an extreme case and is not likely, but we have not had a squadron with text like this before. I am guessing scenario 2 is the only option.
  4. So I got a hold of my SSD and instantly did not like the color scheme which has been a theme with most of the models. Over the last couple of days, I went through stages to get this monster painted. I am pleased and figured I would share with the community and give other ideas. Over all, it was not difficult just took time. Stage 1: Simple base coat using Chaos Black basing spray. I did not do any stripping. Stage 2: I really liked how this turned out. I almost stopped here. I used a dry brush technique with Dawnstone Dry for the outer layer and Mechanicus Grey (Air) for the middle/command deck. Stage 3.1: You will see my SD next to the SSD here. This is why I went with the red strip. I have this theme on a lot of my ships. I like it though I am thinking of shading out the red that goes over the mid section. I also plan on adding the imperial symbol on the wings or adding aurebesh like on my SD. I hope you all enjoy! Let me know what you think.
  5. Proximity MinesOffensive Retrofit - 4 ptsBefore deploying fleets, you may discard this card to place a number of proximity mine tokens equal to half your engineering value, rounded down. You may place these mines anywhere in the play area beyond distance 5 of enemy ships (and distance 1 of each other). Any ideas why there is the range restriction on this when you deploy them before fleets are even deployed? I am wondering if they are considering future upgrades that involve deploying a ship before the ship deployment phase?
  6. Instead of Wing Commander, I would use the title Pursuant. It is 4 points cheaper and has close to the same affect. You don't lose your dial if it is something other than squadron and you still get a squad command when you really need it. I would try to get another squadron in there for deployment. If you made the above change plus dropping expanded hangers and tempest to black squadron, you should have enough points for Rudor. It would bring you up to 6 squadrons with 5 of them having scatter.
  7. With the latest updates, Capt Brunson and HIEs make is actually viable. You really have to understand its limits. It is a definite point sink, but it really tough to kill if played correctly. I have found two fleet types that work for me with it. Token farming with squadron play and taking a quasar along with it. The other is having it trial a heavy hitter to help protect and clean up if the front line ship dies, ISD Kuat or Cymoon (w/ Vader). My Standard Interdictor Build (Normally is my flag ship too) Interdictor Suppression Refit (90)• Captain Brunson (5)• Disposable Capacitors (3)• Grav Shift Reroute (2)• Targeting Scrambler (5)• Heavy Ion Emplacements (9)• Interdictor (3)= 117 Points I will add a support team depending on the rest of the fleet and if I have extra points. Another one of the guys in my area is running this regularly with Thrawn and doing pretty well.
  8. Mon Mothma or Cracken with a raider swarm. Dodonna with APT Demo + Rhymer bomber swarm (which includes Maarek).
  9. For me, it is so I don't have to run Screed or Vader to be able to reliably get the crit though you can still flop your rolls. Jerry helps getting the raiders in a better position either to line up the shot or getting out after they do their damage.
  10. Name: Regional - Jerry Faction: Imperial Commander: Moff Jerjerrod Assault: Most Wanted Defense: Planetary Ion Cannon Navigation: Superior Positions Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) = 23 Points Raider II (48) • Veteran Gunners (5) • Disposable Capacitors (3) • Heavy Ion Emplacements (9) = 65 Points Raider I (44) • Ordnance Experts (4) • External Racks (3) • Instigator (4) = 55 Points Quasar Fire I (54) • Moff Jerjerrod (23) • Agent Kallus (3) • Flight Controllers (6) • Boosted Comms (4) • Pursuant (2) = 92 Points Squadrons: • Colonel Jendon (20) • Darth Vader (21) • Dengar (20) • Gamma Squadron (10) • Maarek Stele (21) • Mauler Mithel (15) • Tempest Squadron (13) • TIE Bomber Squadron (9) = 129 Points Total Points: 389 Took 8th in San Antonio Regional.
  11. My fleet which got me 8th. Name: Regional - Jerry Faction: Imperial Commander: Moff Jerjerrod Assault: Most Wanted Defense: Planetary Ion Cannon Navigation: Superior Positions Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) = 23 Points Raider II (48) • Veteran Gunners (5) • Disposable Capacitors (3) • Heavy Ion Emplacements (9) = 65 Points Raider I (44) • Ordnance Experts (4) • External Racks (3) • Instigator (4) = 55 Points Quasar Fire I (54) • Moff Jerjerrod (23) • Agent Kallus (3) • Flight Controllers (6) • Boosted Comms (4) • Pursuant (2) = 92 Points Squadrons: • Colonel Jendon (20) • Darth Vader (21) • Dengar (20) • Gamma Squadron (10) • Maarek Stele (21) • Mauler Mithel (15) • Tempest Squadron (13) • TIE Bomber Squadron (9) = 129 Points Total Points: 389 First Game: Regional Bye Second Game: Double Vader Cymoon ISD. My last raider survived by 1 hull preventing me from getting tabled and letting me kill the final ISD. Third Game: Double Motti ISD. My raider flopped its shots to strip shields on an Motti ISD with VG re-roll that plus another activation mistake made it so I couldn't put enough damage on the one ISD to finish it off. Fun note, I faced a total of 3 squadrons with this list out of both games. I was expecting to face a good number of Sloane.
  12. True. The new wave brought large ships back which is exactly what this raider wants to fight against (At least in my area). If i get that one ACC and Crit though, I can still push it through against evade ships assuming I am at long range/medium. Also most evade ships don't have a lot of shields so I use VG to roll for that ACC and just let the rest of the damage get pushed through. I have found he works well as a flotilla killer at late game, but he normally has to ram to finish it off.
  13. I have been running one or two for a couple weeks. I brought one to regionals with a bomber fleet to assist. Raider II (48)• Veteran Gunners (5)• Disposable Capacitors (3)• Heavy Ion Emplacements (9)= 65 Points This little guy does wonders. I have dropped an ISD to Zero shields and 2 hull tapping it twice long range then medium. I have done the same to an MC75 leaving it with 4 hull left. I use Veteran Gunners since I love running Jerry and Raiders. They put out an amazing amount of damage then get out. I have found it is great at taking out flotillas as well if you get the ACC and Crit.
  14. This whole "Ard" thing, am I missing it? I am glad that you didn't run the SW:7 Swarm. How dirty do you feel running a rebel ram swarm?
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