Jump to content

jbrandmeyer

Members
  • Content Count

    118
  • Joined

  • Last visited


Reputation Activity

  1. Haha
    jbrandmeyer reacted to player3691565 in Is armada.....   
    Really hard
    since I’ve just been handed my *** by my 9 year old son flying 2 ISDs and a medium fight ball my conclusion is it’s clearly child’s play and not the complex adult game I aways thought it was.......stamps feet and stomps off into the distant to calls of “daddy are you being salty”.
     
  2. Like
    jbrandmeyer got a reaction from grunnax93 in Rebellion in the Rim Shenanigans   
    You start with 2 in your initial fleet.  But if you play the campaign objective then you can get a unique squadron as the location reward.
  3. Like
    jbrandmeyer reacted to Cap116 in Madine's Gravity Rift Runners   
    @DblVsdGuy
    Something like this?
    Name: Untitled Fleet
    Faction: Rebel
    Commander: General Madine
    Assault: Suprise Attack
    Defense: Asteroid Tactics
    Navigation: Infested Fields
    MC80 Star Cruiser (96)
    • Strategic Adviser (4)
    • Weapons Battery Techs (5)
    • Auxiliary Shields Team (3)
    • Heavy Ion Emplacements (9)
    • Spinal Armament (9)
    • Linked Turbolaser Towers (7)
    • Mon Karren (8)
    = 141 Points
    MC75 Armored Cruiser (104)
    • General Madine (30)
    • Bail Organa (7)
    • Boarding Troopers (3)
    • Electronic Countermeasures (7)
    • External Racks (3)
    • SW-7 Ion Batteries (5)
    • XX-9 Turbolasers (5)
    = 164 Points
    GR-75 Medium Transports (18)
    • Comms Net (2)
    = 20 Points
    GR-75 Medium Transports (18)
    • Comms Net (2)
    = 20 Points
    Squadrons:
    • Ketsu Onyo (22)
    • Shara Bey (17)
    • Tycho Celchu (16)
    = 55 Points
    Total Points: 400
     
    I had to downgrade from LTTs to XX9 on the 75, and Ketsu instead of Lando....
  4. Like
    jbrandmeyer reacted to Mad Cat in Are Z-95s Any Good?   
    They are ok for the points but you soon come up against squadron control limits when you decide to put lots of them in a list. You can start to spend a lot of points on Expanded hangars or officers like Raymus to get them all doing what you want where as a list with about half that number of X-wings would not need these upgrades to operate well. 
    Red dice are fickle and can give extreme results (admittedly either way). I remember using 4 Z95s in a game, over 2 turns I threw 24 red dice with 8 swarm rerolls and inflicted 3 damage (2 of them were scattered). Red dice also have half the accuracies of blue dice so polishing off scatter aces can be frustrating. 
    Speed is a small problem compared to the humble TIE fighter but a lot of rebel fighters are speed 3 so it isn't like they are slowing their comrades down. AFFM can be nice and an FCT on a Pelta, MC80 or Nebulon could shuffle things along. 
    3 Hull is weak and you are vulnerable to Flak and Mauler Mithel's ramming attacks or Fel's auto damage. However Rebels have the best Escorts in the game so if your fighters include Jan, 2-4 X-Wings and maybe Bigggs then a pair of Z95s can hang around this fight - shooting away with swarm rerolls and only occasionally getting attacked by things that ignore the escort rule. Reserve hangar bays can also recycle a Z95 during the game. 3 points for a damaged 7 point fighter isn't as good a ratio as the Imperials can manage (3 for 11 or 12) but could be useful all the same.
    Massed Z95 lists suffer from fragile hull, decent enemy flak, lots of counter(2) squadron opposition and it has squadron control issues. The double swarm reroll from Blout will help but I still recommend Jan + 2-3 X-Wings/YT1300s as a central core for protection. 
     
    I have included Z95s when I need one extra squadron to keep the numbers up. In Sato lists I like 1-2 of them as you just need to keep some squads alive to get the dice colour changes. A Z95 on an obstacle can come out later in the game and help.
    I also include them as additions to a Jan/X-Wing force where they are less vulnerable due to the escort. 
  5. Like
    jbrandmeyer got a reaction from Muelmuel in Are Z-95s Any Good?   
    If you are running a fleet that has some extra squadron commanding ability (say, an Ackbar assault frigate list), then you can build an SFC out of them that works.  I've run 3x X-wings and 3X Z-95's pretty well as a punch-forward alternative to Shara, Tycho and 2x A-wings.  Its also more punchy than Biggs and 3x X-Wings.
    For the low, low cost of only 5 more points, you get +1 deployment, +4 hull, and 9 more attack dice on your turn. Where the A-wing crew works around the periphery to slow the enemy down and gum up the works, the XZ crew try to hit and kill one or two linchpin enemies, while sticking around long enough to slow down a non-Intel blob.
    I personally find that the next upgrade for this particular SFC should be to upgrade an X-Wing to Biggs, and not a Z-95 to Blount.  Blount's cost includes his defense tokens, which aren't going to help. By the time the escorts are dead, the wing had better have already done its job.  Also, Blount's second re-roll only applies to his neighbors, not to himself.  So while Biggs ends up aiding everyone by making the X-wings better escorts, Blount only really aids 2 of his companions.
  6. Like
    jbrandmeyer got a reaction from OgRib in Are Z-95s Any Good?   
    If you are running a fleet that has some extra squadron commanding ability (say, an Ackbar assault frigate list), then you can build an SFC out of them that works.  I've run 3x X-wings and 3X Z-95's pretty well as a punch-forward alternative to Shara, Tycho and 2x A-wings.  Its also more punchy than Biggs and 3x X-Wings.
    For the low, low cost of only 5 more points, you get +1 deployment, +4 hull, and 9 more attack dice on your turn. Where the A-wing crew works around the periphery to slow the enemy down and gum up the works, the XZ crew try to hit and kill one or two linchpin enemies, while sticking around long enough to slow down a non-Intel blob.
    I personally find that the next upgrade for this particular SFC should be to upgrade an X-Wing to Biggs, and not a Z-95 to Blount.  Blount's cost includes his defense tokens, which aren't going to help. By the time the escorts are dead, the wing had better have already done its job.  Also, Blount's second re-roll only applies to his neighbors, not to himself.  So while Biggs ends up aiding everyone by making the X-wings better escorts, Blount only really aids 2 of his companions.
  7. Like
    jbrandmeyer got a reaction from JolliGreenGiant in Are Z-95s Any Good?   
    If you are running a fleet that has some extra squadron commanding ability (say, an Ackbar assault frigate list), then you can build an SFC out of them that works.  I've run 3x X-wings and 3X Z-95's pretty well as a punch-forward alternative to Shara, Tycho and 2x A-wings.  Its also more punchy than Biggs and 3x X-Wings.
    For the low, low cost of only 5 more points, you get +1 deployment, +4 hull, and 9 more attack dice on your turn. Where the A-wing crew works around the periphery to slow the enemy down and gum up the works, the XZ crew try to hit and kill one or two linchpin enemies, while sticking around long enough to slow down a non-Intel blob.
    I personally find that the next upgrade for this particular SFC should be to upgrade an X-Wing to Biggs, and not a Z-95 to Blount.  Blount's cost includes his defense tokens, which aren't going to help. By the time the escorts are dead, the wing had better have already done its job.  Also, Blount's second re-roll only applies to his neighbors, not to himself.  So while Biggs ends up aiding everyone by making the X-wings better escorts, Blount only really aids 2 of his companions.
  8. Like
    jbrandmeyer got a reaction from flatpackhamster in Are Z-95s Any Good?   
    If you are running a fleet that has some extra squadron commanding ability (say, an Ackbar assault frigate list), then you can build an SFC out of them that works.  I've run 3x X-wings and 3X Z-95's pretty well as a punch-forward alternative to Shara, Tycho and 2x A-wings.  Its also more punchy than Biggs and 3x X-Wings.
    For the low, low cost of only 5 more points, you get +1 deployment, +4 hull, and 9 more attack dice on your turn. Where the A-wing crew works around the periphery to slow the enemy down and gum up the works, the XZ crew try to hit and kill one or two linchpin enemies, while sticking around long enough to slow down a non-Intel blob.
    I personally find that the next upgrade for this particular SFC should be to upgrade an X-Wing to Biggs, and not a Z-95 to Blount.  Blount's cost includes his defense tokens, which aren't going to help. By the time the escorts are dead, the wing had better have already done its job.  Also, Blount's second re-roll only applies to his neighbors, not to himself.  So while Biggs ends up aiding everyone by making the X-wings better escorts, Blount only really aids 2 of his companions.
  9. Like
    jbrandmeyer got a reaction from The Jabbawookie in Are Z-95s Any Good?   
    If you are running a fleet that has some extra squadron commanding ability (say, an Ackbar assault frigate list), then you can build an SFC out of them that works.  I've run 3x X-wings and 3X Z-95's pretty well as a punch-forward alternative to Shara, Tycho and 2x A-wings.  Its also more punchy than Biggs and 3x X-Wings.
    For the low, low cost of only 5 more points, you get +1 deployment, +4 hull, and 9 more attack dice on your turn. Where the A-wing crew works around the periphery to slow the enemy down and gum up the works, the XZ crew try to hit and kill one or two linchpin enemies, while sticking around long enough to slow down a non-Intel blob.
    I personally find that the next upgrade for this particular SFC should be to upgrade an X-Wing to Biggs, and not a Z-95 to Blount.  Blount's cost includes his defense tokens, which aren't going to help. By the time the escorts are dead, the wing had better have already done its job.  Also, Blount's second re-roll only applies to his neighbors, not to himself.  So while Biggs ends up aiding everyone by making the X-wings better escorts, Blount only really aids 2 of his companions.
  10. Like
    jbrandmeyer reacted to Tokra in Let's Discuss: Bomber Crit Centre?   
    Yes. for the next flip. But we are not talking about the next flip, we are talking about the chance that you get head 5 times in a row, and not what you can get on the 6th flip.
    Again, it does not matter what the chance is for the next roll. I talk about the chance for no damage with the reroll.
    You are both ignoring the first roll and just watch the second roll. But this first roll had a 25% on a result that you want and would keep. And you have to add in this calculation.
     
    If you roll a black die, you have a 25% chance for a blank and a 50% chance for a hit.
    Now you reroll this black die.
    When you reroll on a blank, you have again a 25% chance for a blank. This gives 0.25*0.25 for no damage. This is 6.25% chance for no damage.
    But if you reroll the hits as well, you increase the chance for no damage to 0.75 (blank and hit) * 0.25 (blank). You tripple the chance for no damage. Because the hit, that you had earlier, can suddenly become a blank, changing your 1 damage to 0 damage. 
     
    We can as well check the chance for the hit+crit for both cases.
    In the first case (reroll only on the blank) you have a 31.25% chance for a hit+crit. If you reroll the hit on the first roll as well, you increase the chance to 43.75%. 
    The difference is the same 12.5% But the no damage is increasing by the factor 3 (from 6.25% to 18.75%). And the hit+crit is only increasing by a factor of 1.4 (from 31.25% to 43.75%).
    Compared to the risk increase of no damage, this little increase in more damage is not really worth it (imo).
     
     
  11. Like
    jbrandmeyer got a reaction from The Jabbawookie in 1200 Point Sector Fleet Tournament   
    2400 points of fleet on the table is going to be crowded.  One BCC simply isn't going to cut it - its just too hard to keep them near the squadrons.  Instead of dropping the jamming field flotilla entirely, I'd replace it with a second BCC, and consider giving both of them boosted comms.  That makes it much easier for them to contribute from the periphery, where they can stay out of traffic.
  12. Like
    jbrandmeyer got a reaction from grunnax93 in 1200 Point Sector Fleet Tournament   
    2400 points of fleet on the table is going to be crowded.  One BCC simply isn't going to cut it - its just too hard to keep them near the squadrons.  Instead of dropping the jamming field flotilla entirely, I'd replace it with a second BCC, and consider giving both of them boosted comms.  That makes it much easier for them to contribute from the periphery, where they can stay out of traffic.
  13. Like
    jbrandmeyer got a reaction from Mad Cat in 1200 Point Sector Fleet Tournament   
    2400 points of fleet on the table is going to be crowded.  One BCC simply isn't going to cut it - its just too hard to keep them near the squadrons.  Instead of dropping the jamming field flotilla entirely, I'd replace it with a second BCC, and consider giving both of them boosted comms.  That makes it much easier for them to contribute from the periphery, where they can stay out of traffic.
  14. Like
    jbrandmeyer reacted to flatpackhamster in Reserve Hangar Bay is glorious.   
    I tried it last night playing a friend (and pretending we had the cards).  My squadrons consisted of 4 TIE Interceptors, Zertik Strom and Valen Rudor.  I had 4 Reserve Hangar Bays.
     
    It turns out that attacking your opponent's Counter-equipped A-Wings with essentially disposable and replaceable fighters works really well.  You attack, he counters, you attack again, he dies, he counters, you die - except you don't.
    I was able to wipe out his maximum strength fighter wing and only lost Zertik. 
  15. Like
    jbrandmeyer reacted to Drasnighta in Cannot Get Your Ship Out! August Articles!   
    Well, as long as you're not taking some *other* new offensive Retrofit, like the Advanced Transponder Net to not be Bombed to death anymore (which is a good'un), and basically, a cornerstone of Imperial Lists recently have eithe rbeen Heavy Squadrons, or BTVenger - so really...  There's a lot of loss there.

    I mean, don't get me wrong.  The *First* opportunity I have, I'm slapping it on 2 Interdictors and a Gozanti and going SSD Hunting.  But its at the cost of a lot of the Nose Punch utility, so we'll see.
     
    I'm inherently not impressed by 1 cases.  But the situations where you can put 5-6 on the table at once, that's where you'll get my attention.
  16. Like
    jbrandmeyer got a reaction from The Jabbawookie in Cannot Get Your Ship Out! August Articles!   
    Looks like 4 points of flexibility to me.  There's a ton of objectives that are aided by mines for either P1 or P2.
     
  17. Like
    jbrandmeyer reacted to LostFleet in Thrawn Treason, new novel July 23   
    A few suggestions after I read the final book.
    If you are a fan of original Thrawn from Heir to the Empire Series, I recommend for you to read this new trilogy with caution, Thrawn's brilliance is turned into a gimmick. 
    If you are a fan of Rebels Thrawn, I would recommend you to read Heir to the Empire series first and then decide to continue to new trilogy.
    If you are a fan of Rebels Thrawn and do not want to venture in Legends area, then you can read these books. Just a quick warning, even if the circumstances are a bit different, the way Rebels Thrawn character is portrayed, it is very close to original books rather this new trilogy.
     
    Anyway, even after reading this new trilogy, I still love Thrawn and a blue heart to show it 💙💙💙💙💙
  18. Thanks
    jbrandmeyer reacted to Snipafist in Cannot Get Your Ship Out! August Articles!   
    Actually there's a segment before that that clears it all up - obstacles can't ever end a movement overlapping anything (squads, ships, tokens, other obstacles). Missed it on my first flip-through. You could get in the way of the whales with squads but given they could flip around and whatnot it's possible for them to hop individual squads unless you place them very carefully.
    Fairly big. Gravity rift is bigger than the station. Purrgils are like fat dust clouds. The exogorths are lumpy but about the same size as small asteroids.
  19. Like
    jbrandmeyer got a reaction from Rimsen in Weapon Battery Techs   
    I started off disagreeing with you, but ended up supporting you instead
    In the case that you are hyper-optimizing a Raider as a HIE delivery vehicle, veteran gunners has a slight edge over weapon battery techs.  The difference is pretty small though, so the other value-adds by WBT that make it more worth-while.
    Case A: Veteran gunners, always re-roll the first throw when missing a crit.
    Case B: Weapon Battery Techs, always flip one accuracy to a crit when missing a natural crit
    Common to both: 3 blue dice, no other dice control.
     
    Case A has ~91% odds to proc the crit: x + x^2, where x = (1 - (3/4)^3)
    Case B has has an 87.5% odds to proc the crit: 1 - (1/2)^3: The odds to get one or more critical hits or accuracies in three blue dice.
     
    There are some other situations not covered this analysis that overall tip the balance in favor of WBT.  if you proc the crit on the initial role, then WBT continues to give you an opportunity to add +1 damage on an existing accuracy, or to have some redundancy versus Captain Brunson.  In a small pool its *almost* but not quite as good as having SW-7's in addition to making a blue crit effect more reliable.
    The damage distribution for three blue dice on their own is 0: 1.5%, 1: 14%, 2: 42%, 3: 42%.  After WBT's effect, the distribution becomes 1.5% for 1, 14% for 2, and 84.4% for 3.  In effect, WBT's add about 0.5 more damage in a 3-die salvo.
  20. Like
    jbrandmeyer got a reaction from Bertie Wooster in Weapon Battery Techs   
    I started off disagreeing with you, but ended up supporting you instead
    In the case that you are hyper-optimizing a Raider as a HIE delivery vehicle, veteran gunners has a slight edge over weapon battery techs.  The difference is pretty small though, so the other value-adds by WBT that make it more worth-while.
    Case A: Veteran gunners, always re-roll the first throw when missing a crit.
    Case B: Weapon Battery Techs, always flip one accuracy to a crit when missing a natural crit
    Common to both: 3 blue dice, no other dice control.
     
    Case A has ~91% odds to proc the crit: x + x^2, where x = (1 - (3/4)^3)
    Case B has has an 87.5% odds to proc the crit: 1 - (1/2)^3: The odds to get one or more critical hits or accuracies in three blue dice.
     
    There are some other situations not covered this analysis that overall tip the balance in favor of WBT.  if you proc the crit on the initial role, then WBT continues to give you an opportunity to add +1 damage on an existing accuracy, or to have some redundancy versus Captain Brunson.  In a small pool its *almost* but not quite as good as having SW-7's in addition to making a blue crit effect more reliable.
    The damage distribution for three blue dice on their own is 0: 1.5%, 1: 14%, 2: 42%, 3: 42%.  After WBT's effect, the distribution becomes 1.5% for 1, 14% for 2, and 84.4% for 3.  In effect, WBT's add about 0.5 more damage in a 3-die salvo.
  21. Like
    jbrandmeyer got a reaction from Mad Cat in Weapon Battery Techs   
    I started off disagreeing with you, but ended up supporting you instead
    In the case that you are hyper-optimizing a Raider as a HIE delivery vehicle, veteran gunners has a slight edge over weapon battery techs.  The difference is pretty small though, so the other value-adds by WBT that make it more worth-while.
    Case A: Veteran gunners, always re-roll the first throw when missing a crit.
    Case B: Weapon Battery Techs, always flip one accuracy to a crit when missing a natural crit
    Common to both: 3 blue dice, no other dice control.
     
    Case A has ~91% odds to proc the crit: x + x^2, where x = (1 - (3/4)^3)
    Case B has has an 87.5% odds to proc the crit: 1 - (1/2)^3: The odds to get one or more critical hits or accuracies in three blue dice.
     
    There are some other situations not covered this analysis that overall tip the balance in favor of WBT.  if you proc the crit on the initial role, then WBT continues to give you an opportunity to add +1 damage on an existing accuracy, or to have some redundancy versus Captain Brunson.  In a small pool its *almost* but not quite as good as having SW-7's in addition to making a blue crit effect more reliable.
    The damage distribution for three blue dice on their own is 0: 1.5%, 1: 14%, 2: 42%, 3: 42%.  After WBT's effect, the distribution becomes 1.5% for 1, 14% for 2, and 84.4% for 3.  In effect, WBT's add about 0.5 more damage in a 3-die salvo.
  22. Thanks
    jbrandmeyer reacted to shmitty in In Flight Report Reactions   
    I’m live blogging it here:  https://www.tickaroo.com/ticker/5d3f7c93b2e7ee4ff2122237
  23. Like
    jbrandmeyer got a reaction from Bertie Wooster in General Cracken's SW-7 CR90Bs vs. Darth Vader's Dual ISDs   
    I don't think your ambush zone was set up correctly.  Its pretty tight:
     
    https://cannotgetyourshipout.blogspot.com/2017/03/armada-objectives-yellow-objectives.html
  24. Thanks
    jbrandmeyer got a reaction from Admiral Calkins in General Cracken's SW-7 CR90Bs vs. Darth Vader's Dual ISDs   
    I don't think your ambush zone was set up correctly.  Its pretty tight:
     
    https://cannotgetyourshipout.blogspot.com/2017/03/armada-objectives-yellow-objectives.html
  25. Like
    jbrandmeyer reacted to xero989 in "The Theory of Three" - an Outline   
    Exodus fleet with an engineering token is just as good as a command as well to get 2 shilds back each round.
×
×
  • Create New...