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jbrandmeyer

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  1. Thanks
    jbrandmeyer reacted to Truthiness in You're nobody. But not to me. Steel Squadron February!   
    Finally got around to my Madine Post-mortem.
    http://www.steelstrategy.com/2018/02/madine-postmortem.html?m=1
  2. Haha
    jbrandmeyer reacted to geek19 in You're nobody. But not to me. Steel Squadron February!   
    To the common TRC90, the scientifically named "basicus buildus," yes, EWS causes problems. But its often seen in the wild cousin Jainas Light, scientifically "findus twopointsus" doesn't care, amusingly enough. It's all in how nature evolves!
  3. Thanks
    jbrandmeyer got a reaction from stev in Can someone explain sensor net to me please.   
    I see where you are going with it, but I think you'll get more millage from jainas light. 
     
    A hammerhead swarm will happily pick opening salvo against you.
    A Strategic opponent will pick fire lanes against you.
    Everyone else will have a hard time
     
     
    Otherwise, it looks like a solid member of the archetype.
  4. Like
    jbrandmeyer reacted to stev in Can someone explain sensor net to me please.   
    So would this fleet work with sensor net and stuff?
    Faction: Rebel
    Commander: Commander Sato
    Assault: Opening Salvo
    Defense: Fire Lanes
    Navigation: Sensor Net
    MC75 Ordnance Cruiser (100)
    • Strategic Adviser (4)
    • Ordnance Experts (4)
    • Electronic Countermeasures (7)
    • Assault Proton Torpedoes (5)
    • External Racks (3)
    = 123 Points
    CR90 Corvette A (44)
    • Commander Sato (32)
    • Dodonna's Pride (6)
    = 82 Points
    Nebulon-B Support Refit (51)
    • Quad Battery Turrets (5)
    • Salvation (7)
    = 63 Points
    GR-75 Combat Retrofits (24)
    • Toryn Farr (7)
    • Bright Hope (2)
    = 33 Points
    GR-75 Combat Retrofits (24)
    = 24 Points
    Squadrons:
    • Shara Bey (17)
    • Tycho Celchu (16)
    • HWK-290 (12)
    • 2 x VCX-100 Freighter (30)
    = 75 Points
    Total Points: 400
  5. Like
    jbrandmeyer reacted to MandalorianMoose in Dodonna's Intense Hammerheads at Home   
    Or opening salvo to start whaling some ISD’s
  6. Like
    jbrandmeyer reacted to The Jabbawookie in Dodonna's Intense Hammerheads at Home   
    Close range intel scan > Most Wanted here, I suspect.
  7. Like
    jbrandmeyer got a reaction from Muelmuel in Raddus and Obstacles   
    Can a Raddus'ed ship overlap an obstacle on arrival?  I think the answer is yes, it can, because I cannot find anything that prevents it.  Furthermore, since it did not "execute a maneuver" to get there, it doesn't suffer the effects of the obstacle, either.
     
    Is that right?
  8. Thanks
    jbrandmeyer reacted to themightyhedgehog in Can someone explain sensor net to me please.   
    The way it's built is definitely daring you to take strategic.  No one has in the World Cup yet.  Also with all the upgrades I can move my VCX's 6 times in a turn.  3 VCX's, Adar, to FCT.  Fire lanes the opponent has a chance to break even if they take the big ship down fast.  I have only lost once to playing sensor net, and that was at Nova against Biggs.  I would never pick it as first player.  Fire lanes with my list going first would actually be workable, probably safer than an advanced gunnery or most wanted.  But first play as sensor net is never a good idea.  
     
  9. Like
    jbrandmeyer reacted to Ginkapo in Fish Foiler: ISD + Demo + 4   
    Why? You are first player. Activate lambdas and move the tokens, they then cant reach the tokens. Thats it, game set match.
    Ssssssssssssh
  10. Thanks
    jbrandmeyer reacted to Drasnighta in Nose Punch 4.0   
    Slam headfirst into Interdictors, not able to jump them, or crippling themselves on obstacles as they go...
    Which has squadrons cleaning up...
    Its generally a bloodbath at that point, but I tend to kill on par with what I lose (or better) and delay enough that the Ships that do make it to the stations don’t have enough time to do 10 damage to them.
    The speedy ships with the firepower to do so don’t generally find they can outmaneuver or jump my impromptu blockade.
  11. Like
    jbrandmeyer reacted to Ardaedhel in Can someone explain sensor net to me please.   
    First of all, neither of those lists relies on the Relays to scatter their ships defensively.  Both make use of Relay but really primarily have VCXs for Strategic.  Hedgehog's squadrons are strictly defensive and thus also don't rely on Relay as he's going to keep them up against his ships to protect them; GH/Yav is all about overlapping AOE synergies, so those synergies all need to be within a relatively constrained area anyway.  The choice is obvious for both of them--leave the Strategics behind to push forward the tokens--but that doesn't invalidate the fact that you are forcing the VCXs out of the fight if they're going to be doing that.
    I didn't say it was easy.  Don't conflate "this is how to counter-play this objective" with "DO THIS AND WIN EVERY TIME."  Yes, probably both of those players would beat me.  That's not relevant in the least.  The fact is that the tactic jbrandmeyer laid out does work.  Not only have I done it before, but it's self-evident:  if the tokens are behind their ships, and putting Strategic back there is the only way for them to get those tokens, they are faced with a choice between getting the tokens by putting Strategic in the back or not getting the tokens.
    Because P1 wouldn't also be moving that one distance 2 aft every time it's moved?  That's the whole point of the tactic jbrandmeyer laid out:  yes, they'll get some tokens, but you can mitigate it through good counterplay.
    Good luck, if you also do this:
     
    Sensor Net and Strategic is really good, and if you can pick a different objective, you should.  But it's not an automatic win for the P2 if you do find yourself having to pick it, and there are tactics you can use to make it better.
  12. Like
    jbrandmeyer reacted to Ardaedhel in Can someone explain sensor net to me please.   
    Yup.  The counter-play is to put your opponent in a scenario where he really needs those Lambdas doing both Strategic duty in the rear of the fleet and Relay duty in the front.  They can't be in both places at the same time.  This tactic can be mitigated if P2 brought an overengineered SN fleet with 3 Strategic and a couple of FCTs, but it still denies the use of Relay. 
    Also worth noting that swarms of flotillas can't clump up around a pile of Sensor Net tokens and also scatter around the edge of the board at the same time--another of those things that looks way scarier on paper than on the table.
  13. Like
    jbrandmeyer got a reaction from Ardaedhel in Can someone explain sensor net to me please.   
    Player 2's ships are still moving.  At speed 1, one strategic move per token grab is losing ground.  At speed 2 the token will be out of range *fast*, if you shove it to his aft.  This also means that you are partially denying P2 offensive use of relay, because his strategic squadrons are in the backfield running token management.
     
  14. Like
    jbrandmeyer got a reaction from Green Knight in Can someone explain sensor net to me please.   
    Player 2's ships are still moving.  At speed 1, one strategic move per token grab is losing ground.  At speed 2 the token will be out of range *fast*, if you shove it to his aft.  This also means that you are partially denying P2 offensive use of relay, because his strategic squadrons are in the backfield running token management.
     
  15. Thanks
    jbrandmeyer got a reaction from Xeletor in Can someone explain sensor net to me please.   
    This probably doesn't go in the rules forum, but here's what I've learned by playing this mission as P2.  Sensor Net looks terrifying to play against as P1, especially once you've been rekt by it that first time.  However, P1 does have some counter-play available.  Done right, P1 can keep the point loss to as low as Intel Sweep, while forcing P2 to spend a ton more effort for his work.  IMO, given the choice between Fire Lanes and Sensor Net, I think P1 has better counter-play available with Sensor Net, even if P1 doesn't have any strategic of their own.
     
    As P1, you should start by moving the tokens laterally with respect to P2's ships at first (when P2 picks one up), away from his fleet's center of mass.  Once you've got enough space space behind P2's ships, move the tokens as far to his farmers' aft as possible.  Do not move the tokens towards yourself thinking that you'll get to pick them up - you've just made it easier for P2 to pick them up with his own natural forward motion and your piddly "within 1-2" limit.  Consider not picking up the two tokens you placed on your side of the board at all.  It just makes the bleeding worse, especially if P2 has some farming flotilla setup going on.  Note that if the tokens are within distance 1 of your ship when you activate, you must collect your victory token, and the opponent gets to move the objective token.  However, you can treat them like the toxic waste they are and fly over/around them and/or position them far outside your flight path when you can.  That is, until you are flying through the debris of your slain enemy, of course
    Since you've decided not to pick them up, and the objective tokens are placed before deployment, you can also psych out your opponent into thinking that you will be approaching from a different direction than you actually are.  Padding squadron deployments helps with this strategy immensely.
    If you have Strategic and Fighter Coordination Teams (FCT) (or Squall) as P1, then set up to securely steal one of P2's tokens on your first activation, and don't pick any up at all on any of your activation(s).  Note that without FCT, you can't reach a token that is just barely outside of distance 5 from P2's board edge in your first activation, so this counter-strategy isn't available to you.  But if you can, this move leaves P2 with only one token to farm, which drastically cuts into P2's farming rate, increases the pressure on P2 to dedicate resources to moving his only token, and reduces the pressure on you to staunch the bleeding.  In a Strategic mirror match, you can either pick Fire Lanes and force a scrum for two of the tokens in the middle of the board (high-risk... maybe high reward?), or you can pick Sensor Net and reduce P2 to farming only one token.
    Otherwise, use the fact that P2 has a ton of board state to keep track of (in order to maximize his own token grabbing), to force P2 to make bad decisions with regards to your own fleet's approach vector and timing.  Leverage the fact that P2 is likely going to be rolling slower than you to get a moderate redeployment during your approach to combat.  However, you still need to hit P2 hard and fast to staunch the token bleeding if they get two or more tokens of their own to farm.
    If you've got something with H9's, and P2 has a stack of farming flotillas, then carefully consider dedicating that H9 ship to slaughtering the flotillas.  You can use the token movement to help corral those cattle in a favorable direction, by consistently moving them to the same side of the feed lot.  However, if they are protected by a doom pickle, then you're just giving the MC80 another opportunity to broadside your fleet.  If they are protected by an ISD, then you may still be able to force it into a hard decision: Protect the cattle, or face your other combat warship(s).  However, it may be better to slaughter the cattle after you've killed their guard dogs, depending strongly on what they've got for their own setup.
    You may be tempted into sending your fighters straight after P2's strategic squadrons.  That's probably a bad idea, since P2 will probably have some interceptors or escorts and overlapping flak fields to greet you.  Instead, take advantage of the fact that P2 will be spending his activations on his strategic movement to add extra damage into P2's combat ships.  Then go for the lock-down while those poor flotillas are getting rammed and H9'ed to death.
     
    As P2, start by having a big honking bag of victory tokens, cause you may be digging deeply into it to track your scoring.  A 20 token blow-out can easily happen if P1 plays the mission poorly.  If P1 plays the mission well, they may hold you down to only a 4-8 token advantage.  If P1 has strategic themselves, and they play the mission right, then you may only end up with a few.
    Use strategic to bounce the objective tokens toward your fleet's center of mass.  When P1 grabs "his" tokens (usually on T2), use the longer movement (within distance 1-4) to pull them straight into your fleet and increase your farming rate.  2-3 Strategic squadrons (and sometimes fighter coordination teams) are enough to help ensure that every ship activation picks up a victory token, especially once you've got 3-4 of the objective tokens.  If you have FCT, then use the FCT movement to reposition the tokens without activating the strategic squadrons, and activate the strategic squadrons by a different ship (preferably a flotilla) on a different activation.  That way, you can move and pick up the same token several times per turn.  If P1 successfully stole a token, then you may have to activate your own strategic squadrons only one at a time.  You can move tokens under your own ships, although it does make it a pain to pick them up when its time to move them.  You absolutely can and should ping the same objective token several times per turn.
    Consider slow-rolling it at speed 1 for T1-T2, but don't hesitate to increase as needed to avoid getting caught.  Against a very slow/distant opponent, then dropping to speed 0 may be tempting on T1, but don't get cocky.  Instead, bank a nav token early, and be prepared to abandon the tokens entirely with a big speed jump to hit P1's reckless timing if/when he tries to rush you.  Be very careful on your deployment to ensure that you are properly set up against your opponent, since you won't be able to adjust it at a slow speed.
    Don't over-focus your activation order on picking up and manipulating the tokens to the point that you fail to activate your interceptors (to counter P1's bombers, say), or you activate your combat ships into P1's guns.  Don't turn the objective into a disadvantage by giving P1 easy targets or an overly predictable activation order if you can help it.
  16. Like
    jbrandmeyer got a reaction from Green Knight in Can someone explain sensor net to me please.   
    This probably doesn't go in the rules forum, but here's what I've learned by playing this mission as P2.  Sensor Net looks terrifying to play against as P1, especially once you've been rekt by it that first time.  However, P1 does have some counter-play available.  Done right, P1 can keep the point loss to as low as Intel Sweep, while forcing P2 to spend a ton more effort for his work.  IMO, given the choice between Fire Lanes and Sensor Net, I think P1 has better counter-play available with Sensor Net, even if P1 doesn't have any strategic of their own.
     
    As P1, you should start by moving the tokens laterally with respect to P2's ships at first (when P2 picks one up), away from his fleet's center of mass.  Once you've got enough space space behind P2's ships, move the tokens as far to his farmers' aft as possible.  Do not move the tokens towards yourself thinking that you'll get to pick them up - you've just made it easier for P2 to pick them up with his own natural forward motion and your piddly "within 1-2" limit.  Consider not picking up the two tokens you placed on your side of the board at all.  It just makes the bleeding worse, especially if P2 has some farming flotilla setup going on.  Note that if the tokens are within distance 1 of your ship when you activate, you must collect your victory token, and the opponent gets to move the objective token.  However, you can treat them like the toxic waste they are and fly over/around them and/or position them far outside your flight path when you can.  That is, until you are flying through the debris of your slain enemy, of course
    Since you've decided not to pick them up, and the objective tokens are placed before deployment, you can also psych out your opponent into thinking that you will be approaching from a different direction than you actually are.  Padding squadron deployments helps with this strategy immensely.
    If you have Strategic and Fighter Coordination Teams (FCT) (or Squall) as P1, then set up to securely steal one of P2's tokens on your first activation, and don't pick any up at all on any of your activation(s).  Note that without FCT, you can't reach a token that is just barely outside of distance 5 from P2's board edge in your first activation, so this counter-strategy isn't available to you.  But if you can, this move leaves P2 with only one token to farm, which drastically cuts into P2's farming rate, increases the pressure on P2 to dedicate resources to moving his only token, and reduces the pressure on you to staunch the bleeding.  In a Strategic mirror match, you can either pick Fire Lanes and force a scrum for two of the tokens in the middle of the board (high-risk... maybe high reward?), or you can pick Sensor Net and reduce P2 to farming only one token.
    Otherwise, use the fact that P2 has a ton of board state to keep track of (in order to maximize his own token grabbing), to force P2 to make bad decisions with regards to your own fleet's approach vector and timing.  Leverage the fact that P2 is likely going to be rolling slower than you to get a moderate redeployment during your approach to combat.  However, you still need to hit P2 hard and fast to staunch the token bleeding if they get two or more tokens of their own to farm.
    If you've got something with H9's, and P2 has a stack of farming flotillas, then carefully consider dedicating that H9 ship to slaughtering the flotillas.  You can use the token movement to help corral those cattle in a favorable direction, by consistently moving them to the same side of the feed lot.  However, if they are protected by a doom pickle, then you're just giving the MC80 another opportunity to broadside your fleet.  If they are protected by an ISD, then you may still be able to force it into a hard decision: Protect the cattle, or face your other combat warship(s).  However, it may be better to slaughter the cattle after you've killed their guard dogs, depending strongly on what they've got for their own setup.
    You may be tempted into sending your fighters straight after P2's strategic squadrons.  That's probably a bad idea, since P2 will probably have some interceptors or escorts and overlapping flak fields to greet you.  Instead, take advantage of the fact that P2 will be spending his activations on his strategic movement to add extra damage into P2's combat ships.  Then go for the lock-down while those poor flotillas are getting rammed and H9'ed to death.
     
    As P2, start by having a big honking bag of victory tokens, cause you may be digging deeply into it to track your scoring.  A 20 token blow-out can easily happen if P1 plays the mission poorly.  If P1 plays the mission well, they may hold you down to only a 4-8 token advantage.  If P1 has strategic themselves, and they play the mission right, then you may only end up with a few.
    Use strategic to bounce the objective tokens toward your fleet's center of mass.  When P1 grabs "his" tokens (usually on T2), use the longer movement (within distance 1-4) to pull them straight into your fleet and increase your farming rate.  2-3 Strategic squadrons (and sometimes fighter coordination teams) are enough to help ensure that every ship activation picks up a victory token, especially once you've got 3-4 of the objective tokens.  If you have FCT, then use the FCT movement to reposition the tokens without activating the strategic squadrons, and activate the strategic squadrons by a different ship (preferably a flotilla) on a different activation.  That way, you can move and pick up the same token several times per turn.  If P1 successfully stole a token, then you may have to activate your own strategic squadrons only one at a time.  You can move tokens under your own ships, although it does make it a pain to pick them up when its time to move them.  You absolutely can and should ping the same objective token several times per turn.
    Consider slow-rolling it at speed 1 for T1-T2, but don't hesitate to increase as needed to avoid getting caught.  Against a very slow/distant opponent, then dropping to speed 0 may be tempting on T1, but don't get cocky.  Instead, bank a nav token early, and be prepared to abandon the tokens entirely with a big speed jump to hit P1's reckless timing if/when he tries to rush you.  Be very careful on your deployment to ensure that you are properly set up against your opponent, since you won't be able to adjust it at a slow speed.
    Don't over-focus your activation order on picking up and manipulating the tokens to the point that you fail to activate your interceptors (to counter P1's bombers, say), or you activate your combat ships into P1's guns.  Don't turn the objective into a disadvantage by giving P1 easy targets or an overly predictable activation order if you can help it.
  17. Like
    jbrandmeyer got a reaction from Ardaedhel in Can someone explain sensor net to me please.   
    This probably doesn't go in the rules forum, but here's what I've learned by playing this mission as P2.  Sensor Net looks terrifying to play against as P1, especially once you've been rekt by it that first time.  However, P1 does have some counter-play available.  Done right, P1 can keep the point loss to as low as Intel Sweep, while forcing P2 to spend a ton more effort for his work.  IMO, given the choice between Fire Lanes and Sensor Net, I think P1 has better counter-play available with Sensor Net, even if P1 doesn't have any strategic of their own.
     
    As P1, you should start by moving the tokens laterally with respect to P2's ships at first (when P2 picks one up), away from his fleet's center of mass.  Once you've got enough space space behind P2's ships, move the tokens as far to his farmers' aft as possible.  Do not move the tokens towards yourself thinking that you'll get to pick them up - you've just made it easier for P2 to pick them up with his own natural forward motion and your piddly "within 1-2" limit.  Consider not picking up the two tokens you placed on your side of the board at all.  It just makes the bleeding worse, especially if P2 has some farming flotilla setup going on.  Note that if the tokens are within distance 1 of your ship when you activate, you must collect your victory token, and the opponent gets to move the objective token.  However, you can treat them like the toxic waste they are and fly over/around them and/or position them far outside your flight path when you can.  That is, until you are flying through the debris of your slain enemy, of course
    Since you've decided not to pick them up, and the objective tokens are placed before deployment, you can also psych out your opponent into thinking that you will be approaching from a different direction than you actually are.  Padding squadron deployments helps with this strategy immensely.
    If you have Strategic and Fighter Coordination Teams (FCT) (or Squall) as P1, then set up to securely steal one of P2's tokens on your first activation, and don't pick any up at all on any of your activation(s).  Note that without FCT, you can't reach a token that is just barely outside of distance 5 from P2's board edge in your first activation, so this counter-strategy isn't available to you.  But if you can, this move leaves P2 with only one token to farm, which drastically cuts into P2's farming rate, increases the pressure on P2 to dedicate resources to moving his only token, and reduces the pressure on you to staunch the bleeding.  In a Strategic mirror match, you can either pick Fire Lanes and force a scrum for two of the tokens in the middle of the board (high-risk... maybe high reward?), or you can pick Sensor Net and reduce P2 to farming only one token.
    Otherwise, use the fact that P2 has a ton of board state to keep track of (in order to maximize his own token grabbing), to force P2 to make bad decisions with regards to your own fleet's approach vector and timing.  Leverage the fact that P2 is likely going to be rolling slower than you to get a moderate redeployment during your approach to combat.  However, you still need to hit P2 hard and fast to staunch the token bleeding if they get two or more tokens of their own to farm.
    If you've got something with H9's, and P2 has a stack of farming flotillas, then carefully consider dedicating that H9 ship to slaughtering the flotillas.  You can use the token movement to help corral those cattle in a favorable direction, by consistently moving them to the same side of the feed lot.  However, if they are protected by a doom pickle, then you're just giving the MC80 another opportunity to broadside your fleet.  If they are protected by an ISD, then you may still be able to force it into a hard decision: Protect the cattle, or face your other combat warship(s).  However, it may be better to slaughter the cattle after you've killed their guard dogs, depending strongly on what they've got for their own setup.
    You may be tempted into sending your fighters straight after P2's strategic squadrons.  That's probably a bad idea, since P2 will probably have some interceptors or escorts and overlapping flak fields to greet you.  Instead, take advantage of the fact that P2 will be spending his activations on his strategic movement to add extra damage into P2's combat ships.  Then go for the lock-down while those poor flotillas are getting rammed and H9'ed to death.
     
    As P2, start by having a big honking bag of victory tokens, cause you may be digging deeply into it to track your scoring.  A 20 token blow-out can easily happen if P1 plays the mission poorly.  If P1 plays the mission well, they may hold you down to only a 4-8 token advantage.  If P1 has strategic themselves, and they play the mission right, then you may only end up with a few.
    Use strategic to bounce the objective tokens toward your fleet's center of mass.  When P1 grabs "his" tokens (usually on T2), use the longer movement (within distance 1-4) to pull them straight into your fleet and increase your farming rate.  2-3 Strategic squadrons (and sometimes fighter coordination teams) are enough to help ensure that every ship activation picks up a victory token, especially once you've got 3-4 of the objective tokens.  If you have FCT, then use the FCT movement to reposition the tokens without activating the strategic squadrons, and activate the strategic squadrons by a different ship (preferably a flotilla) on a different activation.  That way, you can move and pick up the same token several times per turn.  If P1 successfully stole a token, then you may have to activate your own strategic squadrons only one at a time.  You can move tokens under your own ships, although it does make it a pain to pick them up when its time to move them.  You absolutely can and should ping the same objective token several times per turn.
    Consider slow-rolling it at speed 1 for T1-T2, but don't hesitate to increase as needed to avoid getting caught.  Against a very slow/distant opponent, then dropping to speed 0 may be tempting on T1, but don't get cocky.  Instead, bank a nav token early, and be prepared to abandon the tokens entirely with a big speed jump to hit P1's reckless timing if/when he tries to rush you.  Be very careful on your deployment to ensure that you are properly set up against your opponent, since you won't be able to adjust it at a slow speed.
    Don't over-focus your activation order on picking up and manipulating the tokens to the point that you fail to activate your interceptors (to counter P1's bombers, say), or you activate your combat ships into P1's guns.  Don't turn the objective into a disadvantage by giving P1 easy targets or an overly predictable activation order if you can help it.
  18. Like
    jbrandmeyer got a reaction from Ardaedhel in How Many Tokens to Buy?   
    Assuming 400 point fleets, you want to buy all in one order, and don't want to plop down cardboard even for some extreme fleets, then my practical upper-bound guesses are:
    6-8 contain?  I could imagine 4x HH and an MC75, for example.
    10-12 evades? 2x CR90's, 2x MC30's, and 2x GR-75's is 10 evades right there.
    6-8 redirect?  4x MC30 on the high end requires 8x redirect, but most double-redirect ships are on a Large base.
    14-18 braces?  14 braces may just be able to cover the squadrons for a Rebel ace bombers list, not counting ships.  8x brace aces, GH, Yav is 19 brace tokens, although I think 7x brace aces is closer to the practical limit.
    10 scatter?  6 scatter tokens may just cover the squadrons for an Imperial ace fighters list, plus maybe 3x more for flotillas.
     
  19. Like
    jbrandmeyer got a reaction from Stasy in How Many Tokens to Buy?   
    Assuming 400 point fleets, you want to buy all in one order, and don't want to plop down cardboard even for some extreme fleets, then my practical upper-bound guesses are:
    6-8 contain?  I could imagine 4x HH and an MC75, for example.
    10-12 evades? 2x CR90's, 2x MC30's, and 2x GR-75's is 10 evades right there.
    6-8 redirect?  4x MC30 on the high end requires 8x redirect, but most double-redirect ships are on a Large base.
    14-18 braces?  14 braces may just be able to cover the squadrons for a Rebel ace bombers list, not counting ships.  8x brace aces, GH, Yav is 19 brace tokens, although I think 7x brace aces is closer to the practical limit.
    10 scatter?  6 scatter tokens may just cover the squadrons for an Imperial ace fighters list, plus maybe 3x more for flotillas.
     
  20. Like
    jbrandmeyer reacted to shmitty in Dual Assault Frigate ideas   
    This is a good base.   Pelta/IF + Ackbar is a great combo.  Used it to win a tourney today.  
  21. Thanks
    jbrandmeyer reacted to Thrindal in Regionals data, Feb 3, 2018   
    This is correct, I almost dropped the Comms Net.  The main reason I kept it was to pass Squad tokens early so if the Gozanti gets out of activation range I can still activate a squad with the other ships.  It occasionally would pass a Nav or Engineering during a game too but not often.  I'd call it a luxury item that could easily be dropped if you wanted to improve your bid.
  22. Thanks
    jbrandmeyer reacted to Drasnighta in Nose Punch 4.0   
    This has a lot of potential for someone who can roll better than I can.
     
    Game one was against a Cracken Swarm of Corvettes with Dash, Shara, Tycho, Han, Hera and Ketsu - which, honestly, given the sit, was probably the worst possible matchup for me.
    The Raid tokens were gold.  I slapped a raid on Bright hope and then proceeded to have it kill itself by running over a debris 3 times.
    But the failure here was me having about 8 shots on Cracken's CR90 over the course of the game, and having more than half of my dice come up ACC results...  It limped away, and cost me all the other shots....   Like, a 9-2 loss.
    Losing, but Looking Good:


     

     

     
     
    Second game was against Jerjerrod Double Tooled out ISDs with Raider and Gozanti.  I slapped a Nav Raid on the Raider with the punch and proceeded to send it torpedoing into the middle of my fleet at speed 4 where it died.  The Gozanti was killed next turn, but again, die rolls failed me when squadrons then started not doing anything of measure to the ISD...  Failed to kill it, so it dropped Motti and that proceeded to a tabling...  
     
    At this point, I'm taking solace in the fact that although I'm flying Interdictors against both a Cracken Swarm of Vettes and a Jerry ISD pair... both games have been Nav Hazards, and I've hit 1 obstacle, whereas my opponents combined have hit 6 at this point.
     
    Game 3 was a much better game.  game 3 almost didn't end up being a game.
    This was against a Raddus Bomb.  Tooled Ordnance Profundity, with RBD Flotilla instide it, with Nym and Keyan inside it...   On the board was Combat Transports, A Pelta and the Raddus Corvette.
     

     
    I'll post a picture here later ((edit, Done))... But basically...  At the end of turn 2...  Before Raddus had the Bomb out (ie, it was still out of play)...   I had the Raddus Corvette with no Shields and 1 Hull Left.
    Unfortunately, the only thing I had left to shoot at it was Black Squadron, and despite teh 50/50 chance of rolling a hit...  The **** thing Choked...  
    Although, I could also blame Rhymer.  He had 2 chances to kill it with Hit/Crits and rolled Miss then Hit before that...   Oh well.
     
    Because of this Failure:




    THIS happened:


     
     
     
    Regardless of who to blame, that meant we proceeded to a game.  He popped Profundity with arcs on Motti and the Quasar.  That popped the Transports... But he proceeded to try to get the CR90 out of dodge (since it was pretty Engine-Tech, TRC-Raddus tooled) and worth some points - but because of that, Gar quickly repositioned and slapepd a Squadron Raid on the RBD transport...  Just in case...  (I ended up killing it with Motti the next turn).
     
    That game ended with me losing Rhymer and the Quasar (and Rhymer only becuase he had ordnance pods on the Profundity), but me killing everything but the MC75 (leaving it on like, 4 hull, regrettably) and picking up even more Nav Hazard tokens, without hitting anything myself.....
     
    So in the end, 16/22 in what was a really heavily competitive field.
    SO MANY Twin-ISD lists, and I happened to face the one which was prepared for me.  Oh Well
     
    With promise, and a little better rolling, both of my earlier games could have been Victories for a much better showing - but Statistically Abysmal struck again.
     
    The list build is good.  Its a shame I have to rely on the Quasar and not be able to FC/FCT with Interdictors like the old days...  Because that Quasar being a Demolisher instead, and I'd be running roughshod over people.
  23. Thanks
    jbrandmeyer reacted to ouzel in My Chimeria shipped   
    ok here is a list of cards. GA Thrawn, captain brunson, governor pryce, instructor goran, taskmaster grint, strategic adviser, darth vader anti card play, early warning system x2, heardened bulkheads x2, chimaera, 7th fleet star destroyer x2, sovereign, entrapment formation, intensify firepower, shields to maximum.
    isd kuat refit x3 isd cymoon 1 refit x3  mandalorian fighters.
    I don't know if that is any news or not I have not been spending any time on the page lately.
  24. Like
    jbrandmeyer reacted to stonestokes in Strategic Advisor: A Poll   
    Option 1:

    I believe that Strategic Advisor may be used even if the ship to which it is equipped has already activated this round.
  25. Like
    jbrandmeyer got a reaction from Mogrok in Questions about big ships going into wave 7   
    I don't know how large the unit strength disparity is in X-Wing, having never played that game.  But in Armada, giving the large base ships last movement and first shot in every round is *far* too strong for them relative to small base ships.  You've taken away the arc dodge stratagem, too.
     
    We'll see how Strategic Advisor plays out, but I dunno, I've got a bad feeling about this.
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