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jbrandmeyer

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  1. Haha
    jbrandmeyer reacted to Snipafist in Dear FFG   
  2. Like
    jbrandmeyer reacted to MandalorianMoose in Best officers for mc75   
    Lando- with Lando aboard you can throw that ship into some seriously hairy situations and be confident that it will be able to return fire with a vengeance.
    or Intel Officer- he’s always great on beater ships
  3. Thanks
    jbrandmeyer reacted to duck_bird in IDK my bff Leia?   
    Phew, lotta fun yesterday!  We had 10 players and I ended up part of a 3 way tie for first.  21 points after 3 7-4's in a row.  Comparing this to my Ozzel list that I took to regionals, it seems to be maybe more reliable?  So far I've found with this list I tend to lose small or win small, whereas with my Ozzel list I'd usually either lose-medium or win by tabling people.  This one just doesn't have the firepower or speed to kill everything on the board.
    That said, I definitely need more practice with it.  I'm still making a lot of mistakes in the squadron game and yesterday showed me that I have a lot to learn about squad management.  This whole list is also kind of forced to fly together for safety which makes it somewhat predictable and vulnerable to flanks.
    MVPs of the day were Yavaris, Dutch, and Gold squad.  My god they did so much work.  Biggest letdowns were Salvation that rolled like hot garbage all day and Wedge who was public enemy #1 and got gunned down so quickly.
    Anyway, brief recaps of each game:  I ended up against 3 squadron heavy imp lists, 2 Sloane and 1 Motti.
    Game one against Sloane on Devastator, 4 gozantos, and a mess of aces:
    My 1 point bid proved enough for initiative and since this was an ISD2 with Devastator and gunnery teams, I figured I had to pick first.  I couldn't let that thing get a last/first off on me and potentially kill 2 ships per turn.  I chose his Fighter Ambush which gave me total control over the deployment phase.  That said, I still managed to mess up a bit, putting a flotilla and 2 Xwings in the middle of the board.  My opponent ended up putting his ISD in a far corner, and my X wings would spend a few turns trying to catch up to the fight.  All 4 gozantis deployed against the back wall at speed 3 ZZZZZZZZZZZ
    My fleet deployed in its typical fashion.  The hammerheads make a wall with Salvation hiding behind, and Yavaris on the side.  My opponent opted not to ambush with his fighters and had them all in a clump next to and in front of the ISD.
    I flew my fleet forward slow rolling at speed 2, keeping a tight formation and hiding my fighters in the flak zone.  I gambled a bit and opened up the first combat turn with Yavaris, sending Dutch up to turn Maarek off.  It worked well, and I was able to deactivate Maarek and Saber.  Wedge couldn't finish Maarek off.  Mithel crashed into most of my fighters.  Aces and TIEs swarm over my squads.  Wedge dies quickly and poor Jan follows soon after.  Flak starts pounding the Imperial ace ball.  Devastator moves into long range.  I start plinking at it.
    Turn 4 is when things got dicey.  Flak is starting to wear down the enemy fighters but most of my squads have been killed by relentless Sloane aces.  My HHs have rolled poorly so far and the ISD is in far better shape than I was anticipating.  One hammerhead blows its full load and rolls a very disappointing 3 damage.  My opponent seems to underestimate them after that, and doesn't activate the ISD first, going for more squadron commands (from the 4 gozantos 5 feet away ZZZZ)  The next hammerhead decides to show up his friend and rolls a whopping 10 damage, forcing the brace to be discarded and putting a lot of hurt on the ISD.  My other ships pound it and we bring it down to 4 HP.  Time for Salvation to shine!  Leia's concentrating fire Salvation manages to roll 1 damage.  I was terrified at this point. 
    Turn 5 opens with Salvation tapping again and rolling the bare minimum 3 damage required to finish off Sloane's  ISD.  From here it was my flak finishing off what few squadrons I could.  I had lost 2 hammerheads and most of my squads, giving away more points than I wanted to.  Ended with a 7-4 victory.
     
    Game two against Sloane Quasar/demo+3 and a bunch of aces and few bombers:
    This fleet is my nemesis.  Almost identical to a list that tabled me in my first ever tournament.  Opponent had initiative and picked my Corona.  Deployment was predictable.  Quasar and all gozantis sideways against the back wall (ZZZZZZ), Demo and a giant ball of fighters flying at me.  
    I deploy in a tight formation to overlap flak and protect myself from Demo.  Leia's Salvation sat on the far side as far from demo as possible.  If he wants to come for her he has to cross the entire fleet.  I advanced most of my fleet at speed 2, but Leia sped up to try to chase the Quasar.  Ended up being a useless gesture but eh, she had nothing else to shoot at with demo flanking on the other side.
    Turn 2 starts the fighter clash and things immediately go south.  Wedge gets killed in 2 shots, and then Jan goes down in 2 more.  My return fire from my entire fleet does like 1 damage total.  Just rolled like poop.  I was very worried.  Turn 3 Dutch manages to turn off a few bombers, and my squadrons take more of a pounding.  However, this turn my flak is finally on point and I start to really put the hurt on his aces.  Demo takes out a hammerhead, but takes a lot of damage in return.
    Turn 4 Demo takes out another HH, but in return is killed by Yavaris double tapping Gold and Dutch.  The rest of the Imp squad ball is really melting due to flak and my repair spam at this point.  The Benny Hill song plays in the background as Salvation chases futilely after the Quasar.  
    In the end I've once against lost 2 hammerheads and a decent number of squads.  But I've killed demo and almost every squad, barely leading to another 7-4.
     
    Game three against my friend's Motti ISD/Quasar+2 bomber fleet:
    My one point bid proved enough here, but I knew my friend's fleet and that he probably had like Precision Strike, Fighter Ambush, and Superior Positions.  Knowing that he had a crapload of bombers and that Motti's Avenger can only blow up one ship per turn, I gave him first.  I am not sure if this was a mistake or not.  Thinking back I probably could have handled the objectives and taken first.
    He deployed at speed 1 with the ISD and Quasar pointing right at me and a massive field of bombers and a few aces in front of them.  I deployed as tightly packed as I could, and we started slow-rolling towards each other.  The bombers raced forward.  I abandoned my flak field a little bit, hoping to either tie up the bombers before they could hit my ships, or force them to jump my squads an split up.  Imp aces started putting the hurt on my squads, but I dealt some damage in return.  Yavaris/Dutch was just so good at turning 2 squads off each turn.  Both squad balls are suffering at this point.  The Quasar lurches forward to get another full squadron command off.  Yav double-taps Gold and Dutch on it, and two hammerheads concentrating fire manage to finish it off.  The ISD cranks up to speed 3 and roars up into the fray.  Salvation is protected but only because of two hammerheads body blocking for her.  
    Avenger starts the turn, presses the delete key on a hammerhead, and crashes into the next.  My entire fleet reveals concentrate fire commands and pounds away at Motti + RBDs.  The damage really starts to pile up.  Again, Yavaris + Gold/Dutch are doing so much work here.
    Turn 5 opens with Motti calculating that he can't oneshot Leia without Boarding Troopers, and so swats the next hammerhead out of the sky and sneakily manages to barely fly over Yav/Salvation and land behind them.  It would all come down to whether or not I could finish Avenger off.  Dengar tied up my squads, forcing me to use Dutch to finish him off before Gold and the Xwing could start bombing again.  It's almost down, and a combined rear/side shot from Salvation barely manages to finish Avenger off.  The game ends due to time, and I find myself with another 7-4.
     
    At the end of the day we end up with 3 players with 21 points.  So close!  Very fun games though.  My overall takeaways:
    Yavaris is nuts.  So strong. Gold Squadron is beast. Rebel aces are super vulnerable to being plinked to death Relay still feels boring and frustrating to play against.  My first two games featured 4 ships deployed against the far table edge flying sideways with zero intention of being part of the game.  Zzzzz Salvation is really unreliable without more ways to control your dice. I wish I had found room for Toryn Farr Dutch is a monster.  He ended up doing more damage than Wedge often, just because of his bonus damage, and turning off Vader/Maarek before they can shoot is incredible. Hammerheads are... interesting.  Sometimes they roll 2 damage, sometimes they roll 10.   I need a lot more practice positioning squadrons carefully.  I still find myself carefully planning a series of engagements and then messing everything up by landing on a key squads and letting it get re positioned.
  4. Like
    jbrandmeyer reacted to duck_bird in IDK my bff Leia?   
    Oh, I forgot the best part!  I got out-Leia'd HARD.
    So I show up with 2 Nebulons and 3 Hammerheads.  Someone else shows up with THREE nebulons and FOUR hammerheads!  I looked like a filthy casual by comparison T_T
  5. Like
    jbrandmeyer got a reaction from Muelmuel in Please just give Gladiators and Raiders 2 ordnance slots   
    A better alternative might have been to put them in the offensive retrofit slot, keeping it as the symbol for squadron-boosting/bashing power.  Same thing for the ordnance pods.
  6. Like
    jbrandmeyer got a reaction from eliteone in Please just give Gladiators and Raiders 2 ordnance slots   
    A better alternative might have been to put them in the offensive retrofit slot, keeping it as the symbol for squadron-boosting/bashing power.  Same thing for the ordnance pods.
  7. Like
    jbrandmeyer got a reaction from Democratus in A disturbance in the force   
    I smell what you're cookin', and I still do believe that it is possible to build an effective MFC and have fun with it.  But didn't the Madine Liberty list you flew at regionals have a gaggle of generics?  6 A-Wings, 4x YT2400's, and 4x flotillas.  I appreciate the practice and skill that it took to place that well.  But with all due respect, 1+4 and max squadrons rather exemplifies the game's problems at the competitive level.
  8. Like
    jbrandmeyer got a reaction from Green Knight in A disturbance in the force   
    I smell what you're cookin', and I still do believe that it is possible to build an effective MFC and have fun with it.  But didn't the Madine Liberty list you flew at regionals have a gaggle of generics?  6 A-Wings, 4x YT2400's, and 4x flotillas.  I appreciate the practice and skill that it took to place that well.  But with all due respect, 1+4 and max squadrons rather exemplifies the game's problems at the competitive level.
  9. Like
    jbrandmeyer got a reaction from OgRib in Please just give Gladiators and Raiders 2 ordnance slots   
    A better alternative might have been to put them in the offensive retrofit slot, keeping it as the symbol for squadron-boosting/bashing power.  Same thing for the ordnance pods.
  10. Like
    jbrandmeyer got a reaction from themightyhedgehog in Please just give Gladiators and Raiders 2 ordnance slots   
    A better alternative might have been to put them in the offensive retrofit slot, keeping it as the symbol for squadron-boosting/bashing power.  Same thing for the ordnance pods.
  11. Like
    jbrandmeyer got a reaction from Blail Blerg in Please just give Gladiators and Raiders 2 ordnance slots   
    A better alternative might have been to put them in the offensive retrofit slot, keeping it as the symbol for squadron-boosting/bashing power.  Same thing for the ordnance pods.
  12. Like
    jbrandmeyer reacted to mcworrell in Please just give Gladiators and Raiders 2 ordnance slots   
    Interesting idea, would be great for a casual game, but isn’t the reason for having a point limit on list building to force people into tough choices. We all try to maximize our fleets to deal with every threat, and that is part of the skill and fun of this game. No one list is great at everything, you have to make compromises and then use your skill as a player to cover those compromises.
  13. Like
    jbrandmeyer reacted to TaeSWXW in A disturbance in the force   
    The why:
    Squadron play is hard to learn how to do right. 
    I think this the big divide. There are a lot of players who aren’t bad but can’t/won’t wrap their heads around the squadron game which is a pivotal part of Armada and they are frustrated at the lack of personal progress. 
    Now, this community is primarily men and, I suspect, particularly inadept at assessing their feelings and communicating them. Their personal frustration at being less competitive at a game is manifested in feeling that the game is unfair or unbalanced in favor of those that have grasped the squadron game.
    I don’t say this to demean other players - I myself am terrible at squadrons and that places a hard cap on how much success I can have playing this game. This results in a list building style that emphasizes mitigating squadron play... but mitigating a weakness will never fully compensate for a lack of competitiveness.
  14. Like
    jbrandmeyer got a reaction from MandalorianMoose in Please just give Gladiators and Raiders 2 ordnance slots   
    A better alternative might have been to put them in the offensive retrofit slot, keeping it as the symbol for squadron-boosting/bashing power.  Same thing for the ordnance pods.
  15. Like
    jbrandmeyer reacted to MandalorianMoose in Please just give Gladiators and Raiders 2 ordnance slots   
    If gladiators had 2 ord slots they wouldn’t be taking flechettes, they’d take APT, ACM, Fire Control Team and either Screed or Vader.
    Or one of the above mentioned with external racks. 
    But definitely not flechettes
  16. Like
    jbrandmeyer got a reaction from Muelmuel in Fire control teams   
    So, here's one way to think of it.  Having a both an ion and an ordnance crit upgrade means that any of the front arc dice can proc a crit instead of just half of them.
    In an ideal situation, 3 blue dice + 1 Toryn reroll for another crit chance, and 2 black dice + 1 concentrate fire.
    68% odds to get a crit on the blues.  58% chance to get a crit on the blacks.  But there's also a 39% chance of getting one on both.  Fire control teams takes that awesome roll that happens only 2/5 of the time and makes it possible to fully utilize it.
    So that's very rare, in that it might happen only once in a game or maybe every other game, but it'll be fun when it happens.
    Statistically speaking, XX-9 + HIE are the better choice.  You can always proc the XX-9, "all" you need to do is burn into the hull for two damage.  And getting that HIE in the salvo means they've got two fewer shields that could have absorbed the blast.
     
  17. Like
    jbrandmeyer got a reaction from Helias de Nappo in Fire control teams   
    I couldn't resist:
    Fezzik, Inigo, and Wesley
    Faction: Rebel Alliance
    Points: 399/400
    Commander: Commander Sato
    Assault Objective: Advanced Gunnery
    Defense Objective: Jamming Barrier
    Navigation Objective: Minefields
     
    [ flagship ] MC75 Armored Cruiser "Fezzik" (104 points)
    -  Commander "Wesley" Sato  ( 32  points)
    -  Fire-Control Team  ( 2  points)
    -  Quad Battery Turrets  ( 5  points)
    -  Heavy Ion Emplacements  ( 9  points)
    -  Assault Concussion Missiles  ( 7  points)
    = 159 total ship cost
     
    MC80 Star Cruiser "Inigo" (96 points)
    -  Fire-Control Team  ( 2  points)
    -  Dual Turbolaser Turrets  ( 5  points)
    -  XX-9 Turbolasers  ( 5  points)
    -  Heavy Ion Emplacements  ( 9  points)
    = 117 total ship cost
     
    GR-75 Medium Transports (18 points)
    -  Toryn Farr  ( 7  points)
    = 25 total ship cost
     
    GR-75 Medium Transports (18 points)
    = 18 total ship cost
     
    2 VCX-100 Freighters ( 30 points)
    1 Tycho Celchu ( 16 points)
    1 HWK-290 ( 12 points)
    2 A-Wing Squadrons ( 22 points)
    Card view link
    Fleet created with Armada Warlords
  18. Like
    jbrandmeyer got a reaction from Mad Cat in Fire control teams   
    So, here's one way to think of it.  Having a both an ion and an ordnance crit upgrade means that any of the front arc dice can proc a crit instead of just half of them.
    In an ideal situation, 3 blue dice + 1 Toryn reroll for another crit chance, and 2 black dice + 1 concentrate fire.
    68% odds to get a crit on the blues.  58% chance to get a crit on the blacks.  But there's also a 39% chance of getting one on both.  Fire control teams takes that awesome roll that happens only 2/5 of the time and makes it possible to fully utilize it.
    So that's very rare, in that it might happen only once in a game or maybe every other game, but it'll be fun when it happens.
    Statistically speaking, XX-9 + HIE are the better choice.  You can always proc the XX-9, "all" you need to do is burn into the hull for two damage.  And getting that HIE in the salvo means they've got two fewer shields that could have absorbed the blast.
     
  19. Like
    jbrandmeyer reacted to Madaghmire in Final Wave 6 Regional - Indianapolis!   
    I’m in favor of flotillas no longer preventing tabling. But I am curious to see if the additions of Raddus and the Cymoon to the meta will lead to less float spam. I think Raddus, in particular, could become a real issue for such fleets by trumping their deployment. But then again, maybe not. I don’t proxy or play around on vassal before the cards are actually released, so this is merely conjecture.
    If such trends continue, I imagine we’ll see something official post worlds, same as we did for Rieekan and the like.
  20. Like
    jbrandmeyer got a reaction from ForceSensitive in What will Wave 8 bring?   
    Wild Guess: The U-Wing was going to be in Wave 7, but it flunked during playtesting somehow.  We'll see a different set of rules for it in Wave 8 than what was originally planned.
  21. Like
    jbrandmeyer reacted to GiledPallaeon in Has Anybody Tried Brunson Yet?   
    Since Brunson discards a die, I would assume she is the same step as Evades and Scatters, i.e. before Brace.
  22. Thanks
    jbrandmeyer reacted to geek19 in Final Wave 6 Regional - Indianapolis!   
    Before I get into results, I have the list of people and i'm missing a few lists (my friend Nick, @ForceSensitive above in 10).  I ALSO have an extra list from someone that I'll post at the bottom, he may have been the kid who dropped? There were 38 there, rankings list 37, so.... i'll put his there.
    If/when anything gets curious, let me know about whatever you're curious and will come back and edit this.  For further ease of use, objectives will be in RYB order. (potentially, before posting this, if hyp assault that i shortened to hyp a$$ gets neutered, well, thats what it is)
    Results!
    1) Everett Lucas 37 pts/1285 MOV
    AG/Fire Lanes/Sensor Net
    MC80 Assault - Ackbar - Defiance - Lando - Eng Tech - AP - RBD - XI7 - Leading Shots
    GR Bright Hope Jamming Field
    2x GR Repair Crews
    1 GR Comms Net
    1 GR
    3 VCX - jan - 2 x
    2) Justin Hare 32/742
    AG/Con Out/Solar Corona
    MC80 command - ackbar - lando - fct - ecm - lead shot - xi7 - defiance
    yavaris fct flight commander (ill refer to this as yav 68 below, ill be typing it several more times)
    gr toryn bcc
    gr leia comms net
    ten numb biggs 2x jan dutch
    3) Jerry Skrzypek 29/800
    (obj not listed, if desired i know jerry and can ask.  Fire lanes was his yellow)
    3 AF mk 2 B, all with Gunnery Team and TRC (ackbar on one of them), 2 GR comms net, tycho/shara/2 z95s
    4) @dominosfleet (blurry but ill reconstruct as best as i remember - dunno obj) 29/731 Damian Glenn
    isd-ii, sloane, wullf, flight controllers, ecm, sw7s, xi7s
    goz comms net titus
    quasar blue dice flight controllers and boosted
    maarek, jendon, an advanced, zertik, saber, howlrunner, 2 ints, 2 TIEs
    5) Nathan Coda 29/690
    MW/Fight Amb/Sup Pos
    MC30 torp with Riekan, lando, OE, APT, Admo
    GR adar bcc boosted comms
    gr comms net
    gr toryn bright hope
    yav 68
    biggs, dagger, dutch, gold, jan, 2x yt1300, ten numb
    6) @comatose - Mike Bohlman 29/639
    http://armadawarlords.hivelabs.solutions/view_list.php?token=147803
    7) @Snipafist - Eric Taylor 28/530
    MW/Hyperspace/Solar Corona
    Glad1 Demo SFO OE Eng Tech APT
    4x Raider1 with OE and ExRax
    2 Gozantis
    4 TIEs
    8) Nate Hammar 28/488
    (objectives missing)
    Glad 1 SLoane Wulff OE Eng Tech APT Insidious
    Demo glad 1 OE Eng Tech APT Demo
    3 naked goz
    jendon vader zertik tempest maarek saber soontir valen
    9) John Thomson 27/633
    MW/Con Out/ Sup Pos
    ISD-I Sloane Tua ECM Boarding Troop Lead Shot XI7 Avenger
    3 naked goz
    1 goz comms net
    jendon maarek saber jumpmaster 6 Int
    10) @ForceSensitive above 27/554
    11) Patrick Cutter 27/533
    MW/Fight Amb/Sup Pos
    Sloane on quasar1 with squall and Flight Controller
    Glad 1 demo Intel officer OE Eng Tech Exp Launchers
    3 naked goz
    vader saver lambda maarek mauler zertik jumpaster jendon
    12) Ray Baxter 26/655
    MW/VIP/Dang Territory
    LMC80 star Gun Team Eng Tech XI7 SW&
    MC30 torp Admo OE H9 APT
    CR90A TRCs Madine
    Gr Gr shara/tycho/2 YT2400
    13) Nick Griffiths 26/640
    Prec Strik/Fight Amb/Sup Pos
    2x ISD-1 with flight controllers and boosted comms (one had motti)
    morna/vader/stele/zertik/mauler/dengar
    14) Joel Whittington MIA 25/340
    Commander: Admiral Ackbar
    Assault Objective: Most Wanted    
    Defense Objective: Hyperspace Assault    
    Navigation Objective: Solar Corona     

    [ flagship ] CR90 Corvette A (44 points)
    -  Admiral Ackbar     ( 38     points) 
    -  Intel Officer     ( 7     points) 
    -  Turbolaser Reroute Circuits     ( 7     points) 
    = 96 total ship cost

    CR90 Corvette A (44 points)
    -  Intel Officer     ( 7     points) 
    -  Turbolaser Reroute Circuits     ( 7     points) 
    = 58 total ship cost

    CR90 Corvette A (44 points)
    -  Intel Officer     ( 7     points) 
    -  Turbolaser Reroute Circuits     ( 7     points) 
    = 58 total ship cost

    CR90 Corvette A (44 points)
    -  Intel Officer     ( 7     points) 
    -  Turbolaser Reroute Circuits     ( 7     points) 
    = 58 total ship cost

    GR-75 Medium Transports (18 points)
    = 18 total ship cost

    7    YT-2400s ( 112 points)
    15) Nick Chester 24/470
    MW/VIP/Dang Ter
    LMC80 Battle Rieekan Eng Tech Gun Team lead shot spinal xi7 lando
    MC30 APT OE
    3xHH torps with TFOrgana and ExRax
    GR Leia Comms Net
    16) ELijah Sheridan 23/251
    blockade run/ VIP/solar corona
    CR90A Mon Mothma Jainas ECM TRC
    CR90 TRC
    2x MC30 - OE ACM H9 - one admo one foresight
    2 gr comms net
    shara/tycho
    17) Alexander Buff 22/481
    AG/COn out/solar corona
    MC80 Assault Ackbar intel off ecm rbd lead shot eng tech qbt
    2x cr90A TRC
    gr comms net
    gr comms net leia
    shara 4 a-wings
    18) Peter Benner 22/324
    AG/Hyp assault/minefields
    2x AF mk 2 b, both gunn team and rbd, one with paragron
    pelta with ackbar
    blount/shara/ketsu/tycho/3x a-wings/2 z95/1 x
    19) John Zuidema @geek19 22/193
    MW/Hyp assault/Solar Corona
    Leia on a jainas light cr90aTRC
    2HH Torp with TFOrg and exrax
    1HH Scout TFOrg
    GR Toryn BCC
    Yav 68
    jan 2 x/b/dagger/gold
    20) Michael Dean 22/187
    MW/Hyp assault/Solar COrona
    glad1 Vader Montferrat OE APT Insidious
    Raider 1 kallus oe exrax
    glad1 demo intel off OE Eng Tech APT
    raider 1 oe exrax
    2 gozanti comms net
    4 TIEs
    21) Daniel Gruben 21/431
    Targeting Beacons/Fire Lanes/Minefields
    ISD-II Titus Gunnery Team /Quad Laser Turrest/ RBD Overload Pulse Quad Battery Turrets avenger
    ISD-II Vader Engineering Captain Gunnery Team /QLT/RBD/Overload Pulse/Quad battery turrets
    Dengar Howlrunner Lambda
    22) Matthew Stagg 21/279
    MW/PIC/Minefields
    MC80 Star Mothma Mon Karren Lando Gunnery Team SW7
    foresight oe ACM
    2x CR90 B overload pulse
    GR
    2x A-wings 2 VCX
    23) Nick Litrenta (from memory...) 21/163
    VSD-II Dcaps Gunnery Team H9s leading shots Jerry
    Demo Eng Tech OE ACM glad 1
    comms net goz
    2x raider 1 oe exrax
    3 TIEs Ciena
    24) Stephanie Lucas 21/108
    Station Assault/COn Out/Solar Corona
    Sloane on an ISD-ii avenger gunnery team RBD
    Quasar1 stronghold SFO
    2x gozanti comms net
    dengar/mauler/saber/jendon/howl/zertik/soontir/valen
    25) Collin Hambrick 20/321
    MW/VIP/Salvage Run
    Mc30 Torp cracken sensor team
    mc30 torp admo walex exrax oe
    mc30 foresight derlin exrax oe
    2x HH scout TRC
    a-wing/shara
    26) Jack Otto 20/308
    MW/COn O/solar corona
    ISD-I Jerjerrod ABT Leading Shots
    Glad1 OE Eng Tech APT Demo
    Vic-ii Gun Team DCaps QBT Leading Shots
    Gozanti comms net
    ciena/valen
    27) mike ploetz 20/291
    MW/Hyp assault/Solar Corona
    mc30 torp rieekan admo lando oe h9 ex rax
    mc30 torp oe h9 ex rax SFO
    cr90A jainas light trcs
    cr90atrcs
    cr90bsw7
    gr
    tycho/shara
    28) ANthony Imhof (list incomplete) 20/243
    Most Wanted / Hyperspace Assault / Solar Corona 
    VSD-II with Jerjerrod, Skilled First Officer, Gunnery Team, Disposable Capacitors, Quad Battery Turrets, and Leading Shots
    VSD-II with Warlord, Gunnery Team, Disposable Capacitors, Quad Turbolaser Cannons, Leading Shots
    Gozanti with Comms Net
    Squads: Vader, Bossk, Zertik, Jonus, Jendon,  Jumpmaster
    29) Jakob Christensen 18/226
    MW/Fire Lanes/Intel Sweep
    ISD-II Motti ECM Leading Shots XI7s Gun Team
    Arquitens Light needa TRCs
    Raider 1 impetuous ex rax oe
    2 goz comms net
    howl mauler 4 TIEs
    30) Chris Labanca 18/104
    Station Assault/Jam Barrier/Salvage Run
    MC80 Command Sato Boosted Comms
    4xHH TFO ACM
    shara/tycho/4 a wings
    31) Adam Buschjost 17/257
    Most Wanted/PIC/Solar Corona
    Ackbar on one of these
    6x CR90A TRC Medical Team Intel Officer
    32) Joseph Sungail 16/80
    Station Assault/Contested Outpost/Sensor Net
    Vic 1 Jerjerrod Flight Controllers QBT
    2x vic2 dcaps gunnery team dcaps
    goz comms net
    howl lambda 3 INTs
    33) Chris Benner 15/97
    Adv Gun/COn O/Sup Pos
    Vic2 sloane gun team dcaps Leading shots
    quasar 1 flight controllers boosted comms
    vic 1 boarding troopers exrax
    2xgoz comms net
    jumpmaster 9 TIEs
    34) Rob Williamson 15/86
    MW/Hyp assault/Solar Corona
    ISD2 Motti gunnery team ecm avenger
    glad 1 oe eng tech acm demo
    goz
    goz comms net
    bossk/zertik/jendon/maarek/valen
    35) michael headly 12/31
    AG/PIC/Dang Terr
    ISD-I ozzel ABT
    2x Raider1 Oe EXrax
    naked arq
    quasar2 squall
    5x TIE
    36) Joshua Davis 12/0
    MW/Hyp assault/Solar Corona
    MC30 Scout sato lando OE AP ACM XI7
    hh torp dcaps apts
    hh torp garels OE dcaps apts
    gr75 boosted comms
    neb b support salv raymus spinal arm
    shara/tycho/ketsu/a-wing
    37) dana butler 11/70
    mw/fire lanes/sensor net
    2x arq rbd enhanced
    goz naked
    vic2 vader tua ecm gunnery team dcaps
    ciena/zertik/jonus/lambda/jumpmaster
    ??) Brian Schulz
    MW/Con O/Sup Pos
    Vic2 Sloane flight controllers dcaps qbts
    3x goz comms net
    glad2 kallus oe APT Demo
    howl/mauler/maarek/jendon/saber/soontir/2xTIEs
  23. Like
    jbrandmeyer got a reaction from Villakarvarousku in What's the most exciting thing about the new wave for you?   
    HIE adds some competition for leading shots on the larger ships, and some CR90B are gonna love it.
    General Draven's presence will weaken A-wing spam somewhat and makes Dengar no longer an auto-include.  This one card makes the MC30 much more multi-role than it currently is, IMO.
    EWS looks rather attractive on a CR90A flagship, and harmonizes with rather than replaces Jaina's Light.
     
    But the thing I like best about this wave is the way that the most interesting upgrades compete so strongly with others.  You can't just staple in the new cards and suddenly generate awesomeness where there was none before it.  Something else will have to be given up.
  24. Like
    jbrandmeyer got a reaction from Parkdaddy in MC75 as a carrier?   
    I think that ACM pairs better with squadrons than HIE, particularly with Norra in the mix.  The squadrons activate first, stripping shields off.  I think its always in the defender's best interest to spread the damage among as many shielded arcs as possible.  To the extent that any arcs are left unshielded by the squadron attack, the HIE's effect is weakened.  But with ACM (which are also a pinch cheaper), even if the shields are gone, the MC75 still gets bonus damage on the critical effect.
  25. Like
    jbrandmeyer reacted to Mad Cat in Early Warning System   
    But the cost is my worry. 7 extra points on a tooled up MC30 that may have already bought Admonition, APT, OE and maybe an officer. Plus MC30s love to double arc opponents so it may not be that useful.
     
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