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RedDogReb

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  • Birthday 10/23/1967

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  1. RedDogReb

    Up Close & Personal...

    @Cleto0 yes VERY! On the basis all he had after the Pelta was one flotilla of GR 75s and squadrons, I think that would have been a tabling! From a potential 400 - 177 win to a 206 - 177 win due to one card.... Main thing was, it was a good game, played in the right spirit. Bizarrely we were both worried by each others fleets. For him, my ISD, for me, his fighters.
  2. RedDogReb

    Up Close & Personal...

    Dodonna was already dead by this time, as he was in the CR90, destroyed by the ISD on turn 3. Despite taking internals on the ISD whilst he was still on the board, none of them were crits. I’d been lucky with that and didn’t want to chance it any longer. Unfortunately it was the next card up! Just the luck of the draw!
  3. Extract from Empire News Network.... "Empire spies had found out that a senior rebel sympathiser was being picked up by Star base 33257, by a small rebel fleet. The sector controller, Admiral Screed, made plans to intercept the fleet, damage it as much as possible and capture this rebel for further interrogation. The fleets dropped out of hyperspace almost simultaneously, with two Gladiator class star destroyers advancing quickly, backed up by a Gozanti carrier. The admirals flagship, an ISD with Kuat refit, slowed somewhat to allow the Gladiators to close on his position, which was opposite the bulk of the rebels. Early on the Empire destroyed a pair of GR75 transports, being escorted by two squadrons of x-wings. Soon after the ISD was seen to turn away from the closing Gladiators, but it was soon apparent why. They were in the perfect position to fire all front arc weapons at the Rebel flagship. After a dazzling show of laser fire, the CR90 was blown up. It is not known if the traitor, General Dodonna, escaped. Due to the overwhelming numbers of squadrons the rebels had brought with them, significant damage was done to all three of the Empire's combat ships, but in addition to the two ships already destroyed, Admiral Screed was able to claim a Hammerhead too. During the intense battle, the Gozanti carriers were able to capture the rebel and make good their escape just as planned. The traitor is now being held in a secret location undergoing interrogation. The admirals ISD flagship was seen to return with some battle scars, and we are told that the two Gladiators are "undergoing emergency repairs". With the capture of this rebel traitor, the destruction of three rebel ships, and heavy damage to a fourth, this reporter is of the firm belief that a major blow has been struck against the rebellion. In other news...." Played a game on Monday against a friend mine. My list was as follows: ISD Kuat, Screed, Strategic Advisor, Ord Experts, ECM. Leading Shots, ACM GSD1, Intel Officer, Ord Experts, Engine Techs, ACM, Demolisher GSD1, Intel Officer, Ord Experts, Engine Techs, ACM, Insidious Gozantis, Comms Net Gozantis, Comms Net No squadrons. 391 points My pals rebel list was CR90, Dodonna, Jainas Light, TRC Pelta, Phoenix Home, All Fighters Follow Me!, Boosted Comms, Raymus Antilles, Veteran Captain, Fighter Co-ordination Team GR-75, Bomber Command Centre, Boosted Comms, Ahsoka Tano GR-75, Bomber Command Centre, Boosted Comms,, Hondo Ohnaka Hammerhead, Garels Honour, Lando Calrissian, Ex Racks, Ord Experts Squadrons Biggs, Rogue Squadron, 2 x X-Wing Squadrons, Norra, 2 x Y Wing Squadrons, 1 x Gold Squadron, 1 x Moldy Crow (Jan Ors) 400 Points I went first and selected his Capture the VIP (The others being Precision Strike and Salvage Run). The eventual deployment was (my left to right) ISD, Gozantis, GSD Demo, Gozantis, GSD Insidious Facing that he deployed most of his ships facing the ISD, (from my left, CR90, Peltas, GR75s plus his main squadrons) with the other GR75 and a couple of squadrons more in the middle, probably looking to get the VIP. I had deployed at speed 3 with my combat ships, the Gozantis at speed 2. His were a mix of speed 1 and 2. Turn 1 saw me rush the GSDs forward as quickly as possible, plotting manoeuvre dials to get Engine Techs. The ISD I slowed to speed 2 as I wanted the GSDs to get in with the ISD if possible. Turn 2 and I was able to destroy the lone GR 75 (with some lucky red dice and a bump in the manoeuvre). My ISD was taking some fire, from Hammerhead, Pelta and fighters, but the ships were not at close range. The ISD survived with no crits and five hull down. As I was last firsting, Turn 3 gave me the choice of destroying either the CR79 or Pelta. Get the flagship with Dodonna or score more points with the Pelta. As my ISD had almost no shields and my engineering dials were 2 turns away, I vered off and went for the CR90. This took the ISD out of the game but the CR90 died in one front arc volley. I didn't have it all my own way though, while Demolisher did some useful damage to the Pelta and Hammerhead, it did get hit hard from the former and fighters, but somehow it survived the turn. Turn 4 I picked up the VIP with one of the Gozantis, and was able to go first with the Demolisher to destroy the Hammerhead and engine techs away from the squadrons. However I didn't manage to get far enough away and was destroyed by the squadrons. Insidious meantime had been coming round the flank and was now in a position to hit the Pelta (hopefully destroying it) at the start of Turn 5. However it was damaged and the move was risky as the bombers could get to it. I thought I had calculated that it would survive, but didn't count on the Structural Damage crit which made all the difference when his last fighter squadron plinked the last hull point. Turn 6 was a non-event. The Gozantis escaped. The ISD was out of range of the Pelta and having engineered a couple of turns wasn't going to be destroyed by any squadrons that came knocking. We totted up the points, and I'd got a narrow 206 - 177 win. Quite a few 'ifs' from that game. If Insidious had survived, I had a double arc (front and side) on the Pelta that should have done for it, but on at least two occasions by oppo rolled double blanks when shooting with fighters. My deployment was a bit suspect, with the ISD somewhat isolated to begin with. Will try the list again soon. I really enjoyed playing it.
  4. RedDogReb

    Up Close & Personal...

    Well I played the game tonight, using my amended list above (no fighters/jamming!) against the following squadron heavy list: Rebels Commander: General Dodonna Objectives: Precision Strike, Salvage Run, Capture the VIP [flagship] CR90 Corvette A (44) - General Dodonna (20) - Jaina's Light (2) - Turbolaser Reroute Circuits (7) = 73 total points Modified Pelta-class Command Ship (60) - Phoenix Home (3) - All Fighters, Follow Me! (5) - Boosted Comms (4) - Ray Antilles (7) - Veteran Captain (3) - Fighter Coordination Team (3) = 85 total points GR-75 Medium Transports (18) - Bomber Command Center (8) - Boosted Comms (4) - Ahsoka Tano (2) = 32 total points GR-75 Medium Transports (18) - Bomber Command Center (8) - Boosted Comms (4) - Hondo Ohnaka (2) = 32 total points Hammerhead Torpedo Corvette (36) - Garel's Honor (4) - Lando Calrissian (4) - External Racks (3) - Ordnance Experts (4) = 51 total points Squadrons (127/134): 1x Biggs Darklighter X-Wing Squadron (19) 1x Rogue Squadron X-wing Squadron (14) 2x X-Wing Squadron (26) 1x Norra Wexley Y-wing Squadron (17) 2x Y-Wing Squadron (20) 1x Gold Squadron Y-wing Squadron (12) 1x Moldy Crow - Jan Ors (19) I had the choice and went first, selecting the VIP objective. It started well, I got the Hondo GR 75, via a ram from Demolisher in Turn 2. Turn 3 I was able to destroy the CR90 with one close range volley from the ISD. No Dodonna shenanigans! Turn four Demolisher then got the Hammerhead However by the end of the game I had lost both the GSDs but had picked up and made off with the VIP. Insidious was lost on turn 5, and only due to a bomber crit, which turned out to be Structural damage! Almost any other crit and it would have survived and been able to destroy the Pelta as it had a double arc. So near but yet so far to tabling my oppo. I did what I knew I had to do and get close, and once in the face of the rebels those black dice really hurt. Ended up with me getting a very narrow win 206 - 177. Will try this again. Decent bid to go first, multiple threats and a relatively simple plan (which is great for someone like me!)
  5. RedDogReb

    Up Close & Personal...

    Slight amendment following @R4Pi3R suggestions gives me the following: ISD Kuat, Admiral Screed, Strategic Advisor, Ordnance Experts, ECM, ACM, Leading Shots (just in case I get some blanks with the red dice) GSD1, Intel Officer, Ord Exp, Engine Techs, ACM, Demolisher GSD1, Intel Officer, Ord Exp, Engine Techs, ACM, Insidious Gozanti, Comms Net Gozanti, Comms Net 391 points Assault - Most Wanted / Defence - Hyperspace Assault / Navigation - Solar Corona ACM and Leading Shots in place of Expanded Launchers, and I've added the title Insidious to the other GSD - Useful if Hyperspace Assault is chosen if my oppo has a bigger bid and I'm second. Itching to try this out now. Maybe Monday if I can get a game at my local club.
  6. RedDogReb

    Up Close & Personal...

    @R4Pi3R thanks for the feedback. Really helpful. I often use Most Wanted and while I considered it, just opted for something different. Your points are well made. Back to MW it is! The more I think about Expanded Launchers, the more I think ACM would be better. Less points, albeit rolling less dice, but more effective crits, which are all but guaranteed with Screed. I need a lot of practice using GSDs - I just can't quite get the hang of it, but love 'em! I hope I might have the list that I can use them effectively with. Kuat in first to soak up punishment and dish it out, then the GSDs to follow in and clean up. Sounds easy when typing it LOL.
  7. I managed to get my hands on a Chimaera recently, and now want to use it, albeit I'm very much a noob. I've used ISDs and VSDs as long range platforms, occasionally with a GSD or two for more close in work. I wondered if it was viable to run a list where the intention was purely to get, as it says in the title, up close and personal (ie black dice range)? A quick go on Ryan Kingstons Armada Builder, and I drafted this list: ISD Kuat, Admiral Screed, Strategic Advisor, Ordnance Experts, ECM, Expanded Launchers (or are ACMs better?) (I don't know whether Ordnance Experts or Gunnery Teams would be better given the aim of the list) GSD1, Intel Officer, Ord Exp, Engine Techs, ACM, Demolisher GSD1, Intel Officer, Ord Exp, Engine Techs, ACM Gozanti, Comms Net Gozanti, Comms Net 390 points Objectives: Advanced Gunnery, Hyperspace Assault, not too sure about the blue one - Solar Corona? A bit of red and blue sniping as the range closes, but once in black range, hopefully enemy ships will be in trouble. Is this list idiotic beyond belief (ie It'll never work)? No squadrons is an issue - My local meta (all 5 of us!) like to use squadrons, but I think the bid is good enough to go first and I have 6 activations including strategic advisor to do that last first thing. Comments welcome. Thanks.
  8. RedDogReb

    Fun With Vics

    @Mad Cat @Akhrin yes my asteroid placement was 'sub-optimal' to say the least. Lesson learned! And the only squadrons I have are Ciena Ree and Valen Rudor. I've updated my sons list with full details.
  9. RedDogReb

    Fun With Vics

    Played my first game using this list last night, against my son's rebels. He had the following ships (I don't have details of all the upgrades, but will edit in due course) Pelta, Shields To Maximum, Boosted Comms, veteran Captain Nebulon B, Redemption GR75, Comms Net MC80, Engineering Team, Gunnery Team, Inte3l Officer, Leading Shots, Spinal Armament, XI7 Turbolasers, Endeavour, Leia. X Wing, Rogue Squadron, Y Wing, Gold Squadron, Shara Bey We played Solar Corona (you were right @Akhrin on two counts - This objective and he did deploy centrally!). Narrow loss for me, but usually takes me 2/3 games to get used to a list. His Liberty was very tanked up. Slight deployment error on my part - Forgot that the outer ship would take longer to get into line! Enjoyed playing them and the QBTs really made him slow down to match my speed. I lost one VSD early on to combined rebel firepower. I got the Nebulon later but couldn't quite get the Pelta. What was interesting was our post game discussion. If the game had continued for 2/3 more turns, my son felt that I would have won. My two remaining VSDs were at the side of his Liberty so I could maximise/concentrate my firepower but nullified his massive front arc. Despite losing this is a list, I like the feel of it and will definitely play it again. I might have a look for a different blue objective other than Solar Corona. While I like it, I wonder if something else would allow me to deploy in the same way, yet my oppo be either at the diagonally opposite corner or spread across his deployment zone. If the former, then I have time to execute my turning manoeuvre, if the latter then my three combat ships are facing one or two and I can focus him down before the rest of his fleet comes to play (or his ships are running back to mummy!).
  10. RedDogReb

    Fun With Vics

    @Drasnighta thanks. That is my intention. Hoping that Hyperspace Assault is chosen (I expect to go second), if it isn't then I'll set up in one corner and have the Vics swing through 90 degrees in formation so that the game is played in the same orientation at HA. After that slow down and see if the Dice Gods smile kindly!
  11. RedDogReb

    Fun With Vics

    Noob question, I've heard the term "slow roll" before, and its used above. What does this mean/How does it work? (OK that's two questions)
  12. RedDogReb

    Fun With Vics

    Thanks everyone for the comments and help. So a revised list as follows: Vic2, Jerry, Minister Tua, Gunnery Team, D Caps, QBT, LS, ECM Vic2, GT, D Caps, QBT, LS Vic2, GT, D Caps, QBT, LS Gozanti, Comms Net Ciena Ree, Valen Rudor Most Wanted / Hyperspace Assault / Solar Corona 400 points exactly. By way of explanation for my initial build, I had tried a semi-thematic build in that the flagship might have more armament than the others, so Spinal Armament and Leading Shots. As a game build though, I think you're right that the revised one will be more powerful. I'll see if I can get a couple of games in over the next week or two to see.
  13. RedDogReb

    Fun With Vics

    For some reason I tend to like ships which aren't competitive (I like the B wings in X-wing for example). In Armada, I play Imperials, so the VSD has my attention. Here's a list I've put together to use the three I have: Victory 2 Moff Jerjerrod Minister Tua Gunnery Team Disposable Capacitors Spinal Armament Leading Shots ECM Victory 2 Gunnery Team Disposable Capacitors QBT Victory 2 Gunnery Team Disposable Capacitors QBT Gozanti CommsNet Ciena Ree Valen Rudor Assault - Opening Salvo Defence - Contested Outpost Navigation - Solar Corona 395 Point So I have five points for a small bid, or to buy something (Leading Shots for one of the VSDs?). What would you suggest? Is it worth dropping anything (a VSD or three is not an option before anyone suggests that!) Also, really appreciate comments on the choice of objectives. Are these suitable? I'm happy with Solar Corona, but not sure about the other two. Idea here is to start together in one corner and try to turn the game so its played up and down the long edges rather than the short ones as normal. With Jerry, and a Manoeuvre dial the VSD can turn 90% at speed 2, so I think its possible. With the flagship set in the middle to take advantage of max firing arcs, flanked by the other two, with Gozantis behind buffing where needed. Once turned 90 degrees so now flying up the table rather than across it, slow down to Speed 1 to take advantage (hopefully) of QBTs. IMO the limited manoeuvrability of the VSD becomes less of an issue playing in this way while more manoeuvrable ships will have less space to do their shenanigans Thoughts?
  14. RedDogReb

    My Sons Tournament List

    My son played in a local store tournament or two in v1, and will be doing his first one in v2 very soon. His list is as follows: Pure Sabacc, shield upgrade Whisper, 0-0-0, Adv Sensors, Juke, Stealth device Darth Vader, FCS, 196 total He's used a variant of this (Outmanoeuvre instead of Shield Upgrade on Sabacc and Agent Kallus instead of 0-0-0) in his last three games and won each one. First against someone at our club who is a pretty decent player (who used scum), the second against someone in the local store (not sure what they used) and then against me flying rebels recently. I'd be interested to know if you think this is a decent build, what would you change etc.
  15. I recently played my first two games of v2, against my son. In one of the games I used the following: Wedge, Swarm Tactics, R4, Proton Torps, S-Foils / Luke, Heightened Perception, Proton Torps, R4, S-Foils / Ten Numb, Adv Sensors Although I ended up losing the game it was very close and probably down to one green dice rolling a blank when stressed Ten needed either the evade or focus. So, with my son's help, we tweaked it to see if we could improve it and make Ten more survivable. This is what we came up with: Wedge. Swarm Tactics, R3 Astromech, Proton Torps, s-foils - 67 points Luke, Heightened Perception, R4 Astromech, s-foils - 67 points Ten Numb, Elusive, Advance Sensors, Shield Upgrade - 65 points 199 total Luke no longer has Proton Torps, but shooting at I7 with HP will still hopefully strip a token or two. Wedge and Ten can then follow up at I6, the former with the benefit of proton torps. If Ten and Luke should happen to destroy a ship before Wedge shoots, his double target lock will enable him to shoot another target. The idea behind Ten's shield upgrade was because I had the points and it makes him a little more survivable and resilient to crits. Also elusive helps him and given the recharge is from the red parts of the dial he wants to benefit from, we feel there is synergy here. The only way I can see to get Proton Torps back on Luke would be to drop both the astromechs and Ten's shield upgrade. Not sure this is worth it. As a complete noob, would appreciate feedback - It looks good to me, or has my lad sold me a pup?
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