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Cleto0

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About Cleto0

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  1. For a raider with HIE, this is a fantastic upgrade. your chance of getting that crit jumps up to 50% per die. It is a definite upgrade over veteran gunners and while expensive, gives you a fantastic effect. Jonus is still not a fantastic option, and I don't think you would need him for the type of list you are building
  2. generators are not worth the points. make veers krennic. shoretrooper don't want veers, they have better dice than storms and get an aim when you give them orders. krennic gives you entourage for some fun tricks.. 3 mortars + shores is excessive. you are going to want more r4. Commanders: - Director Orson Krennic (90) + Strict Orders (5) + Aggressive Tactics (10) + Electro Binoculars (8) = 113 Operatives: - Bossk (115) = 115 Corps: - Stormtroopers (44) + FX-9 Medical Droid (19) = 63 - Shoretroopers (52) + T21-B Heavy (32) + Imperial Comms Technician (10) + HQ Uplink (10) = 102 - Shoretroopers (52) + T21-B Heavy (32) + FX-9 Medical Droid (19) = 101 - 2x Shoretrooper Mortar (36) + Comms Relay (5) = 82 Special Forces: - 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 88 - Imperial Death Troopers (76) + DLT-19D (34) + Comms Relay (5) + Recon Intel (2) + E-11D Grenade Launcher Config (8) = 125Total: 793/800 Commands: - Voracious Ambition (1) - Ambush (1) (over bombs so you can proc Aggressive Tactics) - Deploy the Garrison (2) - Reptilian Rampage (2) - Lying in Wait (3) - Annihilation Looms (3) - Standing Orders (4) Comms tech + Entourage + 3 Relays gives you a crazy amount of activation control. lets take your Voracious Ambition turn. normally you only get 2 activations( krennic + deathtroopers). This turn you will most likely win the pip war for first activation bc VA is the straight flush to Sorry about the Mess' Royal flush. you get to give out single order to Krennic for VA, but you have HQ uplink AND deathtroopers Entourage. you proc HQ to give an order to a shoretrooper + mortar. you then comms relay the mortar to your other shoretrooper who give a mortar an order, and then he gives his order to bossk. the deathtroopers give their order to the stormtrooper to give your order pool 3 Special forces order + 2 corps. you then take 3 of those and put it on Krennics card. almost certainly giving you perfect control of your order tokens. you also get to give out 2 aims to your shoretrooper units, and 4 surge tokens, which i would put on the 2 shoretrooper, 1 stormtrooper and bossk for extra defense! efficiency is off the charts. and since you get free aims, you can afford to recover with shores
  3. good luck scoring any objectives lol. I would recommend skipping out on some of the extras and upgrading to leia and more corps. something like this Commanders: - Leia Organa (90) + Strict Orders (5) = 95 Corps: - 4x Rebel Troopers (40) + R5 Astromech Droid (8) = 192 Special Forces: - 2x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 88 (or bombers so you can add IO to leia) Support: - 2x AT-RT (55) + AT-RT Rotary Blaster (30) = 170 Heavy: - Landspeeder (75) + Outer Rim Speeder Jockey (10) + A-300 Rifle Gunner (9) + Mark II Medium Blaster (34) = 128 - Landspeeder (75) + Outer Rim Speeder Jockey (10) + Mark II Medium Blaster (34) = 119 Total: 792/800 Commands: - Coordinated Bombardment (1) - Ambush (1) - Turning the Tide (2) - No Time for Sorrows (2) - Covering Fire (3) - Somebody Has to Save Our Skins (3) - Standing Orders (4)
  4. What ship are you using? If you could use OE, things get very consistent FAST. (which is why it is one of the best cards in the game ) Assault: Opening Salvo Defense: Jamming Barrier Navigation: Dangerous Territory MC30c Scout Frigate (69) • Lando Calrissian (4) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Turbolaser Reroute Circuits (7) Admonition (8) = 97 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Task Force Organa (1) = 46 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Task Force Organa (1) = 46 Points Pelta Assault Ship (56) • Commander Sato (32) • Intensify Firepower! (6) • Assault Proton Torpedoes (5) = 99 Points GR-75 Medium Transports (18) • Comms Net (2) • Bright Hope (2) = 22 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points Squadrons: • Hera Syndulla (28) • Shara Bey (17) • Tycho Celchu (16) = 61 Points Total Points: 397 without OE... Assault: Opening Salvo Defense: Jamming Barrier Navigation: Dangerous Territory MC30c Scout Frigate (69) • Lando Calrissian (4) • Fire-Control Team (2) • Assault Proton Torpedoes (5) • Turbolaser Reroute Circuits (7) • Admonition (8) = 95 Points Hammerhead Torpedo Corvette (36) • Disposable Capacitors (3) • Assault Proton Torpedoes (5) • Task Force Organa (1) = 45 Points Hammerhead Torpedo Corvette (36) • Disposable Capacitors (3) • Assault Proton Torpedoes (5) • Task Force Organa (1) = 45 Points Pelta Assault Ship (56) • Commander Sato (32) • Intensify Firepower! (6) • Assault Proton Torpedoes (5) = 99 Points GR-75 Medium Transports (18) • Comms Net (2) • Bright Hope (2) = 22 Points GR-75 Medium Transports (18) • Hondo Ohnaka (2) • Comms Net (2) • Quantum Storm (1) = 23 Points Squadrons: • Hera Syndulla (28) • Shara Bey (17) • Tycho Celchu (16) = 61 Points Total Points: 390 Thats as good as you are going to get...
  5. Well if AT-STs can win RPQs, People need to give the T-47 a chance. If I ever betray the Empire, I will run a T-47
  6. Commanders: - General Veers (80) = 80 - Director Orson Krennic (90) = 90 Corps: - Stormtroopers (44) + DLT-19 Stormtrooper (24) = 68 - 2x Shoretroopers (52) +T-21B (34*) = 172 - 2x DF-90 Mortar Launcher (36) = 72** Special Forces: - Scout Troopers (60) + DLT-19x Sniper (28) + Duck and Cover (8) + Fragmentation Grenades (5) = 101 - 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 88 - Imperial Death Troopers (76) + DLT-19D (34) + Emergency Stims (8) + E-11D Grenade Launcher Config (8) = 126 * I am using 34 points as a filler, as that is the most expensive Imperial Heavy weapon. ** I am assuming you do not need anything else on top of this, as in this would be the whole unit. Still at 11 activations, but this is a legal build. I didn't want to do another strike team even though I could drop E. Stims+the full scout squad for another Storm+DLT and a Strike team +DLT. That list is probably better, but this one seems more fun with scouts walking around in heavy cover and getting surge to crit on 8 black and 1 red and sharpshooter 1. they basically lose early game efficiency to later deal more damage. Maybe it is good because the sniper will not die for a while as well. Any thoughts, comments, suggestions? Total: 797/800
  7. Did you ever hear the tragedy of Darth Plagueis The Wise? I thought not. It's not a story the Jedi would tell you. It's a Sith legend. Darth Plagueis was a Dark Lord of the Sith, so powerful and so wise he could use the Force to influence the midichlorians to create life… He had such a knowledge of the dark side that he could even keep the ones he cared about from dying. The dark side of the Force is a pathway to many abilities some consider to be unnatural. He became so powerful… the only thing he was afraid of was losing his power, which eventually, of course, he did. Unfortunately, he taught his apprentice everything he knew, then his apprentice killed him in his sleep. Ironic. He could save others from death, but not himself.
  8. The only upgrade you mentioned that I would even consider would be endurance. Hunter is only useful against multiple wound targets, aka not infantry. Comms+Uplink is 20 points, so maybe. Keep them in range of veers, and give them stuff, it could work... it is expensive but it could be effective in game. link? Because I think of support unit when I think of a mortar team.
  9. Commanders: - General Veers (80) = 80 Corps: - 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 204 - 2x Shoretroopers (52) +T-21B Targeting Rifle (34*) = 172 Special Forces: - 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 88 Support: - 2x DF-90 Mortar Launcher (36) = 72** Heavy: - Assault Tank (155) + Imperial Hammers Elite Armor Pilot (10) + RT-97C Rifle Pintle (14) = 179 Total: 795/800 ' * I am using 34 points as a filler, as that is the most expensive Imperial Heavy weapon. ** I am assuming you do not need anything else on top of this, as in this would be the whole unit.Commands: - Maximum Firepower (1) - Ambush (1) - Pinned Down (2) - Push (2) - Imperial Discipline (3) - Coordinated Fire (3) Could this be a viable list? 11 activations, and there is a bit of flexibility in the activations, plenty of core to cap with, and a tank!!! I am using the RT-97C as it has a better damage against infantry. Hopefully mortars have Infinite range. If they do, Major offensive is why I am bidding 5 points. Sit them in the back behind a piece of terrain, and hand out suppression. Pinned down with Mortars, assuming they are support, would be great. Coordinated fire is also good with Shores as I don't need to waste time trying to force utility out of it. I think I would have a hard time with Death troopers, but my estimated Shores would be a much more efficient unit. 86 points, and a VERY good damage consistency. I think we will see a large meta change to Shore troopers.
  10. Cleto0

    Hero Armies?

    imagine luke dies on round 6. then he doesn't. That's why it is so good.
  11. Cleto0

    Hero Armies?

    He is over reacting because he doesn't know, but wants to sound like he knows. Sabine can grab center objective turn 1. They can then just huddle in the corner and win on objectives. Please do! I was hoping this type of list would bring about a newish meta. I hate that people feel the NEED to bring snipers. As someone who has never played with them, I see how important they are. I have not beat a 2+ sniper list, but have won every game I have played that didn't include snipers. Sooooo I guess they are OP? maybe I am just bad 7 activations minimum. thats what I have heard. Also, because of sabines symbol, recovering with Estims will let everyone live a lot longer. I dont think you realize how hard it will be to kill everyone.
  12. No need for screed. Drop screed for motti or jj and take ecms/ews for better damage mitigation. Squads will die quickly to a dedicated ball. Expanded hangers is useless on the gozanti as you can activate all of them already. Drop Brunson for pryce. Drop tua/ecms and put on Brunson. Kill engine techs. Use points, and maybe the points from one of the gozantis to buy more squads, starting with MMJ. IG-88 is one of the most eh out of all the rouges. I recommend looking st something else first.
  13. You don’t need to lock down everything. You only care about a brace and contain as redirecting will be impossible. Kuat has more raw damage and is cheaper. The best kuat clocks in at 134 points
  14. This game is more about compact damage in a single activation. You need more dice and damage in a short amount of time. I recommend devastators, phantoms, fire-sprays. Also as said, victories are bad and will not help you. Cut the stuff off the quasar and put squall. Commander: Grand Admiral Thrawn Assault: Defense: Navigation: ISD Kuat Refit (112) • Grand Admiral Thrawn (32) • Governor Pryce (7) • Boarding Troopers (3) • Electronic Countermeasures (7) • Leading Shots (4) • External Racks (3) • Avenger (5) = 173 Points Quasar Fire I (54) • Captain Brunson (5) • Expanded Hangar Bay (5) • Squall (3) = 67 Points Gozanti Cruisers (23) = 23 Points Squadrons: • Boba Fett (26) • Whisper (20) • VT-49 Decimator (22) • 2 x TIE Phantom Squadron (28) • Firespray-31 (18) • Dengar (20) = 134 Points Total Points: 397
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