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The Jabbawookie

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  1. Yes. The APT card counts for the first of XX-9's two cards.
  2. The Jabbawookie

    Happy Friday!

    *Braha'tok. 😀
  3. The Jabbawookie

    Glad and Vic fleet

    Raider and MC30. I have to second R4Pi3R here; the Aggressor isn't terrible, it's just not amazing and a little expensive (especially compared to those fancy Rebel YT-2400s.) It's mostly about the opportunity cost. Here, for instance, Zertik would do a great job completing your escort coverage (and doing slightly better damage to ships.) On an unrelated note, I'd spend that last point to upgrade your advanced squadron to Tempest, which hits as hard as a TIE bomber.
  4. The Jabbawookie

    Glad and Vic fleet

    A note: Gladiator II (62) • Agent Kallus (3) • Ordnance Experts/Ruthless Strategists (4) • External Racks/Flechette Torpedoes (3) • Demolisher (10) = 82 Points Yep, even squads can be wrecked by Demo; it does have to be specifically built for, though. 😁
  5. The Jabbawookie

    600 Point Ideas

    Excellent point on the EHB, I don’t know why that’s there. Good catch! Soontir is there mainly as just another scatter ace to deal out pain and cause hard choices. But Zertik is a very appealing option, as Mauler could be much better in this points bracket. I’ll have to make space for him. The Inquisitor is there from two ship games I’ve been playing lately. I’m 4 for 4 with that list, but the Quasar has only lived once due in part to its inability to navigate, to my sadness. Perhaps the default Skilled First Officer would be better as Slicer insurance, though. The ISD2 hits a point where I can throw 4 squadrons and spend everything with BTs, which enables the fairly reliable killing of a full hull ISD in one activation with Jendon and Maarek. If any of the fighters gets an accuracy, both shots are unbraced. While the battery is certainly better at close, the smaller squad strike and boarding action of a Kuat hurt those odds. @Cleto0 Yeah, quadruple Vader Cymoons has been on my mind (or even VSD2s in such a target-rich environment.) The Gozantis would probably want comms net to feed IF! and EF!, though. Especially as my opponent is a Thrawn fan. 😉 Thanks for the help guys! It’s exciting to have something that feels like a new frontier in Armada right now.
  6. The Jabbawookie

    Assault pelta: how to use

    It’s fun to run one with Projection Experts and IF! in an Ackbar fleet. Two shields a turn plus engineering equals a tanky Defiance, supported by naked CR90s from the fleet command.
  7. The Jabbawookie

    600 Point Ideas

    I've agreed to a 600 point match next week (200 point squadron cap;) here's what I'm currently thinking about. The idea is to bid for second to abuse objectives, but going first wouldn't be half bad. Feedback is much appreciated; heck, so are ideas for unrelated but potentially broken 600 point lists. 😀 Name: Carrier Has Arrived Faction: Imperial Commander: Admiral Sloane Assault: Advanced Gunnery Defense: Fire Lanes Navigation: Superior Positions Imperial II (120) • Admiral Sloane (24) • Captain Brunson (5) • Gunnery Team (7) • Boosted Comms (4) • Electronic Countermeasures (7) • Leading Shots (4) = 171 Points Quasar Fire I (54) • The Grand Inquisitor (4) • Flight Controllers (6) • Boosted Comms (4) • Expanded Hangar Bay (5) • Squall (3) = 76 Points Imperial II (120) • Governor Pryce (7) • Boarding Troopers (3) • Electronic Countermeasures (7) • Leading Shots (4) • XX-9 Turbolasers (5) • Avenger (5) = 151 Points Squadrons: • Mauler Mithel (15) • Dengar (20) • Colonel Jendon (20) • Ciena Ree (17) • Maarek Stele (21) • Howlrunner (16) • Saber Squadron (12) • Soontir Fel (18) • Valen Rudor (13) • 2 x Lambda Shuttle (30) = 182 Points Total Points: 580
  8. The Jabbawookie

    FFG FINALLY gives us a new article..

    ##vote Podracer
  9. The Jabbawookie

    Interdictor vs Liberty

    Nope, the Interdictor has no way to access the turbolaser slot. I like the VSD2 better than the VSD1 because once you give it Disposable Capacitors it becomes an artillery piece, which compensates for its poor speed and maneuverability. The VSD1 is prone to being outflanked and has trouble getting a close range front arc in several matchups. A well-flown Madine or Raddus Liberty could easily deny a good shot. In fact, I'd recommend Jerjerrod as an answer even with the VSD2 to keep it on target.
  10. The Jabbawookie

    Interdictor vs Liberty

    I'd highly recommend Heavy Ion Emplacements instead of Overload Pulse (which allows them to spend their tokens before the pulse even takes effect, rendering it a lot less useful.) HIEs combo well with ACMs on a VSD1 or a second set of HIEs on a VSD2. Ion Cannon Batteries are a cheaper option, but still solid (and give you exactly the points for Engine Techs.)
  11. The Jabbawookie

    Glad and Vic fleet

    If you haven’t seen this blog before, check it out; it’s probably the best resource out there for those beginning the game. http://cannotgetyourshipout.blogspot.com/?m=1
  12. The Jabbawookie

    How to...Triple Cymoon! (Chapters 1, 2 and 3)

    On a similar note, Pryce might combo well with Vader.
  13. The Jabbawookie

    ISD and Double Victory

    *Demolisher Dominator being the overpriced VSD core set title.
  14. The Jabbawookie

    My Sloane list for my first tournament.

    Even with EHB, everything needs a squadron command or you’ll be left with unpushed fighters. So why not make your life easier with Boosted Comms? You even have Hondo already in case you really need a second extra token after round 1.
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