The Jabbawookie

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  1. As we surpass "Legion Week"...

    I suspect Piett took all available measures to save his life once he saw Arvel. All 0. (It would've been cooler if he'd stood tall to the end though, IMHO.)
  2. As we surpass "Legion Week"...

    Pretty sure that’s the codename for all Rebels assets. Unreleased Rebels LEGO sets are listed as Wolf 1, Wolf 2 etc.
  3. As we surpass "Legion Week"...

    I would be a heck of a lot more excited about prequel-era Armada than a standard game SSD. Immersion aside, (8 CR90Bs vs Executor, everyone!) picture how that affects gameplay. An incredibly low-activation fleet with a ship you are basically obligated to kill if you want to achieve a meaningful victory, simply because it takes up so many points. MoV for a 10-1 is 300+. Limiting it to scenarios sounds like the best option for the game.
  4. Lots 'O Squadrons Leia

    I would consider Blockade Run (because high activations, scatters, and speed changes,) VCXs, Fire Lanes, Sensor Net and a massive bid for second. (14-16 points? You’ll get a feel for that in your area.) Placing the onus on them to destroy your stuff could really work to your favor. Is it better than a conventional “Fish Farm?” Eh, maybe, maybe not. But it looks like good fun, and that many Z95s on the defensive is a scary thing...
  5. Heavy Hitting Leia

    A good candidate would be officer Leia, as she's illegal. (No two unique cards with the same name.) Also, I'd drop Hardened Bulkheads for External Racks and Hondo on the GR75, but I'll admit that's personal preference.
  6. @shmitty I plan on being there, if you'll take any old riffraff.
  7. So where is the new announcement for ships!

    ...I’ll see myself out now.
  8. So where is the new announcement for ships!

    ftfy If it really has to be BW, the Behemoth was around then...
  9. So where is the new announcement for ships!

    So I'm not the only person who has been dreaming of this.... It's time to talk to Mel!
  10. Running with Leia

    More of a focus on ships feels like it would pay off here. At the end of the day, a Leia fleet needs to ask “what exactly is Leia giving me, and is it worth 38 points?” For example, if you ran Dodonna and Expanded Hangar Bays, would this be a radically different fleet?
  11. It’s true, we’re whiners by nature. It’s also just a little annoying to see all this effort towards a new game. But FFG just showed the Q1 (.5) kit, and we’re nowhere near as news-starved as we were a couple months ago. I’m pretty happy with where we are.
  12. Konstantine, No Squads

    Because go big or go home. Obviously the list will just straight up lose to bombers. I'm not sure about Salvage Run; the idea is they'll have to charge into obstacles, then have a hard time adjusting their speed when they hit the Victory wall. Minefields could be a better source of damage, though. Thoughts? Name: Konstantine's Pointy Things Collection Faction: Imperial Commander: Admiral Konstantine Assault: Blockade Run Defense: Contested Outpost Navigation: Salvage Run Interdictor Suppression Refit (90) • Admiral Konstantine (23) • Minister Tua (2) • Disposable Capacitors (3) • Grav Shift Reroute (2) • G7-X Grav Well Projector (2) • Electronic Countermeasures (7) = 129 Points Victory I (73) • Captain Brunson (5) • Ordnance Experts (4) • Phylon Q7 Tractor Beams (6) • External Racks (3) = 91 Points Victory I (73) • Ordnance Experts (4) • Phylon Q7 Tractor Beams (6) • External Racks (3) = 86 Points Victory I (73) • Ordnance Experts (4) • Phylon Q7 Tractor Beams (6) • External Racks (3) = 86 Points Squadrons: = 0 Points Total Points: 392
  13. Gar and Jendon are gonna be worth their points just to trigger Assault more frequently. To exacerbate Assault, I'd try slicer tools Gozantis and maybe Phylon Q7s? Combined with an Obstacle-rich objective like Salvage Run/Minefields, or an "I-need-to-get-somewhere" objective like Contested Outpost, it could be interesting. And/or you could try Konstantine w/ Squall and an Interdictor for even more area control... This silliness will lose horribly against at least a few fleets, though.
  14. 24+3<28. (I had confused them with the 18 point unarmed one though, so we were both off. ) And it’s much worse than HHs... DCaps comes 2 to a Quasar.
  15. Need advice

    Welcome to the game! It’s a little wordy, but here’s a list of potential changes: Squadrons. You need them. Squadronless fleets are very, very rare for a reason: bombers can eat them alive. I don’t know what you have, but the 6 basic TIEs you get in the core set happen to be a competitive-level light screen. Speaking of which, Dangerous Territory is a safer choice (ironic ) than Superior Positions. With SP, if your opponent brings more squadrons and kills yours he can gain 15 points every time a squadron shoots your ships in the rear. It’s an objective carrier fleets bring that battleship fleets should not usually pick. The Raider: Ruthless Strategists did nothing, because you need squads to use it. It’s still best to take it off, because friendly 3 hull TIEs are fragile to begin with and would drop to “easy kill” territory. Ordnance Experts is generally considered the default for the Raider-1; it also works on flak. Disposable Capacitors is good on the Raider-II, but only offers 1 blue dice per arc to the Raider-1. There are other places to spend those points. The same goes for Rapid Reload; Raider-1s generally get one good shot off with their front arc, then run away/die. If you have access to External Racks, it’s a very solid choice. Alternatively, Flechette Torpedoes could make it a stronger threat to squadrons. Kallus and Instigator are perfectly decent where they are. The Gladiator: I’d ditch Montferrat. Not because he’s bad, but because you need space for TIEs. Otherwise, perfect. The Gozanti: Same as above, but with Suppressor. The Arquitens: Here’s where points get saved. Arquitens start expensive for what they are and like to be kept light. Dual Turbolaser Turrets or Turbolaser Reroute Circuits are all they need. Reinforced Blast Doors or Needa if you’re feeling fancy. Why not the current loadout? Due to the Arq’s nav chart, it moves in the direction of its front arc. This makes it a bad decision to point it at enemy ships; it’s a flanker, and doesn’t love Spinal Armament. Redundant Shields can’t be used with Spinal Armament (1 modification per ship) but isn’t generally worth bringing on most ships. Advanced projectors is a clever choice, but the Arq doesn’t have enough shields period to merit the cost. HoJ is nice, but space is an issue. The VSD: Point Defense Reroute can go. The VSD-1’s single blue flak die receives little benefit (+0.18 dmg) and bombers can take such flak anyway. Warlord is a pricy title, but works fine if you’re trying to fill a list. HTTs are generally considered inferior to XI7 turbolasers, because they offer your opponent more choices and clash with accuracies. Quad Battery Turrets love the VSD-1, and are probably the number one choice. Expanded Launchers is acceptable in the same way Warlord is; External Racks would be ideal here, as the VSD-1 gets very little black dice use against a skilled opponent. (They can also be shot from the side as needed.) That should get you most of the way to fielding 6 TIEs. (Dropping Warlord could finish the job.) Also, here’s a blog/encyclopedia that offers truly excellent advice on everything in this game. I can’t recommend these guys enough. Hope this helps, and congratulations on making your first list!