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RunJerZeeNets

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  1. So it is gray... I think I’ll paint the engines: 1.) Base coat with Citadel Mephiston Red base 2.) Light wash with Citadel Casandora Yellow shade - should make it red-orange 3.) Paint the flat center of the engine nozzle with Citadel Troll Slayer Orange layer. I’m still debating about running a Citadel Imrik Blue dry brush across the top city scape and the bottom landing bay cut out to make windows. Ive never done a dry brush before and I’m a bit paranoid about taking paint to a $200 model. Even this easy stuff... just paranoid I’ll ruin it.
  2. Is there a consensus on the color, aside from red engine glow? I painted the 2 SSD from Star Wars Rebellion with Citadel The Fang base coat, a heavy Citadel Nuln Oil wash on the city scape, lighter wash on the flats, the did the flats in Citadel Russ Gray layer. They came out pretty nice. I want to paint up my Armada SSD to look like the Executor. Is it blue-gray or gray? I’m thinking of using a gray or black prime, followed by The Fang, which should give a darker tone, Nuln Oil wash, and Russ Gray layer. Alternatively, I could do a white prime and Mechanicus Standard Gray base as I think the base may be too dark, wash with Nuln Oil, then layer on Dawnstone to the flat sections. Either strategy would be finished with either a Imrik Blue or Longbeard Gray dry brush to pick up windows on the city scape.
  3. These pages from Amazon? BCW 4-Pocket Pages for storing Photos or Postcards | Pocket Size 4" x 5-1/2" | 20-Pages Total https://www.amazon.com/dp/B004QVH0RK/ref=cm_sw_r_cp_api_i_bOZoDbNC984VH
  4. Saturday 18 May 3 PM first round start 2 PM registration - $5 Nova Games - Freehold 3338 US 9 South, Freehold NJ https://www.facebook.com/events/621151281629704/?ti=ia
  5. I used a 2” binder to hold the library, perk, and unique asset cards for my first game. It worked quite well; I didn’t have the perk cards separated from the library with a divider / tab, so getting to that section as a minor pain... but overall it worked well. Second advantage is that with all the cards one needs to keep in order in the binder, I can fit all the New California components in the main game box. For transport, I put the the core box and binder in my Feldherr drawstring bag (that my Armada bag came in), ready to go.
  6. I played last night for the first time. I did the Capital Wasteland scenario as a solo player and played for about 2 1/2 hours as the Vault Dweller. I included the New California content in the encounter, loot, asset, and enemy token decks. The game was a lot of fun. I was on my way to losing though, as I hadn’t advanced either faction relative to each other while holding 3 Freedom agenda cards and 1 Security. I called it quits with both the BoS and Enclave half way through influence level 2. But I didn’t care. Running through all the side quests, gaining loot, killing mobs, and exploring the board was a lot of fun. I didn’t advance the main quest much as I kept finding fun side things to do. The game would have been more fun with another player reading the encounter cards, so we could laugh at the write ups (I triggered Wacky Wasteland) and be better at not reading the consequences ahead. Trying to keep the decision consequences secret while playing solo is really hard. Also, having a second brain and eyes to ensure all the monsters activated would be helpful as I know I missed a couple of humanoid activations. The game strikes me more as a beer and pretzels party game for board gamers than a serious ‘play to win’ game. Just exploring and questing to build a cooperative story seems to work a lot better than trying to win the influence game. It played like a Fallout video game. I felt more freedom to ignore the main quest though and just have fun. Thoroughly enjoyed. Will play again.
  7. Thank you for the feedback. I’m still playing with my Sloane builds. I dropped Option 1 down to 380 pts and option 2 down to 384. I also corrected the error and installed ECM as the defensive retrofit. Then I had a crazy idea... instead of lifeboating with the Raider, could I use them as a clean up force. So here is my third iteration, Sloane Ordnance Phantoms. I bid 20 points for first player, enabling the Pryce last-first in turns 2 and 3. I cede the activation game, running only 3 ships, but have enough points to upgrade 1 of the Phantoms to Whisper. The strategy is to deploy the Raiders behind the Avenger ISD-2, use the EHB boosted squadron command to push Super Best Friends, Whisper and the Phantoms into my primary target, turning the defense tokens red for Avenger. Avenger drops 14 dice (assuming 2 Leading Shot rerolls) into 2 targets, then navigating away. XX-9 assume that the squadron alpha + Avenger shutdown the defense tokens, so 2 damage will get through and neutralize contains. The 2 Raiders follow up with ExRacks to kill off any wounded ships or flotilla hunt. I went cheap on these assuming they might be short lived. But 2 blue and 4 black dice with rerolls is pretty nasty follow up to 4 reds and 3 blues. Against Thrawn, the squads engage the opposing squads turn 1, taking away the alpha strike, likely deploy at speed 3 to close in on the ISD early, trying to drop it before the Pryce turn. Against Raddus, keep the raiders and squadrons in the side and rear arcs, trying to force the drop, or deploy the Raiders at speed 4 to drop the Flagship before the drop. Reeiken Aces are delt with by trying up the bombers with the 4 blue dice anti-squadron batteries, then going after Yavaris, dropping it with the Pryce last activation, negating the Reeiken zombie. Assault: Opening Salvo Defense: Fighter Ambush Navigation: Superior Positions Imperial II (120) • Admiral Sloane (24) • Governor Pryce (7) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • Leading Shots (4) • XX-9 Turbolasers (5) • Avenger (5) = 177 Points Raider I (44) • Ordnance Experts (4) • External Racks (3) = 51 Points Raider I (44) • Ordnance Experts (4) • External Racks (3) = 51 Points Squadrons: • Colonel Jendon (20) • Maarek Stele (21) • Whisper (20) • JumpMaster 5000 (12) • 2 x TIE Phantom Squadron (28) = 101 Points
  8. I was inspired by MOTF batrep using the recent Polish Nationals Champ list. I’ve had success at Store Championships and GNK with Rebels, so I want to try Imperials for a change of pace. The use of the double red anti-ship battery on the Phantoms to generate accuracies was very appealing. At first I swapped out the Raider lifeboat for an Enhanced Armaments Arquitens, but found I was too aggressive with it and Sloane died before I used her ability. Based on my first play test, I developed 2 lists. Both rely on Pryce for activation management and Avenger as the carrier. Sloane rides in a Raider, staying away from the weapons fire. Similar to a Thrawn 2-Ship, the Avenger activation is the focus of the list. All the damage is coming from it, either from the Squadrons or that front arc. Having to really only manage 1 ship should make tournament play mentally easier. Option 1: Sloane Phantoms Very similar to the list played on the MOTF batrep, I put Capt. Brunson on Sloane’s lifeboat to enhance survival. Super Best Friends and the Phantoms get activated by Avenger ISD-2 to burn through the defense tokens. A boosted comms Gozanti provides a backup Super Best Friends activation in case of a Slicer Tools strike on Avenger. I swapped Flight Commander for Gunnery Team as my local meta is squadron light so I don’t think I’d need to burn a squadron screen as often, and the extra 8 dice shot out of the ISD is deadly. I make up for the loss of a blue anti-squadron die by upgrading the Jumpmaster to Dengar. Assault: Advanced Gunnery Defense: Fighter Ambush Navigation: Superior Positions Raider I (44) • Admiral Sloane (24) • Captain Brunson (5) = 73 Points Imperial II (120) • Governor Pryce (7) • Gunnery Team (7) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • Leading Shots (4) • Avenger (5) = 155 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Boosted Comms (4) = 27 Points Squadrons: • Colonel Jendon (20) • Maarek Stele (21) • Dengar (20) • 4 x TIE Phantom Squadron (56) = 117 Points Total Points: 397 Option 2: Sloane Stealth Defenders The big change from option 1 is to swap 2 Phantoms for 2 Defenders and Bomber Command Center. I also have to drop Brunson from the lifeboat, so I need to be more careful with Sloane. This change provides insurance against an early Sloane elimination and all 8 faces of the Defender blue bomber die are useful, with Sloane’s critical reroll and BCC allowing for very solid dice management to select the right face for the situation. I also have no bid, so I’m totally reliant on a successful alpha strike at the end of turn 2 to eliminate a major threat before it activates at the top of turn 3. Assault: Advanced Gunnery Defense: Fighter Ambush Navigation: Superior Positions Raider I (44) • Admiral Sloane (24) = 68 Points Imperial II (120) • Governor Pryce (7) • Gunnery Team (7) • Expanded Hangar Bay (5) • Early Warning System (7) • Leading Shots (4) • Avenger (5) = 155 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Bomber Command Center (8) = 31 Points Squadrons: • Maarek Stele (21) • Colonel Jendon (20) • Dengar (20) • 2 x TIE Defender Squadron (32) • 2 x TIE Phantom Squadron (28) = 121 Points Total Points: 400
  9. Ok, let’s do some math. I don’t have the game handy, so I’ll be doing it from memory. I believe there are 244 numbered cards in the library between the base game and New California. Cards 240 through 244 have duplicates, so let’s assume (as I don’t have the cards handy to check) that’s 260 individual cards. Standard card binders hold 9 cards per page, therefore we need 29 pages in the binder, for single card top loading. Inked Gaming showcase binders are 1.5”, side loading and double sided, capacity of 342 cards. Therefore a basic 2” office binder with UltraPro pages should do the trick for single sided.
  10. I just finished sleeving all the cards in Fallout and New California. As I was working my way through the decks, I wondered how everyone manages the library during play. Does one just stack up the deck and thumb through it when directed? Or would a binder work better? I can see the organizational advantages of the binder, but is a Deck more efficient?
  11. Central New Jersey Armada and Nova Games-Brick will host a casual Fleet Patrol tournament on 25 November (Thanksgiving Sunday) at 4 PM in Brick, NJ. Event page: https://www.facebook.com/events/2314099978812872/?ti=ia
  12. Thank you for the feedback. I added the A-Wing Death Twins to protect against fighters, commanded by a naked GR-75. Also dropped the Pelta and moved Mon Mothma to Jaina’s Light, I dropped IO and Engine Trechs to make room for a second TRC-90. The list is running with just a 3 point bid and minimal dice management with just Ordnance Experts on the MC30c. 6 activations and 7 deployments, strategy is to use the 2 TRC-90 to kite the big ships at high speed, have CR90HIE drain the shields, then have the MC30 make attack runs. Name: Mon Mothma MSU Faction: Rebel Commander: Mon Mothma Assault: Targeting Beacons Defense: Fleet Ambush Navigation: Dangerous Territory MC30c Torpedo Frigate (63) • Ordnance Experts (4) • Assault Concussion Missiles (7) • Admonition (8) = 82 Points MC30c Torpedo Frigate (63) • Ordnance Experts (4) • Assault Concussion Missiles (7) • Foresight (8) = 82 Points CR90 Corvette A (44) • Mon Mothma (30) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 83 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette B (39) • Heavy Ion Emplacements (9) = 48 Points GR-75 Medium Transports (18) = 18 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) = 33 Points Total Points: 397
  13. Inspired by Crabbok’s video and in need of some inspiration for an upcoming casual tournament, I put the following together. I’ve been flying a lot of Vader variants recently and just haven’t been able to make them work for me. I came in second with a Reiken Aces list at a Store Championship but got my clocked clean in another Store Championship when running a Sato list - likely too fast / aggressive with the Hammerheads. I’ve never flown MC30... but decided to go all in to try and learn. Our local meta is squadron light at the moment. Open to comments and criticism... Name: Mon Mothma MSU Faction: Rebel Commander: Mon Mothma Assault: Targeting Beacons Defense: Fleet Ambush Navigation: Dangerous Territory MC30c Torpedo Frigate (63) • Intel Officer (7) • Ordnance Experts (4) • Assault Concussion Missiles (7) • Admonition (8) = 89 Points MC30c Torpedo Frigate (63) • Intel Officer (7) • Ordnance Experts (4) • Assault Concussion Missiles (7) • Foresight (8) = 89 Points CR90 Corvette B (39) • Engine Techs (8) • Heavy Ion Emplacements (9) • Jaina's Light (2) = 58 Points CR90 Corvette B (39) • Engine Techs (8) • Heavy Ion Emplacements (9) • Dodonna's Pride (6) = 62 Points Pelta Command Ship (60) • Mon Mothma (30) • Intensify Firepower! (6) = 96 Points Squadrons: = 0 Points Total Points: 394
  14. Anyone in Oxford? In town on business and wouldn’t mind a game or 2 while I’m here.
  15. I got a F.A.T. Mat a couple of months ago. Very happy with it. Slightly less expensive than other 6’x3’. I haven’t measured it, but appears to be pretty accurate. Plus it comes with a carrying case! http://www.tablewar.com/6x3-space-f-a-t-mat-gaming-mat/
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