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grunnax93

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  1. Name: RitR: Task Force Phoenix & Yavaris Faction: Rebel Commander: Trait 1: Master Coordinator I Trait 2: Fighter Group Leader Trait 3: Rapid Deployment Pelta Command Ship (60) • Adar Tallon (10) • Auxiliary Shields Team (3) • Boosted Comms (4) • Phoenix Home (3) • Ray Antilles (7) = 87 Points Nebulon-B Escort Frigate (57) • Flight Commander (3) • Auxiliary Shields Team (3) • Yavaris (5) = 68 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • HWK-290 (12) • Biggs Darklighter (19) • 3 x X-wing Squadron (39) • Nym (21) • 2 x Scurrg H-6 Bomber (32) = 123 Points Total Points: 298 Here is a suggestion for it you get a squadron build itch. On your first build though, in my opinion I would swap Expanded Launchers for APTs or ACMs, but that's me. Both lists look alright, but in the first list if you want Hera I would suggest swapping Nym for 2 squadrons and getting full use of her ability.
  2. My version of @Kaashifar's list is basically what you have said. Name: Kyrsta Carrier Faction: Rebel Commander: Kyrsta Agate Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions Starhawk Battleship Mark II (150) • Kyrsta Agate (20) • Walex Blissex (5) • Strategic Adviser (4) • Flight Controllers (6) • Expanded Hangar Bay (5) • Leading Shots (4) • Unity (10) = 204 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Medium Transports (18) • Leia Organa (3) • Comms Net (2) = 23 Points Squadrons: • Jan Ors (19) • Biggs Darklighter (19) • 2 x X-wing Squadron (26) • Nym (21) • 3 x Scurrg H-6 Bomber (48) = 133 Points Total Points: 395
  3. I have had a list not quite exact same list setup only a few small differences, just not sure about it until i test it, if the flag ship goes its game over, although Kyrsta and Unity makes that thing pretty hard to crack.
  4. I get a warm fuzzy feeling when I see other people also use Nym and 3 Scurrgs
  5. misread, for some dumb reason i read yt-2400. My first serious squadron list I ran at a tournament I ran the following squadrons. Squadrons: • Jan Ors (19) • Ten Numb (19) • 2 x YT-1300 (26) • 5 x B-wing Squadron (70) = 134 Points Finished 2nd, so there is nothing wrong with them, but ever since I switched to Biggs/X-Wings and Nym/Scurrgs I just dont like the clunky feel of speed 2 + fct game play. I also amlost exclusively run Yavaris in my lists so Pelta with AFFM! does not fit my lists viably.
  6. Just be weary about how you fly em, I send to blow SSDs to bits with Nym and 3 Scurrgs, usually keep them obstructed by my ships and use the ships to escort them in on the flank. Ideally use a turn to get them in position just outside red then jump them next turn. Just need to make sure you be efficient with how you use them and you will be fine.
  7. My issue with Flagship Bridge: AFFM! for B-Wings is that it is only single use and more often than not is that B-Wings need that speed buff more than 1 critical turn. Although I do see Flagship Bridge: AFFM! being good for trying to pull off turn 1 strikes as first player and following up with a turn 2 first activation as well. Such as the following for example. Name: Turn 1 & 2 Carpet Bomb Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Flight Commander (3) • Fighter Coordination Team (3) • Flagship Bridge: All Fighters, Follow Me! (6) • Electronic Countermeasures (7) = 145 Points Pelta Command Ship (60) • Adar Tallon (10) • Fighter Coordination Team (3) • Expanded Hangar Bay (5) • Phoenix Home (3) • Flight Commander (3) = 84 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points Squadrons: • Jan Ors (19) • Biggs Darklighter (19) • 2 x X-wing Squadron (26) • Nym (21) • 3 x Scurrg H-6 Bomber (48) = 133 Points Total Points: 397 Where turn 1 you will at the start of the ship phase pop AFFM!, and have the TF-BCC move into support position, the Pelta will shove the Scurrgs distance 1 and activate Nym to strike if in range to do so then Adar Talon untap and/or activate the X-Wings to strike enemy squadrons and/or ships depending on the situation/deployment. The Command Cruiser will shove the Scurrgs another distance 1 and re-activate Nym and the 3 Scurrgs to strike the intended target. Scurrgs will be traveling Distance 4 + 1 + 1, this is a massive threat check, now yes because of Flight Commanders your fleet is being quite aggressive, however you are providing a target rich environment in a very stressful situation. If they choose to focus the dice quality Transport, they are not gunning your Carriers, MC80 with ECM is not easy to drop in one turn, the Pelta may fall, but is has done its job at this point, also the amount of damage you will probably do turn 1 means that turn 2 you will finish off the target with 1 or 2 bombers, FC also lets you do activation after moving to see if you can finish the target with guns first, then start on a new target with your heavy bombers. This is just a theory craft for the moment though, so nothing tested.
  8. Ok, squadron breakdown. Biggs on his own is a waste of points, he is the master of escort, if your running him with Jan Ors you really should take him with a pair of generic X-Wing Squadrons. This group does either 1 of 2 functions, line guards and shepherds strike squadrons or acts as an interceptor unit that moves out to engage enemy squadrons so they cannot get near your strike squadrons. B-Wings are good for their heavy strike capability, however you are not running anything that mitigates their massive drawback which is speed 2. In my experience with B-Wings I generally want AFFM! and/or ships Flight Commander and Fighter Coordination Teams, you do have Wedge Antilles however he takes place at the end of the squadron phase as is not as strong as FC and FCT ships as they can shove and then move to strike. I personally feel like Wedge Antilles is really incredible for Bombers with Grit making sure they are never locked down by more than 1 squadron. The YT-1300 is a bit out of place, but I understand why, it is because of the lack of squadron activations. Here is my counter list suggestion based on what your taking. Name: something crazy Faction: Rebel Commander: Kyrsta Agate Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions Starhawk Battleship Mark II (150) - This is your air superiority squadron controller • Kyrsta Agate (20) • Ray Antilles (7) - Self Supplies Squadron 5 • Strategic Adviser (4) - Brings you to 4 activations • Flight Controllers (6) - Turns Biggs, X-Wings and Ten Numb into absolute murder balls including the flak bonus from Unity title • Expanded Hangar Bay (5) • Leading Shots (4) • Unity (10) = 206 Points GR-75 Medium Transports (18) • Toryn Farr (7) - Can focus on staying in support range of X-Wing and Ten Numb so he can fish that blue crit • Comms Net (2) - Supplies BCC with Squadron 4 • Bright Hope (2) = 29 Points GR-75 Medium Transports (18) • Bomber Command Center (8) • Expanded Hangar Bay (5) = 31 Points Squadrons: • Jan Ors (19) • Biggs Darklighter (19) • 2 x X-wing Squadron (26) • Ten Numb (19) • Norra Wexley (17) • Gold Squadron (12) • 2 x Y-wing Squadron (20) = 132 Points Total Points: 398 Went with Y-Wings due to no decent way to get movement buffs for B-Wings due to how many points a Starhawk munches. Something to be conscious of is to make sure your Y-Wings don't get tied up with the X-Wings in a bingle because if they do they will prevent Unity from buffing Flak Fire. If you want heavy bombers with a Starhawk you will have to look at running Scurrgs and/or Nym. Like the following. Name: something crazy Faction: Rebel Commander: Kyrsta Agate Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions Starhawk Battleship Mark II (150) • Kyrsta Agate (20) • Ray Antilles (7) • Strategic Adviser (4) • Flight Controllers (6) • Expanded Hangar Bay (5) • Leading Shots (4) • Unity (10) = 206 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Comms Net (2) • Bright Hope (2) = 29 Points GR-75 Medium Transports (18) • Bomber Command Center (8) • Boosted Comms (4) = 30 Points Squadrons: • Jan Ors (19) • Biggs Darklighter (19) • 2 x X-wing Squadron (26) • Ten Numb (19) • 3 x Scurrg H-6 Bomber (48) = 131 Points Total Points: 396 Just some suggestions for you.
  9. So i need a hand with suggestions on building Imperial Squadron focus for RitR, this is what I have come up with, but not so sure. Name: Task Force Squall Faction: Imperial Trait I: Repair Expert Quasar Fire I (54) • Boosted Comms (4) = 58 Points Quasar Fire I (54) • Boosted Comms (4) = 58 Points Squadrons: • JumpMaster 5000 (12) • 2 x TIE Defender Squadron (32) • 4 x TIE Bomber Squadron (36) = 80 Points Total Points: 196 ________________________________________ Name: Task Fore Squall Faction: Imperial Trait I: Repair Expert Trait I: Fighter Group Leader Trait I: Rapid Deployment Quasar Fire I (54) • Taskmaster Grint (5) • Boosted Comms (4) • Expanded Hangar Bay (5) • Squall (3) = 71 Points Quasar Fire I (54) • Flight Controllers (6) • Boosted Comms (4) = 64 Points Squadrons: • JumpMaster 5000 (12) • 3 x TIE Defender Squadron (48) • 6 x TIE Bomber Squadron (54) = 114 Points Total Points: 249
  10. no, squadrons are a good idea, but i think Firesprays are not ideal for anti squadron role, maybe consider making one Arquitens a Command variant and taking a pair of TIE Defenders for it to control? TIE Defenders are beefy and good at intercepting enemy squadrons while also dishing out the pain. Also defenders are decent against ships if squadrons are not an issue. Something like this maybe. Arquitens Command Cruiser (59) • Dual Turbolaser Turrets (5) = 64 Points Arquitens Light Cruiser (54) • Dual Turbolaser Turrets (5) = 59 Points Raider I (44) = 44 Points Squadrons: • 2 x TIE Defender Squadron (32) = 32 Points Total Points: 199
  11. Not sure how I feel about the Chart Officer, but I am digging this list. This is something I have been considering . Name: RitR - Task Force Kittens Faction: Imperial Commander: Trait I: ? Arquitens Command Cruiser (59) • Dual Turbolaser Turrets (5) = 64 Points Arquitens Command Cruiser (59) • Dual Turbolaser Turrets (5) = 64 Points Arquitens Command Cruiser (59) • Dual Turbolaser Turrets (5) = 64 Points Total Points: 192 ____________________________________________________________ Name: RitR - Task Force Kittens Faction: Imperial Commander: Trait I: ? Trait II: ? Trait III: ? Trait IV: ? Arquitens Command Cruiser (59) • Expert Shield Tech (5) • Engine Techs (8) • Advanced Projectors (6) • Dual Turbolaser Turrets (5) = 83 Points Arquitens Command Cruiser (59) • Expert Shield Tech (5) • Engine Techs (8) • Advanced Projectors (6) • Dual Turbolaser Turrets (5) = 83 Points Arquitens Command Cruiser (59) • Expert Shield Tech (5) • Engine Techs (8) • Advanced Projectors (6) • Dual Turbolaser Turrets (5) = 83 Points Total Points: 249
  12. This squad composition is dirty, and I like dirty squad compositions xD.
  13. If your using a Battle Cruiser, have you considered setting it up as a Liberty? Also considering with squad lists you tend to want to focus targets down with the ships and squadrons you might not get many opportunities to get effective use out of Gunnery Team. Consider taking Liberty title, change second Floatilla back to a Comms Net to feed it, this will give you two soak activations with the comms and strategic adviser. Also consider swapping Gunnery Team with Flight Controllers so that Jan, Biggs and the X-Wings will be able to hammer down enemy squads a bit more effectively. You will need to see if Gunnery Team pays off or not. As for Auxiliary, turn 1 Engineering Dial will buy you 2 shields, one for each side, no need to move them. Also use Comms Net to get yourself a Nav Token for later turns. Just be aware with Liberty as your not using a Flight Commander you will need to be very mindful of your speed and how far you send the squadrons it will command, especially when you have All Fighters, Follow Me!
  14. have you considered running a MC80 Command Cruiser for pushing squads? Its also more survivable with ECM. I think you need a source of Intel, Jan Ors is great and is also really dumb with Biggs Darklighter and a pair of X-Wings, its a great tar pit. A-Wings tend to clash with X-Wings, generally you run X-Wings with Bombers and A-Wings as standalone air superiority support to a non squadron focused list. I would consider swapping the A-Wings and Corran for Jan and Biggs, just my two cents. Norra and 3 Y-Wings is good, consider changing one to gold squadron, more consistent at dealing 2 damage per activation. If you run Y-Wings and find you want more punch, try out Nym and some Scurrgs instead with a Yavaris Nebulon, if you run double dice bombers, put Toryn Farr on the Bombing Command Center, consistent 2 to 3 damage per activation. Just some suggestions. Based on what your using you could go for something like this. The benefits of X-Wings in a bomber fleet is if they are not fighter screening, they are also bombers. Name: Dodonna's Gold Wing Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Strategic Adviser (4) • Boosted Comms (4) • Electronic Countermeasures (7) = 141 Points Pelta Command Ship (60) • Ray Antilles (7) • All fighters, Follow Me! (5) • Boosted Comms (4) = 76 Points GR-75 Medium Transports (18) • Bomber Command Center (8) • Boosted Comms (4) = 30 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Jan Ors (19) • Biggs Darklighter (19) • 2 x X-wing Squadron (26) • Norra Wexley (17) • Gold Squadron (12) • 4 x Y-wing Squadron (40) = 133 Points Total Points: 400
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