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grunnax93

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  1. @The Jabbawookie So does FFG plan on doing an Errata to make this card useful? or is it going to stay as 8 points of crap.... Seriously, just remove the attack debuff and increase the cost by 2 and problem solved... At most you can effect 4 squads if running boosted comms or 5 if running expanded hangers.
  2. when running a YT-1300 Tank Ball, Ten Numb is usually a good add.
  3. I personally prefer https://armada.ryankingston.com/ downside is you need to donate $$$ to get an account so you can save builds, but all you need to do is give $1 But yes downside to Carrier / Bomber builds bit expensive considering how many kits you have to buy to make a viable/highly competitive build, for example this is my main build. Name: Dodonna Bombers Faction: Rebel Commander: General Dodonna Assault: Precision Strike Armada Core Set Defense: Fighter Ambush The Corellian Conflict Navigation: Superior Positions Armada Core Set MC80 Command Cruiser (106) Home One Expansion • General Dodonna (20) Armada Core Set • Adar Tallon (10) Assault Frigate Mark II Expansion • Fighter Coordination Team (3) Interdictor Expansion • Boosted Comms (4) Home One Expansion = 143 Points Nebulon-B Escort Frigate (57) Nebulon-B Frigate Expansion • Flight Commander (3) Interdictor Expansion • Yavaris (5) Nebulon-B Frigate Expansion = 65 Points GR-75 Medium Transports (18) Rebel Transport Expansion • Toryn Farr (7) Rebel Transport Expansion • Bomber Command Center (8) Rebel Transport Expansion • Bright Hope (2) Rebel Transport Expansion = 35 Points GR-75 Medium Transports (18) Rebel Transport Expansion • Comms Net (2) Rebel Transport Expansion = 20 Points Squadrons: • Nym (21) Rogues and Villains Expansion • 3 x Scurrg H-6 Bomber (48) Rogues and Villains Expansion • Jan Ors (19) Rogues and Villains Expansion • Biggs Darklighter (19) The Corellian Conflict • 2 x X-wing Squadron (26) Armada Core Set = 133 Points Total Points: 396 Armada Core Set x1 = $99.95 The Corellian Conflict x1 = $29.95 Home One Expansion x1 = $39.95 Assault Frigate Mark II Expansion x1 = $39.95 Interdictor Expansion x1 = $39.95 Nebulon-B Frigate Expansion x1 = $19.95 Rebel Transport Expansion x2 = $39.90 Rogues and Villains Expansion x4 = $79.80 Total $389.4 Carriers are expensive, but dont let the cost turn you off, just build it pack by pack over time and its no issue. I made it a bit more expensive because I wanted to run nym and 3 scurrgs, which meant buying 4 Rogues and Villains Expansion.... as opposed to buying 2 Rebel Fighter Squadrons Expansion for 4 B-Wings. That being said I also own 3 Rebel Fighter Squadrons Expansion as I have quite a few different carrier compositions i run.
  4. I have had games where it lives, but that generally when it one shots something.
  5. Thats what Flight Commander is for, keep the Yavaris out of the kill zone until it is required to deal a deadly blow for the squads by being able to sit back and resolve squad commands after moving.
  6. Well depends on how you want to run squads, if your running them only for Air Superiority there is two simple ways, do you plan on using squad commands or squadron phase? Squadron Commands X-Wings are better than A-Wing in my opinion if using commands to push/attack with them. Squadron Phase A-Wings are better due to being able to engage without attacking because of Counter. If your looking to run a Carrier, you will need not only Bombers, but a Air Superiority unit. The issue here is someone who makes a pure Air Superiority Unit has more points to spend on their air cover, where as you have to designate a set amount into air superiority and strike capability due to the 134 point limit on squads. So this is the issue where you need to design a small cost air superiority unit that can handle more targets than its own size, this can be tricky as player skill in squadron management plays a big part here too. You also need to figure out what kind of strike build you want, Light, Heavy or Gunships. Aces are your best friends for making a smaller group effective at taking on bigger groups, eg. Ten Numb's ability. "While attacking a squadron, you may spend 1 blue die with a icon. If you do, each other enemy squadron at distance 1 of the defender suffers 1 damage." this is great for dealing with mass squads especially when you couple him with and Adar Talon and Yavaris Combo where he can attack three times in a turn and using Toryn Farr to fish for that blue crit. @Mostly_Harmless_Species says Yavaris is the best Carrier for Rebels... this is true, however I can guarantee you it will die almost every game... it is a flying pinata, the trick is making sure it makes its points worth before going down, so if it makes a bomber wing strip the shields off a target hull zone and 8+ damage cards to an ISD in a single turn... then the Yavaris dies... It has made its points worth! Yes it can technically 1 shot an ISD with good squadron placement, good rolls and specific squadron loadout. So expect that the Yavaris will die, you need a big solid carrier to carry you the rest of the game, MC80 Command Cruiser is hands down the best full size Carrier the Rebels can get, and in my opinion only thing I am comfortable to put Adar Talon onto as he is an expensive officer. just be aware of the Yavaris errata notes: Yavaris Alongside Gallant Haven, the Yavaris title has been a centerpiece of Rebel squadron-based fleets since its release in the first wave of the game. Subsequent releases have contained effects that allow players to circumvent the Yavaris's vulnerabilities, increasing the card’s relative power. Like Avenger, Yavaris and its squadrons pose a serious threat of destroying even a large ship before it can activate. Yavaris now reads “[Squadron Command]: Each squadron you activate can attack twice if it does not move during your activation." This change prevents the combination of Flight Commander and Fighter Coordination Team from allowing players to move their squadrons up to distance 1 and still attack twice over the course of Yavaris's activation. Also get used to having a point bid and playing second player, at tournaments I have always had the bid and taken second player each time as I prefer playing my objectives. Here is my current build as a reference for a solid strike carrier build. Have taken a few tournaments with this, I plan on running this at my National Championships. Name: Dodonna Bombers Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Adar Tallon (10) • Fighter Coordination Team (3) • Boosted Comms (4) = 143 Points Nebulon-B Escort Frigate (57) • Flight Commander (3) • Yavaris (5) = 65 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Nym (21) • 3 x Scurrg H-6 Bomber (48) • Jan Ors (19) • Biggs Darklighter (19) • 2 x X-wing Squadron (26) = 133 Points Total Points: 396 This is one of my other builds that's currently an experiment as I have only played a few games with it, but they have gone so well so far. Name: Rieekan Aces Faction: Rebel Commander: General Rieekan Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Rieekan (30) • Adar Tallon (10) • Fighter Coordination Team (3) • Boosted Comms (4) = 153 Points Nebulon-B Escort Frigate (57) • Flight Commander (3) • Yavaris (5) = 65 Points GR-75 Medium Transports (18) • Bomber Command Center (8) • Bright Hope (2) = 28 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Corran Horn (22) • Nym (21) • Wedge Antilles (19) • Ten Numb (19) • Jan Ors (19) • Dutch Vander (16) • Gold Squadron (12) = 128 Points Total Points: 394 Feel free to ask any questions.
  7. From experience running this, I usually use EWS, and most of the time i only shoot 1 ship, i use gunnery teams and ordnance pods to do two rounds of flak, ECM is currently loaded because my locals are not using squads. Also I usually have the CR90 sitting on the offside of 1 of the MC75 as title means i shoot unobstructed but i am obstructed being shot at, basically a 2pt EWS for CR90. From experience running this, I have had no issues with running 0 squads. It also repairs a crap ton with engineering token and command.
  8. Name: Triple Side Arc Ackbar! Faction: Rebel Commander: Admiral Ackbar Assault: Advanced Gunnery Defense: Planetary Ion Cannon Navigation: Solar Corona MC75 Armored Cruiser (104) • Admiral Ackbar (38) • Engineering Captain (6) • Gunnery Team (7) • Electronic Countermeasures (7) • Ordnance Pods (3) • Leading Shots (4) • XI7 Turbolasers (6) • Mon Calamari Exodus Fleet (5) = 180 Points MC75 Armored Cruiser (104) • Engineering Captain (6) • Gunnery Team (7) • Electronic Countermeasures (7) • Ordnance Pods (3) • Leading Shots (4) • XI7 Turbolasers (6) • Mon Calamari Exodus Fleet (5) = 142 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 53 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: = 0 Points Total Points: 395
  9. Imo that is not many squads to warrent Sato... once those squads go down, Sato becomes 32pts of wasted space, for current configuration Ackbar is fine i think. As for Sato most people use him and just enough squads to fling black at long range rather than looking at what I would run him as a bomber carrier/gunboat hybrid. Eg. Defiance MC80 Command Cruiser with Y-Wings.
  10. What style do you want to play, gunboats or carriers?
  11. So here is some suggestions for building squads. Here are some Air Superiority combinations: Intercept and Snipe: Shara Bey, 3 A-Wings and 1 E-Wing (65)  Tank and Spank: Jan Ors, 2 YT-1300 and Ten Numb (64) Dog Fighters and Secondary Bombers: Jan Ors, Biggs Darklighter and 2 X-Wings (64)  Here are some Bombing combinations: Light Bombers:  Norra Wexley, Gold Squadron and 4 Y-Wings (69) [12 damage potential with Norra allowing crits to auto remove a shield meaning cant be affected by defense tokens, including contain unless they have damage control officer] [Adar Talon and Yavaris 20 damage potential] Heavy Bombers: Captain Nym and 3 Scurrg H-6 Bombers (69) [12 damage potential with Captain Nym's Blue Crits you can choose one enemy defense token to discard] [Using Adar Talon and Yavaris Nym can attack three times in a round, so damage postential with Nym attacking three times and 2 Scurrgs attacking twice and the remaining Scurrg once you have a 24 damage potential with Nym giving a potential to discard up to 3 defense tokens in a turn] Gunships: Keyan Farlander and 3 B-Wings (62) [13 damage potential with Keyan Farlander re-rolling both black dice if hitting hull and not shields] [Adar Talon and Yavaris 27 damage potential]    Rogue Bombers: Dash Rendar and 3 Lancer-class Pursuit Craft [8 damage potential] [Adar Talon and Yavaris 16 damage potential] i do not recommend, more for bombers supporting a Gunboat fleet Now seeing as you are looking for a fighter screen rather than a balance in fighters and bombers, the following could be interesting. Squadrons:• Jan Ors (19) - To provide brace to the escorts, aswell as allow them to move un-contested.• Biggs Darklighter (19) - Increase the logevity of Wedge aswell as the general lifetime of all x-wings• Wedge Antilles (19) - Really dislike him as he gets focused, but he synergises really well with Dutch, Biggs will help keep him around longer.• 2 x X-wing Squadron (26) - Escorts will prevent Jan being targeted, Bomber is a nice addition for after clearing enemy squads. • Dutch Vander (16) - Great for combo with Wedge to alpha a deadly squadron off the board.• Tycho Celchu (16) - Tycho is fast and can go where ever he wants, can get initial lock-down on enemy squads or chase straglers that escaped the main escort swarm.= 115 Points This provides good life for a fighter screen aswell as good firepower against enemy squads. Bomber is just nice for after clearing enemy squads. The other option is just Shara, Tycho and boat load of A-Wings if not looking to use squadron commands. Squadrons: • Shara Bey (17) • Tycho Celchu (16) • 7 x A-wing Squadron (77) = 110 Points This is just really cringe worthy Squadrons: • Lieutenant Blount (14) • 14 x Z-95 Headhunter Squadron (98) = 112 Points
  12. Here is my Jank!!! Name: Dodonna Bombers Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Adar Tallon (10) • Fighter Coordination Team (3) • Boosted Comms (4) = 143 Points Nebulon-B Escort Frigate (57) • Flight Commander (3) • Yavaris (5) = 65 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Nym (21) • 3 x Scurrg H-6 Bomber (48) • Jan Ors (19) • Biggs Darklighter (19) • 2 x X-wing Squadron (26) = 133 Points Total Points: 396
  13. Squadrons: (Intercept and Snipe) • Shara Bey (17) • 2 x A-wing Squadron (22) • E-wing Squadron (15) = 54 Points Squadrons: (Intercept) • Shara Bey (17) • Tycho Celchu (16) • 2 x A-wing Squadron (22) = 55 Points Squadrons: (Dogfighters/Bombers) • Jan Ors (19) • 3 x X-wing Squadron (39) = 58 Points Squadrons: (Fodder) • Lieutenant Blount (14) • 6 x Z-95 Headhunter Squadron (42) = 56 Points
  14. With Bail, plan the turn that you want to be at close range with a douvle arc and need to be first ship activated that turn regardless of initiative activation order.
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