Jump to content

CptAwesomer

Members
  • Content Count

    101
  • Joined

  • Last visited

About CptAwesomer

  • Rank
    Member
  • Birthday

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. CptAwesomer

    A little bit Demo for everybody ...

    I agree. You could argue that if you nav'd properly, you wouldn't be in this position, but I find it often means that your ships is somewhat out of the game for more rounds than it is in, which I don't find fun. Maybe I just need to 'git good (very likely), but an officer that allows this? Yes please. Make it unique (a la Hondo) if you need further limitations. Imperial players can get Demo + this and with a small-only limitation, maybe you've given further incentive to build around imperial MSU? Maybe?
  2. CptAwesomer

    Rieekans Revenge - yout thougts ?

    Agree on pretty much everything Mad Cat said. I would add: Consider Slicer Tools on the flotilla, as you're probably going to melt against heavy squadrons. Cham is awesome, but it's one use. It also allows you to slice after movement, for the situations where Cham isn't in range at the start of his activation. Consider switching XI7 to H9. It's almost up to personal preference, but against a non-ECM ship (they exist... alarmingly so), you lock down the brace and they eat your full damage. Sure, it might all go to shield (save for APT), but they still at 6 damage instead of 3, which is 3 more shields to regenerate. Short term, it's a "worst" result, long term it really isn't. Of course, this holds true for large ships more than small, so if you see a lot of small, XI7 might be the way to go. Don't underestimate H9 however. Gunnery Team vs OE: You're likely not going to get 2 targets at short range. You might, but it's not a super easy thing to pull off. If you do, it probably means one of them is double-arced and in a lot of situations (most?) you'll want to double arc one ship. It just requires a different kind of nav. You have Rieekan and Bail, you have the option to drop the bid entirely. Bail is incredibly strong if used on the right turn (usually turn 3). It might be enough for you. Dropping the bid allows you to add wonderful things to your fleet. Imagine having both Advanced Gunnery and Bail. As for objectives, I would consider Solar Corona over Minefields. Minefields creates non-games and against opponents with VCXs, might get you into trouble. If you don't drop Gunnery Teams, be mindful of the interaction between it and Advanced Gunnery. This is what it would look like, potentially: Commander: General Rieekan Assault: Most Wanted Defense: Planetary Ion Cannon Navigation: Solar Corona GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points Hammerhead Torpedo Corvette (36) • Cham Syndulla (5) • External Racks (3) • Task Force Organa (1) = 45 Points Hammerhead Torpedo Corvette (36) • Boarding Engineers (2) • External Racks (3) • Task Force Organa (1) = 42 Points MC30c Torpedo Frigate (63) • Lando Carissian (4) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • H9 Turbolasers (8) • Admonition (8) = 92 Points MC75 Ordnance Cruiser (100) • General Rieekan (30) • Bail Organa (7) • Ordnance Experts (4) • Quad Laser Turrets (5) • Electronic Countermeasures (7) • Assault Proton Torpedoes (5) • External Racks (3) = 161 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) = 33 Points Total Points: 399
  3. CptAwesomer

    Regionals Data Project 2018-2019 Season

    I agree. You're in Hawaii for god's sake, you should be able to sell this to your SO. It's not like you're selling a relaxing day in Hothgary or a border town in North Dakota. It's Hawaii...
  4. CptAwesomer

    Regionals Data Project 2018-2019 Season

    Sorry about those, should have double-checked: 10th: MC80 has Leading Shots, GR75 has Comms Net instead of Boosted Comms. Still very much communicating, though. 12th: Missing a Hammerhead Scout with Slaved Turrets. It laid hidden in the folds of the list. 13th: 13th is missing Gozanti Cruisers, which weren't hidden anywhere... Sorry for the trouble! I'll do better next time, I swear!
  5. CptAwesomer

    How Far Do You Travel for Tournaments?

    Traveled 6 hours to a Regional last weekend, might travel 3 hours for a minor tournament this weekend. Might travel to Toronto (likely by plane) if I can get a ticket to the Nationals. Routinely travel half an hour for small tourneys
  6. CptAwesomer

    My day at Fredericton Regionals

    H9 are great with anything that can do a large amount of damage, really. If you plink shots, it's not as interesting, since H9 is a pretty expensive upgrade and plink shots usually come from small ships. However, a MC30 side arc is not something to underestimate. If people in your meta don't bring ECM as a standard, H9 will shine as you can lock the brace and make sure the damage you roll with your black dice sticks. I had no idea of the meta in Fredericton, but I ran into a single ACM (on the Raddus MC75) all day and looking at all the lists, there was only a handful of players who brought ECM of Advanced Projectors or RBD. Even if they bring ECM, they can only brace one of the shots. It was really the star of my day and while I wouldn't say it's an auto-include on a MC30, it does add a good amount of punch to the shrimp.
  7. CptAwesomer

    Regionals Data Project 2018-2019 Season

    Data for Fredericton, NB Regional. A bit against the grain as Rebels generally outperformed the Empire and we had no 2-ship Imperial Hotness. Fun games all around. @geek19 you'll be proud of the 3rd place Leia. Quickstats brought to you by State Farm: Avg Bid: 6.3 (4x 0 point, 3x >= 10 points, 1x >=20 points) Avg Squadrons: 4.4 squadrons, 65 points, (3x squadronless, 5x >=100 points) Avg Number of deployments: 6.06 Avg Number of activations: 4.06 (2x 3 activations, highest: 6, 2x Strategic Adviser) Admirals Rebel (9 players): Raddus(4), Leia (1), Sato (1), Ackbar (1), Dodonna (1), Mothma (1) Imperial (6 players): Thrawn (2), Vader (1), Sloane (1), Jerjerrod (1), Motti (1) Ships Rebels: CR90A (12), GR-7 Medium Transport (9), MC75 Ordnance (4), MC30c Torpedo Corvette (3), Assault Frigate Mk.2 B (3), Hammerhead Torpedo (2), Hammerhead Scout (2), Nebulon-B Escort Frigate (1), MC75 Armored Cruiser (1), Pelta Command (1), MC80 Battle Cruiser (1) Imperial: ISD II (4), Gozanti Cruisers (4), Gladiator I (3), VSD II (2), ISD Kuat (2), Arquitens Light Cruiser (2), ISD Cymoon (1), Quasar I (1), Interdictor Suppression (1), Raider 1 (1) Winner! - Louis-André - 26 points - 694 MoV 400 points Objectives - Advanced Gunnery, Contested Outpost, Solar Corona MC75 Ordnance Cruiser - Commander Sato, Strategic Adviser, OE, ECM, External Racks, WAB AFMkII B - Paragon, Bail, OE, Boosted Comms, ECM, Spinal Armament GR75 Medium Transport - Bright Hope, Hondo, BCC Squadrons (110 points) - Nym, Jan Ors, Green Squadron, 2x Scurrgs, 2 X-Wings 2nd - Samuel - 21 points - 478 MoV 400 points Objectives - Most Wanted, Fleet Ambush, Minefields CR90A - Admiral Ackbar, Jaina’s Light, , Toryn Farr, TRC CR90A - IO, TRC CR90A - IO, TRC CR90A - TRC CR90A - TRC CR90A - TRC Squadrons (33 points) - Shara, Tycho 3rd - John - 21 points - 366 MoV 399 points AFMkII B - Commander Leia, Paragon, Flight Controllers, Advanced Projectors, TRC, Boosted Comm AFMkII B - Gallant Haven, Flight Controllers, Advanced Projectors, TRC, Boosted Comms GR75 Medium Transport - Bomber Command Center, Boosted Comms Squadrons (128 points) - 4x X-Wings, 2x E-Wings, Biggs, Norra Wexley, Y-Wing 4th - Ghislain - 21 points - 282 MoV 392 points Nebulon-B Escort Frigate - Admiral Raddus, Yavaris MC75 Armored Cruiser - Profundity, ECM, HIE, DTT, External Racks Hammerhead Torpedo Corvette - External Racks GR75 Medium Transport - Toryn Farr GR75 Medium Transport Squadrons (87 points) - 2x YT-1300, 2x Z-95, Jan Ors, VX-100, X-Wing 5th - Clayton - 20 points - 515 MoV 393 points Objectives - Precision Strike, Fleet Ambush, Superior Positions ISD II - Admiral Sloane, Avenger, RBD, Boosted Comms, Strategic Adviser, XI7 Quasar I - Boosted Comms, Flight Commander, Flight Controllers Gozanti Cruisers - Comms Net Squadrons (133 points) - Maarek, Jendon, Howlrunner, 4x TIE Interceptor, 2x TIE Defender 6th - Simon - 19 points - 144 MoV 377 points Objectives - Most Wanted, Planetary Ion Cannon, Solar Corona CR90A - Mon Mothma, Jaina’s Light, TRC CR90A - TRC MC30c Torpedo Frigate - Admonition, Lando, OE, ACM, H9 MC30c Torpedo Frigate - Foresight, OE, ACM, H9 GR75 Medium Transport - Slicer Tools, Quantum Storm Squadrons (33 points) - Shara, Tycho 7th - Alex - 18 points - 281 MoV 398 points VSD-II - Moff Jerjerrod, Tua, GT, DCaps, ECM, QBT Interdictor Suppression Refit - Interdictor, Brunson, DCaps, HIE, G7-X Grav Well Projector, Grav Shift Reroute Gladiator I - Demolisher, OE, ACM Gozanti Cruisers - Comms Net Squadrons (50 points) - Cienna, 3x TIE Interceptor 8th - Brian - 16 points - 296 MoV 399 points Objectives - Most Wanted, Planetary Ion Cannon, Dangerous Territory (not 100% sure about those) ISD II - Motti, RBD ISD II - RBD ISD II - RBD 9th - Stephen - 15 points - 205 MoV 400 points Objectives - Precision Strike, Fighter Ambush, Superior Positions MC75 Ordnance Cruiser - General Dodonna, DCO, Flight Controllers, Hardened Bulkheads, Advanced Projectors, External Racks, Leading Shots, QBT Pelta Command Ship - Ray Antilles, Medical Team, AFFM!, DCaps GR75 Medium Transport - Bright Hope, Toryn Farr, BCC Squadrons (131 points) - Ten Nunb, Dagger Squadron, Norra Wexley, 4x X-Wings, 2x B-Wings 10th - David - 15 points - 147 MoV 400 points Objectives - Opening Salvo, Hyperspace Assault, Intel Sweep CR90A - Admiral Raddus, TRC CR90A - TRC MC80 Battle Cruiser - Mon Karren, Gunnery Teams, DTT, Leading Shots MC30c Torpedo Frigate - Admonition, Lando, OE, External Racks GR75 Medium Transport - Bright Hope, Comms Net Squadrons (43 points) - Shara, A-Wing, YT-1300 11th - William - 14 points - 140 MoV 399 points Objectives - Most Wanted, Hyperspace Assault, Superior Positions VSD II - Grand Admiral Thrawn, Warlord, Gunnery Teams, Spinal Armaments ISD Kuat - OE, Hardened Bulkheads, RBD, External Racks Raider I - Agent Kallus, External Racks Gozanti Cruiser - Comms Net Squadrons (54 points) - 2x TIE Defender, 2x TIE Interceptor 12th - Ryan - 14 points - 140 MoV 382 points Objectives - Blockade Run, Hyperspace Assault, Solar Corona CR90A - Admiral Raddus, TRC MC75 Ordnance Cruiser - Profundity, OE, External Racks, APT MC30c Torpedo Frigate - Admonition, OE, External Racks Hammerhead Torpedo Corvette - OE, External Racks Hammerhead Scout Corvette - Slaved Turrets GR75 Medium Transport 13th - Justin - 14 points - 41 MoV 387 points ISD Cymoon - Darth Vader, Relentless, Strategic Adviser, GT, XI7 Gladiator I - Demolisher, Brunson, APT Arquitens Light Cruiser - Slaved Turrets Arquitens Light Cruiser - Slaved Turrets Gozanti Cruisers 14th - Sebastien - 13 points - 224 MoV 393 points Objectives - Advanced Gunnery, Fighter Ambush, Solar Corona ISD Kuat - Grand Admiral Thrawn, Avenger, DCO, BT, EWS, External Racks, Leading Shots Gladiator I - Demolisher, Brunson, OE, ET, APT Gozanti Cruisers - Comms Net Squadrons (109 points) - Mauler, Maarek, Jendon, Dengar, IG-88, TIE Advanced 15th - Phil - 13 points - 14 MoV 386 points Objectives - Most Wanted, Planetary Ion Cannon, Solar Corona CR90A - Admiral Raddus, Jaina’s Light, TRC MC75 Ordnance Cruiser - Aspiration, OE, ECM, Ordnance Pods, APT Hammerhead Scout Corvette - Slaved Turrets Hammerhead Scout Corvette GR75 Medium Transport - Bright Hope, Jamming Fields, EHB Squadrons (64 points) - Jan, Biggs, 2x X-Wing
  8. When I started playing Armada around 2 years ago, I never had any expectation of playing competitively. I didn't even know anyone that played the game, but thought I could interest some of my friends to use my ships and play a few games. A buddy started getting into the game too (shout out to @hratly) and we started playing competitively about 9 months ago. We never thought we would travel 6 hours to play in our 2nd Regional of the season, but yet, here we are. I placed 15th out of 20 at our local Regional with a Sato list that I wasn't overly familiar with. I was hungry for candy dice so I dusted off a Mothma list that I had run this summer with which I placed 3rd and made some tweaks. This is what I ended up running: 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 MC30c Torpedo Frigate (63) • Lando Carissian (4) • Ordnance Experts (4) • Assault Concussion Missiles (7) • H9 Turbolasers (8) • Admonition (8) = 94 Points MC30c Torpedo Frigate (63) • Ordnance Experts (4) • Assault Concussion Missiles (7) • H9 Turbolasers (8) • Foresight (8) = 90 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) = 33 Points Total Points: 377 15 players showed up in total, from all corners of Eastern Canada. 3 byes were taken round 1 and we soon began hostilities. Round 1 - Brian - Mothma vs Triple Motti ISD - Dangerous Territory This is the easiest list to remember I have ever seen. Motti with 3 Reinforced Blast Doors ISD-IIs That's everything right there. 17 or so HP to blast through, times 3, and a bunch of mean arcs. I chose first player and picked Dangerous Territory. We deployed across from from each other and Brian quickly got 3 tokens. I maneuvered to flank his left ISD with Foresight and the CR90, while Admonition was running up the middle. Jaina's Light went off to pick up a bunch of tokens and Quantum Storm did its thing turn 1 and 2, before landing in the front arc of the right ISD and spontaneously disappearing. It was an obvious mistake on my part. I revealed a nav, got puzzled as to why I chose that instead of a squadron, slowed down, moved, realized it was to trigger Quantum Storm, which would have taken me out of the double arc if I had stayed at speed 3. The shipwreck gods were satisfied however, so at least there was that. The MC30s then got to work, Foresight got some shots in then scooted into the side arc. Admonition had an opportunity to Ackbar-slash between the left and middle ISD, but it was a tight fit. I ended up aborting the whole thing, as the results would be catastrophic if I guessed wrong. I parked myself in front and on to turn 3 we went. Reinforced Blast Doors was used and the ISD was sitting, mostly shieldless, but with full hull. Admonition activated, got rolled 6 damage + ACM, taking the ISD down to 6 hull (thanks H9) and the front arc rolled 4 + ACM (thanks H9), killing the ISD outright. The rest of the game was fairly uneventful, as I couldn't turn hard enough to threathen his speeding ISDs, though I did try a foolish maneuver with Foresight on turn 5 that required me to roll perfectly. The black dice failed me on the first attack and that was that. I picked up the 3 other tokens to cancel that out. Win 7-4, 99 MoV. Round 2 - Ghislain - Mothma vs Raddus Profundity + Yavaris - Dangerous Territory Ghislain had a bye round 1 and played a pick-up game against one of our top local players (also on bye) who had also made the trip. Ghislain ended up tabling him, so my hopes weren't very high. I also hadn't practiced my list against Raddus, so things looked pretty grim. Picked 1st and Dangerous Territory again. Ghislain deployed his obstacles so that he would get the tokens turn 1, I deployed the station near my edge and 2 asteroids way off to the side. Jaina's Light did its thing and we ended up splitting the tokens this time as well. Again, we deployed across from each other. Ghislain had 2xYT-1300, 2xZ-95, X-Wing, VCX, Jan and deployed Yavaris flanked by 2 flotillas. A MC75 Armored Cruiser (HIE, DTT, ECM) waited in hyperspace, with a ExRacks Totp Hammerhead in tow. I sent Foresight in to try and kill Yavaris as soon as possible (ETA: top of turn 3) while Admonition hung back a little. I wanted Yavaris off the board as soon as possible to allow me to deal with the Raddus drop. My positioning left a nice gap and Ghislain dropped the 75 and its payload right in front of Admonition. Slicer tool did its thing, but a double arc from the Hammerhead, Yavaris shots and a MC75 side arc left Admonition crippled, token-less and shieldless. Foresight vaporised the Hammerhead and got in position to take down Yavaris. Admonition tried to get away but could only get itself in a double arc at the back of the 75. Admonition was a goner, Foresight was parked in the front arc of the 75 and had already taken significant damage. I elected to sacrifice Admonition, foresight blew up Yavaris with one side arc volley but the black dice then failed and I couldn't kill the flotilla on the other side. The rest of the game was spent flakking and countering with Shara. The title less CR90 blew up while trying to get away and I racked up several points in squadrons. I managed to maneuver Foresight back into a double arc on a flotilla for the top of turn 6 and blew that up for an extra 18 points. Win 6-5, 38 MoV Round 3 - John - Mothma vs Leia Double MkII, with full squads (and E-Wings) - Precision Strike Was surprised to be Top 4 at that point as my margins just weren't great. Was pleasantly surprised to see Leia (I'm all for unusual commanders) but wasn't exactly relishing the prospect of facing a full squadron list, with a healthy serving of Y-Wings. I also wasn't exactly thrilled with the 2 E-Wings. Was first player again, picked Precision Strike as my other choices were Planetary Ion Cannon and Superior Positions. We deployed the objectives mostly on the left and then deployed fleets mostly center-right. I had the 2 CR90s and Foresight flanking from the left and Admonition deployed facing his fleet. Tycho was butchered and Slicer Tool, again, did its thing. Some plink shots were taken. Shara lasted a bit longer, sitting on her asteroid. Slicer Tools almost survived to see round 3, but alas, it was not to be. A tight speed 4 inside turn allowed Admonition to have side arcs on Gallant Haven and the BBC flotilla for turn 3. The left shot killed Gallant Haven (no ECM meant no brace) and killed the flotilla (again, thanks H9!). The title-less CR90 fell to squadrons (though John had terrible luck with his bombers, especially without BCC) and nothing else was popped as I couldn't catch up to the flagship in time. Having popped the frigate and the flotilla, I thought I had a somewhat comfortable win, but I had underestimated that John had 128 points in squads. I did win, but with a horrible margin. Win 6-5, 8 MoV. ------------------------------------------ Ended up finishing 6th, with 19 points, scoring the candy dice. The players in 2nd, 3rd and 4th all scores 21. All in all, pretty satisfied with my play, though I wish I could have won with better MoV. The MC30s are monsters and H9 is my new favourite upgrade. I believe ACM served me very well, seeing as I just barely killed 2 ships. The guys in Fredericton were downright awesome and very welcoming. I'll be posting the regionals data to the thread shortly (Sato win! Leia placed 4th!).
  9. CptAwesomer

    Mothma's Seafood Buffet

    I was hesitant on the name for that very reason! It has been renamed Mothma's Shrimp Shack but I wish I had thought of Dubious Seafood Buffet :) The 23 point bid IS somewhat excessive but it's necessary to be first player (we've seen 20-point bids last Regional). I could learn to fly this as player 2, but I think the list really wants to go first... Plus I'm usually player 2 and I'm a bit tired of it. I want to know the joys of last-first too! APT vs ACM is a big debate. APT is fine, but since I have 2 corvettes also joining the party, ACM helps them more than APT would, I feel. I'd also rather have 2 "guaranteed" damage on a crit than a chance at good faceup card. I curse APT every time I pull a useless crit with it (which happens a not-unsignificant percentage of the time, unfortunately). I considered it but was hard pressed to find a use for the 4 extra points. As for solar corona, as @Ardaedhel said, I don't have that many options. I considered Dangerous Territory, but the deployment advantage of SC is not to be underestimated AND it helps not getting accuracied, which all my ships appreciate. Without it I have a somewhat "set" deployment and need to nav to get the positioning I want.
  10. CptAwesomer

    Rebel Punch

    Overall, I like your fleet. Quick hits: On the MC30: I would drop Rapid Reload in favor of APT. Rapid Reload is overpriced in my opinion and APT will give you better results. It's an extra damage to hull, always, for both your attacks vs an extra die that can roll 0, 1 or 2 extra damage that needs to go through shields and that can be braced. APT increases the potential of pulling a Structural, which your Boarding Engineers would very much appreciate. Would also drop EWS. It's nice, but it makes your MC30 a bit overcosted and you're living and dying with your navigation anyway. I'd drop Foresight for Admonition and Ray for Lando. Foresight is great with Mothma, but it's still dependent on being able to use those Evades while Admonition can be used all the time. The consensus is that the first MC30 in your fleet should be Admonition. Ray's nice, but I'm not sure a MC30 is the best home for him. Lando is somewhat situational, but it can give your opponent fits and be just what you needed to scoot away. Landmonition is a thing for a reason. On the MC 75: I would suggest Damage Control Officer instead of Derlin (though I have never used Derlin). The MC75 shines with DCO and it neutralizes both HIE (which is a threat to you) and APT (which is also a threat). 2 regular contains is okay, 2 DCO Contains is awesome. Also add XI7s here as it will help your Hammerheads. The MC75 doesn't benefit from Mothma, which is a huge bummer. Mothma will help your Hammerheads, but this screams Dodonna more than it does Mothma to me. Mothma isn't a bad choice, but you do have almost half your fleet points invested in a ship that your Admiral doesn't help. You Hammerheads are okay, but be aware of the limitation on TFO.I feel your plan is backwards a bit. If you're going to use Boarding Engineers, you need damage cards on the ship they're attacking/activating near of. If they're your opener, there will be no hull damage and therefore nothing to Boarding Engineer. And your Hammerheads will not survive long at close range of.... well, anything and they don't have enough firepower to punch through most shields. The better plan would be tu use your MC75 and your MC30 to put damage on the ships and then flip the cards with your Hammerheads. To do that you would need a way to deal hull damage. XI7 helps, so does APT (but it deals face up, so you either need luck or Dodonna) before your Hammerheads jump in. If you do all of this and also drop QLT, you are left with 36 points which is enough for an extra GR-75 with Slicer Tools and Quantum Storm (which can really help against squadrons) or Tycho and Shara (or 2x YT-2400) if you want a token squadron force. For objectives, I'd probably go Most Wanted (Or Advanced Gunnery? Maybe?), Hyperspace Assault and Solar Corona. (Of course, I'm assuming you have no list-building restrictions, like number of available ships and upgrades)
  11. CptAwesomer

    Regionals Data Project 2018-2019 Season

    Some buddies and I are traveling to Frederiction, so I'll try to get that if nobody else is doing it.
  12. Looking for feedback on this. Started out as a triple MC30 list, but I find the 3rd shrimp usually doesn't go down too well. Name: Mothma's Seafood Buffet Faction: Rebel Commander: Mon Mothma Assault: Most Wanted Defense: Hyperspace Assault Navigation: Solar Corona MC30c Torpedo Frigate (63) • Lando Carissian (4) • Ordnance Experts (4) • Assault Concussion Missiles (7) • H9 Turbolasers (8) • Admonition (8) = 94 Points MC30c Torpedo Frigate (63) • Ordnance Experts (4) • Assault Concussion Missiles (7) • H9 Turbolasers (8) • Foresight (8) = 90 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 GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) = 33 Points Total Points: 377 23 point bid is there to guarantee first player. I'm not keen on going lower than 20. I expect to be going against large ships, hence ACM over APT. Regarding squadrons... I know I'm light against squadrons. Hopefully Slicer Tools and the Evil Twins is enough to stall long enough for the MC30s to get to work on the carriers. Comment away!
  13. CptAwesomer

    Dodonna's Bombers

    Luke combos really well with Dodonna, which is why I would maybe try @The Jabbawookie's suggestion of Ten + Jan. Or, as I said, just play him accordingly.
  14. CptAwesomer

    Dodonna's Bombers

    Do you have access to Ten Nunb? Ten would give you more punch to go through your opponent's fighter screen. Since you don't have intel, the faster you win the squadron game, the better off you are. I would take him before taking Keyan (disclaimer: I've never used Keyan and I think I used B-Wings once) For the same reason, I'm not a huge fan of Luke being the only escort as he'll get focused. You could keep him back while the B-Wings do the work though.
  15. And here I am running MSU with a token fighter screen. *scrolls frantically through e-mail* When did that memo go out? Should I be part of some mailing list somewhere?
×