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Fithian_Rankin

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  1. Like
    Fithian_Rankin reacted to Crabbok in Who is Armada for?   
    Armada is for:
     
    Anyone who wants the first wave of content to still be viable 7 waves later. 
    Anyone who wants a game with a wide open meta, where there aren't only 3 lists that dominate.  
    Anyone who wants the most beautiful prepainted miniatures on the market. 
    Anyone who wants a game that gives you the excitement of a cinematic experience unfolding before your very eyes.  
    Anyone. 
  2. Like
    Fithian_Rankin reacted to >kkj in Who is Armada for?   
    Armada is for middle-aged, bearded white guys with too much money to spend on toys they couldn't afford when they were kids. ?
    #nothing wrong with that
  3. Like
    Fithian_Rankin reacted to CommanderDave in Madine Double Large   
    You can also put Leia on the Comms Net flotilla for command fixing.
  4. Like
    Fithian_Rankin got a reaction from The Jabbawookie in Madine Double Large   
    I really like the idea of two MC75s dancing around under Madine. I have a build similar to what CommanderDave just posted, but with Raddus in the driver’s seat. And the notion of mine is less about dancing and more about locking somebody down and just pummeling them repeatedly. 
  5. Like
    Fithian_Rankin got a reaction from Jorbas Sabain in Madine Double Large   
    I really like the idea of two MC75s dancing around under Madine. I have a build similar to what CommanderDave just posted, but with Raddus in the driver’s seat. And the notion of mine is less about dancing and more about locking somebody down and just pummeling them repeatedly. 
  6. Like
    Fithian_Rankin reacted to CommanderDave in Madine Double Large   
    Drop the Hammerhead for some more upgrades on the 75s. ECM on both and External Racks, Bail Organa or Lando on one and Strategic Advisor on the other perhaps. A Wings instead of X in order to keep up. You’ll be going fast. What about something like this:
    Faction: Rebel Alliance
    Points: 381/400  
    Commander: General Madine
    Assault Objective: Most Wanted
    Defense Objective: Contested Outpost
    Navigation Objective: Solar Corona
    MC75 Ordnance Cruiser (100 points)
    -  Lando Calrissian  ( 4  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Electronic Countermeasures  ( 7  points) 
    -  Assault Concussion Missiles  ( 7  points) 
    -  External Racks  ( 3  points) 
    = 125 total ship cost
    [ flagship ] MC75 Ordnance Cruiser (100 points)
    -  General Madine  ( 30  points) 
    -  Strategic Adviser  ( 4  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Electronic Countermeasures  ( 7  points) 
    -  Assault Concussion Missiles  ( 7  points) 
    -  External Racks  ( 3  points) 
    = 155 total ship cost
    GR-75 Medium Transports (18 points)
    -  Quantum Storm  ( 1  points) 
    -  Slicer Tools  ( 7  points) 
    = 26 total ship cost
    GR-75 Medium Transports (18 points)
    -  Comms Net  ( 2  points) 
    = 20 total ship cost
    1 Shara Bey ( 17 points) 
    1 Tycho Celchu ( 16 points) 
    2 A-Wing Squadrons ( 22 points) 
    = 55 total squadron cost
     
     
  7. Thanks
    Fithian_Rankin reacted to itzSteve in Critique my fleet: close-in Sato   
    Yes, Han CAN go first in the ship phase. My main point was that is he too many points for his benefit, especially in a list that is designed to go second. Any opponent who brings squads will tie him up before he can get into range for Sato. Han going first only really benefits a Sato list that wants to go first.
    I had STM! in my first test run with my list. It performed just alright. You only really need to use the fleet command maybe 3 times in a game. Not worth the points in my opinion. It may have kept my MC30 alive for another round of shooting.  In my second test with the list, I removed STM! and put Raymus on it instead so I could move 2 shields and regen 2 shields in the same turn. I decided in my most recent list to remove Raymus as well and just use one of my comms net flotillas to pass a eng token to the Pelta for the same effect as I was running into too many games where I was generating tokens and had no ship to pass one to. The key to the Pelta is not the fleet command, it is the support slot for Projection Experts. It allows me to move shields back to the MC75s two weak zones after using Aspiration. It is also a very safe place for Sato as the Pelta never dies. 
    I know it looks like I am too squad light, but I am not. I recently faced a 8 Imp aces squad list (Sloane) and also a 8 Imp bomber list (Thrawn). I treat my list as if it is a squadron less fleet. The key is hiding the squads well enough to get the MC75 and the MC30 into close range of the ship I want to attack. Both ships will have a squad token to activate a A-wing to swoop into range before the ship shoots. I don't care how many squads my opponent brings, it can't be stopped for the initial attack run. Since I have no squad cover and I am very aggressive with my MC75, I am testing out Ordnance Pods to see if I can farm some squads to increase my MOV. Usually I have one comms net flotilla on one side of the MC75 and the Pelta on the other. I am hoping that the extra round of flak from the MC75 along with the flak from the two support ships makes a difference. If not, then it is back to External Racks for me.
    As a last note, the goal with my Sato list is not the ability to shoot black dice at long/medium range, although I have had some success shooting at other big ships this way because they can't evade them. The list is designed to get right into the battle and get to close range as soon as possible. I want nothing but close range double arcs. Aspiration allows me to try and box a ship from getting past me and tank the first blow from my opponent. I then strip all the shields with the activation and then every other shot goes straight to the hull after that. The projection expert Pelta keeps it alive...
  8. Like
    Fithian_Rankin reacted to Do I need a Username in Critique my fleet: close-in Sato   
    I disagree with these two.  Han is super useful as a spotter if first player, and generally as a grit squad.  That said, it may come down to personal choice / meta / rest of fleet.
    The VCXs are where I really disagree though.  They aren't their for their keywords (although those may help on occasion), they are there to be 8 HP right next to your ship.  they may melt to squads, but flak is nothing to them (Disclaimer: Raiders exist).  Use them like that, and they don't disappoint.
    Talking about hammerheads though (Because those are frequently my entire Sato fleet) they work well as a last/first for a massive amount of spike damage (5 black dice!), and a general pain from long range with Sato.
  9. Like
    Fithian_Rankin reacted to itzSteve in Critique my fleet: close-in Sato   
    For reference, here is what I am planning on running this weekend:
    Sato's Black Plague 
    Author: itzSteve
    Faction: Rebel Alliance
    Points: 399/400  
    Commander: Commander Sato
    Assault Objective: Most Wanted
    Defense Objective: Contested Outpost
    Navigation Objective: Intel Sweep
    MC75 Ordnance Cruiser (100 points)
    -  Aspiration  ( 3  points) 
    -  Damage Control Officer  ( 5  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Electronic Countermeasures  ( 7  points) 
    -  Assault Concussion Missiles  ( 7  points) 
    -  Ordnance Pods  ( 3  points) 
    = 129 total ship cost
    [ flagship ] Modified Pelta-class Assault Ship (56 points)
    -  Commander Sato  ( 32  points) 
    -  Projection Experts  ( 6  points) 
    = 94 total ship cost
    MC30c Torpedo Frigate (63 points)
    -  Admonition  ( 8  points) 
    -  Skilled First Officer  ( 1  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Assault Concussion Missiles  ( 7  points) 
    = 83 total ship cost
    GR-75 Medium Transports (18 points)
    -  Leia Organa  ( 3  points) 
    -  Comms Net  ( 2  points) 
    = 23 total ship cost
    GR-75 Medium Transports (18 points)
    -  Comms Net  ( 2  points) 
    = 20 total ship cost
    1 Tycho Celchu ( 16 points) 
    2 A-Wing Squadrons ( 22 points) 
    1 HWK-290 ( 12 points) 
    = 50 total squadron cost
     
    I use a Assault Pelta to keep the MC75 alive. The MC75 has only died once in the 6 competitive games I have used it and it lets you fly the MC75 more aggressively. It really has great synergy with Aspiration since you can still move shields back to Aspiration after you move them during deployment. After round 2, the weak zones are practically back to full health. It also provides a very safe spot for Sato. The Pelta has NEVER died in a game. It just follows behind the MC75, moving shields and then it is used as a finishing ship if my opponent tries to escape on a couple of hull left after my MC75 attacks. You may think that the squads are too light to hold up, but I treat the list as a squadron less list. This changes how you think about your squads and how you activate them. I have only had one game where I lost all my squads to render Sato useless and it happened after my first strike so it's not like the MC75 is toothless shooting its normal dice anyways. The ship you were shooting at won't have any shields after the first strike so a normal shot is still going straight to the hull. Like I mentioned in the earlier post, I am using Ordnance Pods for the first time this weekend. I am still leaning towards External Racks, but to get a third shot off every round with OP is just too juicy of a thought to pass up, especially as I treat the list as squadron less. I also am bringing Leia for the first time as slicer tool protection and I also have a tendency to give my MC75 too many eng commands. Leia fixes that.
    I hope my Sato thoughts help you out. Good luck with your list! ?
  10. Like
    Fithian_Rankin got a reaction from itzSteve in Critique my fleet: close-in Sato   
    Been lurking here for a while, so I thought it was about time to throw up a fleet for some feedback. First the fleet, then I’ll post a bit of my thought process. Any suggestions, comments, feedback is welcome. 
    Up Close & Personal with Commander Sato (398/400)
    Rebels  - Author: Fithian Rankin
    Commander: Commander Sato
    Objectives: Fire Lanes, Sensor Net, Station Assault
    [flagship] MC75 Ordnance Cruiser (100)
     - Commander Sato (32)
     - Aspiration (3)
     - Early Warning System (7)
     - Strategic Adviser (4)
     - Ordnance Pods (3)
     - Assault Concussion Missiles (7)
     - Ordnance Experts (4)
    = 160 total points
    MC30c Torpedo Frigate (63)
     - Admonition (8)
     - Assault Concussion Missiles (7)
     - Ordnance Experts (4)
    = 82 total points
    Hammerhead Torpedo Corvette (36)
     - Garel's Honor (4)
     - External Racks (3)
     - Ordnance Experts (4)
    = 47 total points
    GR-75 Medium Transports (18)
     - Bright Hope (2)
     - Expanded Hangar Bay (5)
    = 25 total points
    Squadrons (84/134):
    2x VCX-100 Freighter (30)
    1x Tycho Celchu A-Wing Squadron (16)
    1x Millennium Falcon - Han Solo (26)
    1x HWK-290 (12)
  11. Like
    Fithian_Rankin got a reaction from Mad Cat in Critique my fleet: close-in Sato   
    Been lurking here for a while, so I thought it was about time to throw up a fleet for some feedback. First the fleet, then I’ll post a bit of my thought process. Any suggestions, comments, feedback is welcome. 
    Up Close & Personal with Commander Sato (398/400)
    Rebels  - Author: Fithian Rankin
    Commander: Commander Sato
    Objectives: Fire Lanes, Sensor Net, Station Assault
    [flagship] MC75 Ordnance Cruiser (100)
     - Commander Sato (32)
     - Aspiration (3)
     - Early Warning System (7)
     - Strategic Adviser (4)
     - Ordnance Pods (3)
     - Assault Concussion Missiles (7)
     - Ordnance Experts (4)
    = 160 total points
    MC30c Torpedo Frigate (63)
     - Admonition (8)
     - Assault Concussion Missiles (7)
     - Ordnance Experts (4)
    = 82 total points
    Hammerhead Torpedo Corvette (36)
     - Garel's Honor (4)
     - External Racks (3)
     - Ordnance Experts (4)
    = 47 total points
    GR-75 Medium Transports (18)
     - Bright Hope (2)
     - Expanded Hangar Bay (5)
    = 25 total points
    Squadrons (84/134):
    2x VCX-100 Freighter (30)
    1x Tycho Celchu A-Wing Squadron (16)
    1x Millennium Falcon - Han Solo (26)
    1x HWK-290 (12)
  12. Like
    Fithian_Rankin got a reaction from schmidty1701 in Three Hammers   
    Rock on!?
  13. Like
    Fithian_Rankin reacted to schmidty1701 in Three Hammers   
    Just having some fun trying to one up those dual ISD lists. But I'm seriously considering running it. The tabling power is huge.
    Three Hammers 
    Author: Admiral Attackbar
    Faction: Rebel Alliance
    Points: 400/400  
    Commander: Garm Bel Iblis
    Assault Objective: Opening Salvo
    Defense Objective: Contested Outpost
    Navigation Objective: Solar Corona
     
    MC75 Ordnance Cruiser (100 points)
    -  Lando Calrissian  ( 4  points) 
    -  Caitken and Shollan  ( 6  points) 
    -  Reinforced Blast Doors  ( 5  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    -  External Racks  ( 3  points) 
    = 123 total ship cost
     
    [ flagship ] MC80 Star Cruiser (96 points)
    -  Garm Bel Iblis  ( 25  points) 
    -  Mon Karren  ( 8  points) 
    -  Strategic Adviser  ( 4  points) 
    -  Gunnery Team  ( 7  points) 
    -  Spinal Armament  ( 9  points) 
    -  SW-7 Ion Batteries  ( 5  points) 
    = 154 total ship cost
     
    MC80 Star Cruiser (96 points)
    -  Gunnery Team  ( 7  points) 
    -  Spinal Armament  ( 9  points) 
    -  X17 Turbolasers  ( 6  points) 
    -  SW-7 Ion Batteries  ( 5  points) 
    = 123 total ship cost
     
    = 0 total squadron cost
  14. Like
    Fithian_Rankin reacted to ta5erface in My First Gen Con   
    I was able to get a last minute ticket to Gen Con's Armada tournament! Yay!!! With all the talk of triple Cymoons, Vader ISDs, and Raddus lurking in the shadows constantly, I wanted a list that wasn't going to be instantly blown away. So I settled on this: 
    Name: Motti Fortress 
    Faction: Imperial
    Commander: Admiral Motti
    Assault: Blockade Run
    Defense: Contested Outpost
    Navigation: Salvage Run
    Imperial II (120)
    • Admiral Motti (24)
    • Strategic Adviser (4)
    • Gunnery Team (7)
    • Hardend Bulkheads (5)
    • Early Warning System (7)
    • Leading Shots (4)
    • XI7 Turbolasers (6)
    • Seventh Fleet Star Destroyer (5)
    = 182 Points
    Gladiator I (56)
    • Taskmaster Grint (5)
    • Ordnance Experts (4)
    • Projection Experts (6)
    • External Racks (3)
    • Seventh Fleet Star Destroyer (5)
    = 79 Points
    Gladiator I (56)
    • Captain Brunson (5)
    • Ordnance Experts (4)
    • Projection Experts (6)
    • External Racks (3)
    • Seventh Fleet Star Destroyer (5)
    = 79 Points
    Gozanti Cruisers (23)
    • Comms Net (2)
    = 25 Points
    Squadrons:
    • Ciena Ree (17)
    • Valen Rudor (13)
    = 30 Points
    Total Points: 395
    Basically, Glads keep the ISD and one another alive and Valen/Cienna try and keep squads off for as long as they can. Deploy in a triangle or inverted triangle, depending on your opponent, making sure to line up obstacles close to where you think Brunson is going to run. 
     
    Round 1
                    My first round opponent was Sean (Sundberg?). He brought an Ackbar MC80 Assault Cruiser w/ Defiance and all the fixin’s, two TRCR90’s (one w/ Jaina’s Light), two GR 75’s and for he had squads two vcxs, a hwk, and a YT 1300. I had the bid over him and chose to go first. His objectives were Advanced Gunnery, Fire Lanes, and Sensor Net. All terrible choices for my list. Per advice I remember from one of @Captain Weather's videos, I wasn’t choosing Sensor Net or Fire lanes when my opponent had Strategic. So, I went with Advanced Gunnery.
                    Obstacle placement went ideally. I was able to put an asteroid to one side of the station towards his deployment zone, deterring the MC80 from starting there (though it had engine techs, so I’m sure it would have been fine). After that, all my placements were framing in where I expected Brunson to be coming in on her attack run (side note: having Brunson has made me much more aware of obstacle placement….almost ridiculously so). Below is my approximation of deployment (didn’t take a picture of this round). In the middle of turn two, I sped Grint’s glad to the front of his MC80, trying to keep it blocked on the station and tempted him with my ISD running straight into his side arc (ramming) and hiding Brunson behind my ISD (ready to move into his rear arc). My ISD and Brunson were about to wipe out his front and rear shields. My mistake was not turning Grint hard enough. From his front he could shoot my side arc negating 7th fleet. He wisely chose to shoot twice at Grint, but had to ram to kill him and could only engine tech after that.
                    After that, my ISD was able to take a front shot into the MC80’s side. I needed 8 damage on 8 dice (with the ability to ram for one more) and was able to get 9, no ram needed. Unfortunately, the CR90’s had made it around by then, and Jainas light doesn’t care about EWS. He was able to take down my ISD, but with double points for his objective ship, I squeaked out at 90 pt 7-4! Sean ended up making top four so he did ok
                    The Good: Objective choice! Either of the other two would have scored Sean an easy win.
                    The Bad: Not turning hard enough with Grint. More practice would have likely helped here (I’ve only been playing this list about a month)

     
    Round 2
                    Second round opponent was Nick Griffiths. He brought an ISD II w/ Jerry, leading shots, Pryce and another upgrade (boosted comms maybe?), a Quasar II w/ boosted comms, ruthless strategists, flight controllers and squall. His squads were Boba, Morna, Maarek, Vader, Zertik and another ace (Mauler maybe?). He had the super bid of 24 points! He chose my Contested Outpost, and chose to Pryce round two.
                    My initial plan was to blitz the ISD pinning w/ good Glad placement on my ISDs edges, and turn my Glad to fork w/ his quasar and ISD. This was a mistake. I shouldn’t have been as aggressive with my left Gladiator and should have just threatened the quasar while keep his ISD from sprinting past my ISD. I would have had to eat a rock to do it, but it would have been the right play. Instead, I got into close of the ISD and Brunson died. Grint (having thought Brunson was gonna block) was slipping behind my ISD to keep chasing the quasar, but after Brunson failed, he was one shot away. A 9-2 beat down.
                    The Good: I’ve replayed it in my head, and I’m still convinced, pinning Jerry turn two (even with Pryce getting two shots) was the right call. My ISD could tank two shots and recover shields from the Glads to survive…probably. It would have                    been closer to say the least.
                    The Bad: Glad placement again/hubris for Brunson being able to take a volley from the ISD.

    Round 3
                    Nick Mock was my third opponent. He too is a seventh fleet believer! He ran Thrawn on a Cymoon with gunnery teams, Aresko, intensify firepower, spinal armament, XI7s, DCaps (which I pointed out don’t work on a cymoon), and seventh fleet, a VSD II with Brunson, gunnery teams, DCaps, quad battery turrets, and seventh fleet, and a Needa TRC Arq, with 5 ties. I chose first player and we played his Contested Outpost. He placed it in the right corner of the set up area and then we deployed. I started with Grint and my ISD on the right, pointing to about 1 o’clock, and then had Brunson being stand offish to the left (hugging obstacles). He deployed his vic towards the right, leaving enough room for his Cymoon if he wanted it on the right, then delayed with squads and put down his Arq. His mistake then was placing the ISD to the right of Needa (I like to think Brunson tempted him into that).
                    Turn two saw his VSD controlling the station with my ISD and Grint coming in, Brunson slowed to speed one (but had nav dials and a nav token to jump up when she needed to). Valen and Cienna were waiting to eat some ties and possibly not die for the first time that day. I jumped the VSD with my ISD turning my front towards the Cymoon trying to keep them both only able to fire into my front. I turned too far however and the VSD had line of sight to my side. Grint being a shield battery charger worked well this game, combining with the ISD to help it only take 4 damage the whole game (hardened bulkheads finally paying off against his VSD). Everything else went as planned. Turns three and four saw the goz get at long range of the cymoon and pass engineering tokens out, my ISD and Grint made quick work of his VSD and Arquitens, and Brunson slid into the side of the Cymoon softening it up for my ISD to go first on turn 5 and take out/cripple the Cymoon. Ended up crippling it and Brunson finished it off.
                    The Good: This list is an ideal matchup for mine. I get to go first, opponent has CO for an objective choice so I know where they’ll be, two thirds of their fleet can’t ram my ISD for easy damage, and I out activate them.
                    The Bad: On turn 3 I didn’t have a nav command dialed up for Grint and ended up stuck behind my ISD for a turn. This kept me obstructed from the VSDs DCaps shot and my evade useful, but I would have activated him first and got out of                 the front arc too so =/ who knows how that would have gone. Another moment where I wished I’d played it more (this is a theme folks).

    Round 4
                    My brain was about done. My opponent John (Thompson) was too, and we shared multiple laughs over shaky hands and bumps making sure to measure immediately after moving something to see what was in our arcs (advice I remember from @Snipafist at Indy Regionals). John brought Thrawn on an ISD Kuat w/ Pryce, ruthless strategists, ECM, leading shots and external racks, a GSD II with Brunson, ruthless strategists, external racks and Demolisher, two gozanti’s with comms net, dengar, mauler, a lambda and 5 bombers. We both commented immediately on how well we liked one another’s lists. He definitely convinced me to change EWS to ECM, as well as made me wonder what this list would do with a Kuat ISD (although 8 dice at medium creates a bigger kill zone). I outbid him for first and chose his Contested Outpost (thank goodness he didn’t have Fighter Ambush).
                    We deployed on the left side of the table this time. With his gozs and squads guarding the outpost, and Demo and ISD more central, trying to flank. I deployed the same as my previous game, just mirrored with Grint on the board edge and Brunson and goz to the right of my ISD. He decided to Pryce turn two. Having learned about the evils of blitzing Pryce earlier, I planned to slow down, shoot at his gozs (maybe get lucky and kill one?) while turning the ISD and Brunson hard to face his Kuat. All of this worked great. What didn’t work was everything else. Demo got around to my side, but was blocked by his gozs. I foolishly threw Cienna and Valen at Dengar thinking I’d lock up Mithel, completely forgetting about ruthless strategists. I failed to remember my EWS trigger and didn’t rotate it around to deal with his bombers/pot shots from the goz’s and Demo. Though, the squads may still have flown to my front, removing 5 total dice from the 3 ships would have helped, not to mention, seventh fleeting away some bomber hits could have helped. I didn’t walk around and look when I moved my ISD and slid too far up the board giving him an unneeded double arc with his Kuat. Grint failed to kill the second gozanti and then couldn’t move in to block Demo. All of this happened poorly, but the final difference in the game was one Contested Outpost token. John played really well, and in the moment it felt like a great game I just barely lost. But in hindsight, I played really poorly and probably had no business loosing that game the way I did (though no doubt, my different play would have made John play differently too).

    As someone who was never into table top gaming until a friend introduced me to Armada in 2016, I’m incredibly thankful for how relaxed, kind, and compassionate this community has been and continues to be. All of my opponents had spectacular attitudes throughout the day, and I couldn’t have asked for a better experience at my first major tournament. I look forward to making tweaks to this list and seeing what it can do going forward, and hopefully get to make a respectful showing at a regional! Any suggestions or tweaks for my list are welcome!
  15. Like
    Fithian_Rankin got a reaction from LostFleet in Potential store champ list   
    The "unholy trinity" of squadron-heavy fleets is: fighter ambush, precision strike (with bombers), and superior positions. As for fighters, if you're going with Toryn Far but not bomber command center, then you'll get the most mileage with bombers that roll blue dice. That's gonna mean gold squadron (2 blue), b wings (1 blue, 1 black), and scurrgs  (1 blue, 1 black, but most folks think they are expensive for what they can do). You'll need some escorts and some Intel to help your bombers along. Jan Ors and 3 x wings is 58 points, and they'll all benefit from Toryn. You could sub in  YT1300s for the x wings for more beef (and all blue dice). 
    If don't already know about it, I highly recommend the squadron articles from the Cannot Get Your Ship Out blog.
    http://cannotgetyourshipout.blogspot.com/p/squadrons-index.html?m=1
    Those guys have top-notch advice. 
  16. Like
    Fithian_Rankin reacted to BrobaFett in DtO w/Hammers   
    The golden number on task force titles is generally 3. You would probably be better off, especially considering Dodonna, with Garels and naked HH.
  17. Like
    Fithian_Rankin reacted to BrobaFett in Advice on Objectives   
    If you have just been playing death match you are in for a treat. Armada becomes a completely different (and IMO better) game when adding in objectives.
    However, because of the practically infinite levels of complexity in fleet building that has synergies with objective selection this question might be too broad for me to effectively give a non-university lecture length response to.
    There are a small number of objectives you will see a lot because they are safe. These are good so you at least don't get yourself into a position where you have a terrible objective that your opponents can keep picking and forcing you into a situation where you almost guaranteed to lose. However, as you specialize your fleet and play other objectives you should start to see the synergies standing out. 
    Red Objective = Put a flotilla in your list and pick Most Wanted. This is the safest objective in the entire game. You give yourself a great opportunity to score by doing something you already want to do (blow up a ship) and make it easier to destroy the ship of your choice. The drawback is potentially giving up an extra flotillas worth of points, and if they shoot that flotilla instead of one of your other ships, they are welcome to have them!
    Yellow Objective = Contested Outpost is a safe-ish Yellow. It lets you defend a sector of space as second player, which means that your opponent will be coming into the engagement area you choose. As second player, you can leverage that hopefully into a situation where you get the first effective shots as they drift into range. MSU does not want CO however, so this assumes you have a large ship or VSD that wants to anchor a position. Not quite as safe as MW, but generally effective.
    Blue Objective = Solar Corona is a safe Blue but with a limited advantage gain potential. It gives you deployment advantage, and a bonus that generally is fairly easy to take advantage of and doesn't typically backfire too badly. However, it puts a lot on your deployment. Once ships are moving, if you didn't take advantage of the set up rules to get a great deployment for yourself the buff you get isn't enough to carry you through. Still, no points on the objective on the line so it comes down to a slug match.
     
    Note the emphasis above is more on limiting the backfire potential rather than giving a true edge to the second player. There are also a couple of things that can pointed out when picking objectives that might not immediately appear.
    1. Advanced Gunnery is overwritten by Gunnery Teams, so if you have Gunnery Teams on your ISD and pick AG as your objective you still CANNOT shoot at the same target twice even if it's your objective ship. This pretty much means that AG is in the wheelhouse of MC80's only as they are the only ship of it's kind that doesn't natively have a Weapons Team slot.
    2. Fleet Ambush is a great way to allow someone to nuke you on turn 1 with first player advantage. It's just a poorly designed objective that gives players the impression that first player is ambushing the second player, not the other way around.
    3. Superior Positions and Precision Strike are typically considered "Squad" objectives but can backfire HARD if the first player has an MSU as well. These are 2 I typically try to stay away from as the they are high risk/high reward and when they backfire usually they do so in a landslide.
    4. Objectives that score points are *typically* but not always superior to ones that don't. Second player disadvantage sucks, you really want a way that you can make up the points you will no doubt lose because you are absorbing the alpha strike and in order to force an engagement that at least is on your turn.
  18. Thanks
    Fithian_Rankin reacted to vitasmortis in Finally finished my iOS Army List Builder app!   
    It took a LOT longer than I thought it would, but I have finally got my iOS Legion army builder app ready and available in the app store! I basically built this based on the source from my Armada app, which was in turn inspired by the wicked Aurora X-Wing app, so if you have used either of those, it should all be pretty familiar.    I’ve also scoured the internet for as much of the previewed content for the upcoming waves as I could find so we can all start playing around with fun new lists before things get released. But that also means that some things aren’t complete and may or may not be correct, so please let me know if you see anything wrong or know where I can find something that’s missing   Features: - Create and manage Rebel or Imperial army lists - Assign upgrade cards to units - Manage command cards - Filter expansions, troopers, vehicles, upgrades, and commands by personal collection when building your army - Export army lists as text or JSON - All card details available for reference - All waves and expansion contents for reference - Latest FAQ errata automatically updated for all cards - List building rules are applied automatically - Includes all previewed expansions up to wave 3!   https://itunes.apple.com/us/app/legion-army-list-builder/id1397977442?ls=1&mt=8   I’ll be slowly adding more features to both these apps in parallel over the coming months. This is what is in my feature backlog so far, but I’d love any other ideas:   - iPad support - Syncing across devices via iCloud - Searching reference cards - Sorting lists and units - Win/Loss/Tie history for lists   Obviously feedback, comments, and new feature ideas are much appreciated! And may the force be with you!
  19. Like
    Fithian_Rankin reacted to Brightguy in Rebels without Luke?   
    This list is based on killing enemy troops and preventing the opponent from scoring objective points.  It pretty much ignores armor.  
    No rebel list can hurt an AT-ST (ex. maybe triple Laser Cannon) fast enough to make the effort worth it, so just try to stay out of it's way.  
    Rebel T-47s are pretty rare, and can be taken down by ground fire from this list if really needed.
  20. Like
    Fithian_Rankin reacted to Rustbucket3437 in Rebels without Luke?   
    ^ This.
    I also envy this person's ability to convey key points with a minimal word count.
  21. Like
    Fithian_Rankin got a reaction from Arctitian in Help tweak my first real tournmaent list! Madine LMC80 battle cruiser + friends   
    I like the idea of IA on the corvette; it fits your theme nicely. I wonder, though, if you’ll be sad to have to use it (or QS) to chase objectives if your opponent picks Intel Sweep. With that objective, your stripped down corvette makes a bit more sense. It won’t hurt as much for that ship to be out of the action for a few rounds. 
  22. Like
    Fithian_Rankin got a reaction from Arctitian in Help tweak my first real tournmaent list! Madine LMC80 battle cruiser + friends   
    It’s been fun to watch the evolution of this fleet. You’re very thoughtful about it!
    Also, Madine + Liberty was one of the first fleets I tried out when I got into the game. Didn’t stick with it, though (too many other things to try). You’ve definitely surpassed my experience with it!
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