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Mostly_Harmless_Species

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  1. I have a solution! Play Star Trek Attack Wing. Only 35 waves! Yeah no
  2. I personally like Hammerhead swarms, and I think they are very strong. However, I would like to suggest a few changes. Any Hammerhead Task Force works best when all four have the title. That maximizes effect. For only a few extra fleet points, it's definetley worth it. Secondly, the build is a bit strange. Boarding Engineers, at least in my opinion, are just not good in general. External Racks you should definetley keep. From there, I suggest multiple potential courses of action. If you are taking Task Force Organa, take just that (with the External Racks) on each of them. That might give you some extra wiggle room. If you want to take Task Force Antilles, take Ordnance Experts on all of them. With this, you'll have to make cuts somewhere else. As @Mad Cat suggested, you should drop NK-7s for the other upgrades. Otherwise, I don't see any particular problem with the MC80. As for squadrons, you have a good idea with the X - wings. You could either lead them with Biggs or with Jan Ors, depending on your flight strategy. The objectives I think are good. Please note that all these are hypothetical changes, and I might have mentioned something you don't have. In that case, you should take @Nomemories' idea. I hope this helps!
  3. Ok, thanks. And I assume this means any of the five cards, correct?
  4. If I have both ciridan and erestor, how do I draw cards? I know that I will be drawing five cards every round, and that ciridan demands that one be discarded, but how do I choose which one that is? Do I declare that I first draw cards from erestor, and then from ciridan, choosing between the fourth and fifth to discard one, or do I choose a ciridan discard card from all cards I drew, saying that all the bonus card draw resolves at onwe, and that I don’t know which were drawn due to ciridan? The second one seems kind of OP, so I’m leaning towards the first scenario, but I may be wrong. Thanks in advance for the help.
  5. I have quickly come to understand that very many players of this game are huge proponents of Galadriel. I do understand why this may be true, but also have a few qualms about her, which I hope that this post may alleviate. My biggest issue is that she seems overly dependent on Nenya and some form of readying. Then, you can use both her ability and "quest" with her. But a good deck is one whose cards are not overly dependent on other cards always being in play to function. So, if Galadriel needs these cards, which I assume is not necessarily the case, it would make her pretty weak. (I have simmilar questions about Seastan's Boromir deck, as it seems overly reliant on a bunch of cards all being in play early on). Anyway, thanks in advance for the help.
  6. I agree... a bit too much. Jerry seems just too powerful with the SSD, so much that I hope that the SSD receives another condition which prevents it from navigating more than one notch per turn or something like that. How? In my experience, Thrawn needs many, versatile ships that would like to do two separate things per turn (usually navigate + <insert your favorite command here> ). Even though the SSD has the built-in Leia ability, it seems to me that Thrawn does not give benefit to the ship, he is merely a remedy for the fact that the SSD has the huge command stack.
  7. Agreed. Aspiration is a far better choice anyway due to the sheer defensive potential it has. AS far as the MC80, I personally am not a fan of the Mon Karren title. Although its ability seems powerful, it is really a disappointing ability, with a huge price tag. Given that you have X17s on there already, which basically mitigates the effects of the redirect token, and that its not very hard to get one accuracy to lock down the brace, I would personally just drop Mon Karren for Endeavour, or take no title at all. On the LMC80, gunnery team is practically mandatory, so Caitken and Shollan must get the boot. With this in mind, it would be a good idea to replace SW-7s with leading shots for rerolls in case of catastrophe. Also note that spinal armament is considered pretty weak, QBTs will give you a better die (blue versus red) for four points less, warranting speed control. With Madine, engine techs is kind of unnecessary, as QBTs will punish ships which try to outrun you. This all leaves you with a 19-point bid, which you can use to put Bright Hope on the GR-75 (if you want to, as Quantum Storm goes nicely with slicer tools), and bring a single squad (a YT-2400) or another flotilla to give you 5+1 activations. About Objectives; Capture the VIP is pretty weak, as it gives you no true advantage as second player, and makes one of your ships a pretty big target. However, you could play the objective like this: Take the VIP with profundity and keep it there. Should you be in danger, you can launch the flotilla you keep in the Profundity and move the VIP, and they hopefully escape to safety. Its not a very strong strategy in my opinion, but it is quite interesting.
  8. A bid is not necessarily needed on Raddus lists, as the list is mainly about the ship that Raddus warps in. Since that cannot activate first on the turn it is deployed, you don't need a bid so much as with other lists. If you are thinking ahead, you might want to activate first on turn x+1, after raddus drops the ship. However, Bail Organa can do the exact same thing for less if you plan the raddus drop right, which is not hard. Thus, it is almost always worth it to just stuff the dropship to the brim with upgrades. Endeavour gives you a free contain token. But I agree, it's not worth it. I would still never take the DCO on an ship with two contains, never mind one. But this ties everything up nicely. Replace DCO with Bail, and then upgrade the CR90 to TRCR90, with intel officer for bonus fun. If you are really sold on the CR90b, take Dodonna's pride with leading shots, but I do not recommend it.
  9. Why are all the ships painted with all those little dark grey squares all over them. The canonical ones obviously don't have them, and they don't make the ship look particularly flattering. So is there any reason why they are painted like that?
  10. "In theory, there is no difference between theory and practice. But, in practice, there is"
  11. I can one-up that: The Whole Frikin' Starfleet Faction: Galactic Empire Points: 2,750,000/400 Commander: Grand Admiral Thrawn Assault Objective: - Defense Objective: - Navigation Objective: - (who even cares about objectives when you can throw 200,000 dice per round?) 25,000 x Imperial I-Class Star Destroyer (110 points) = 110 total ship cost (times 25,000, of course) That cost me 1.25 million dollars to buy, and I had to rent my local football field for a day just to lay it out. But now my entire neighborhood fears the full power of the imperial navy, as well as the power of my insanity.
  12. True, but it is always advantageous to have all your squads going as fast as possible to increase their versatility, as you mentioned below. And FCT is a waste on the nebulon, as squads are probably never going to be near it, and the ability to increase the speed of three squads (plus ten numb) is a great, "why not?" ability. True, even in light of the fact that Sato can "cheat" some squads to speed 4 (actually speed 4+ because distance 1 is slightly bigger than other speeds). Precision strike is excellent for bomber lists as you can farm a 15 pt victory token every time a bomber deals a face up damage card. Fighter ambush does the exact same thing, but for every singe damage card. As for this list, it makes sense. An assault frigate "conga line" turns two of its three reds into blacks. Fighter wing is pretty standard, with the notable addition of Biggs. But for such a list, I would see far more benefit for making the ships all with gunnery team, ECM, and Ackbar as your commander, dropping some squads to make room for your extra upgrades. I am starting to agree with that more and more. Sato seems like a commander who does the job of somebody else, just for a higher price, much like Thrawn. There is often a strong case to take another, cheaper admiral, like Sloane or JerJerrod, over the more expensive, generalist Thrawn. And for Sato, its seems as well that it is more expedient to take the far cheaper Dodonna, or drop squads for the more expensive but more utile Ackbar.
  13. Name: Sato’s Salvation Faction: Rebel Commander: Commander Sato Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • Commander Sato (32) • Adar Tallon (10) • Fighter Coordination Team (3) • Electronic Countermeasures (7) • Leading Shots (4) • XI7 Turbolasers (6) = 168 Points Nebulon-B Support Refit (51) • Skilled First Officer (1) • Turbolaser Reroute Circuits (7) • Salvation (7) = 66 Points GR-75 Medium Transports (18) • Bomber Command Center (8) = 26 Points GR-75 Medium Transports (18) • Toryn Farr (7) = 25 Points Squadrons: • Jan Ors (19) • 2x X-Wing Squadron (26) • Norra Wexley (17) • Gold Squadron (12) • Ten Numb (19) • Nym (21) = 114 Points Total Points: 399 Thoughts? Comments? Concerns? All advice is appreciated.
  14. I used to follow that thread before it died four months ago. But I have to say, I am staunchly opposed to an SSD outside of a special standalone campaign scenario.
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