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JacobBodmer

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  1. I think you've hit on the perfect set of objectives - Blockade run lets you actually deploy pointing forward, Contested draws your opponent in, and Corona mitigates your deployment disadvantage. And, with no native turns, Jerry seems like 100% a must (We'll see what Piet brings) I don't think the squad ball will stand up well to more dedicated fighter/bomber lists (the SSD is massive b-wing bait) double-blue flak and a *pile* of hull will help, but we'll see if it's enough.
  2. I'm going to break this up into chunks by list: Assault Cruiser > Command Cruiser for a Ackbar Christmas tree. Home One isn't really worth it when you've only got 1 other ship that can really take advantage of it - defiance is cheaper and makes the pickle tickle just a bit more ECM > EWS IMO. EWS is nice, but it's better as an "also" defense since the things it's best against (slow bombers, MSU) aren't as common as other things (Ships that can roll 10+dmg with an accuracy) HCITs are suboptimal v Leading Shots - you'll have plenty of Red dice when using Ackbar - focus on making Red dice not suck. No Turbolaser? Consider QBTs or XI7s Expanded Hangar tells me you want to be using this to push squads. Not a great idea. Ackbar wants to run and gun. Navs and (occasionally) Conn Fire should be your stack. You want Engine Techs so you can move faster then a lethargic tortoise - if you're stuck going slow you'll get blocked in. For the MC30 (I'm not a fan of these in Ackbar Lists - but enough people use 'em) Drop Foresight for Admonition, swap Derlin for Lando. Drop ECM (I guess you can use Adv Projectors, Blast Doors, or EWS if you really want a deff retrofit, but you probably don't need one) For the Torpeedo Stick ExRacks on there, never leave an ordinance slot empty if you have an ex rack card sitting around. The rest is okay - but I've never really been a fan of Boarding Engineers outside of a few niche cases. This ship, in general, doesn't really "Go" with Ackbar - he'd prefer a TRC90 w. Jaina's Light Squads: Why the Y-wings? Ackbar is not a bomber commander. Focus your squads on either Token Farming (VCXs) blocking opponent squad balls (A-Wings, maybe YT2400s) or just go totally without. Objectives: Fleet Ambush is a bad choice. Ackbar needs to control distance, don't let your opponent start those Kuats any closer to you! Dangerous Territory, similarly, isn't doing much for you and Solar Corona would be better. Not much to say on this one (other than you left out your objectives). I prefer ECM to EWS on the big boy (your fighters really should be winning the fighter game, so bombers won't be getting a chance to touch you) Pretty standard Sloane list. I've seen it several times with some variation. It tends to do well. I guess you could trim a little fat to try and get a bigger bid/move brunson to the quasar for SA/Price, but it should be fine as is. Dedicated bomber lists really want Intel - either Jan Ors or 2x generic HWKs - Bomber lists can't afford to waste time playing X-Wing v. TIE fighter My squad ball would look like this: • Gold Squadron (12)• Norra Wexley (17)• 4 x Y-wing Squadron (40)• Jan Ors (19)• Biggs Darklighter (19)• 2 x X-wing Squadron (26)= 133 Points MC80: I don't think Enhanced Armament is really worth the points here though - I'd do XI7s (maybe QBTs) which gets you a couple points of wiggle room, and, again ECM > EWS imo (But you seem to really like EWS, maybe your local meta favors it) Rapid Launch bays aren't worth it. You want to keep that deployment advantage, just throw the ol' Y-Wings out in the open, they've got the hull, it's fine. Other ships are fine - Dodonna is one of the few times I actually like Boarding Engineers (since you can 'fish' for optimal cards to turn-up) Try to put Torryn Farr on a ship somewhere - she does wonders for you should your X-wings end up needing to kill a problem TIE or two. Raider: Why do you have Point-Defense reroute? You have double black flack - your crit faces have hits on them, you don't want to re-roll those. I prefer the APS over ExRacks on the demo, since it's a ship that gets its kills by shooting more than once - and it doesn't really need intel officer. With only 3 activation, all of them being close-range, and 2 of them being fairly frail, I don't see this list doing well without the ability to go first. This list seems like it really needs a steep bid, and even then I'm not sure what your game plan is.
  3. Basically, ditto everything Broba said. I'm also a huge fan of having a "low key token farm" setup in my Ackbar lists for tournaments - because you want to give your opponent as many chances to make mistakes as possible, so why not throw 1st/2nd player and objective choices into the mix. Here's 2 Ackbar lists I've run a fair amount. List 1 just took a store champ on Saturday: Assault: Advanced Gunnery Defense: Fire Lanes Navigation: Sensor Net MC80 Assault Cruiser (114) • Admiral Ackbar (38) • Strategic Adviser (4) • Engine Techs (8) • Early Warning System (7) • Electronic Countermeasures (7) • Leading Shots (4) • XI7 Turbolasers (6) • Defiance (5) = 193 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 53 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Bright Hope (2) = 27 Points Squadrons: • 2 x VCX-100 Freighter (30) • Shara Bey (17) • Tycho Celchu (16) = 63 Points Total Points: 387 List 2 I've been playing for ages, and typically does quite well, but I've never taken it to a SC Assault: Advanced Gunnery Defense: Fire Lanes Navigation: Sensor Net MC80 Assault Cruiser (114) • Admiral Ackbar (38) • Intel Officer (7) • Engine Techs (8) • Early Warning System (7) • Electronic Countermeasures (7) • Leading Shots (4) • XI7 Turbolasers (6) • Defiance (5) = 196 Points GR-75 Medium Transports (18) • Comms Net (2) • Bright Hope (2) = 22 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Assault Frigate Mk2 B (72) • Intel Officer (7) • Caitken and Shollan (6) • Electronic Countermeasures (7) • XI7 Turbolasers (6) = 98 Points Squadrons: • 2 x VCX-100 Freighter (30) • Shara Bey (17) • Tycho Celchu (16) = 63 Points Similar things you'll notice: Tooled out Defiance w. Engine Techs. This is the big kahuna. And Engine Techs are 100% mandatory. Nav a lot. like... at least 3 turns every game. A nav-ing MC80 w. ET can go ||, |, | or |, ||, | - which lets you outmaneuver any ISD that isn't flown by someone named "Jerjerrod", and keeps you on-par unless he's navigating just as much. Fear Positioning is what will keep the rebel systems opponents ships in line, fear positioning of this battle station ship. 2x VCXs let you "win" Firelanes and Sensor Net, unless your opponent has a lot of squadrons and greatly reduces their ability to kill your ships by spending time herding freighters - which tycho/shara further frustrate. The "Bouncer(s)" (Assault frigate/CR90s) are there to pester people, burn off defense tokens, finish off those ISDs that always seem to survive with 1 or 2 hull, or just ram stuff to sabotage your opponents movement plan. The "Backup Dancer(s)" (GR75s) hand out tokens (Navigate! Navigate!) and push squadrons occasionally when you need to (1st turn in Sensor net to snag an early 30pts, often on turn 2/3 to trip-up your opponents fighter-jump)
  4. This seems like you've taken the sloane bt-avenger concept, and made the simple direct bt-avenger single activation a lot harder to get off because now it requires combo-ing 2-or-more activations to get your ideal results - first player isn't worth as much if you can't use that first activation to its full potential. Raider is a sub optimal host for Boarding Troopers. You can only exhaust as many tokens as your squadron value (1). You're better off using Vader to take out an ECM or similar. The TIEs aren't enough of a presence to really justify using Sloane - they won't kill through any substantive fighter screen in time to help Avenger out - and you're a little short on squadron commands to actually push them - you get 4 off your gozantis, but unless you're also pushing squad command out the Kuat (who probably wants to Nav), you'll have 1/3 of your TIEs sitting on their hands.
  5. I realized I neglected to mention, at all, how these parts work together. A brief synopsis: The "Buff" Flotilla - this is the one slinging the Bomber Command Center around. It's often got Toryn as well for those tasty blue dice rerolls. Bright Hope is on there to make it just a hair harder to kill, because your opponent is going to want it dead. Sometimes you'll see it with Boosted Comms and Adar instead of Toryn - this is so it can hand out all the buffs from long range, where it's much safer - but you need some survivable way to deliver Toryn to the fighter battle - this would typically be your 4th+ ship. Yavaris - pretty self explanatory. Flight Commander is, IMO, neigh upon mandatory since you don't have access to Boosted Comms, and (probably) don't have the luxury of Relay. Yavaris is your "finisher" other ships (espc Adar's ride) set up the position of your bombers, and then Yavaris makes a pair hit like a truck. Expect Yavaris to die. Every game. People will chase after it with their whole fleet - make them pay dearly to get it. Fighter Coordination Teams on Yavaris, post FAQ, are mostly useful for nudging slower squadrons (B-wings, YT1300s) along in the early game, and, should you survive, helping to re-position your assets for a strike on a second ship next turn. Yavaris is your quasar. It's fragile, but pushes a pile of damage out on your foe, with a squad token (always good to find a way to get her one) you get six attacks, just like a tooled up Quasar. The "Spare" Flotilla is optional - but very frequently included. It's a cheap source of a second officer seat for Adar Talon, gives you another deployment/activation, and brings a way to push a pair of squads. This is the least necessary part - depending on the rest of your fleet. He's comfortable hanging back (espc. w. Boosted Comms) to push squads from retaliative safety, and typically won't be a priority target The Commander's ride (and other ships) can really be anything, experiment! try to focus on things that can support your squad ball somehow - if your ball is a little weak on anti-squadron, try to get some good flak. If they're slow - more FCTs and maybe AFFM! For the squad ball, Jan provides a much needed source of Intel (losing even 1 key turn of bombing can and will cost you the game) Plus she lends her braces out to (usually) your escorts to help you survive alpha strikes and weather the squad game. A Pair of escorts is nearly always around because it can be hard to 'hold' enough space with just one, and you want to dictate what your opponent can hurt. Ten Numb makes it into a lot of lists because, with Adar and Yavaris, he can, on the right day, attack 3 times, which has insane damage potential and can out-right win the squadron game inside of a turn (or 2 at worst) The rest depend a lot on taste: Wedge, Dutch, and Corran are all bombers who contribute substantially to the anti-squad game. Hera gets to play at being a Flotilla so your 4th+ ship(s) don't need to worry about squad dials. Luke, Keyan, and Nym are all excellent bombers who can do serious damage (especially w. Yavaris) whereas Nora makes all your bombers a hair better. Luke suffers from having Escort because you can't "hide" him - so he tends to get jumped in the squad mini-game to prevent him from blowing up the death star. Gold Squadron is a very point-efficient source of bomber-dice. For generics: Y-wings offer you cheap, black dice with enough hull to not stress flak too much - but suffer from being really mediocre at anti-squad B-wings are amazing bombers, reasonably durable, and average in the dogfight, but are just so dog slow, you need to have a plan to get them places. Scurrgs live comfortably between the Ywing and Bwing, with the hull, speed, and (sadly) anti-squad of the former, but bringing the excellent dice of the latter - you do pay for it with a points premium though. X-wings are more escort than bomber, your most point efficient source of blue-die for anti squad, but at least get to benefit from the BCC E-wings are X-wings that pay a premium, both in points and loss of escort, for speed, and the ability to "just say no" to counter attacks. YT1300s are beefy, slow escorts. Good at what they do (getting shot) but like B-Wings, need a delivery plan. VCX provide an okay source of anti-squad blue dice, and a lot of hull, but the combination of "heavy" and lack of "bomber" limit their frequency in dedicated bombing lists (post relay nerf) HWKs don't make the table much - outside of Jan. Jan just gives you a whole lot for her 7pt premium - but sometimes you'll see a pair of generic HWKs instead. Lancers also don't see much use. They're tied for fastest bomber with E-Wings, and cost as much, but suffer from low hull and only "okay" anti-squad. They are Rogues with Grit though, so they can totally work, People just ... don't usually take them. Z95s, A-wings, and YT-2400s are all very anti-squad focused, and while they have their place, aren't quite as common due to lack of "bomber".
  6. By a wide margin yes. Not much EWS floating around. See it sometimes in squad-less builds - but if people have even a token screen, they tend to take ECM.
  7. The "Skeleton" of a rebel bomber list typically looks like this: Assault: Most Wanted (Sometimes precision strike) Defense: Fighter Ambush (Other viable options are out there though) Navigation: Superior Positions Nebulon-B Escort Frigate (57) • Flight Commander (3) • Fighter Coordination Team (3) • Yavaris (5) = 68 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Medium Transports (18) • Adar Tallon (10) (Sometimes he hitches a different ride) = 28 Points • Up to 135pts of other ships and your commander - don't forget him! (or her, but probably him) Dodonna gets a lot of play for bombers, but Rieekan works well also (see: world champions since forever) Popular ships are Peltas (AFFM!) Assault Frigates, CR90s, HammerHeads. Occasionally you'll see a MC75 or MC80H1 - but those typically requiring sacrificing some squads. Squadrons: • Jan Ors (19) • Ten Numb (19) • 2 x 13-point escorts (26) • Misc Aces and Squads (usually 4 of them, taking up 70-ish points) = 134 Points Take a look at some of these threads for more involved discussion:
  8. Can't speak to *all* of Denver since there's multiple game stores with Armada groups in the area, and I only frequent one of them. As far as the meta around me, I can say that Big Ships are common, most lists have 1, some lists have 2. No one is regularly running 3. Fighters tend to be light screens (4-6 ties/aces or 4-6 awings/aces) or whole hog (Sloane, Rieekan Bombers, Raddus w. 132pts of rogues, etc) Sometimes fighters are totally absent. MSU is very uncommon, most lists don't pass 5 activations (including SA)
  9. Imma try to make it down - might bring some total jank list, might bring something more serious. Haven't decided yet.
  10. Why would you put Dodonna's Pride on the A-variant? The 1 more point for TRC will get you much more consistent results. I'm not crazy, in general, about ETs on As, you go speed 4 - that's really enough 99% of the time. Your first CR90 should always take Jaina's Light. I'm not a huge fan of putting Madine on a ship that's really vulnerable (nothing dies quite like a Neb) - especially when you have much safer 'chariots' sitting around (the CR90) I'm not a big fan of Derlin in general, he's a lot of points for not a lot of damage mitigation. If you're not taking Yavaris, why not be a support variant and save a few points? Similarly, spinals are a lot of points to throw on this ship - Slaved makes your one not-garbage arc fine. You don't want to be double arcing anything - ever. a Neb that's got a double-arc is a neb that's about to die to a side shot. Peltas are... not great. A few issues w. this ship: Draven doesn't come up nearly as much as you might think, Shields to Maximum isn't super useful, Peltas go speed 2 and will get left behind by the rest of your Speed3+ fleet (unless you take engine techs, Wide Area Barrage is bad - on a pelta assault, best case scenario is you put 1 damage on 1 other target. Take External Racks instead. Finally, Madine does his mojo when you reveal a nav dial - you can't 'nav' if you're throwing an 'engineer' dial to trigger 'shields'. I'd drop this ship and use the points elsewhere. These are okay. What are you hoping to do with the Boarding Engineers? I assume you want to flip-up cards after other ships perform a ram? I suppose that's an interesting tactic, and they're cheap enough that you lose very little if you don't get a chance to pull it off. Comms Net doesn't really help you much since most of your guys can only hold a single token, but it's cheap, and gives him something to do when he isn't pushing squads. The combat is... meh - unless you're trying to stack your shooting ships to make "opening salvo" a really unattractive objective choice What's your goal with these squadrons? I assume cheap anti-bomber screening? It'll work - i'd prefer Tycho+Shara+2xA-Wings For your objectives: Advanced gunnery can backfire horribly. Your 'best' ship to take this is the Neb, which is only "okay" at range, and has your commander on it. Fleet Ambush is an objective with a big chance of back-firing against someone with a decent number of ships, black die ships that really want to start up in your grill, or worst of all, both. With swapping out the Pelta, and using some point-savings I scrapped through the list, I'd do: Assault: Most Wanted Defense: Hyperspace Assault Navigation: Dangerous Territory Hammerhead Torpedo Corvette (36) • Boarding Engineers (2) • External Racks (3) • Task Force Organa (1) = 42 Points Hammerhead Torpedo Corvette (36) • Boarding Engineers (2) • External Racks (3) • Task Force Organa (1) = 42 Points CR90 Corvette A (44) • General Madine (30) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 83 Points Nebulon-B Support Refit (51) • Slaved Turrets (6) • Salvation (7) = 64 Points GR-75 Medium Transports (18) • Comms Net (2) • Bright Hope (2) = 22 Points MC30c Scout Frigate (69) • Lando Carissian (4) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Admonition (8) = 90 Points Squadrons: • Tycho Celchu (16) • Shara Bey (17) • 2 x A-wing Squadron (22) = 55 Points Madine can hide out on Jaina's Light and take pot shots at weakened foes from behind asteroids, but should avoid the main scrum. The MC30 and Hammerheads are a nasty blob of hyper-manuverable black dice slingin' cowboys. Admonition can take a stupid amount of punishment, and hopefully will draw enough heat off your much softer hammers to let them get into position. All 3 want to be throwing nav dials left right and center - which is what Madine makes awesome. The (cheaper) Nebulon hangs out in back-field, ready to drop some red dice into anyone that gets past your black-die barrage, or just provide some cover fire on the way in. GR75 pushes A-wings when necessary, and is your "Most Wanted" target. For objectives: Most wanted is a very safe play - get some extra dice on one ship of your opponents you want dead, and you don't really care if your bright hope dies. Hyperspace Assault lets you drop the MC30 and 2 A-wings behind your opponent, which is a terrifying prospect for most players. Dangerous Territory lets you get the most out of your high activation count and excellent maneuver.
  11. They're dirt-cheap, speed 3 drop-points that have a scatter token to make they exceptionally unlikely to get popped by a lucky red-die shot.
  12. This is the crux of the problem with all Sato lists - there always seems to be someone else who could fit the commander chair better. Heavy bomber investment? Dodonna gives them more, Rieekan keeps a key squad/carrier alive for a turn to make sure it does its job. Ships that want to side-shuffle at red-range? Have you heard the good news of our fishy lord and savior Ackbar? MSU fleets? Mothma and Cracken both say "hello" What does a Sato list need? Well, first it needs lots of squadrons to proc his ability, so you probably need to sink at least 75+ points into squads. He also wants a large number of ships, since you can only swap 2 dice per attack, you want as many 2-3die facings pointed at your foe as possible. Preferably red-die so you can black-die from longer range. Higher activation count also helps you set-up big ships for a nasty hen-pecking. Since he wants to have a lot of squads, you need some way to push them, but the GR75 has somewhere between zero and nearly zero guns - making them inadequate for the task, further, the small 2/3 die ships that Sato really wants all have squadron 1 - and probably never want to be pulling a squad dial if they can help it, which pushes you towards rogues. Sounding like a Cracken list yet? If Sato's ability was "Within distance 1 of a friendly squadron or another friendly ship", man would it really open up space for him.
  13. Incorrect. The word "red" does not appear on that card. Salvation works on any die showing a crit. So black dice become 3 damage (1 hit + 2 from the crit) - that being said, I don't think it's a gimmick good enough to build a list around. As for the list, there's a few thoughts I would throw out: MC80H1 without Engine Techs tend to die. You only have 1 speed 2 squad (mr. Numb), and everyone else is going the same speed, so you don't have a pressing need to push multiple ships speed 1 - Salvation could take the team to push your lonely little B-Wing if you really wanted - alternatively swap the X-Wings for YT-1300s so you get a bit more mileage out of the free moves. Your squadron ball is a pretty generic bomber wing, though you might have difficulties taking full advantage of Sato's ability since no one goes faster than speed 3. You only have 2 ships that can take advantage of Sato's ability - hardly seems worth it when you could take someone cheaper that would benefit more of your list (ex: Dodonna) As for objectives, I'm always a little wary of precision strike - the free tokens you get aren't a super big advantage. I know it's boring - but Most Wanted is hard to beat when you're bringing flotillas. Fighter Ambush is fine (though losing the deployment advantage can sting) Superior positions is a good choice for this fleet. Now, take all this with a grain of salt, I've had little luck with Sato myself, but it seems to me that you'd be better off just using Dodonna and fully embracing the bomber fleet. Sato works best with multiple small ships so you can leverage his swap-2-dice ability as much as possible. The rebel Larges just don't really work super well with him... except for the MC75... Here's an example of a (Wave6) Sato fleet i've seen do very, very well locally (probably mostly due to the player's skill) Assault Frigate Mk2 B (72) • Commander Sato (32) • Electronic Countermeasures (7) = 111 Points Assault Frigate Mk2 B (72) • Flight Controllers (6) = 78 Points Assault Frigate Mk2 B (72) • Gunnery Team (7) = 79 Points Squadrons: • Jan Ors (19) • 2 x X-wing Squadron (26) • 4 x Scurrg H-6 Bomber (64) • Biggs Darklighter (19) = 128 Points Total Points: 396 You could make points-space to swap an assault frigate for a MC75 by swapping one of the other ones to a GR75 (combat! Turn that 1 blue to 1 black)
  14. I'd suggest trying to find 20pts for a Bright Hope Flotilla in addition to your QS one. 3 drop points > 2, especially since one is Raddus, you really don't want to lose QS to a lucky red-shot and be forced to risk Raddus for the drop off. I'd drop the rogues for a cheaper tyco-shara-4awing screen to fit it in without compromising your bid. Your goal isn't really to kill enemy fighters insomuch as stop them from blocking drops/hen pecking your '75 to death. (and you'll have some squad pushing power anyway from the pair of flotillas - gives 'em something to do once the drop is done) I also threw Comms Nets on the Flotillas, because there's probably going to be a turn where they have nothing better to do - but feel free to drop that if you want Intel Officers/bigger bid/Toryn Farr/Hondo+BT combo Finally - I'm not crazy about your objectives. Fighter Ambush lets you get outdeployed like mad - and can seriously backfire against a Sloan/Rieekan list. Superior Positions fixes the out-deployment problem, but is even more back-fire libel against the aforementioned fleets - the pair of tokens you can (potentially!) pick up from Garel's drop turn of shooting do not make up for the sheer volume of tokens an ace-list can farm off you. For blue - Solar Corona is the "safe" option. Salvage run has potential (since you can force your opponent into the center, maximizing your drop options) but I've never tried it and I'm not super confident in the lists ability to actually score the tokens. For yellow - Planetary Ion Cannon is safe, and can help pull off defense tokens to make your drop nastier. Hyperspace assault also becomes viable w. 5 ships (leave Bright Hope in the void, create a crazy daisy-chain of bright hope --> profundity --> Garael's Honor) but has the potential to go horribly wrong. Assault: Most Wanted Defense: Hyperspace Assault Navigation: Solar Corona CR90 Corvette A (44) • Admiral Raddus (26) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 79 Points GR-75 Medium Transports (18) • Comms Net (2) • Quantum Storm (1) = 21 Points GR-75 Medium Transports (18) • Comms Net (2) • Bright Hope (2) = 22 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • External Racks (3) • Garel's Honor (4) = 47 Points MC75 Ordnance Cruiser (100) • Lando Carissian (4) • Ordnance Experts (4) • Electronic Countermeasures (7) • External Racks (3) • Assault Proton Torpedoes (5) • Profundity (7) = 130 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) • 4 x A-wing Squadron (44) = 77 Points Total Points: 376
  15. That torp corvette never uses the title to re-roll it's own dice - it's usually my first activation after it gets dropped out of profundity - it has the title to get exhausted in order to feed re-rolls to the scouts following up behind it. Sure, torps burst harder - but I already have a torp popping out of profundity, and profundity itself. I like having some long range options - they act as a 'magnet' that people just can't help but fly straight into.
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