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DblVsdGuy

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  1. A good title for the vsdwould be a dream come true
  2. After playtesting the original list (can be found here and a battle report here) I wanted to do some changes. This is the latest version, it just needs some playtesting but its always nice to hear the input from different sources. This list contains more support for the big ships and its a move away from the initial 2-ship configuration. Bail is gone and the list now instead relies on waiting out the opponent instead of that crucial Bail-turn. Tycho and Shara are also gone and instead replaced with General Drawen and more anti-squadron capabilities on the MC75, which are very untested. Name: Double akbar v3 Faction: Rebel Commander: Admiral Ackbar Assault: Advanced Gunnery Defense: Fire Lanes Navigation: Sensor Net MC75 Armored Cruiser (104) • General Draven (3) • Quad Laser Turrets (5) • Electronic Countermeasures (7) • Flechette Torpedoes (3) • Leading Shots (4) • XI7 Turbolasers (6) • Mon Calamari Exodus Fleet (5) = 137 Points MC80 Assault Cruiser (114) • Admiral Ackbar (38) • Strategic Adviser (4) • Projection Experts (6) • Early Warning System (7) • Electronic Countermeasures (7) • Leading Shots (4) • Quad Battery Turrets (5) • Mon Calamari Exodus Fleet (5) = 190 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points GR-75 Medium Transports (18) • Leia Organa (3) • Comms Net (2) = 23 Points Squadrons: • 2 x VCX-100 Freighter (30) = 30 Points Total Points: 400 Thankfull for suggestions
  3. Of Course those objectives are anathema to the list with VCX,s. But i was wondering which objectives @Cleto0 would suggest if i was to drop the VCX.S.
  4. It has interesting parts that must be tested. What objectives did you have in mind? Advance gunnery is a given.
  5. I want to try Redemtion! Im not sure it i fits and it requires too much point investment for what it brings to the list (51+8=59). I can drop shara and tycho but with the VCX's being pivotal to the list I'd have to drop 30 odd points in upgrades. Will certainly add it to a Leia MSU. The repair Crews are not my favourites. Hard to use and with such a specifik window of use they are most likely I will mess up with them. So I save me some headache there :).
  6. Defiance is a very nice title but I think with this list being so easy to out-activate I fear that it is easy to dodge the extra dice, even though i admit it is very tempting to add another one in addition to QBT 😋 so I will try it. Aspiration is nice and I haven't tried it yet so that is also on the bucket list. The next step for this list is to abbandon the 2-ship setup all together and add 2 GR-75 transports with Ashoka and Leia respectively and Comms Nets.
  7. Still experimenting with 2-ship Ackbar. Thoughts on this? Wondering if I should have Projector team instead of Engine Techs to help supplement Mon Calamari Exodus Fleet. Its an expensive title but I like it. Name: Double akbar v2.5 Faction: Rebel Commander: Admiral Ackbar Assault: Advanced Gunnery Defense: Fire Lanes Navigation: Sensor Net MC75 Armored Cruiser (104) • Bail Organa (7) • Caitken and Shollan (6) • Electronic Countermeasures (7) • External Racks (3) • Leading Shots (4) • XI7 Turbolasers (6) • Mon Calamari Exodus Fleet (5) = 142 Points MC80 Assault Cruiser (114) • Admiral Ackbar (38) • Major Derlin (7) • Engine Techs (8) • Early Warning System (7) • Electronic Countermeasures (7) • Leading Shots (4) • Quad Battery Turrets (5) • Mon Calamari Exodus Fleet (5) = 195 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) • 2 x VCX-100 Freighter (30) = 63 Points Total Points: 400
  8. I like this list, it looks good even not facing off against a SSD. Solid objectives also as I can not imagine the SSD would like any of those. Going second is probably a better option than first.
  9. Link to pictures: https://imgur.com/a/dDRNERB -SETUP AND START TURN 1- This is an experiment in the veins of Imperial 2-ship activation with Pryce as a one-turn crucial crutch, except it's not. Instead it relies on the Bail-turn where the MC75 goes to town with guns and then probably hops away. The rest of the list is a standard Akbar token-farming list. I thought that turn 5 would be a good turn for mr Bail to start stepping on the gas pedal for the MC75. It was not a good turn. My opponent having the highest bid, choose to go first and out of the objectives his choice was Fire Lanes after alot of debating. Name: Double akbar v1 Faction: Rebel Commander: Admiral Ackbar Assault: Advanced Gunnery Defense: Fire Lanes Navigation: Sensor Net MC75 Armored Cruiser (104) • Bail Organa (7)• Electronic Countermeasures (7)• External Racks (3)• Leading Shots (4)• XI7 Turbolasers (6) = 131 Points MC80 Assault Cruiser (114)• Admiral Ackbar (38)• Major Derlin (7)• Engine Techs (8)• Early Warning System (7)• Electronic Countermeasures (7)• Leading Shots (4)• Quad Battery Turrets (5) = 190 Points Squadrons:• Shara Bey (17)• Tycho Celchu (16)• 2 x VCX-100 Freighter (30)• YT-2400 (16) = 79 Points Total Points: 400 My opponent had a double MC30c configuration and a MC75 with Raddus. His Raddus was on a Jainas Light going scoot scoot around the outer turn. His MC75 were in hyperspace. No Squadrons were in sight on his part. Good for my VCX's. I stacked the Fire Lane tokens in a neat little triangel, my opponent dispersed them to the wind. -START TURN 2- His swarm edge along nicely on the flank. My VCX's start to work those tokens. The YT-2400, Tycho and Shara gets into position to intercept anything that comes too close. -START TURN 3- Raddus calls in the MC75 to work, and the rightmost MC30c double-arcs my MC75 doing serious damage to it with double APT-resolves. As a response my Bail-MC75 double-arcs the MC30c and wipes it off the board. My MC80 goes up to speed 2 and Engine Techs to get closer to where the MC75 is. Congaline activate! Had he placed the MC75 in front of my MC75, I would probably had lost it, but now the MC75 could activate and get out of black dice range. This was the most crucial rounds. -START TURN 4- My opponent had some unfortunate bumps with his own ships and with his MC75 out of effective range this was also a quite calm round. I was still worried at this point as my MC75 had no shields and 3 hull damages. So a potential shot from said MC30 would definitley kill it. MC75-Bail and MC80 delivers some broadsides into the Raddus-MC75, stripping away shields. -START TURN 5- After further unfortunare bump-ins for the opponents ships, his MC30c didnt reach all the way to the MC80, not that it would do anything serious at this point. MC75-Bail has his round and does an Akbar-Broadside into said MC30c, doing alot of damage, then sailiang away at speed 3 out of reach for everything. The next activation is the GR-75 doing some dodge maneuver and parks right in front of Raddus CR90. The MC80 follows up with another broadside into the MC30c, killing it big time and engineering back some shields it lost the previous round. At this point the game was over. Win for Akbar with a whole bunch of tokens.
  10. Where is the Electronic Counter Measures on the MC80? They have lots of shield and second best hull the Rebels get but they are still quite vulnerable compared to the ISD. Try to find some points for that. I find the Intel Officer to be usefull when they are brought in multitude. One can work but when you got no reroll ability on the MC80 for your red dice, I would take an ECM instead. The Hammerhead swarm looks sweet. Garel's Honor is very good with Dodonna. The NK-7 Ion Cannon is not very good. It can in the best of cases force the opponent to choose his own tokens from the attacked ship and discard a token. He is probably going to choose a redirect or a contain. And this is on medium range you can hope to get that off. With Defiance on long range you have 25% chance to get a blue Crit. Id say drop this for leading shots, rerolls are very good to have since you will probably get 3 or 4 shots in a game of so better make them count. Also the reroll with Leading Shots help when you fire Anti Squadron and say the Black dice land on a blank and the blue on an Accuracy. If you have the opportunity, share the Rogues and Villains pack with a friend. You get Jan Ors in there that really help you X-wings stay alive. Also Han Solo and Dash Rendar is fun. Nym is a very good bomber if you can field the support for him. With Fleet Ambush as the objective, you can never be quite sure who is ambushing who. Its a weird objective to best stay away from IMO. Hyperspace Assault is much better for your Hammerheads. Advance Gunnery for the MC80 is a good choice. Maybe even try Opening salvo once. Throwing black dice from long range from 4 Hammerheads is great fun, but this will seldom get chosen.
  11. There is nothing about this list that i dont like. Agree on the Bid part. AvengerBT likes going first. Very much.
  12. The Paragon title i have hardly ever gotten to work. So my suggestion is drop that and put those 5 pts you get on the bid for first player, or maybe a Turbolaser upgrade for the AF2. Also, a AF2 A is overcosted for what it does, change it to a B. Hammerheads love first player is a lesson i take with me from Nationals in Birmingham, but under Rieekan its less important. Also what @The Jabbawookie suggested, find some faster squadrons than Dagger Squadron and Keyan. Can confirm that Wedge and Dutch gets alot done with Yavaris as noted above, especially when you only have 4 squadrons in total. I personally like Nym very much. He always put a big frown on the opponents face when his blue crit gets resolved.
  13. Maybe Projection Experts on the Interdictor? Help them Cymoons take a few more hits, might be good against bomberfleets.
  14. Good points that i need to reconsider. The previous list had a total of 3 B-wings including Ten Numb but those melted faster than butter on a car hood in the sydney summer. And that was after the escorts had melted away the round before. The VCX are for the objectives. Had superior positions as my blue objective but that dont work good with b-wings as they can't jump large ships very well.
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