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About ta5erface

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  1. Drop gunnery teams on the kuat for Boarding troopers and avenger. Might even be better to swap apt for external racks, but I'm not sure on the math for that. And I'll second the slicers tools comment.
  2. Just ran/am in the middle of running my first league. We have about 8 people who enjoy Armada in our area, but live in a college town so leagues are best for helping flgs get their monies worth for kits (more participation this way). We ran it as fixed lists but I had everyone sign up for just one admiral (a la CC) to help keep things interesting each game, and because we just did a round robin of imps vs rebs (4v4). Scoring we did tournament style with the top two of rebs and imps going to square off in the 'finals'. Couple things I wish we'd done: 1) Actually had a meeting of imps and meeting of rebs to help out some of the new players building their lists to make sure everything was 'synergistic'. No wasted points and good objectives given the opposing admirals we were going to go up against. 2) Not started right before Thanksgiving. Between it and Chirstmas/New Year's we're just now getting around to finishing something that should have only taken 6 weeks. Something I'm glad I did: Not had a set night. All nights are taken for by other more popular games as far as space goes at our flgs, so allowing opponents the freedom to schedule when worked best for them and just setting a deadline of when it had to be played by made things a lot easier on everyone. Playing at multiple stores and eveeb rewarding players for doing so sounds like a great idea on your part! Wish we had more we could patron, but thankful for the flexibility and support our current owner gives us. Hope this helps! Look forward to seeing other people's strategys for this too!
  3. In my experience, Cymoons want gunnery teams real bad. Like I'd think about swapping Xi7s for them real bad. Multiple targets tend to pile up in ISD arcs. Otherwise, nice ideas! I like the Grint/EF combo. Isds tend to want to nav anyway, so auto token is nice.
  4. Heroes Comics in Louisville announced for January 5th.
  5. I'd swap APT onto Demolished for sure. 4 activations is considered low for MSU, so I'd be tempted to turn Insidious into two more raiders at least. @Snipafist is more of an msu expert than me though.
  6. I've been trying to work out a list of Phantoms paired with jamming fields. Basically alpha with Phantoms. Blanket phantoms with jamming fields, end of squad phase break engagement and do it all again. That's said, Valen and Cienna instead of your three interceptors would be interesting to try out.
  7. Has anyone play tested with Phantoms and Defenders having Swarm in addition to their other key words? Is it broken? I can see defenders being that way, but Phantoms doesn't seem like it would be with their cost being 14 points.
  8. With brawlers you want objectives to put your opponent in a predictable position when you have to go second (otherwise you first-last and it doesn't matter). For that reason I'd change Most Wanted to either Station Assault or Blockade Run and Solar Corona to Salvage Run. Capture the VIP is fine, but you could mine more points from Contested Outpost. Also, I'd switch Strategic Advisor to Pryce to help with last firsting since you only have 'four' activations. But that's a matter of preference since Demo most wants to first last here.
  9. Salvage Run isn't a bad one. Max 80 pts for your opponent if you have to bail, but knowing where they're headed can let you flank and pincer pretty easily. You can usually get one of the tokens if not at least two. Slicer tools isn't a bad one to run in there, especially if they get aggressive first turn.
  10. Great write up! I like your squad load out! How have you found the list has done as second player vs. being first player?
  11. Phoenix Home let's him hold four tokens, but I'll second Asoka being really good at turning tokens into what you need for your fleet commands. I'd drop an Xwing for even deployments and a few more points for upgrades. Maybe swap qbt for gunnery teams + Asoka?
  12. I'll second leading shots on the MC80. Boosted Comms on the frigates might not be a bad swap either, then you could hang back and force them to go through your squads. Swapping Wedge for Biggs if you have CC would help with survivability of squads too.
  13. I agree w/ the upgrade from ISD I to II...tried to double check and make sure you should have all these upgrades: Faction: Imperial Commander: Admiral Sloane Imperial II (120) • Admiral Sloane (24) • Wulff Yularen (7) • Gunnery Team (7) • Electronic Countermeasures (7) • Leading Shots (4) • Avenger (5) = 174 Points Quasar Fire I (54) • Flight Commander (3) • Flight Controllers (6) • Boosted Comms (4) • Expanded Hangar Bay (5) = 72 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • Colonel Jendon (20) • Maarek Stele (21) • Howlrunner (16) • Dengar (20) • Mauler Mithel (15) • Soontir Fel (18) • 2 x TIE Fighter Squadron (16) = 126 Points Total Points: 397 Stronghold means you'd be flying your quasar into the fight, and it doesn't want that. I like the idea with Rhymer, so you could change out Soontir here for him and be good, but the second bomber is an unnecessary redundancy that doesn't gain from Sloane. If you want to spend more points, Pursuant on the quasar wouldn be helpful, but with just three ships a little bid isn't a bad thing to have. Conversely if you want a bigger bid Wulff isn't needed on the ISD. Hope this helps!
  14. If you could find one more point after dropping the Intel Officers, Howlrunner with three ties is a pretty solid squad screen.
  15. If they did another CC type box for squads adding uniques for sqaud pack II, I could see Krennic's shuttle being used for/changed to the lambda. But aside from that I agree, doesn't feel like a squad type they'd double down on. On a similar note, I'd love to see a tie phantom or tie advanced type squad with swarm.
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