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Varren

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  1. Battle Report: He used an MC80 Assault Carrier and 2 MC30 Assault Frigates along with 4 A Wings and 4 B Wings. My opening salvo combined with Disposable Caps and Gunnery Teams (Thanks @Cruzer!) was able to drop one of the smaller ships, allowing me to focus the others. I was able to split the A Wings by jumping on them with a ship then focusing them down. I had to switch out Howlrunner for Mithel because I needed an extra point for the two Gunnery Teams. After that he conceded. His B wing fleet and 1 small ship was still 100% intact with his large ship not going to last much longer. I'm pretty sure he could have destroyed at least one Vic before I got his last ship if he had continued. A very fun experience for my first real game.
  2. Oooo that's a nice list. But how useful is the one flotilla?
  3. @Tokra @Cleto0 Thanks for the additional advice. As a side note I LOVE Cannot Get Your Ship Out and have read probably 75% of the articles there, some twice. I really wanted to run those Tie fighters if I could, I just love the flavor of a squad leader and a bunch of ties flying around my ISD to keep it free from rebel scum. I want to note that this is a kitchen table game with a friend of mine who has not much more exp than me, so anything that expects some sort of meta will probably be overkill. I read elsewhere that if you know how to fly then you don't need the Relentless title, so I think I'll just learn to fly the hard way by making mistakes. I'll report back here how the game goes. For anyone following along, the final list will be the original minus the hanger bay and 1 tie fighter. That's 1 pt short of being able to add gunnery teams on both Vics. I'm still open to how to get that last point, but I'm only looking for minor changes now.
  4. I can do this, but then I worry what happens when I get attacked by squads, are three tie fighters going to be able to hold them all off?
  5. To further clarify, I added Relentless (3) to my ISD, removed the Hanger and a Tie. I have 10 pts left to spend, but Gunnery Teams is 7. Trying to keep my Vic's equal so he can't just avoid the more dangerous one, but maybe that's not necessary.
  6. Hey Cruzer, Thank you so much, that was a great analysis. I kept thinking about the hanger being too much but I just needed a push of logic to convince me, which you delivered. Also I didn't know about the odd squad rule, I'll need to re-read the setup protocol. Two follow up questions: 1. Gunnery Team: This can't shoot the same ship twice, how often do you find you can hit two targets with the front of a Vic? I figured I'd be lucky to get one target in range considering how enemies really want to avoid that arc. 2. I was thinking of deploying like this: v V v With the squads left and right of the ISD. You mentioned running the Vic's next to each other, but I was going to curve them into each other with my setup above so that they covered the ISD and each other's butts. What are your thoughts?
  7. My only experience so far is 1 game of the base set as Imperial. I lost due to one of the two Rebel ships getting behind my VSD. I believe my friend will be running a decent amount of squadrons which had an effect on my list. My biggest concern is I can't find the points to grab the Relentless title for the ISD or run the Wing Commander on the ISD so I'm stuck trying to predict my squads 3 turns in advance....meaning I'm going to probably waste Squad command dials when they are not needed. My only idea right now is to drop a Disposable Cap to grab the Relentless title...but that feels bad. Finally please ignore the objectives, we are playing until all ships (squads don't count) are dead. Which may mean that my DiCaps are not even that useful. Link for the pretty version: http://armadawarlords.hivelabs.solutions/view_list.php?token=208279&key=a5b1ad1dfab6ad8ef54d89878e13493c Text for the rest: Consummate V's Faction: Galactic Empire Points: 400/400 Commander: Moff Jerjerrod Assault Objective: Blockade Run Defense Objective: Capture the VIP Navigation Objective: Solar Corona [ flagship ] Imperial II-Class Star Destroyer (120 points) - Moff Jerjerrod ( 23 points) - Strategic Adviser ( 4 points) - Flight Controllers ( 6 points) - Expanded Hangar Bay ( 5 points) = 158 total ship cost Victory II-Class Star Destroyer (85 points) - Disposable Capacitors ( 3 points) - Quad Battery Turrets ( 5 points) - Leading Shots ( 4 points) = 97 total ship cost Victory II-Class Star Destroyer (85 points) - Disposable Capacitors ( 3 points) - Quad Battery Turrets ( 5 points) - Leading Shots ( 4 points) = 97 total ship cost 4 TIE Fighter Squadrons ( 32 points) 1 "Howlrunner" ( 16 points) = 48 total squadron cost
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