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flatpackhamster

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  1. Interdictor's rear arc is red/blue/blue so that's pretty respectable for salvo.
  2. If they did a ship card for the combat refit only which provided a weapons team and/or turbolaser slot, that would work for me.
  3. Is it before the tokens can be used in the Spend Defence tokens phase and if not why not. HIE does its damage before that phase and (at least as I understand it) you can't redirect that damage.
  4. Inclined to agree with OP. Starhawk is a particular problem here, since it's tough as old boots and the points reward for killing it is rarely worth the points lost from dead ships and squads.
  5. Inclined to agree with ECM in one respect. Early Warning System would be better. Bear in mind that you're weakening your defences to throw extra dice at your opponent. There is a risk there. However Church14 is right re: salvo. Think of it as a 'nice to have' rather than the main way you're going to damage your enemy.
  6. It's a real indictment of the designers of the Starhawk when "don't bother fighting it if you want to win a battle" is the top players' advice. Even though I am as far from a top player as mould is, I have to agree with them. You usually lose more points than you gain by fighting it and all it does is waddle around the battlefield like a giant cake-troughing Jabba firing 13 dice a turn. So far the only way I've reliably found to make it sad is to go for a big bid, choose 2nd player, and ruin its day with awful objectives that focus on token collection or stopping it getting a shot at you.
  7. It looks like a fun little group, with enough firepower to keep your opponents sharp and enough squads to annoy them. Had you considered Reserve Hangar Decks? There are few things MORE annoying than playing TIE Fighter whack-a-mole and you do have the points spare. I would be tempted to switch Engine Techs from Demolisher to Harrow to allow them to both travel at speed 3.
  8. Could do. You could put Tua + ECM on Harrow to ensure that you get to use your brace when you need it. It'll last much longer than a Gladiator would.
  9. I find Vic 1, Harrow, Engine Techs, assault proton torpedoes, ordnance experts to be a cost-effective combo.
  10. Inclined to agree. The 'activation game' is one that I have always played, because you have to. The thought of being able to take a VSD because I want a VSD rather than choosing an ISD solely to get the Strategic advisor is really pleasing. Might well see fewer large base ships, which would be good for the game.
  11. I do think you'd have trouble with a fleet of small fast ships, or something like this: Name: Untitled Fleet Faction: Imperial Commander: Admiral Motti Assault: Defense: Navigation: Imperial II (120) • Admiral Motti (24) • Strategic Adviser (4) • Gunnery Team (7) • Electronic Countermeasures (7) • Leading Shots (4) • XI7 Turbolasers (6) • Relentless (3) = 175 Points Gladiator I (56) • Ordnance Experts (4) • Engine Techs (8) • Assault Concussion Missiles (7) • Demolisher (10) = 85 Points Squadrons: • Bossk (23) • Morna Kee (27) • Tel Trevura (17) • 3 x VT-49 Decimator (66) = 133 Points Total Points: 393
  12. It was? Oh, never mind then. I know very little about the star wars books so I assumed, mostly from.how everyone was reacting on this forum, that it was an all-new design. Still there's no reason they couldn't make up some more spaceships.
  13. The Onager is a made-up-spaceship, so I don't see why there couldn't be made-up-spaceships for the Republic. (I know they're ALL made up. I meant more-made-up-than-made-up).
  14. That's true, but Krennic is good for ships as well as squads. Warlord is, too, so with a Warlord/Krennic/HFZ combo all you're spending is 6pts to give you the red dice range for the flak. The ship remains useful in anti-ship situations.
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