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About flatpackhamster

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  1. That's really innovative! Well done. If you can come up with anything to do with a giant pile of maneuver dials then I'd love to see that too.
  2. For the Onager. The Empire, being on the side of Order, are far more capable of meeting a deadline than the rebels.
  3. Alpharius18 is spot on about speeding your opponent up as well as slowing them down. Ackbar Conga? Drop the front one's speed, and speed up the ones behind. Now your opponent is in a real mess. He HAS to activate the front one to avoid ramming it but he also has to break up his nice orderly conga and that weakens it. MC30s lining up for an attack run? Oh no they're not, they're going past you at speed 4 and then off the board. I am also a fan of Konstantine. My regular opponent is a fan of larger battles, and Konstantine at 500pts is a lot of fun. You can squeeze in a Quasar to give you four medium base ships and give you some redundancy, as well as a decentish fighter wing.
  4. It did turn out to be a bad choice for my opponent. The combination of obstacles and mines created a pinch point which my front firing ships were able to exploit . Defiance got caught nose on by Relentless at medium range, spent it's defence tokens dealing with the attack and in maneuvering to bring weapons to bear overran a proximity mine, and ended up with a Compartment Fire face up crit. Harrow's maneuvering startled us both, as I discovered that I was able to drop it directly in front of his speed 1 Pelts. The next turn it died in a hail of black dice. Ordnance Experts and Screed did enough damage to one-shot it. He was left with Yavaris and Luke Skywalker, and I lost Harrow and one VT49. My story of bad Choices - I once brought a fleet with 3 Victory Is and my opponent turned up with 3 AFmk2s and Ackbar. Then I picked advanced gunnery.
  5. We've been playing like this for 9 months and I keep finding new rules. I only found out that redirect works if you have 0 shields last week...
  6. I didn't know - but we swap fleets the night before we play because we both have busy lives, so it's become a habit.
  7. I wanted to hear your stories of bad Choices that you could see being made before a game even started. I've got a game tomorrow night against my regular opponent. It's 600pts and I have a Screed fleet, and I have 5 proximity mines to lay. I won the bid, took a look at his objectives and chose to go second. My opponent (Sato squadron heavy fleet) chose Blockade Run. I can see it's going to go very badly for him when I block off half the already narrow width of the board with obstacles and mines then head straight at him on the remaining half with my triangles of death. Anyone else got a really bad choice story?
  8. Thanks for posting the lists and that useful picture. A couple of thoughts if that's OK. I think you were mistaken to make your MC75 in to a carrier. It's well suited to throwing huge numbers of black dice as close range, and it can work as a carrier but it isn't what it's great at. The Pelta with Boosted Comms and the 3 transport flotillas will give you all the squadron commanding you need. I think your Pelta should have run Shields to Maximum, and your Liberator a single use of All Fighters Follow Me. I don't think your interceptor screen was anywhere near tough enough to take on your opponent's. He had 9 anti-fighter fighters (with more coming out of the reserve hangar decks). You had 4 1/2. I don't think you would have broken through his fighter screen. If you can't do that by turn 3 you won't get value out of your bombers. More X-Wings and A-Wings, Jan Ors for Intel to allow your bombers to bomb, and no Scurrgs. You know he's first player so bring Wedge Antilles, and then you know that when Wedge activates he will get +2 blue dice on his attack. Your opponent does get to attack first with his fighers which is a pain but by using plenty of X Wings, Biggs and Jan Ors (to spread the damage around) you can absorb enough damage to avoid losing any fighters, and then on your attack you can be sure he'll lose plenty of his fighters. You could use the free maneuver and speed alteration which come as part of the Rift Ambush objective. on his ISD to slow it down so that it has to work harder to get back in to the battle. If you're attacking his rightmost VSD first then his ISD has to come all the way around the outside of the battle. I also think you deployed and maneuvered badly. I'm not an expert, in fact I'm a really REALLY long way from being an expert. But looking at the picture you have put in my first move would have been to move like a stabbed rat on turn 1, at speed 3 with your big ships and 3 or 4 with your small ones, using the gravity rift to slingshot you round in to his starboard arc. On turn 2, take maneuver dials, use Madine to help you turn and to put the MC75 and MC80 alongside each other and heading straight towards one of his VSDs. No matter how fast his ships can turn thanks to Jerjerrod, they can't go any FASTER. You can get the jump on him with your speed+maneuver. And if you are forcing him to turn hard right he's going from Line Abreast (which is what he wants) to Line Astern. This does two things. Firstly, it obstructs his attacks from the rearmost ships. Secondly it FORCES him to activate and maneuver his ships in a particular order. Can't move the middle VSD until you move the front one or it'll crash in to it. He can't activate the Quasar because IT will ram, so he has to activate the Quasar after, so he doesn't get his Alpha Strike. So then you know what order he's going to activate in, because he's got no choice unless he wants to ram his own ships. You're inside his OODA loop, making him play your game rather than the other way around. His extra activations are devalued. He also now has to spend command dials maneuvering instead of engineering, and because his fleet is mostly command 3, if he hasn't already put plenty of maneuver dials in place, he'll be waiting until turn 4 to reorient his fleet. With this plan you already know where you're going to be on turn 3, he doesn't know where you're going to be so you can plan your dials and he has to hedge his bets. I have fiddled with your fleet a bit. Key changes: CR90A becomes a CR90B, also known as a CRAMBO. It's designed to attack and double ram on one turn, then use its reinforced blast doors to repair the next turn, shoot and double ram again, and maybe get another attack in the turn after if your opponent is too busy or silly to deal with it. A cheap way to make big slow ships (like the VSD) which can't maneuver past it very sad. MC80 now has Gunnery Team and Intel Officer. Gunnery team gives you 2 shots out the front which is your only good arc. Intel Officer combines with Mon Karren to ruin your opponent's chance of doing anything with his tokens. It has Leading Shots for rerolls. MC75 now has Ordnance Experts and extra black dice damage. The OE give you a chance to reroll the blank black dice that will always turn up. Squadrons are now interceptor heavy - 5 generic A Wings plus Green Squadron (which gets the Bomber trait). A Wings can usefully tie up his TIEs and are even capable of doing some anti-ship damage. 6 X Wings, 3 of which are unique. Biggs and Wedge to work on enemy squadrons. Rogue Squadron to save you having to command it. Jan Ors to give you Intel and stop his fighters tying up your bombing attacks. Norra to make sure those attacks do extra damage. Pelta is a proper carrier, but also has projection experts. The Pelta should trail the MC80 and MC75 in to battle, throwing shields where necessary and commanding squadrons as often as possible. During setup you have 8 ships, plus 14 squadrons for a further 7 deployments to make 15 deployments. That should mean you out-deploy him. Name: Rift Racer Faction: Rebel Commander: General Madine Assault: Suprise Attack Defense: Rift Ambush Navigation: MC80 Star Cruiser (96) • General Madine (30) • Intel Officer (7) • Gunnery Team (7) • Auxiliary Shields Team (3) • Leading Shots (4) • XI7 Turbolasers (6) • Spinal Armament (9) • Mon Karren (8) = 170 Points MC75 Ordnance Cruiser (100) • Strategic Adviser (4) • Ordnance Experts (4) • Electronic Countermeasures (7) • Assault Concussion Missiles (7) • External Racks (3) = 125 Points MC30c Torpedo Frigate (63) • Major Derlin (7) • Ordnance Experts (4) • External Racks (3) • Foresight (8) = 85 Points Pelta Command Ship (60) • Ray Antilles (7) • Projection Experts (6) • Shields to Maximum! (6) • Boosted Comms (4) • Phoenix Home (3) • Sabine Wren (4) = 90 Points CR90 Corvette B (39) • Engine Techs (8) • Reinforced Blast Doors (5) • Liberator (2) • All fighters, Follow Me! (5) = 59 Points GR-75 Medium Transports (18) • Leia Organa (3) • Comms Net (2) = 23 Points GR-75 Medium Transports (18) • Toryn Farr (7) = 25 Points GR-75 Medium Transports (18) • Comms Net (2) • Boosted Comms (4) = 24 Points Squadrons: • 5 x A-wing Squadron (55) • Biggs Darklighter (19) • 3 x X-wing Squadron (39) • Green Squadron (12) • Norra Wexley (17) • Wedge Antilles (19) • Jan Ors (19) • Rogue Squadron (14) = 194 Points Total Points: 795
  9. So I knocked up the Imperial fleet you describe to see what its weaknesses and strengths are. Obviously I can't see your deployment, and I don't know how Rift Assault works (but I will read about it and if you can explain what you did wrong that would help). If that's your opponent's "standard fleet" I can see the problem, it's pretty daunting, but it's definitely not hopeless because there's plenty you can still do, particularly around choosing the right objectives but also turning up with some surprises. The fleet I knocked up doesn't seem to have an awful lot of fighters. Could you out-deploy him by bringing a larger fighter wing? I would check the sector fleet rules on the maximum number of flotillas because that would take 1 activation off him. Have you considered a Raddus drop? Drop in an Ordnance Cruiser with all the black dice in the world, carrying a hammerhead with external racks. Then double arc the rear quarter of one of his triangles of doom, and then use the hammerhead to ram him for a face-up crit. An 800pt battle is a crowded place. Why not turn up with ships equipped with lots of proximity mines and lay them all over his intended routes? You can bring squadrons who do that very same sort of evil trick, like Mart Mattin. The all-new officer Ezra Bridger can drag obstacles around the board. See how his beautiful tidy formation looks after you've dragged asteroid fields with mines on them in to its path. Re: B-Wings - you might not get to one-shot Demolisher, it's true. If you bring Norra Wexley, she turns your bomber crits in to extra shield damage, so a B-wing could do a maximum of 5 damage in one attack (happy to be corrected if I'm wrong, it might 'only' be 4).
  10. He must have been running REALLY light on upgrades then. You can make him pay for that.
  11. 3 B Wings, correctly handled, will solve your opponent's Demolisher fetish for good. You only need 2 B Wings to ruin a Raider's day. If you put them with Hera Syndulla you don't even need to command them. I play Imperials most of the time and my opponent loves his B Wings, and I hate them because they will ruin any ship's day. The other thing you could do is play that Cymoon at its own game, and use Ackbar and a pair of MC80 assault cruisers. Let's see how long his ships last when you're throwing 16 red dice per turn at him.
  12. 6 damage is a good attack from a pair of B wings, which is depressingly likely (more so with BCC on a transport). That was how I fell out of love with the flak raider.
  13. I routinely play 500 pt battles, so my experience is different to yours but 500pts is definitely different to 400, so this is how I might try to play it (and probably lose but anyway). The first is that game rules say a maximum of 2 flotillas per side at 400pts. The rules may be different at 800, I don't know, but I would check that. I would use a pair of large base ships such as MC80 assault cruisers as the core of the fleet and load them up with enhanced armament, leading shots, ECM, reinforced blast doors and engine techs. That gives them 11 hull (so equivalent to an ISD). With a maneuver dial and engine techs these guys can keep their side arcs facing the way you want them to. Stick an Intel Officer on one, and a Strategic Advisor on the other (to give you a 'free' activation) To provide fighter control I would take an AF2B with Flight Controllers and Boosted Comms . This ship's job is to support your interceptors and your anti-fighter wing. Then a Pelta, with Shields to Maximum and Projection Experts. The Pelta's job will be to stay behind your MC80s and throw shields to them each turn, as well as to provide fighter activations. A couple of transports, one with Bomber Command Centre and the other with either Repair Crews or Slicer Tools, pads out your activations. With your remaining points, perhaps a couple of CR90Bs with Reinforced Blast Doors and Engine Techs. You can double ram with them, then the next turn (if you survive) repair your hull and do it all again. Your remaining points (about 160) in to fighters, specifically X wings and A wings and aces, which will serve perfectly well for attacking the ships if and when you win the squadron battle, and with a fleet like this I would use Garm bel Iblis. The huge pile of tokens he hands out to your command 3 ships lets them do loads of different commands which is what your ships want to be doing - maneuver token for engine techs, squadron tokens for fighter command, engineering tokens for extra shields. Ashoka Tano also belongs on one of these ships to provide you with magic token swappage once per turn.
  14. You know, like a Ploughman's pickle. It uses malt vinegar instead of a cider or wine vinegar which gives it the dark colour and sourness. And 'working with white or brown' was referring to the kind of loaf. Seedy, nutty, a standard white bloomer, a sourdough, doesn't matter, a good cheddar carries it all. You should have it with an apple though, and not one of those godawful green balls they sell in the supermarket in the fruit section. A proper apple with flavour.
  15. So many variables - the kind of bread, the kind of cheese, the kind of pickle... A goat cheese, for example, needs a dark bread and a sweet pickle ( such as apple, or rhubarb). A strong cheddar works fine with white or brown, and pairs happily with your basic brown pickle.
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