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Flyinpenguin117

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Everything posted by Flyinpenguin117

  1. Its technically possible, but they'd also have to amend the rules so that Squadrons can only Salvo at distance 1 so you can't bomb Munificents at long range, or suddenly be able to Snipe back at Snipe squadrons. I think it'd be pretty niche against ships, and straight-up worse than Counter against squadrons (limited use and vulnerable to accuracies), so I don't think it'd be worth the potential rules headaches and opportunity cost of a Brace or Scatter. EDIT: On second thought I think it could be strictly better than Counter against squadrons, so it shouldn't be put on anything that either already has or can gain Counter, has a base armament of 4 dice, and/or also has Scatter, because then you've got something that can instantly kill whatever shoots it and potentially shrug off whatever damage it took anyways. It'd be like if a ship Salvo'd with its defending arc rather than its rear arc. So the only thing I can imagine this thematically and mechanically working on is a new Y-Wing ace (either Republic or Rebel), which still sounds pretty niche and I'd rather have the second brace. I think a much simpler solution to avoid any weird rules or balance kerfuffles would be an Ace that has an effect to spend/discard a token to resolve a Salvo-like effect.
  2. Its a reference to this ludicrously tone-deaf QTE from COD Advanced Warfare:
  3. Funny, when it was first announced people were losing their **** and saying it singlehandedly power crept the OT factions out of the game.
  4. Its pretty common on the Nebulon for that exact reason, but then the Nebulon doesn't have a Redirect (barring Vanguard). If youre not using FCTs or ProjExperts, and have literally nowhere else to spend the 3 points, then its worth taking, though I'd keep it cheap and screen it with a Munificent.
  5. You pretty much summed it up. #3 is the only real reason to take Swivel Mounts over any other modification, but that's basically their intended purpose, and also why they're CW exclusive (can't be used with Sato/Screed). Kraken, OrdEx, or just ConFire commands help ensure that you land your crits. I don't think it really breaks thematically, since there are plenty of Turbolaser cards that care about other dice colors. Right now the only real uses for it are long-range APTs/ACMs with an Acclamator, or a long-range/broadside HIE Munificent under Kraken, though the latter is a bit more expensive than that ship likes to be run (though CIS currently has a much easier time generating tokens to refocus). This is a Clone Wars-exclusive upgrade and we're still very early into Clone Wars, so future ships/upgrades could find more advantages to running it.
  6. Tantive IV with Raymus or Leia makes for a decent Comms Net substitute, if you can find the points for it.
  7. I know the MC80 is usually the 'default' Ackbar ship (it does come with him after all), but I think the MC75 is also worth considering as a flagship. 10 points cheaper than the Assault Cruiser, 1 more hull, 3 red/2 blue in the sides makes it near-identical to the MC80, +1 speed and 2 yaw at speed 1 make it more maneuverable, it can take Gunnery Teams, and its heavier front arc and ordnance slot for External Racks give it a close-range threat if your opponent tries to park a Raider in front of it (and a stronger double arc if you're in a situation where that helps more than Ackbar). Downsides: Less total shields, crappy defense token suite, one Defensive Retrofit, no Support Teams, less Squadron value than Command Cruiser.
  8. If you're going flak-heavy, there may be some merit to Ordnance Pods and Ruthless Strategists. Get an extra flak attack each turn, and ARCs are tanky enough to absorb the ping for extra damage (though you may not want to deploy them too far out so they don't take too many hits before the Accs start shooting)
  9. The Transport is definitely easier to fit into most lists. Lots of support options you can build it into- shield battery with Wat and ProjExperts, token bank with Rune, Hondo, and Comms Net/Resupply, or just a cheap BCC carrier, and Beast of Burden lets it refresh tokens on your bigger ships that are taking more shots. Its not meant to be a lightweight combat ship, but the force muliplication it can bring is well worth it. The Battle Refit's in a pretty bad spot points-wise. On its own its nothing special and those red dice are gonna miss a lot, put too many upgrades on it and you may be better off with a Munificent. Using it as a long-range sniper from your backline with Slaved Turrets is a relatively cheap option. Even if it can't push squadrons (Munificent can handle that well enough), LTTs and Reserve Hangar Decks can make it a decent squadron escort, providing flak and regenerating your Vultures and Tris. The Hardcell isn't meant to be an independent small ship like a corvette or missile frigate, its a support platform that sticks with a bigger ship or squadron group and helps them with whatever they're trying to accomplish.
  10. Separatist fleet starter came with a broken Vulture. Republic starter had an extra squad stand (though i needed a replacement for a defective one). Republic squad pack was missing a base and a Y-Wing and came with an extra Delta-7.
  11. In S2E2, a single Venator takes on like 4 Munificents at once. Now it absolutely should not be balanced that way in-game (and they were under the direction of Cad Bane), but they definitely weren't lacking for firepower. Trading Defensive for Offensive retrofit is a pretty common way to distinguish carrier variants of ships. I could see little-to-no blue dice/ion upgrades, given the Republic's preference for turbolasers and ordnance, but a large (possibly the Republic's only large) with no weapons upgrades that struggles to repair itself sounds like a pretty mediocre ship. Giving the Venator all these handicaps to pigeonhole it into being a carrier and nothing else sounds like an even bigger disservice. If they make it too frail, or too slow, or too lacking in firepower for its size, its gonna be hard to justify using it over an Acclamator.
  12. I've gone a bit back-and-forth on the squadron roster. Moving Toryn off the MC80 was one of the main changes in the new fleet so I could use FCT with Flight Commander and get my 4 of my squadrons moving speed 3/4+1 in one activation. If I can't do that, I'm not too confident in loading up on B-Wings, and I'd rather find space for Luke again. I mentioned this too, but with the Intel nerf I prefer having a decent amount of X-Wings that can clear a path faster than the B-Wings can with their extra die. Norra makes 3/8 sides on their bomber die deal 2 damage, but 3/8 sides still miss and BCC only does so much. With Biggs I feel like I should have at least 3 other Escorts so its harder to chew through the escort blob. Once again this is where I feel like Luke adds more, being both a capable black-die bomber, strong against squadrons, and Biggs and Jan help keep him alive (since he's bound to be a target). I've considered Agate as a Commander. The reason I picked an MC80 was because early versions of this fleet usually ended up with an Onager or Gladiator trashing my lighter carriers before they could do anything (granted this was before I got a Starhawk). So I guess I can swap in for her. I'd prefer LTTs for the super flak shot, most of the damage should be coming from squadrons so whiffing the occasional broadside shouldn't hurt too much (though I did like the idea of having Toryn also help the MC80) Anyways, never hurts to have alternate lists, so: MC80 Command Cruiser (106) Kyrsta Agate (20) Toryn Farr (7) Fighter Coordination Team (3) Linked Turbolaser Towers (7) Total: 143 Modified Pelta-Class Command Ship (60) Flight Commander (3) Fighter Coordination Team (3) AFFM (5) Total: 71 GR-75 Medium Transports (18) Wedge Antilles (4) Bomber Command Center (8) Bright Hope (2) Total: 32 GR-75 Medium Transports (18) Leia Organa (3) Comms Net (2) Total: 23 Squadrons Biggs Darklighter (19) Jan Ors (19) Norra Wexley (17) Luke Skywalker (20) 2x B-Wing Squadron (28) 2x X-Wing Squadron (26) Total: 129 Fleet total: 398
  13. Haven't fully read/broken down the list but something to consider: I once ran a Command Pelta with Disposable Capacitors with Opening Salvo as the objective. It can actually put some pretty serious long-range hurt.
  14. I believe FFG's stance was they had no plans to, but aren't ruling it out for the future. Its AMG's call now, though. I expect a content drought following the Q1 releases once development transfers to AMG, so they might release individuals of the starter ships to fill the void.
  15. Here's the thing: The Republic already has an incredibly strong squadron game. If you take all that and give them their mainstay large, and give it squadron 5-6 and double/triple OR (to say nothing of slots for FCT, Flight Controllers, or AFFM) and the toughness and firepower befitting a large (especially a proto-ISD) and whatever titles and characters it comes with, you run the risk of the entire Republic faction becoming unstoppable Venator/Nevoota Bee squadballs. Squad 4 is already going to be really good for the Republic, no need to get too crazy on its capabilities. Gameplay always trumps lore. A Lucrehulk has a complement of 1500 Vultures, that doesn't mean it should have Squadron 20.
  16. 144 was the minimum complement for an Executor, when actually outfitted and manned for the purpose they could carry thousands. The Quasar Fire could hold a maximum of 48 TIE Fighters, yet has the same squadron value as an ISD. The Pelta Command Ship has the same squadron value as the MC80 Assault Cruiser. Squadron value in-game is relative to a ship's intended role, not its lore specs compared to other ships, and squadron 4 is generally the target number for purpose-built carriers. There are more ways to build into a ship's carrier role than just a crazy high squadron value.
  17. Republic squads are built similarly to Rebels- slower, tougher, and more expensive so harder to bring in numbers. Rebel ships reflect this by generally having lower squadron values- the MC80 Command Cruiser is the only Rebel ship with Squadron 4, so I wouldn't expect more than that out of a Venator. Shoving 6 ARC-170s right outside your opponent's deployment zone with Hyperspace Rings would just be ridiculous. It'll probably be squadron 4 and at least one carrier-focused variant with some combination of support teams, fleet command, and/or double OR. For the weapons, I'd expect something between an ISD and the MC75- semi-balanced firing arcs with a bias towards the front (6-5-2 dice distribution?), wide front zone (not as wide as the ISD so double-arcing is feasible), focus on red and black dice with very little blue (the Republic seems to have a preference towards turbolasers and ordnance, as seen by the Acclamator and none of their starter ships having an ion cannon slot). I think it'll still be 4-3-2 on the shields (no way they make their marquee large have weaker shields than an Acclamator), but maybe only have 1 Redirect. 14 hull is the same as the Starhawk, a ship over twice its size that went toe-to-toe with an SSD, so 10-11 hull is much more reasonable.
  18. I've considered running something like that, especially with Tarkin's points reduction. Consolidate 2 into a Sovereign Cymoon ISD and a Munitions Resupply Gozanti.
  19. I can see a case for it- they changed the wording, now its 'Each squadron you activate may choose to only attack.' On one hand, it would seem like the ability doesn't 'check' for movement until the squadron is actually activated. On the other hand, if its been pushed by FCT it could fall to the same logic of 'it already moved, therefore it can't 'only attack' this round.' For now, I'd assume the errata is still in place.
  20. Well thats how it already worked, it didn't matter if it was attacking ships or squadrons. Its a much bigger nerf to B-Wings and Scurrges, a bit of a net-zero to single-dice bombers (though you dont get 2 rounds of BCC rerolls now). Against Squadrons, its basically Flight Controllers that only works when you're already engaged.
  21. About 8 months ago I posted my first real list here. Basically a Rebel Bomber fleet built around an MC80 Carrier (list here). I've taken it out a couple times, but its been awhile. With the upcoming nerf to Yavaris, I wanted to try redrawing the list to not include it. List follows: MC80 Command Cruiser (106) General Dodonna (20) Flight Commander (3) Fighter Coordination Team (3) Boosted Comms (4) Electronic Countermeasures (7) Total: 143 Modified Pelta-Class Command Ship (60) Toryn Farr (7) AFFM (5) Boosted Comms (4) Total: 76 GR-75 Medium Transports (18) Wedge Antilles (4) Bomber Command Center (8) Bright Hope (2) Total: 32 GR-75 Medium Transports (18) Leia Organa (3) Comms Net (2) Total: 23 Squadrons Biggs Darklighter (19) Jan Ors (19) Norra Wexley (17) 2x B-Wing Squadron (28) 3x X-Wing Squadron (26) Total: 122 Fleet total: 396 (bog-standard Squadron objective suite) Honestly I usually struggled to use Yavaris. Now that I can't B-Wing double-tap, I feel like finnicking around with positioning isn't really worth the hassle, so I rebuilt it around pure speed boosts. I cut the Nebulon in favor of a Pelta, moved over Toryn and added AFFM. Likely as just a discard effect, but banking a token to use it twice is viable. I've gone a bit back-and-forth on Boosted Comms vs Expanded Hangars and/or FCTs. Decided on Boosted Comms- not too keen on FCTs without Flight Commander, EHB is more expensive, and I don't want to just leave the OR slot blank. Toryn wants to stay near the squadrons, but Boosted Comms does give a bit more versatility to activations if I need to keep the Pelta at a distance. Pushing 4 squadrons with FCTs on the MC80 was one of my favorite parts of the fleet, so I slotted in Flight Commander to more directly take advantage of the speed boost. Combined with AFFM I got fake-speed 5 squadrons (even speed 5 B-Wings with Wedge, which is terrifying). Squadron comp mostly remains the same, but I ended up cutting Luke down to a generic X-Wing to clear the points for Flight Commander and the Pelta. Despite the Intel nerf, Jan synergizes well with Biggs so I kept her around. I've thought about cutting B-Wings in favor of Y-Wings- cheaper, and again, no Yavaris double-tap- but there's enough speed boosts to get them in the fight, and with the Intel nerf, my Bombers are gonna have to fight their way to the target.
  22. And replaced by a band of Tatooinian Mountain Banthas
  23. The combo was more for SCBTs. Flip any non-blank into a crit to guarantee an extra damage, also had Fire-Control Teams so I could SCBT and Sunder early on, and SCBT/standard crit once it hits the hull. ConFire still works with Igntion. I'll probably stick with Gunny V/Veteran Gunners now, probably with OBPCs and LTTs instead. I don't think Sensor Team works well in the build for anything but getting off Sunder unless I get blanks often. I asked, its staying the same.
  24. Oh man, I didn't realize this. RIP my H9/Battery Tech/SCBT Sunder.
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