Phenolphthalein 1 Posted May 23, 2015 Obviously this leaves little room for upgrades after the commander. Has anyone tried this? Did it work? Your replies are going to help ke decide whether or not to get a third one. Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted May 23, 2015 i'll let you know at 400 points Quote Share this post Link to post Share on other sites
Takeda 257 Posted May 23, 2015 3 is one and 2 is none! Extremely well rounded ship. If you never run 3 at 300 you will at 400. Quote Share this post Link to post Share on other sites
Phenolphthalein 1 Posted May 23, 2015 But I want to know at 300 points! I'll have a bunch of new shinies when we start playing 400 point games. Quote Share this post Link to post Share on other sites
Takeda 257 Posted May 23, 2015 At 300 I'm going to say no, 2 yes Quote Share this post Link to post Share on other sites
CISAdmiral 11 Posted May 23, 2015 (edited) If i were to run 3 at 300 this is the list i would use: Rebels - 296 Assault Frigate Mark II A - 101 - General Dodonna Assault Frigate Mark II A - 81 Assault Frigate Mark II A - 81 A-wing Squadron - 11 A-wing Squadron - 11 A-wing Squadron - 11 Edited May 26, 2015 by CISAdmiral Quote Share this post Link to post Share on other sites
Indomitable 215 Posted May 23, 2015 This would be better with dreadnaughts, at least thematically. Peregrine Strike Force - 298 MkIIA w/ Paragon, Def. Liaison, ECM, XI-7 TL - 102 MkIIB w/ Bel Iblis, Def. Liaison, ECM - 107 MkIIB w/ Def. Liason, Gun. Team, ECM - 89 Objectives: Adv. Gunnery, Fleet Ambush, Dangerous Terrain If I want to pull a initiative/2nd bid I'll pull the gunnery team off the third AF. Weakness is heavy bomber groups, more so imperial than rebel. Strength is three tough, fast, fairly well armed capital ships. Quote Share this post Link to post Share on other sites