Jump to content
Sign in to follow this  
Corellian Corvette

I might... need some help with this 400 point Wave 1 Rebel build... :/

Recommended Posts

https://community.fantasyflightgames.com/topic/188535-unofficial-wave-1-send-off-vassal-tournement-sign-up/?p=1810751

 

So I am trying to trim, but I don't know what to trim.  I reluctantly gave up that Enhanced Armaments on the last assault frigate, only to add everything up and be 3 points over.

 

I want a full squadron of Y-wings for the fluff reasons (in my head each stand is 4 craft, so 3 = 12 = 1 full squadron), and when I write up battle reports I will have flexibility with them describing the battle and losses.

 

Gah, I want your inputs and changes so I can consider other angles that I have missed, before I make my decision,

 

(I hope the link works, should bring you right to my post)

Share this post


Link to post
Share on other sites

I'd personally not worry about Raymus on the Corvette.

 

It can only store one token at a time, and you can decide on what token that is at the start of the game...  Usually for me, its a Navigate, and leaving it at that...

Because from that point on, all I'm doing is resolving the Command Dial...  Expecting to resolve a Dial + Token is, usually, too much to expect from a Corvette...

Share this post


Link to post
Share on other sites

I'd personally not worry about Raymus on the Corvette.

 

It can only store one token at a time, and you can decide on what token that is at the start of the game...  Usually for me, its a Navigate, and leaving it at that...

Because from that point on, all I'm doing is resolving the Command Dial...  Expecting to resolve a Dial + Token is, usually, too much to expect from a Corvette...

he uses raymus to pass extra tokens via tantive 4 to the frigates, I would actually keep that one there

Share this post


Link to post
Share on other sites

 

I'd personally not worry about Raymus on the Corvette.

 

It can only store one token at a time, and you can decide on what token that is at the start of the game...  Usually for me, its a Navigate, and leaving it at that...

Because from that point on, all I'm doing is resolving the Command Dial...  Expecting to resolve a Dial + Token is, usually, too much to expect from a Corvette...

he uses raymus to pass extra tokens via tantive 4 to the frigates, I would actually keep that one there

 

 

My Corvettes race away, so difference in play style.

Share this post


Link to post
Share on other sites

I'd personally not worry about Raymus on the Corvette.

 

It can only store one token at a time, and you can decide on what token that is at the start of the game...  Usually for me, its a Navigate, and leaving it at that...

Because from that point on, all I'm doing is resolving the Command Dial...  Expecting to resolve a Dial + Token is, usually, too much to expect from a Corvette...

What I do is put a command that another ship needs on the corvette dial, and when it activates and I reveal my dial, which triggers raymus. Raymus then triggers the title, passing the token before it hits my ship. Then I can choose what to do with my dial, whether to use it, or make a token for later on the corvette, or to make a token to pass, for a total of 2 tokens passed per turn.

Plus it is mainly their to manipulate activation order and plink away at long range when not passing tokens.

Share this post


Link to post
Share on other sites

Like I said, different playstyles :)  Mine wouldn't require it, focus on the Activation Order Manipulation and Plinking away as a primary, and **** the other options...

Honestly, its mostly there for Motti-VSDs...  Mainly to plink away shields that they would be using to Redirect To, before the main attack hits.

Share this post


Link to post
Share on other sites

 

+5 Point Defense Reroute (I really want to try this out)

 
Those re-rolls aren't so bad, but only work at short range.
 
5-points for a theoretical (short-range) upgrade from 1 point to 1,5 damage vs. fighters per round.
 
Not so sure.

 

I know, but my first 2 games on the last vassal tournament I realised that it would of been really useful.  They are usually attacking you at range one anyways, and this combined with gunnery team (another upgrade which I have never used!) means that I can do 1 anti-ship attack and 1 anti-squadron attack.

 

Problem is, should I have this on the lead ship or the trailing ship?  Which one is more likely to be plastered with fighters?

 

And what is better, X-wings, Y-wings, or A-wings?

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...