hammerghast 51 Posted September 26, 2015 (edited) AFIIA: 135 81 base Raymus 7 Advanced Projectors 6 Paragon 5 XI7 6 Mon Mothma 30 Vette A: 44 Vette B: 47 39 base Overload PulseVette B: 52 Dodonna's Pride Intel Officer 2x A-wing Squadrons: 22 Total: 300 Objectives: TBD The general idea is that the AF does his thing skirting the deployment zone throwing those nasty long range side attacks (lining up a corner arc to exploit Paragon) on targets that Dodonna's Pride rams and hopefully crits, hampering them early, with the Overload Pulse vette flying wingman, ramming too whilst that Vette A focuses on objectives and supports at longer range into the late game. Edited September 27, 2015 by hammerghast Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted September 26, 2015 Overload pulse flips the def tokens over to the exhausted side, so you generally want to use that one first. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted September 26, 2015 Paragon's text refers to Paragon, so you'll have to double-arc or second player adv gunnery for it to kick in. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted September 26, 2015 Intel officer: you have to declare which token. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted September 26, 2015 Dodonna's pride is a crit effect, so take place during the resolve damage step, which is after defense tokens are spent. 1 hammerghast reacted to this Quote Share this post Link to post Share on other sites
hammerghast 51 Posted September 27, 2015 Thanks for that (x4). 1 Boardy reacted to this Quote Share this post Link to post Share on other sites
hammerghast 51 Posted September 29, 2015 Played 2 games, not loving or hating the list, still welcoming all actual feedback on it in lieu of my questions being answered. First was against a 3 Victory brick. I reconstructed the list from memory, so I dropped Overload Pulse which I forgot about to throw Jaina's Light on a B and a 5 point initiative bid, playing advanced gunnery. The corvettes deployed on opposite corners and were flung at the VSD's, most damage being thrown at the flagship. Within a turn, 2 of them were gone and a few engineering orders later on my opponent's part it was one assault frigate vs one virtually spotless LIST. Was not pleased, as the A-wings were just shittier Y-wings what with there being no squadrons for them to intercept (X-wings instead maybe in case of crap like this?) The second game we did not finish but was much better, as much as I despise 2-Glad VSD Screed lists. My list was unchanged from game 1 (which is as listed in the root post, just jaina's light instead of Overload Pulse for a 5 point bid) playing precision strike. We deployed in opposite corners, my vettes roughly encircling Paragon, which then fanned out to ideally converge into a target which for the most part worked, killing a gladiator turn 4ish. We made it I THINK to turn 5 when my AF was rapidly losing shields with a VSD and the other gladiator right on her, I believe I had one vette looking at the broadside of the VSD and another facing away from it. A small Rhymer ball was also present throughout that jumped on and killed one CR90 earlier on and didnt do a whole lot more despite my A-wings not being able to keep it locked down and engaged through some card synergy I dont remember. As I said, a main change I'm considering are X-wings instead as they're A: a little more workhorse which is what I think I need and B: vaguely competent bombers too, which is BY FAR what my A-wings ended up mostly doing both games. I'd likely drop something off one of the vettes, maybe Pulse, as I did just because I forgot it, though I feel like D-pride with Intel Officer is a little pricey the way corvettes DO NOT stick around, but that as well as my AF build I'm a little less sure about. Thanks in advance. Quote Share this post Link to post Share on other sites
Akhrin 576 Posted September 29, 2015 I'd agree with dropping the Intel Officer from Dodonna's Pride. While it can make them think twice about using an evade at medium range on a Gladiator/AF2 it feels like too many points for what it does on that ship. I quite like the switch to X-Wings rather than A-Wings, though I'm not sure if that's just a personal bias. If I actually think through the situations I feel like A-Wings have the edge for the following reasons: On black dice an A-Wing is actually more likely to land a hit than an X-Wing's red (6 eligible faces instead of 5), though misses out on the double and the chance to do a crit if you get through shields. For that reason I kind of prefer them when they're running in smaller numbers. They also have the speed to catch Imperial fighters, and the Counter ability to spread damage around them is nice. Counter also means you can send them into a bunch of fighters in the squadron phase rather than firing them off with a squad command, and rely on the counter to do the damage for you. An X-Wing prefers getting sent into that situation thanks to a squadron command so it can use those blue dice straight away. You could try to swap the A-Wings for X-Wings and put a Veteran Captain on the Pride instead of Intel Officer? Quote Share this post Link to post Share on other sites
hammerghast 51 Posted September 29, 2015 All great points. Will address one at a time. 1: Agreed. 2: As much as I see where you're coming from and knowing firsthand how frakking irritating Counter can be, with TWO squadrons I can't see squadron commands or tokens being too short, and there's an argument to be made that they aren't really needed as they're there to lockdown, well, as I learned, apparently anything but rhymer balls. I got to thinking...points are no object, even doing everything else you propose...what about 1 A, 1X? I just find something hilarious about anything able to ignore Escort, if anything like that exists yet, having to deal with Counter hahaha. Good point on the bombing though, the A's were certainly not harmless either of the two games I played. I like the sound of Vet Cap instead of Intel, very cool little ability. Any thoughts/suggestions on objectives? I'm completely lost when it comes to that. Quote Share this post Link to post Share on other sites
Boardy 79 Posted September 30, 2015 Should you ever face a similar Imperial Bomber list that lets the bombers leave engagements to attack, remember, they can leave engagements but aren't immune to being affected by them. If you can't pin them down the normal way, have your squadrons fly 'escort' style around your ships. Using just a couple of well placed friendly squadrons means than the bombers will still get engaged when they land nearby, which means they can't attack ships. With Rhymer around, it's much tougher to do, but still a strategy I have used in the past to avoid further damage. Also, when doing this, make sure you have them engaged before they move by at least one friendly squad (this way they can only get up to speed 2 or 3). Quote Share this post Link to post Share on other sites