D503 1,205 Posted October 8, 2015 (edited) Hi there! The idea here is to get a strategy thread for people who just buy one of each expansion and one starter set. No 'I have 7 Nebulon B' lists here.... There are poor people who play games who will have a very limited supply of ships, and cards. The focus will be on lists that a poor person can take to a tournament and still be in with a fighting chance. The purpose is not to encourage people who buy less, or look down on people who buy multiples, rather to boil the strategy down to the minimum and go from there. I will keep a running list on the second post of the total cards and ships that we will have. Here is an example of my poor man's wave 1 list from yesterday: Victory 1 (flagship - Grand Moff Tarkin) Weapons liason Expanded launchers H9 Turbolasers (135 points) Victory 2 Weapons liason Flight controllers Expanded hangar bay (99 points) Gladiator 1 Assault Concussion Missiles Demolisher Nav team (77 points) Howlrunner 3x TIE fighters Major Rhymer TIE bomber 2x TIE Advanced (89 points) Fleet Total = 400 points. Initiative is for losers. Main idea is all ships spam navigate commands to counter their turd-like manoeuvrability, and Tarkin gives (mostly) free nav tokens every turn. If a squadron or focus fire command is needed by the Victories, then they burn the Tarkintoken to get it. Nav Tarkintokens are awesome for demolisher because of the nav team, of course. The Victory 1 is comedy gold. I played this list last night, and actually got to roll 6 black (focus fire) and 3 red dice.... Instant-popped both a Neb-B and a CR90 in 2 consecutive turns. It felt like I was punching a kitten in the face. Anyway, I'll reserve the second post for a list of cards and ships that you get when using one expansion only. If there is a call for this kind of poor man's gaming thread, it will take off. If not, it won't. D503 Edited October 9, 2015 by D503 3 clontroper5, ladyjulianne and Deepspace5 reacted to this Quote Share this post Link to post Share on other sites
D503 1,205 Posted October 8, 2015 (edited) List of ships and cards available as of Wave 1 when buying only one of each expansion: Imperial ships 2x Victory Star Destroyer 1x Gladiator Star Destroyer Rebel ships 2x Nebulon B 2x CR90 Corellian Corvette 1x Assault Frigate Mk2 ---------------------------------- Imperial squadrons 6x TIE Fighter / Mauler Mithiel 2x TIE Fighter / Howlrunner 2x TIE Bomber / Major Rhymer 2x TIE Interceptor / Soontir Fel 2x TIE Advanced / Darth Vader Rebel squadrons 4x X-wing / Luke Skywalker 2x X-wing / Wedge Antilles 2x Y-wing / Dutch Vander 2x A-wing / Tycho Celchu 2x B-wing / Keyan Farlander ---------------------------------- Edited October 10, 2015 by D503 Quote Share this post Link to post Share on other sites
D503 1,205 Posted October 8, 2015 (edited) Poor man's generic ship/card combos: These are combinations of cards that can be used to create synergy on a single ship. Plug and play, as it were. No.1, courtesy of Wes Jansen: Intel Officer (Neb, Vic), X17 Turbolasers (Neb B), Electronic Counter Measures (Core, AF, CR90) (20 points. Possible on both AFmk2, MC30, MC80, and also on the CR90A, ISD2) Forces the opponent to discard their brace if they use it X17s neuter redirect, meaning that unless they burn their brace, all damage apart from 1 is going to go on the side closest to you. Allows the brace on your ship to be guaranteed usable against one ship per turn All cards are from rebel ship packs, meaning this is the combo for rebels, but is also good on an ISD2 Rebel Ship combos These are rebel ships that are nasty in any list, without the dedicated support of an admiral ability. No.1, courtesy of Rythbyrt: Neb-B support refit + Redemption (Neb), Raymus Antilles (CR90), Projection Experts (MC80) (total ship cost = 72 points) Using Raymus' free token, gets 6 engineering points per turn Regenerates 3 shield per turn, passes 2 onto another ship at distance 1-5 Gives +1 engineering point to all ships within distance 1-5 when using an engineering command Imperial Ship combos These are Imperial ships that are nasty in any list, without the dedicated support of an admiral ability. No.1, courtesy of Demaratus: VSDII + Warlord (Vic), Gunnery team (Core, Vic, AF), Captain Needa (ISD), Turbolaser Reroute Circuits (MC30) (total ship cost = 109 points) Changes any accuracy to a hit/double hit (perhaps twice with gunnery team) Changes any red die to crit or double hit (perhaps twice with gunnery team) However, impairs defence by switching one redirect for an evade Extremely good with another ship that uses Screed-crits to guarantee an overload pulse, if Screed is your thing. No.2, courtesy of me: VSDI + Dominator (Vic), Expanded launchers(GSD), H9 Turbolasers (Core, CR90, AF), Wulff Yularen (Core) (total ship cost = 113 points) Complete donkeypuncher combo. Front arc dice when focussing fire is 5 black, 3 red, 2 blue +1 of any colour. Adding a black die averages you about 9-10 damage and 1-2 accuracy at close range. Is always guaranteed at least 1 accuracy result due to H9 turbo lasers. Give an engineering token each turn and then replenish it with Wulff. Use it to regenerate 1 shield every turn. Best commands: 1 engineering, then always navigate to overcome crap manoeuvrability. Edited October 13, 2015 by D503 1 ladyjulianne reacted to this Quote Share this post Link to post Share on other sites
Plebian 65 Posted October 8, 2015 Sounds awesome. Excitedly monitoring this thread. 1 D503 reacted to this Quote Share this post Link to post Share on other sites
D503 1,205 Posted October 9, 2015 (edited) Some squadron combinations I thought up. There are some great 4/5 ship combinations with the new rogues and villains available now even for the poor gamer. As usual, these can be plugged into any list and aren't dependent on specific admirals or activating ships, although there are obviously carrier builds that make them far better. 1-expansion squadron combos: Nym, 2x Y-wing, HWK90 (All are similar speed, and good bombers. HWK cheaply gives them intel to keep them on target. Needs 4 activations - good for AFmk2 with hangars or MC80. Cheap, troll-tastic bombing run.) YT-1300, 2x B-wing, Jan Ors (Jan Ors gives defence tokens to the YT-1300 which soaks up damage as an escort. This is my new 'Gallant Haven' squad. Slow as a turd though, unless taken with titled MC80 Independence.) Rendar, 2x X-wings, Luke (Good all-round squad for fighting ships with bomber, or squadrons. Render provides excellent firepower, and is always the last to die. His rogue ability means this works with a non-dedicated carrier ship with squadron command of 3.) Howlrunner, TIEs, Dengar (Add a number of TIEs (1-3) depending on activating ship. Howlrunner gives out extra dice, Dengar gives re-rollable counter. Intel there if you need it. Can use fighters or interceptors, maybe an advanced for escort duty, depending on activation/points requirements). Plus the ubiquitous Rhymerball of course, not that it needs explaining. You can throw in a rogue firespray or 2 now if you have points to burn. -------------------------- What are the combinations you have come up with for effective squadrons as of wave 2? Edited October 10, 2015 by D503 1 Iskander4000 reacted to this Quote Share this post Link to post Share on other sites
Smutpedler 1,301 Posted October 9, 2015 Watching with interest Quote Share this post Link to post Share on other sites
D503 1,205 Posted October 9, 2015 (edited) Here is a wave 2 'no-squadron' list I knocked together for Imperials. Again, this uses no more than one of each expansion. This list focuses on shutting down enemy defences with the Vic IIs, and the ISD taking advantage of it's speed and manoeuvrability to close in and use it's black dice. I included the impetuous as it is a wonderful squadron deterrent, and can use its speed and manoeuvrability to act as a minor 'finisher' of disabled ships. On the table, 1 ISD and 2 Vics also form a huge triangle, so it counts as meta-Sith. Yeah. The vics have gunnery teams as they are slow, and can therefore fire twice out of the front arc. Even though they can only guarantee a shutdown on one ship per turn, it is very possible for them to do two. I think this list is actually pretty competitive. You certainly would be a tough match even for a 'spam' list. Imperial 1 Screed Avenger title 141 points Victory II Gunnery team Overload pulse 100 points Victory II Gunnery team Overload pulse 100 points Raider 1 Impetuous title Quad laser cannons Ordinance experts 57 points 398 points Edited October 9, 2015 by D503 1 ladyjulianne reacted to this Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted October 10, 2015 Wave 2 new shinies Mon Cal - command *Akbar *Home One Assault Frigate mk2-B *Gunnery Team (afmk2 pack) Scout Shrimp *Gunnery Team (core set) *Foresight CR-90a [Total: 358] fill out with some squadrons or something Quote Share this post Link to post Share on other sites
Hesekiel 220 Posted October 13, 2015 No.2, courtesy of me: Neb-B escort + Yvaris (Neb), Adar Tallon (AF2) Han Solo (total ship/squadron cost = 72+26 = 98 points) Han Solo is self activating, and always shoots first. Adar Tallon moves his slider to inactive. Yvaris activates Han, and as he is already in position allows him to shoot 2 more times. Han is borderline expensive normally, but what if he was guaranteed to shoot 3 times every turn? Yvaris is no slouch/gimmick - it's not a specialised ship, you can add other upgrades to make it better. I doubt that this a legal way to play it. Adar reads "after resolving a squadron command, exhaust this card to toggle the activation slider of one squadron activated with that command". So if you activate Han with his special ability (and therefore toggling his activation slider afterwards) Adars ability is not usable on him anymore in that turn. It only works on ships that have been activated by a squadron command from the exact ship Adar is on. However, I still read your idea on other forums/wiki, so I am not 100% sure with my interpretation.. Quote Share this post Link to post Share on other sites
D503 1,205 Posted October 13, 2015 No.2, courtesy of me: Neb-B escort + Yvaris (Neb), Adar Tallon (AF2) Han Solo (total ship/squadron cost = 72+26 = 98 points) Han Solo is self activating, and always shoots first. Adar Tallon moves his slider to inactive. Yvaris activates Han, and as he is already in position allows him to shoot 2 more times. Han is borderline expensive normally, but what if he was guaranteed to shoot 3 times every turn? Yvaris is no slouch/gimmick - it's not a specialised ship, you can add other upgrades to make it better. It only works on ships that have been activated by a squadron command from the exact ship Adar is on. I think you are right. It would still take 2 ships to organise a Han-Solo triple tap. A shame. Quote Share this post Link to post Share on other sites
willyswim 0 Posted October 27, 2015 Here's another good imperial squadron combo that i think has been over looked. Soontir Fel Boba Fett TIE advance/Darth Vader You can do 2 free damage to an enemy squadron per turn. Makes killing enemy fighters a little easier. Quote Share this post Link to post Share on other sites
D503 1,205 Posted October 28, 2015 Soontir Fel Boba Fett Darth Vader You also have 3 dice with bomber / psuedobomber against ships, too. Not too bad Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted October 28, 2015 Dengar + Mauler. Join with Soontir, Bubba, and Vader for a pretty cool (if pricey) AS blob. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted October 28, 2015 And Rhymer. Always Rhymer. Quote Share this post Link to post Share on other sites