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mikemcmann

Neb FIring Line

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Had a fun couple games last night with a wild build that I was toying with:

 

Mon Motha

 

Neb Salvation , Slaved turrets

Neb   Slaved turrets

Neb Slaved turrets

Neb Slaved turrets

Neb Slaved turrets

Cr90

3x A wings

 

Objectives were, Opening salvo, Ambush, MInefields

 

First Game:

 

I "won" second and he chose minefields

 

He had Three Vics with Motti and a Demolisher.

 

Details foggy, but I simply Con fired every turn at speed one and kept my front to bear. Five reds a turn from five nebs gutted two destroyers in three turns. It was really ugly. He destroyed two by turn six.

 

 

Second Game:

 

I won second and he also chose minefields

 

He had FOUR vics with Motti and nothing else

 

In essence the same exact result except he ran into some minefields and I dropped three of the Vics losing three nebs.

 

 

 

My take away from these two games was that Nebulons are tough as nails at long range in a multi force list. One neb seems to die easily, but with double braces (and I was discarding braces like crazy!) and a Motha evade, they were quite resilient. Especially with five to absorb the damage.

 

This was a test to see if Nebs were trash as most seem to say, or if they could be functional.  My opinion is now, that they are serviceable in a certain focused build  ;)

 

Mike

 

 

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Yeah it's one trick pony....point straight ahead....con fire....repeat.

Bombers mess with it, but the goal is to slag capital ships fast enough the bombers don't have time. Five of them slagged three Vic's in three turns. 25 reds focused on one ship is disgusting... ;)

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I'm curious as to why they went with minefields instead of Ambush. With 3-4 VSDs, it would have gotten two much closer and had enough deployment space leeway to force either some splitting of firepower or leaving one alone for a turn or two.

Speed 2 rolling from the standard deployment zone with maneuver constrained by obstacles and mines placed by the second player seems like the absolute worst way to face this list.

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Slow-rolling doesn't work quite as well vs. fleets not entirely made up of the slowest ship in the game. Nor is it great vs. Rhymer-balls with or without boosted comms. So while the front-arc firepower is kind of impressive, I would not take this list too seriously.

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Yes, the Solution is Bombers...  

I ran a 4Neb List to a Sullust Tournament last weekend...  The All-Ship lists were the one I had least problems with.  

 

Luckily, I was still packing AABB, so I was able to lock down a Rhymer Ball in the second game.

 

Otherwise, yes, as soon as someone is in the flank with any black dice - even if its one - you are in serious trouble...  Since Slaved Turrets are going to play havoc with your already limited Anti-Squadron Firepower.

And it doesn't even have to be Commanded bombers...  You can sling them out on the first turn, and then aim to get passing shots the second - because although the Nebulons have the choice of a Slow Roll, or a Speed Roll...  If they start in formation, its very difficult for them to Break Formation...  And when they do, they're exposing sides everywhere.

 

As the Nebulon Player, you need to be exceptionally Canny, and abuse the crap out of any deployment advantage you can get.

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Hey Mike!

I ran a 5 Neb list last week and have an AAR that will be going up on WWPD. It was fun to run but not something I'd do other that for the "sport of it!"

Sorry I won't be there for the PSC event.

Tom

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Id love to see a list you "take seriously"

Could you post a couple?

Why so glum?

You posted this as a 'wild build'. I'm sure it's fun to play, but would you take it for competitive play?

Hehe....I'm never "glum." I was both serious and chuckling.... I'd love to see what you take seriously. AND I take anything to tourneys. I played a previous tabletop game for nine years and would just show up and have someone provide me a list and troops. With multiple national titles and over 400 tourney games I consider skill vastly superior to any list.....

That, and my pet peeve is arrogant douchebags ;)

Mike

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the Neb has only one evade, but I would sooner spam Turbolaser re-route circuits than Slaved Turrets (except for Salvation, as TLRC is redundant and Slaved Turrets can increase her maximum damage potential)

 

the trick is just to mod away with every Neb that isn't getting shot. With 5 Nebs, there should be some opportunities to use TLRC.

 

 

 

also MM is nice, but I highly recommend Garm for Nebs. That nav token is a goddamn life-saver, as the jump from speed 2 to 3 is hilarious on that little ship

 

 

avoid Speed 1 unless you're foddering a ship or desperatly need to avoid close range. The neb's got VSD turns at that speed, but a far slimmer arc

Edited by ficklegreendice

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Mike!  Glad to see you making friends here as well.  :)

Hahaha....is that you again general Zod? ;)

I do my best to alienate everyone....until they meet me and create a paradox in their life for a moment ;)

Ps I'll see you imperial scum in March! :). Is there an official way to sign up and whatnot?

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@fickle

I agree speed one is death.

However, I found, a literal line of news going speed two or three with con fire each turn is simply death... That's 25 red die... The downfall is the side line maneuver with a glad or something else. You can start peeling away nebs from the side in. However, if they maintain their orientation straight on, not much can live.

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