RogueCommander 236 Posted December 25, 2015 What is a counter to this? I think this would give any list a pretty hard time and gives some room for creative deployment (non-conga). Thoughts, opinions? Dice Control Guppies w/ Squads Faction: Rebel Alliance Points: 395/400 Commander: Admiral Ackbar Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Dangerous Territory [ flagship ] Assault Frigate Mark II B (72 points) - Admiral Ackbar ( 38 points) - Intel Officer ( 7 points) - Sensor Team ( 5 points) - Electronic Countermeasures ( 7 points) - XI7 Turbolasers ( 6 points) Assault Frigate Mark II B (72 points) - Intel Officer ( 7 points) - Sensor Team ( 5 points) - Electronic Countermeasures ( 7 points) - XI7 Turbolasers ( 6 points) Assault Frigate Mark II B (72 points) - Intel Officer ( 7 points) - Sensor Team ( 5 points) - Electronic Countermeasures ( 7 points) - XI7 Turbolasers ( 6 points) 6 A-Wing Squadrons ( 66 points) Fleet created with Armada Warlords Quote Share this post Link to post Share on other sites
Amanal 2,548 Posted December 26, 2015 Reikeen + 7 Corvettes with Ram Engine Techs. Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted December 26, 2015 Possibly. Feels like a very extreme build though. Quote Share this post Link to post Share on other sites
Amanal 2,548 Posted December 26, 2015 I played against it last I played, was a close and tension filled game. Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted December 26, 2015 Against the 7 Vettes or the 3 guppies? Quote Share this post Link to post Share on other sites
Amanal 2,548 Posted December 26, 2015 I played against 7 Corvettes and 5 Guppies with Ackbar for that matter. Quote Share this post Link to post Share on other sites
Daft Blazer 270 Posted December 26, 2015 Just wondering if you really need Sensor Team, if you're running x17 and Intel officer? Quote Share this post Link to post Share on other sites
Amanal 2,548 Posted December 27, 2015 I think he plans to attack 2 times a turn and use one on each attack. Just guessing so correct me if I am wrong. Quote Share this post Link to post Share on other sites
NebulonB 754 Posted December 27, 2015 I would go without sensor team, swap one whale to a scout frigate, and diversify fighters. But its along the same idea I have in mind. Quote Share this post Link to post Share on other sites
thecactusman17 3,170 Posted December 28, 2015 I'm not a fan of sensor team. Stacking up command techs to discard AND spending dice? Seems like a really expensive cost for a single Accuracy especially when you already have Intel Officer. Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted January 3, 2016 I think he plans to attack 2 times a turn and use one on each attack. Just guessing so correct me if I am wrong. Yes, that's the kind of tactical flexibility I'm seeing. If that situation arises, I'm controlling dice more effectively. But even if it's only a single attack, the ability to shut down all defense tokens seems worth the price. >shrug< won't know til I try it. I'll give an AAR after I give it a shot. Thanks for the feedback! Quote Share this post Link to post Share on other sites
Gorthaur25 130 Posted January 3, 2016 Killing Ackbar is the counter and there are a lot of ways to do that. For one I am not sure 6 A-Wings is enough to deal with a lot of the squad/bomber heavy builds out there. Also I like the Intels but no Gunnery Teams? you need to kill as much as you can before the enemy has a chance to close and those extra shots will go a long way towards that. Quote Share this post Link to post Share on other sites
HERO 842 Posted January 4, 2016 (edited) I think the lack of gunnery teams is actually OK with the amount of dice you're throwing out. While Gunnery Teams are good, good movement with Nav commands and multiple slashes can be just as good with good positioning.I don't think you even need the 3x Sensor Teams IMO, you could buy a Gunnery Teams (on a non-ackbar ship to draw threat) and a better bid for that, or even upgrading one A-Wing to Tycho to add some survivability in there. 66 points also buys you about 4x YT-2400s, which will allow 1 guppy to control almost the same alpha in damage from one activation (token + squadron), while freeing 2 others to CF or something. Just something to think about. Edited January 4, 2016 by HERO 1 RogueCommander reacted to this Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted January 4, 2016 (edited) So, I gave Sensor Teams a shot today and I was left feeling 'meh' about them. It impacted each round at least once, but never to the point of feeling like its a 'must have'. Sure, killing Ackbar is always going to be key, but I was able to kite pretty effectively, which can make that tough. I'm on the fence with Gunnery Teams. Flight Controllers, maybe? I definitely like the suggestions on diversifying the squads. The As had a tough time against Jan/Dash/Dutch and some Ys. Edited January 4, 2016 by RogueCommander Quote Share this post Link to post Share on other sites
Ardaedhel 10,807 Posted January 4, 2016 (edited) So, I gave Sensor Teams a shot today and I was left feeling 'meh' about them. It impacted each round at least once, but never to the point of feeling like its a 'must have'. Sure, killing Ackbar is always going to be key, but I was able to kite pretty effectively, which can make that tough. I'm on the fence with Gunnery Teams. Flight Controllers, maybe? I definitely like the suggestions on diversifying the squads. The As had a tough time against Jan/Dash/Dutch and some Ys. I'd definitely recommend trying a couple of Flight Controllers before dismissing your A-wings. Interceptors with 4 dice are dramatically better than interceptors with 3 dice. Particularly against that comp: 4x4 dice attacks will reliably kill Jan--even 3x4 will sometimes get her--and then you've got them tied down for the rest of the game. Just be sure you're giving those A's the squadron activations they need to take advantage of the FC's. Two turns of those buffed A-wings raking through their squadrons will leave the fighters reeling pretty bad, particularly if you know how to position them to limit return-fire concentration. That speed 5 is exactly what you need to 1) guarantee the alpha strike and then 2) position exactly where you want to be during combat. Edited January 4, 2016 by Ardaedhel 1 RogueCommander reacted to this Quote Share this post Link to post Share on other sites