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RogueCommander

Dice Control Guppies - fear them!

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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

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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!

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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.

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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 by HERO

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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 by RogueCommander

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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 by Ardaedhel

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