Ardaedhel 10,844 Posted May 13, 2016 > To Victory > Two Victories 1 ianediger reacted to this Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted May 13, 2016 Two Victories To Victory! Quote Share this post Link to post Share on other sites
ceejlekabeejle 473 Posted May 15, 2016 ISD-I, Leading shots 114 2 Firesprays 36 Total 150 I wonder if 4 Tie Bombers would be better? I had this mental debate with myself (it's only out loud that it's technically madness ). But the points you score are for the amount of ships/ squadrons you have left at the end of the game, not for the number you destroy. Which made me more inclined to take firesprays, as they have a little more longevity to them. Add to that the fact that firesprays have decent anti-squadron dice and rogue, so can serve in a fighter-bomber role independently of capital ships, and I feel like they make more sense. (Sorry to reply so long after you've posted - I'm going to be playing this scenario tomorrow, and I'm thinking it through.) Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted May 15, 2016 Yep, that appears to be a fundamental misunderstanding of the scenario for a lot of people, myself included. There is precisely 0 points on offer for destroying anyone or anything. Nothing. Zip. Zilch. Its only Points for Surviving, and then 50/40/30/20/0 based on when you get your Token to the Station or not... So your build must be survivable first of all. No flimsy Glass Cannons apply, unless you're confident you can get to the station to make up any losses. 1 ceejlekabeejle reacted to this Quote Share this post Link to post Share on other sites
ceejlekabeejle 473 Posted May 15, 2016 Yep, that appears to be a fundamental misunderstanding of the scenario for a lot of people, myself included. There is precisely 0 points on offer for destroying anyone or anything. Nothing. Zip. Zilch. Its only Points for Surviving, and then 50/40/30/20/0 based on when you get your Token to the Station or not... So your build must be survivable first of all. No flimsy Glass Cannons apply, unless you're confident you can get to the station to make up any losses. Even taking the station, a non-upgraded CR90 hurled in to get the 50 can be knocked out to mean it only really gained you 11 points. All it takes is a player to get the 20 and not lose a ship, and you've lost. I'm hoping to hang back, seeing what carnage ensues as I fire in long range shots, and then mop up. That's the plan at least. Not necessarily confident in my ability to carry it off... Quote Share this post Link to post Share on other sites
Pale0veil 31 Posted May 18, 2016 Given that most ships want to get in and out fast if they try to take the station (50) Raider I - Pythlon Q7 Tractor Beams (50) Raider I - Pythlon Q7 Tractor Beams (50) Raider I - Pythlon Q7 Tractor Beams Where are your Engine Techs now? 1 Mad Cat reacted to this Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted May 18, 2016 Given that most ships want to get in and out fast if they try to take the station (50) Raider I - Pythlon Q7 Tractor Beams (50) Raider I - Pythlon Q7 Tractor Beams (50) Raider I - Pythlon Q7 Tractor Beams Where are your Engine Techs now? On my large mc80 5 ceejlekabeejle, Ardaedhel, Gottmituns205 and 2 others reacted to this Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted May 18, 2016 On my large mc80 That was the first way I played it! Quote Share this post Link to post Share on other sites
Ardaedhel 10,844 Posted May 18, 2016 On my large mc80 That was the first way I played it! Same here. I really like the points-fortress approach to TTS. It's a big gamble, because if that MC80 gets focused down--and it certainly can--there go all your points. On the other hand, if it survives, you've got a pretty good shot at winning it all. Which seems like a pretty good gamble to me, because, as Ricky Bobby puts it: 1 WGNF911 reacted to this Quote Share this post Link to post Share on other sites
ceejlekabeejle 473 Posted May 18, 2016 We played this the other evening, and it was simultaneously great fun and really interesting. I can't remember all the upgrades people took, but I'll run through a basic overview of the four fleets, the outcome, and give my thoughts. So bold is for token carrier, strike through is for a ship that got knocked out. 1st) VSD + Raider - 50 token points 2nd) Nebulon B + CR90 + Dash + Dutch - 30 token points 3rd) Nebulon B + Nebulon B - 40 token points 4th) VSD + Firespray - 0 token points I was the fleet that came second, and I have to say I was pleased with my setup and how I executed it. My Nebulon B (with Salvation) hung back whilst the CR90 raced the other ships for the station, and it was simply initiative that meant I didn't get there first. I also found the squadrons really useful and effective, despite the fact that they were an expensive 40 points. As named squadrons with defence tokens, they had more than enough staying power, and both have solid fighter bomber capabilities, so proved really versatile. In the end they took out the Firespray, put some good shots into the Raider and one of the Nebulons, and managed to finish off the VSD to secure me second place. My titles worked well; Salvation gave me those long distance, front arc shots whilst keeping me out of range, and Dodonna's pride meant hull damage that proved critical in such a small scenario. My only misfortune was that my CR90 couldn't disappear quickly enough, so next time I'll have a proper exit plan worked out. The main thing that surprised and impressed me were the VSDs. Supposedly being too slow to get there, they both managed it and one overshot, by which time they had been able to take out the bulk of the other ships on the board. The slow and steady approach proved to work nicely. I'll also just note that this scenario would work equally well as a team game, adding up the points surviving of both players from one or the other team. I don't think you'd even need to change the rules, perhaps just making sure team players are opposite one another so that you can't effectively double tap in one round. Quote Share this post Link to post Share on other sites
Iskander4000 142 Posted May 25, 2016 Two torpedo frigates, both with OE and APT, and Lando on the flagship. Worked perfectly for me this evening. Also, my group has decided that going forward, if we play this again we won't allow any large base ships. Too boring. Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted May 25, 2016 We played a game that was:ISD-II, Gunnery Teams, ECMs, Leading Shots. ISD-I with some Upgrades.VSD-I Glad-Demolisher-APT MonCal Assault (me) - Engine Techs, Enhanced Armament, ECM, AP. No-one got Tokens on the Station. The ISD-I was broadsided by the ISD-II on the way in, turn two. The VSD hit the MonCal with 2 red dice (due to obstruction).The MonCal hit the VSD with 7 Red Dice in return, getting 6 damage and 3 ACCs to boot. That kept the imperial in line. In the end, the MonCal turned Broadside to the station (and ended a fraction out of Range 1) The VSD ended its 6 turn movements a fraction from Range 1 of the station, as it was scared of the MonCal. The ISD-II had the best chance to get to the station, but the MonCal Blocked it, and double rammed it with Engine Techs, and then smashed every once of shield and hull it could from it... The ISD-II died last turn. It obliterated the Gladiator, finished off the MonCal, then died to the Victory... In the end, the Victory player Won, with his Victory Surviving.And no other points anywhere else. Turn 5, I was presented with a Fun Choice. I could shoot both the Broadside and the Nose guns at the Imperial, and double Ram it, and have the potential to kill it... Or I could Broadside both the Victory and the ISD at the same time... It was a fun choice for me, because if I killed the ISD - I'd lose by 2 points due to Initiative Bid to the Victory.If I killed the Victory, I'd lose by 4 points due to initiative bit to the ISD... So I let them kill each other. Quote Share this post Link to post Share on other sites
Sharego 128 Posted May 30, 2016 (edited) My list [ REBEL FLEET (150 points) 1 • MC80 Command Cruiser - Intel Officer - Electronic Countermeasures - Leading Shots - Heavy Turbolaser Turrets (130)2 • Y-wing Squadron (10)3 • Y-wing Squadron (10)http://armada.fabpsb.net/permalink.php?sq=r19o5d1i3t5r9r9 ] r19o5d1i3t5r9r9 [ EMPIRE FLEET (150 points) 1 • Raider I-class corvette - Ordnance Experts - Expanded Launchers (61)2 • Raider I-class corvette - Admiral Montferrat (49)3 • TIE Fighter Squadron (8)4 • TIE Fighter Squadron (8)5 • TIE Fighter Squadron (8)6 • ''Howlrunner'' TIE Fighter Squadron (16)http://armada.fabpsb.net/permalink.php?sq=e25w5n2e25o19e4e4e4e3 ] e25w5n2e25o19e4e4e4e3 Edited May 30, 2016 by Sharego Quote Share this post Link to post Share on other sites