steakywhizzletooth 0 Posted April 28, 2016 Any good build ideas for this new official scenario? keep in mind its tough to predict weakness' of certain builds in a big old FFA---- im thinking for the first try to just roll a ISD2 to the station nice and slow ? let them get the objective and try and shoot as many of them down as possible Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted April 28, 2016 Something like ISD-II, Redundant shields, Gunnery team, XI7, Wulff. 148 Normally I like ISDs with ECM but I think regenerating a shield a turn may be better as there are fewer chances of getting ganged up by several allied enemy ships. Wulff can bank a repair token and keep using it every turn to get you 2 shields back a turn or 4 shields with a repair command. Quote Share this post Link to post Share on other sites
Ardaedhel 10,844 Posted April 28, 2016 "Fleet" (of one) I recently used in my first game of TTS: Come At Me (150/150) =================== Home One: MC80 Command Cruiser (106 + 44) + Raymus Antilles (7) + Quad Laser Turrets (5) + Electronic Countermeasures (7) + Leading Shots (4) + Engine Techs (8) + H9 Turbolasers (8) + Defiance (5) My goal was to pop small fast ships while making it as undesirable as possible to attack me. I initially built this with a few squadrons, but decided to roll all of my points into the MC80 to preserve points. So instead, I went with QLT's for my squadron defense, which actually worked reasonably well (killed 1 of 2 Firesprays in conjunction with one anti-squadron shot). I'm not going to be the first to the station with this, but I have a very good chance of getting there on turn 3 if it becomes an all-out race for the station. And if someone does get there the turn before me, there's a very good chance they're about to zoom right into my side arcs. And if they've manipulated the turn order to activate first for the 50-point token drop, that's a Defiance shot. That's the theory anyway. In practice, the game was a giant CF that hinged on who betrayed whom and allied with somebody else. 1 Hawk007 reacted to this Quote Share this post Link to post Share on other sites
il con 0 Posted May 3, 2016 Please excuse my naivety, but don't these lists compromise the 'no flagship/commander' rule? Or do they not because Wulf/Antilles aren't proper 'commanders' and would not make them flagships? Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted May 3, 2016 Wulff and Antilles are not Commanders. They are Officers... Its a totally different upgrade Slot. Only Commanders make them Flagships...And indeed, there are a couple of Admiral cards that are not Commanders, only Officers... (Admiral Montferrat, for example) Quote Share this post Link to post Share on other sites
il con 0 Posted May 3, 2016 Perfect. Thank you! Quote Share this post Link to post Share on other sites