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RogueCommander

So....new lists and all these new ingredients.

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I am having a tougher time making a new list than I anticipated, with all the new fleet building toys available. Anyone else?

I think part of the issue is trying to come to grips with these new ships and what they can do. Also, the new upgrades and commanders and how they function together with ships new and old. Plus, revisiting old ideas and ships and looking for new synergies. It all feels very exponential this time, much more than earlier waves.

By the way, love the new ships. With flotillas this game just got even better. A bit worried about the speed shenanigans that are incoming, but I can't wait to ***** slap an Imperial with that Liberty!

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It was a bit hard. I ended up just scrapping everything and building from the ground up. This game will be so different that old tricks are likely not going to work. What I find interesting is I am leaning toward a medium amount of squadrons, generally speaking. About 70 points.

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I agree, I can't see a situation where I'm going squad less, though I don't want to go super heavy squads. Too many other places to put points.

 

I can see some potential for squadless lists, but I'll need to playtest it.

Lots of practice and understanding the limitations of each card. I know my squadronless lists will need more practice

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There are enough options now that you definitely have to give up something no matter what you include, which wasn't the case so much before

 

Indeed.  That and also because these are the first Wave(s) that the points for fleets is remaining static.

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I agree, I can't see a situation where I'm going squad less, though I don't want to go super heavy squads. Too many other places to put points.

 

I can see some potential for squadless lists, but I'll need to playtest it.

Lots of practice and understanding the limitations of each card. I know my squadronless lists will need more practice

 

 

It might still be viable for imps, but that Interdictor can shut down the one defense for squadronless swarms (at least for rebels): Speed.  No more will you outrun them.  At least one ship will be caught and focused down. That coupled with hard-to-kill-and-low-cost carriers, its going to be rough.

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I'm not convinced by the movement manipulators to be honest. Konstantine's requirement is difficult to coordinate against faster, nimbler ships. The Interdictor's tool would mean that Grav Well Generators or the Targeting Scrambler are not there, both of which I see as more disruptive. Sure, you will catch a ship or two, but you were probably going to do that anyway.

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I agree, I can't see a situation where I'm going squad less, though I don't want to go super heavy squads. Too many other places to put points.

 

I can see some potential for squadless lists, but I'll need to playtest it.

Lots of practice and understanding the limitations of each card. I know my squadronless lists will need more practice

 

It might still be viable for imps, but that Interdictor can shut down the one defense for squadronless swarms (at least for rebels): Speed.  No more will you outrun them.  At least one ship will be caught and focused down. That coupled with hard-to-kill-and-low-cost carriers, its going to be rough.

I do find it interesting that they're releasing General Cracken (who seems tailor made for squadronless swarms) right when that archetype is going to get a lot harder to play. Not to mention how much Admiral Konstantine and the Interdictor are going to mess with him

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I'm not convinced by the movement manipulators to be honest. Konstantine's requirement is difficult to coordinate against faster, nimbler ships. The Interdictor's tool would mean that Grav Well Generators or the Targeting Scrambler are not there, both of which I see as more disruptive. Sure, you will catch a ship or two, but you were probably going to do that anyway.

That's fair.  I'm trying to think/list build for all comers, and just the threat of the Interdictor's ability plus the potential ubiquity of tractor beams on flotillas makes me want at least a solid chunk of squadrons.  This, of course, is with zero actual play experience, but a whole lot of excited speculation.

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I agree, I can't see a situation where I'm going squad less, though I don't want to go super heavy squads. Too many other places to put points.

 

I can see some potential for squadless lists, but I'll need to playtest it.

Lots of practice and understanding the limitations of each card. I know my squadronless lists will need more practice

 

Agreed. The way I see it, Interdictor is the perfect ship to use against bombers: nice AS, tanky hull, huge engineering value, targeting scramblers and two contains (which should help a lot against those bomber crits)

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I agree, I can't see a situation where I'm going squad less, though I don't want to go super heavy squads. Too many other places to put points.

 

I can see some potential for squadless lists, but I'll need to playtest it.

Lots of practice and understanding the limitations of each card. I know my squadronless lists will need more practice

 

 

It might still be viable for imps, but that Interdictor can shut down the one defense for squadronless swarms (at least for rebels): Speed.  No more will you outrun them.  At least one ship will be caught and focused down. That coupled with hard-to-kill-and-low-cost carriers, its going to be rough.

 

Chart Officers are awesome.

 

Oh you have bombers? Well I am going to sit on this asteroid nicely obstructed.

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I agree, I can't see a situation where I'm going squad less, though I don't want to go super heavy squads. Too many other places to put points.

 

I can see some potential for squadless lists, but I'll need to playtest it.

Lots of practice and understanding the limitations of each card. I know my squadronless lists will need more practice

 

It might still be viable for imps, but that Interdictor can shut down the one defense for squadronless swarms (at least for rebels): Speed.  No more will you outrun them.  At least one ship will be caught and focused down. That coupled with hard-to-kill-and-low-cost carriers, its going to be rough.

Chart Officers are awesome.

 

Oh you have bombers? Well I am going to sit on this asteroid nicely obstructed.

For one activation but yea

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Chart Officers are awesome.

 

 Oh you have bombers? Well I am going to sit on this asteroid nicely obstructed.

 

 

Only works for one turn and Chart Officers is burned when used.

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So, here's my submitted list for the contest. I see slashing in its future.

I want to try to utilize that sweet maneuvering template and do some side swiping with this bad boy. A-wing's pin squads with assists from Jan and X's if necessary.

Quantum runs close to Liberty for shenanigans and Admo is there to block, flank, or decoy as necessary.

Wave 4 Contest Entry

Faction: Rebel Alliance 


Points: 390/400 


Commander: General Madine

Assault Objective: Advanced Gunnery 


Defense Objective: Hyperspace Assault


Navigation Objective: Dangerous Territory

[ flagship ] MC80 Battle Cruiser (103 points)


-  General Madine  ( 30  points)


-  Liberty  ( 3  points) 


-  Raymus Antilles  ( 7  points)


-  Flight Controllers  ( 6  points)


-  Quad Turbolaser Cannons  ( 10  points) 


-  H9 Turbolasers  ( 8  points)


-  Leading Shots  ( 4  points) 


= 171 total ship cost

MC30c Torpedo Frigate (63 points)


-  Admonition  ( 8  points)


-  Walex Blissex  ( 5  points) 


-  Ordnance Experts  ( 4  points) 


-  Assault Proton Torpedoes  ( 5  points) 


= 85 total ship cost

GR-75 Combat Retrofits (24 points)


-  Quantum Storm  ( 1  points) 


-  Leia Organa  ( 3  points) 


-  Expanded Hangar Bay  ( 5  points) 


-  Slicer Tools  ( 7  points)

= 40 total ship cost

1 Tycho Celchu ( 16 points) 


3 A-Wing Squadrons ( 33 points) 


1 Jan Ors ( 19 points)


2 X-Wing Squadrons ( 26 points) 


Fleet created with Armada Warlords

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