hereticjon 20 Posted January 4, 2018 This might be the most game-changing expansion this game will see for a long time. So many possibilities. I am so having Sato kidnap Raddus' two aides and commanding an mc75 Ordnance Cruiser. Just a fistful of apt's with rerolls at long range? Ouch. Raddus dropping in an Assault Frigate with a rapid Launch Bay full of B-wings is a must try too. What sort of theatrics are you guys planning? Jyn is a very nice card too but only two or 3 ships can carry her at present. Quote Share this post Link to post Share on other sites
jbrandmeyer 128 Posted January 4, 2018 I sketched out a Raddus Dreadnaught list the other night, composed of an MC80 Command (Home One, leading shots, engine techs), MC75 ordnance (ordnance experts, external racks), MC80 Star (leading shots, spinal, gunnery team), and two generic A-wings for 394 pts. I figured close-range intel scan, contested outpost and solar corona for objectives. That gives Raddus the Home One as his flagship, with the ability to hyperspace in either the ordnance or star cruiser depending on what shows up on the other side of the table. 5 hereticjon, MandalorianMoose, RogueCommander and 2 others reacted to this Quote Share this post Link to post Share on other sites
Belphegor07 56 Posted January 4, 2018 2 hours ago, jbrandmeyer said: I sketched out a Raddus Dreadnaught list the other night, composed of an MC80 Command (Home One, leading shots, engine techs), MC75 ordnance (ordnance experts, external racks), MC80 Star (leading shots, spinal, gunnery team), and two generic A-wings for 394 pts. I figured close-range intel scan, contested outpost and solar corona for objectives. That gives Raddus the Home One as his flagship, with the ability to hyperspace in either the ordnance or star cruiser depending on what shows up on the other side of the table. I really bloody like this!!! I wonder though, without defensive upgrades will home one and 75 go done fairly quickly? Quote Share this post Link to post Share on other sites
jbrandmeyer 128 Posted January 5, 2018 Without defensive upgrades, any of these ships will go down quickly. I just picked minimal upgrades that were very much in the "make the other guy die first" category. There's a case to be made for SW-7 on the Home One. You could also decide that the two A-wings aren't justifying themselves all by their lonesome, and spend more on the ships instead (say, wide-area barrage, and an ECM somewhere?) I'm just noodling and doodling at this point 1 hereticjon reacted to this Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 5, 2018 So about Exodus Fleet... If another ship exhausts says an MC30's copy can that MC30 still benefit on it's activation or not seeing as it's now exhausted? Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 5, 2018 Wide area barrage is going to make quite a splash I think. On the mc75 Ordnance you can combine it with external racks or APT's... The Empire is going to have a field day with it too. Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted January 5, 2018 2 minutes ago, hereticjon said: So about Exodus Fleet... If another ship exhausts says an MC30's copy can that MC30 still benefit on it's activation or not seeing as it's now exhausted? Yes you can. 1 hereticjon reacted to this Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 5, 2018 Wow. Dammit. How many of these will I end up buying? Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted January 5, 2018 1 minute ago, hereticjon said: Wide area barrage is going to make quite a splash I think. On the mc75 Ordnance you can combine it with external racks or APT's... The Empire is going to have a field day with it too. Bearing in mind of course that you can only apply one crit effect per attack without fire control teams 1 hereticjon reacted to this Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 5, 2018 Which is doable! The heavy firepower interdiction era of the Rebellion has begun! Quote Share this post Link to post Share on other sites
Church14 2,495 Posted January 5, 2018 I’m torn. With what has been previewed so far I want to try: -Double Super Repair Doom Pickle (Deadpools?) -The Exodus Theme Fleet (all three large MCs with Exodus title) -Raddus dropping Profundity dropping Garel’s Honor. Both with External Racks. Garel’s maybe with Jyn for a “why not?” -Raddus dropping Profundity dropping Toryn BCC Flotilla. Both with Rapid Launch Bay. Drop a gross 5 squad bomber ball. 2 hours ago, hereticjon said: Which is doable! The heavy firepower interdiction era of the Rebellion has begun! I dunno. Try a double Home One Ackbar list. It puts out some hate. Especially with intel officers. Rebels already had some heavy firepower. 2 hereticjon and anonymousguy reacted to this Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 5, 2018 Mc75 armoured 104 Sato Intel Officer 7 Ordnance Expert 4 Disposable Caps 3 ECMs 7 APTs 5 Leading Shots 4 Heavy Turbolaser turrets 6 150 points for this hate machine. 182 if Sato rides. Prize pig for sure but depending what you put around it something's gonna die. Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted January 5, 2018 1 minute ago, hereticjon said: Disposable Caps 3 (Small or Medium Ships ONLY) 2 hereticjon and Green Knight reacted to this Quote Share this post Link to post Share on other sites
emsgoof 473 Posted January 5, 2018 (edited) Still need fire control teams for 2 crits to go off don’t you? Edited January 5, 2018 by emsgoof I kan spelz 1 hereticjon reacted to this Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 5, 2018 (edited) 5 minutes ago, Ginkapo said: Haha forgot about that. Spoilsport! Probably pay more points for a tractor beam then. Goes well with Sato I find. Edited January 5, 2018 by hereticjon Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 5, 2018 4 minutes ago, emsgoof said: Still need fire control teams for 2 crits to go off don’t you? As far as I know I only have one special one on that build. Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted January 5, 2018 With Leading shots equipped is it better to take ordnance experts or gunny teams? or heaven forbid vet gunners? 2 themightyhedgehog and hereticjon reacted to this Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 5, 2018 Holy crap. So used to the pickle not even having gunnery team I forgot about em. That is hard to turn down. What a mean bird. Quote Share this post Link to post Share on other sites
emsgoof 473 Posted January 5, 2018 2 hours ago, hereticjon said: As far as I know I only have one special one on that build. I was looking at your ECM and seeing Assault Concussion Missile. My fault. 1 hereticjon reacted to this Quote Share this post Link to post Share on other sites
Church14 2,495 Posted January 5, 2018 5 hours ago, hereticjon said: Mc75 armoured 104 Sato Intel Officer 7 Ordnance Expert 4 Disposable Caps 3 ECMs 7 APTs 5 Leading Shots 4 Heavy Turbolaser turrets 6 150 points for this hate machine. 182 if Sato rides. Prize pig for sure but depending what you put around it something's gonna die. I would change it around for Sato MC75 ordnance 100 Sato 32 Intel Officer 7 Ordnance Expert 4 ECMs 7 ACMs 7 External Racks 3 128, 160 with Sato riding. Swap APT or ACM at your pleasure. It basically becomes a black die nightmare. KKKKB out the front and KKKKR out the side. With OE, tossing 5.75+ACM out each arc and add ~2.5 for ER for one shot. An average... 18? damage on first double arc. They probably save brace for the not-Intel shot so maybe 15 Damage? 2 hereticjon and MandalorianMoose reacted to this Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 6, 2018 I like to "straight arm" with Sato, hence the tractor beam. ER with ACM is nasty but you need close range for external racks. If you could double your Sato blacks at long range I would have gone Ordnance. I love that tok though. This is just spit-balling with one commander though. Ackbar with a gunnery team and Home One floating nearby... Just imagine. It's madness! This expansion is tremendous. I wonder what Bail Organa does? Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted January 6, 2018 He’s been pretty solidly guessed. Nominate a turn at start of game. on that turn, if you are second player, you activate that ship first - even before your opponent. if you are first player, you gain something - most likely two command tokens. 2 themightyhedgehog and hereticjon reacted to this Quote Share this post Link to post Share on other sites
hereticjon 20 Posted January 6, 2018 That sounds very similar to a card in the Chimaera pack. Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted January 6, 2018 Just now, hereticjon said: That sounds very similar to a card in the Chimaera pack. Yep - Pryce guaranteed last, Bail guarantees first... mirrors of each other. 2 themightyhedgehog and hereticjon reacted to this Quote Share this post Link to post Share on other sites
themightyhedgehog 290 Posted January 6, 2018 On 1/5/2018 at 7:37 AM, Ginkapo said: With Leading shots equipped is it better to take ordnance experts or gunny teams? or heaven forbid vet gunners? I would think with the Armored Cruiser, take Gunnery teams. It gives you a lot of flexibility. Reds and blues if the opponent is coming from the sides, no one will want to place anything in the front to block, or be careless to let two get there... 1 hereticjon reacted to this Quote Share this post Link to post Share on other sites