RogueCommander 236 Posted February 18 (edited) Been having some luck with this. Still testing and tweaking but, so far, haven’t lost a match. Been getting bid, and going first, except one game going second with my opponent picking Station Assault, which worked in my favor. Still haven’t had a serious test against an aggressive MSU, bomber, or Sloane list. But against big ships/light fighters, it does well. Name: Untitled Fleet Faction: Rebel Commander: Kyrsta Agate Assault: Station Assault Defense: Contested Outpost Navigation: Doomed Station Starhawk Battleship Mark II (150) • Kyrsta Agate (20) • Damage Control Officer (5) • Ray Antilles (7) • Cham Syndulla (5) • Leading Shots (4) • Linked Turbolaser Towers (7) • Magnite Crystal Tractor Beam Array (10) • Unity (10) = 218 Points CR90 Corvette A (44) • Leia Organa (3) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 56 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Tycho Celchu (16) • 2 x A-wing Squadron (22) • 3 x YT-2400 (48) = 86 Points Total Points: 380 Edited February 18 by RogueCommander Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted February 18 I’m curious: How often have you speed-zeroed an opponent, and how devastating was it if/when you have? Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted February 18 (edited) 48 minutes ago, Cpt ObVus said: I’m curious: How often have you speed-zeroed an opponent, and how devastating was it if/when you have? I don’t use the Magnites for that really, I use it to try to stiff arm rushers a bit or to try to hold ships in place that are trying to get away. It may be the first thing to scrap if it doesn’t see much more use. Edited February 18 by RogueCommander Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted February 18 3 hours ago, RogueCommander said: I don’t use the Magnites for that really, I use it to try to stiff arm rushers a bit or to try to hold ships in place that are trying to get away. It may be the first thing to scrap if it doesn’t see much more use. Interesting. So you haven’t found it generally useful? Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted February 18 2 minutes ago, Cpt ObVus said: Interesting. So you haven’t found it generally useful? I keep forgetting about it 😀 1 Cpt ObVus reacted to this Quote Share this post Link to post Share on other sites
DakkaDakka12 206 Posted February 19 That Cr-90 seems like it would be mostly useless as this fleet seems like it lives or dies by the starhawk, maybe drop magnite and a few other things to bump the Cr-90 to a neb or a mc-30 Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted February 19 It sits comfortably behind the SH adding TRC shots most of the time. It’s there mainly to prevent outright tablings, as it can disengage better than most ships. Its also been used to prevent things from going past/around the SH as a temporary blocker. initially the build didn’t have magnites and the two generic As were YTs. The CR90 allowed the rogues to keep working in the event that the SH went down, though that hasn’t happened, yet. Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted February 19 (edited) Y’know, you could save a few points by replacing those two non-unique A-Wings with Shara. I’d take her over two of them any day, anyway. That would also lower your command pressure; you could command all of your non-Rogues with just a dial from the GR75. Edited February 19 by Cpt ObVus 1 RogueCommander reacted to this Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted February 19 56 minutes ago, Cpt ObVus said: Y’know, you could save a few points by replacing those two non-unique A-Wings with Shara. I’d take her over two of them any day, anyway. That would also lower your command pressure; you could command all of your non-Rogues with just a dial from the GR75. Agreed. The squads/magnites will likely change once I’ve had a chance to test vs. more substantial squad lists. Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted February 19 8 hours ago, RogueCommander said: Agreed. The squads/magnites will likely change once I’ve had a chance to test vs. more substantial squad lists. I dunno, I’d keep those Magnites around until you stop forgetting to use them. I have a suspicion that they’re absolutely bonkers, even if you aren’t trying hard to pull off speed zero kill shots. 1 RogueCommander reacted to this Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted February 19 (edited) Yep. Here’s the most bare bones I could get it (short of swapping out the TRC90 for a flotilla/Hammerhead). I like this squadron configuration a lot. Adding magnites would still give me a healthy bid (19 points), but no assurance to always pick first. Cham likes to go first, but I think this can comfortably handle going 2nd. I try not to get too hung up on the bidding game, because someone always seems to want it more, and can out bid me. I’m really torn on the officer picks and keep floating between Raymus, DCO, and now Expert Shield Techs. Walex is also in the running, but so far, surprisingly, hasn’t seen much work. Name: Unity III Faction: Rebel Commander: Kyrsta Agate Assault: Station Assault Defense: Contested Outpost Navigation: Hyperspace Migration/Doomed Station Starhawk Battleship Mark I (140) • Kyrsta Agate (20) • Expert Shield Tech (5) • Ray Antilles (7) • Cham Syndulla (5) • Leading Shots (4) • Linked Turbolaser Towers (7) • Unity (10) = 198 Points CR90 Corvette A (44) • Leia Organa (3) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 56 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) • 4 x YT-2400 (64) = 97 Points Total Points: 371 Edited February 19 by RogueCommander Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted February 19 3 minutes ago, RogueCommander said: Yep. Here’s the most bare bones I could get it (short of swapping out the TRC90 for a flotilla/Hammerhead). I like this squadron configuration a lot. Adding magnites would still give me a healthy bid (19 points), but no assurance to always pick first. Cham likes to go first, but I think this can comfortably handle going 2nd. I try not to get too hung up on the bidding game, because someone always seems to want it more, and can out bid me. Name: Unity III Faction: Rebel Commander: Kyrsta Agate Assault: Station Assault Defense: Contested Outpost Navigation: Hyperspace Migration/Doomed Station Starhawk Battleship Mark I (140) • Kyrsta Agate (20) • Expert Shield Tech (5) • Ray Antilles (7) • Cham Syndulla (5) • Leading Shots (4) • Linked Turbolaser Towers (7) • Unity (10) = 198 Points CR90 Corvette A (44) • Leia Organa (3) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 56 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) • 4 x YT-2400 (64) = 97 Points Total Points: 371 Yeah, nice. I would definitely get the Magnites in there; this list really doesn’t need a bid that badly, and a 19 point bid is still really high, at least where I come from. I also think the Officer Leia is a great call in a Starhawk list. Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted February 19 (edited) 1 minute ago, Cpt ObVus said: Yeah, nice. I would definitely get the Magnites in there; this list really doesn’t need a bid that badly, and a 19 point bid is still really high, at least where I come from. I also think the Officer Leia is a great call in a Starhawk list. Yeah, she’s definitely an auto include in any SH fleet. Edited February 19 by RogueCommander Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted March 3 Here’s the iteration that seems to be having the most success. Tried Hawk134 max squads with just two flotillas, but i really think it’s good to have another capital ship around for when/if the Hawk goes down. Starhawk - Unity IV (393/400) Rebels - Author: RogueCommander Commander: Commander Kyrsta Agate Objectives: Most Wanted, Hyperspace Migration, Contested Outpost [flagship] Starhawk-class Battleship Mark I (140) - Commander Kyrsta Agate (20) - Unity (10) - Cham Syndulla (5) - Leading Shots (4) - Damage Control Officer (5) - Ray Antilles (7) - Magnite Crystal Tractor Beam Array (10) - Linked Turbolaser Towers (7) = 208 total points CR90 Corvette A (44) - Jaina's Light (2) - Leia Organa (3) - Turbolaser Reroute Circuits (7) = 56 total points GR-75 Medium Transports (18) - Comms Net (2) = 20 total points Squadrons (109/134): 1x Shara Bey A-wing Squadron (17) 1x Tycho Celchu A-Wing Squadron (16) 1x Corran Horn E-wing Squadron (22) 2x YT-2400 (32) 1x Ketsu Onyo Shadow Caster (22) Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted March 3 26 minutes ago, RogueCommander said: Here’s the iteration that seems to be having the most success. Tried Hawk134 max squads with just two flotillas, but i really think it’s good to have another capital ship around for when/if the Hawk goes down. Starhawk - Unity IV (393/400) Rebels - Author: RogueCommander Commander: Commander Kyrsta Agate Objectives: Most Wanted, Hyperspace Migration, Contested Outpost [flagship] Starhawk-class Battleship Mark I (140) - Commander Kyrsta Agate (20) - Unity (10) - Cham Syndulla (5) - Leading Shots (4) - Damage Control Officer (5) - Ray Antilles (7) - Magnite Crystal Tractor Beam Array (10) - Linked Turbolaser Towers (7) = 208 total points CR90 Corvette A (44) - Jaina's Light (2) - Leia Organa (3) - Turbolaser Reroute Circuits (7) = 56 total points GR-75 Medium Transports (18) - Comms Net (2) = 20 total points Squadrons (109/134): 1x Shara Bey A-wing Squadron (17) 1x Tycho Celchu A-Wing Squadron (16) 1x Corran Horn E-wing Squadron (22) 2x YT-2400 (32) 1x Ketsu Onyo Shadow Caster (22) Nice. I’ve tried a bit of Starhawking myself lately, and if nothing else, I became convinced of a couple things... First, ALWAYS Leia Organa (Officer). Always. Not including her is just insanity. Which means you need at least one other command 1 ship (for her to sit in). I don’t think it matters much which command 1 ship you use, so long as you don’t throw it away recklessly. As a corollary to Leia Organa, I’m now pretty firmly of the opinion that Raymus Antilles is the first Officer on a Starhawk. Just as I wouldn’t run an SSD without a Damage Control Officer, Raymus is glued into that first Officer seat. Interestingly, I do not think you need a DCO on a Starhawk. It’s not a *bad* idea, I just think that with only one Contain, and with Leia/Raymus to buy you big Repair commands and remove face-up damage whenever necessary, one can do better than DCO. Third: the Magnite Array is very good, but its primary use is not what I thought it would be originally. Indeed, it seems best at keeping Raider-Is and GSDs and the like from closing too quickly. That’s okay. It’s still a very, very strong card, and it can have some really interesting play with certain objectives. 1 Phillipsosophy reacted to this Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted March 3 23 minutes ago, Cpt ObVus said: Nice. I’ve tried a bit of Starhawking myself lately, and if nothing else, I became convinced of a couple things... First, ALWAYS Leia Organa (Officer). Always. Not including her is just insanity. Which means you need at least one other command 1 ship (for her to sit in). I don’t think it matters much which command 1 ship you use, so long as you don’t throw it away recklessly. As a corollary to Leia Organa, I’m now pretty firmly of the opinion that Raymus Antilles is the first Officer on a Starhawk. Just as I wouldn’t run an SSD without a Damage Control Officer, Raymus is glued into that first Officer seat. Interestingly, I do not think you need a DCO on a Starhawk. It’s not a *bad* idea, I just think that with only one Contain, and with Leia/Raymus to buy you big Repair commands and remove face-up damage whenever necessary, one can do better than DCO. Third: the Magnite Array is very good, but its primary use is not what I thought it would be originally. Indeed, it seems best at keeping Raider-Is and GSDs and the like from closing too quickly. That’s okay. It’s still a very, very strong card, and it can have some really interesting play with certain objectives. Agree totally on Leia and Raymus. DCO is a meta call I think, very dependent on what your opponent brings. Typically, I have Agate drop a second Brace, but if I look across the table and see a ton of special Crits, I drop a second contain. Saved me big time a couple of matches. Hard to say if that’s an exception, and how I would’ve faired without it - I just know my opponent was seriously ticked I shrugged all his Onager silliness off without a second thought, as well as his Special follow ups from an ISD. i was using Walex, but found myself rarely using him. The only other two officers I might try are expert shield techs, or Strategic. 1 Cpt ObVus reacted to this Quote Share this post Link to post Share on other sites
Phillipsosophy 16 Posted March 12 (edited) On 3/3/2020 at 1:13 PM, Cpt ObVus said: Nice. I’ve tried a bit of Starhawking myself lately, and if nothing else, I became convinced of a couple things... First, ALWAYS Leia Organa (Officer). Always. Not including her is just insanity. Which means you need at least one other command 1 ship (for her to sit in). I don’t think it matters much which command 1 ship you use, so long as you don’t throw it away recklessly. As a corollary to Leia Organa, I’m now pretty firmly of the opinion that Raymus Antilles is the first Officer on a Starhawk. Just as I wouldn’t run an SSD without a Damage Control Officer, Raymus is glued into that first Officer seat. Interestingly, I do not think you need a DCO on a Starhawk. It’s not a *bad* idea, I just think that with only one Contain, and with Leia/Raymus to buy you big Repair commands and remove face-up damage whenever necessary, one can do better than DCO. Third: the Magnite Array is very good, but its primary use is not what I thought it would be originally. Indeed, it seems best at keeping Raider-Is and GSDs and the like from closing too quickly. That’s okay. It’s still a very, very strong card, and it can have some really interesting play with certain objectives. Hey there! Can you please explain to me why Leia on her own ship is so vital a match for the Starhawk/Agate/Raymus Antilles. I’m going to try my first build and don’t understand the mechanics/strategy well. Thanks for taking the time to help! Edited March 12 by Phillipsosophy Typo Quote Share this post Link to post Share on other sites
Cap116 185 Posted March 12 Leia can change the command dials of a different ship to match the one her ship revealed - in this case, she rides on a command 1 ship (a GR75 or CR90) where it is easy to set the dial to what is immediately needed, and then change the Starhawk's dial (which was set 4 turns ago, and might not be relevant to the board state ) to be one that is needed on the Starhawk now. Basically, it uses the command 1 ship and Leia (officer) to increase the command flexibility in the immediate moment for the Starhawk. 1 Phillipsosophy reacted to this Quote Share this post Link to post Share on other sites
Phillipsosophy 16 Posted March 12 49 minutes ago, Cap116 said: Leia can change the command dials of a different ship to match the one her ship revealed - in this case, she rides on a command 1 ship (a GR75 or CR90) where it is easy to set the dial to what is immediately needed, and then change the Starhawk's dial (which was set 4 turns ago, and might not be relevant to the board state ) to be one that is needed on the Starhawk now. Basically, it uses the command 1 ship and Leia (officer) to increase the command flexibility in the immediate moment for the Starhawk. Thanks 🙏🏽 Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted March 12 2 hours ago, Phillipsosophy said: Thanks 🙏🏽 Cap nailed it. It’s a fantastic interaction that basically eliminates one of the Starhawk’s most glaring weaknesses. Leia gives your behemoth whatever command it needs *right now*, while Raymus Antilles gives that command a token-sized increase in efficacy, which is fantastic. And if you don’t need the token right now, you can just put it in your big command 4 bucket for later. One trick with Leia that someone who hasn’t played her yet may not immediately get is that, most of the time, you’ll activate her ship first, passing off THIS turn’s command to the Starhawk, which will activate later in the turn and use it. However, it is also possible to activate the Starhawk, use whatever command it has queued up already, then later, Leia’s ship activates and passes her command to the top of the Starhawk’s stack, to be revealed NEXT turn. This actually gives you a ton of flexibility, and makes the Starhawk much easier to fly effectively. Quote Share this post Link to post Share on other sites
spike2109 66 Posted March 13 Magnite is great. Even if you don't use it, the opponent is forced to Nav more than without it. Speed up a Onager/SSD/Quasar to Speed 2 to let them come faster? No problem. Speed down a CR90 / Raider / Onager / SSD to Speed 1 so that they cannot escape? Great! Having the opportunity to Last/First with bringing the opponent to Speed 0? Awesome! So the Magnite is affecting how your opponent will play. You force him into ... these 10 Points are a great invest. 1 thestag reacted to this Quote Share this post Link to post Share on other sites