TheRedScourge 21 Posted March 4 (edited) Playing in a local tournament this weekend been playing around with this list just seeing if anyone has any improvements I might consider. The Flag Bridge and officer on the MC75 are where I’m struggling want to try Flag Bridge would like to put a better Officer but also I like the bid. (386/400) Commander: Commander Kyrsta Agate [flagship] MC75 Armored Cruiser (104) - Commander Kyrsta Agate (20) - Profundity (7) - Electronic Counter Measures (7) - Intensify Firepower! (6) - Leading Shots (4) - Flag Bridge (0) - Skilled First Officer (1) - External Racks (3) - XI7 Turbolasers (6) - Sensor Team (5) = 163 total points Hammerhead Torpedo Corvette (36) - Shriv Suurgav (6) - External Racks (3) = 45 total points Hammerhead Torpedo Corvette (36) - Cham Syndulla (5) - External Racks (3) = 44 total points CR90 Corvette A (44) - Hondo Ohnaka (2) - Turbolaser Reroute Circuits (7) = 53 total points CR90 Corvette A (44) - Turbolaser Reroute Circuits (7) = 51 total points GR-75 Medium Transports (18) - Bright Hope (2) - Slicer Tools (7) - Ezra Bridger (3) = 30 total points Edited March 4 by TheRedScourge Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted March 4 1 hour ago, TheRedScourge said: Playing in a local tournament this weekend been playing around with this list just seeing if anyone has any improvements I might consider. The Flag Bridge and officer on the MC75 are where I’m struggling want to try Flag Bridge would like to put a better Officer but also I like the bid. (386/400) Commander: Commander Kyrsta Agate [flagship] MC75 Armored Cruiser (104) - Commander Kyrsta Agate (20) - Profundity (7) - Electronic Counter Measures (7) - Intensify Firepower! (6) - Leading Shots (4) - Flag Bridge (0) - Skilled First Officer (1) - External Racks (3) - XI7 Turbolasers (6) - Sensor Team (5) = 163 total points Hammerhead Torpedo Corvette (36) - Shriv Suurgav (6) - External Racks (3) = 45 total points Hammerhead Torpedo Corvette (36) - Cham Syndulla (5) - External Racks (3) = 44 total points CR90 Corvette A (44) - Hondo Ohnaka (2) - Turbolaser Reroute Circuits (7) = 53 total points CR90 Corvette A (44) - Turbolaser Reroute Circuits (7) = 51 total points GR-75 Medium Transports (18) - Bright Hope (2) - Slicer Tools (7) - Ezra Bridger (3) = 30 total points Flag Bridge allows you to equip the Fleet Command upgrade, but since you aren’t allowed to spend a command token to power the Fleet Command, that makes whatever Fleet Command you choose a one-and-done (as it must discard to take effect). Some Fleet Commands can work very well as one-offs; Entrapment Formation can really take an opponent by surprise and create unexpected positioning, All Fighters, Follow Me! can be used to deliver slow bombers like B-Wings to their target. However, Intensify Firepower! is a pretty low-impact choice, if you ask me. The very best you could possibly do with it is to make each one of your five combat ships turn a blank into a single hit, and that’s only IF: They ALL fired on the same turn you discarded the command, They ALL had a bum die that benefitted from the switch to a hit, You didn’t already spend your bum die for another purpose (like Sensor Team), and, None of your other dice-fixers (Leading Shots, Turbolaser Reroute Circuits) made Intensify Firepower unnecessary. That is a LOT of conditions to satisfy to get a maximum of five extra damage from your six-point upgrade. More often than not, I bet you end up discarding this, changing one die for one ship, finding that the others are all out of range to make a serious attack, or roll perfectly, or have everything fixed by TRCs, or something, and you spent six points to do six damage instead of five to a target that braces it down to three either way. Intensify Firepower gets its money back by providing a consistent, reliable buff for multiple ships over multiple turns, not by having all the stars align on one turn. 1 Alpharius18 reacted to this Quote Share this post Link to post Share on other sites
TheRedScourge 21 Posted March 5 2 hours ago, Cpt ObVus said: Flag Bridge allows you to equip the Fleet Command upgrade, but since you aren’t allowed to spend a command token to power the Fleet Command, that makes whatever Fleet Command you choose a one-and-done (as it must discard to take effect). Some Fleet Commands can work very well as one-offs; Entrapment Formation can really take an opponent by surprise and create unexpected positioning, All Fighters, Follow Me! can be used to deliver slow bombers like B-Wings to their target. However, Intensify Firepower! is a pretty low-impact choice, if you ask me. The very best you could possibly do with it is to make each one of your five combat ships turn a blank into a single hit, and that’s only IF: They ALL fired on the same turn you discarded the command, They ALL had a bum die that benefitted from the switch to a hit, You didn’t already spend your bum die for another purpose (like Sensor Team), and, None of your other dice-fixers (Leading Shots, Turbolaser Reroute Circuits) made Intensify Firepower unnecessary. That is a LOT of conditions to satisfy to get a maximum of five extra damage from your six-point upgrade. More often than not, I bet you end up discarding this, changing one die for one ship, finding that the others are all out of range to make a serious attack, or roll perfectly, or have everything fixed by TRCs, or something, and you spent six points to do six damage instead of five to a target that braces it down to three either way. Intensify Firepower gets its money back by providing a consistent, reliable buff for multiple ships over multiple turns, not by having all the stars align on one turn. I see you point I do have enough dice fixing already. The right officer on the MC75 could help out more 1 Cpt ObVus reacted to this Quote Share this post Link to post Share on other sites
Alpharius18 41 Posted March 5 2 hours ago, Cpt ObVus said: Flag Bridge allows you to equip the Fleet Command upgrade, but since you aren’t allowed to spend a command token to power the Fleet Command, that makes whatever Fleet Command you choose a one-and-done (as it must discard to take effect). Some Fleet Commands can work very well as one-offs; Entrapment Formation can really take an opponent by surprise and create unexpected positioning, All Fighters, Follow Me! can be used to deliver slow bombers like B-Wings to their target. However, Intensify Firepower! is a pretty low-impact choice, if you ask me. The very best you could possibly do with it is to make each one of your five combat ships turn a blank into a single hit, and that’s only IF: They ALL fired on the same turn you discarded the command, They ALL had a bum die that benefitted from the switch to a hit, You didn’t already spend your bum die for another purpose (like Sensor Team), and, None of your other dice-fixers (Leading Shots, Turbolaser Reroute Circuits) made Intensify Firepower unnecessary. That is a LOT of conditions to satisfy to get a maximum of five extra damage from your six-point upgrade. More often than not, I bet you end up discarding this, changing one die for one ship, finding that the others are all out of range to make a serious attack, or roll perfectly, or have everything fixed by TRCs, or something, and you spent six points to do six damage instead of five to a target that braces it down to three either way. Intensify Firepower gets its money back by providing a consistent, reliable buff for multiple ships over multiple turns, not by having all the stars align on one turn. I would agree. For the MC75 and Hammerheads 'Take Evasive Action!' could be a lot more useful, but there is definitely an arguement for entrapment formation as well! Why sensor teams over the likes of say Caitkan and Sholan, is it purely for locking down a brace/scatter? Intel officer and another re-roll ability from a weapons team could give the MC75 a high chance of scoring max damage as often as possible. You could drop one CR90A to a CR90B with projection experts to shave some points, and one of those is surprisingly effective in keeping a big ship alive. Something like this perhaps? Faction: Rebel Alliance Points: 382/400 Commander: Kyrsta Agate (com) Assault Objective: Most Wanted Defense Objective: Asteroid Tactics Navigation Objective: Salvage Run CR90 Corvette A (44 points) - Tantive IV ( 3 points) - Turbolaser Reroute Circuits ( 7 points) = 54 total ship cost GR-75 Medium Transports (18 points) - Quantum Storm ( 1 points) - Ezra Bridger ( 3 points) - Slicer Tools ( 7 points) = 29 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Organa ( 1 points) - Shriv Suurgav ( 6 points) - External Racks ( 3 points) = 46 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Organa ( 1 points) - Cham Syndulla ( 5 points) - External Racks ( 3 points) = 45 total ship cost CR90 Corvette B (39 points) - Hondo Ohnaka ( 2 points) - Projection Experts ( 6 points) = 47 total ship cost [ flagship ] MC75 Ordnance Cruiser (100 points) - Kyrsta Agate (com) ( 20 points) - Profundity ( 7 points) - Intel Officer ( 7 points) - Ordnance Experts ( 4 points) - Flag Bridge ( 0 points) - Electronic Countermeasures ( 7 points) - Assault Concussion Missiles ( 7 points) - External Racks ( 3 points) - Take Evasive Action! ( 6 points) = 161 total ship cost = 0 total squadron cost Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted March 5 Also have to agree that Sensor Team is sort of a weak choice for weapons team. 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
TheRedScourge 21 Posted March 5 Sensor team because I see most of the time shriv taking out ecm and just for the guarantee 1 Cpt ObVus reacted to this Quote Share this post Link to post Share on other sites
Cap116 185 Posted March 5 1 hour ago, TheRedScourge said: Sensor team because I see most of the time shriv taking out ecm and just for the guarantee H9s are better for that, here are 2 ideas for some development: Im not sure what ships you have, but I would hesitate to have so many relatively squishy small ships...the meta I see is full of large dice pools, that will toast Hammerheads (much like the 2 in the MOTF Starhawk pirate fleet batrep). So along that line of reasoning: here are 2 options I see: MC75 Armored Cruiser (104) • Kyrsta Agate (20) • Strategic Adviser (4) • Shriv Suurgav (6) • Electronic Countermeasures (7) • External Racks (3) • SW-7 Ion Batteries (5) • Linked Turbolaser Towers (7) • Profundity (7) = 163 Points Hammerhead Torpedo Corvette (36) • Cham Syndulla (5) • External Racks (3) = 44 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Tantive IV (3) = 54 Points MC30c Torpedo Frigate (63) • Expert Shield Tech (5) • Ordnance Experts (4) • External Racks (3) • Foresight (8) = 83 Points Squadrons: = 0 Points Total Points: 364 (This list still has some points space that can go into it) Or a 2 large ship option: MC75 Armored Cruiser (104) • Kyrsta Agate (20) • Strategic Adviser (4) • Shriv Suurgav (6) • Electronic Countermeasures (7) • External Racks (3) • SW-7 Ion Batteries (5) • Linked Turbolaser Towers (7) • Profundity (7) = 163 Points Hammerhead Torpedo Corvette (36) • Cham Syndulla (5) • External Racks (3) = 44 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points MC80 Battle Cruiser (103) • Walex Blissex (5) • Caitken and Shollan (6) • Auxiliary Shields Team (3) • Ion Cannon Batteries (5) • H9 Turbolasers (8) • Quad Turbolaser Cannons (10) = 140 Points Squadrons: = 0 Points Total Points: 387 In either option, the Chammerhead is docked in Profundity, until Profundity moves into a close range double-arc of the opposing target. With the SW7/LTT combo on the 75A, getting the double arc averages 10 damage into the opposing ship, On the 2nd list, you can drop the ICB on the Liberty-class for additional points in the bid. Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted March 5 I also have little confidence in the Hammerheads... my experience with them is that I look at them cross eyed and they explode. But people put them in lists, and I’m hesitant to dismiss them, ‘cause I figure maybe they know something I don’t. 1 Alpharius18 reacted to this Quote Share this post Link to post Share on other sites
TheRedScourge 21 Posted March 5 8 hours ago, Cap116 said: H9s are better for that, here are 2 ideas for some development: Im not sure what ships you have, but I would hesitate to have so many relatively squishy small ships...the meta I see is full of large dice pools, that will toast Hammerheads (much like the 2 in the MOTF Starhawk pirate fleet batrep). The reason I chose sensor team was XI7 deals with redirects it’s really just encase I need that accuracy. I have been running MC75 with a BT for awhile so any weapon team slot is an upgrade. Just trying to drill damage in one facing. I did get stuck with the idea of using hammerheads out of profundity could easily put one on it and put the points to use in other areas. Quote Share this post Link to post Share on other sites