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  1. xerpo
    Gladiator can manage same squadrons as a flotilla with better upgrades
  2. xerpo
    Quasar, ABT, 2 or 3 flotillas and squadron mass swarm
  3. Lyraeus
    back and it was suggested by @itzSteve that I try the new MC75 ship so I had to take a shot. This is a no flotilla no squadron list (the latter is required for DtO's history or near enough) Dodonna the Oppressor Returns Author: Lyraeus Faction: Rebel Alliance Points: 389/400 Commander: General Dodonna Assault Objective: Precision Strike Defense Objective: Jamming Barrier Navigation Objective: Salvage Run MC30c Scout Frigate (69 points) - Intel Officer ( 7 points) - Ordnance Experts ( 4 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 92 total ship cost MC30c Scout Frigate (69 points) - Intel Officer ( 7 points) - Ordnance Experts ( 4 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 92 total ship cost MC75 Ordnance Cruiser (100 points) - Strategic Adviser ( 4 points) - Caitken and Shollan ( 6 points) - Electronic Countermeasures ( 7 points) - Assault Proton Torpedoes ( 5 points) - Ordnance Pods ( 3 points) = 125 total ship
  4. Reinholt
    much as I'm down on the MC-80, even I will admit that Home One just got way better. Guaranteed accuracy is going to be a must to smush all these flotillas into a soft, even paste for cooking
  5. Undeadguy
    damage card on. APT is 0/0/2, so they can redirect 2 damage, but you still put a card on face up. After 2 rounds of attacks, your crit effects have yielded: ACM - no shields 1 hull - APT - no shields 2 hull - assuming your opponent redirects the damage and you're attack the front hull. ACM does let other ships have an easier time attacking the target, but ACM is useless against flotillas. ACM is great against double redirect ship, but APT makes it easier to 1 shot small ships. I get why you would use ACM in general, but not why you would use it on a Quasar
  6. cynanbloodbane
    Some good advice so far. Buy what looks fun to fly. (Yes ISDs are fun, but you fly them better if you learn to fly the VSD first.) I would suggest a squadron pack 1, a Gozanti flotilla, an Arquitens and a Gladiator. In that order. If you have the cash now to pop for the ISD, get it, but those 4 will get you started, and with enough variety to get all the concepts of the game. As long as your opponents dont mind proxy cards, head over to KDY, http://kdyards.com/index.php , and print off proxy cards for any official cards you want to try. (This clinched my decision to pick up my 3rd and 4th MC30s.) Make sure you try out the cards from the VSD expansion. You won't want to buy one right away, but you will want to try them. I would recommend
  7. Mundo
    think Tactical Expert (the conc fire auto command card) gets my vote. Worst command for 6pts. Never seen anyone use it. Unlike Sensor Teams, which has a place on a Screed Raider-1 with APTs for small ship and flotilla killing
  8. Kestin
    someone else who doesn't want that to be the ending when it is just as reasonable the Imperials could be defeated. It isn't "storybook" or "deus ex machina" if you set it up right and your players are clever. It's stated from the get-go that a Rebel fleet is arriving. There are plenty of plot devices you and the players can use to damage, disable, or render incompetent the Imperial flotilla, and they are perfectly reasonable outcomes for a battle. If you want to change the expectation and tone of the game - a desperate fighting retreat only made possible by 48-hours worth of preparation - and that works for you and your players, go for it. If, instead, you want to change minor detail of the ending so that the premise and tone of the adventure stays the same that's just as valid. Ideally
  9. Snipafist
    Other than the reason you gave, the other good reason I can think of for avoiding a Gladiator right now is they're out of stock at distributors, so your FLGS may not have one in stock. I agree with you that the Demolisher hype train has slowed down since flotillas showed up with a particularly bumpy moment there after it was errataed to not work with Engine Techs. It's still good, but so are lots of things in the game at this point. It's only a "crutch" insomuch as it's a good way to teach beginning Imperial players how to use black dice ships before they start working on more skill-intensive methods of doing
  10. thecactusman17
    This card is excellent when combined with Slicer Teams, the only thing that's holding it back now is the limit on flotillas making Slicer Teams useless
  11. duck_bird
    Large volleys with the possibility to roll blanks, that you might want accuracies in... So limited to large red-dice arcs. Wouldn't you always rather have gunnery teams if given the choice? I can't imagine tooling my ISD or Liberty to hunt flotillas primarily
  12. Tiberius the Killer
    card, when I did not have, and did not plan to get expansion with X card anytime soon. (pretty quickly I stopped caring about having the actual card in casual games, and all of my opponents were perfectly fine with it, and you should be too!) I'm working on my idea for my challenge in my head, but so far it involves 2 CR90s, an MC80, Rebels squads 1, and a flotilla
  13. Ghostofman
    turbolasers impacted with the SD, even if the sensors didn't extend, they'd have a TIE flight group shoot over there to investigate, and then the jig would be up and you'd have incoming TIE bombers to worry about. Also since most Cap Ships have a sensor range of long, it really wouldn't work that well, and once the Empire figures it out, they'll just have their battlegroups run in flotillas and keep an active scan going. 4 Ships with a Long range (so like anything Sil 5 really) can cover all four arcs out to extreme. Stealth coatings really aren't that great a mod if you're looking at a combat ship. It just doesn't provide enough bang for your buck. It's usually better for craft that are intentionally trying to avoid combat, like recon or smuggling ships. Even then, once
  14. ovinomanc3r
    works fine and IMHO and others I heard Sloane's Avenger II is better than the default BTA (it was even before the nerf). The first fleet is similar to one I run before the FAQ which was based on objectives with a BTA-II. The idea was to force the opponent to give me last-first or give me around 100 victory points trough my objectives. Now I would have to remove one flotilla to make it legal
  15. Truthiness
    love that so many people are thinking about how to kill these things. You know what you're not doing when you shoot flotillas? Shooting ships that really matter. That's the beauty of these things. You can't afford to ignore that 25 point little bastard with slicer tools, but you have to pass up other threats to do so. Even then, you could end up wasting an entire arc on a scatter. THIS WAVE IS SO AWESOME
  16. Ginkapo
    Dead Flotilla. Simple. Dont chase them, but if they happen to come into range
  17. Captain Weather
    Admiral Gozanti is going to have a really tough time of slipping away from the Liberty. I'm thinking its a matter of if, not when, on that ship's demise. Tokra looks like he's going to win the skies though, and if he can win that fight cleanly the match should still be his. I think smart money is on - Puts on Boxing Announcer's Voice The contender hailing from Germany, the flotilla champion himself, Dennis "THE EUROPEAN MENACE" Raschke! - Still a lot of game to be played
  18. Vondy
    historic trajectory. The Emperor senses strong currents in the Force around Luke, yes, but the statement is terse and vague and requires interpretation. Its a very big galaxy. And, except for when Luke was in the same star system as Vader, we don't see any concern that the Empire would find him if he used his force powers. What about his training on Dagobah? Vader didn't suddenly show up with a flotilla of star destroyers and invade the planet with the 501st in his wake there, did he? Instead, Vader hatched a scheme to draw Luke to him. Nor was Luke concerned with powering up during the rescue of Han Solo from Jabba the Hutt. It didn't even work that way on Endor. Luke used his powers there, too, and Vader didn't suddenly go all Blue Tick Hound on him and start tracking him through
  19. LordTesla
    still trying to work on using Slicer tools. Let us know how it goes.Relentless + Skilled Officer is da bomb lol. With ECM'S and flotillas you could even try running Tagge
  20. Face Eater
    helps regulate the number of these proud warriors.The Tritonians, Homo Sapiens Maritimus or Mers, are a strange aquatic breed of humans, with flattened faces high noses with slit nostrils between their bulging eyes. Their bodies are powerful and flexible, their skin is thick and blubbery and their hands and feet are webbed. The 33rd Tritonian was raised like many others, from the strongest of local tribal warriors, and taken to the planets main flotilla of Imperial Guard warships. They train here and in the sea for vicious combat. They are given only the basest of equipment, and even this was earned after the earliest regiments succeeded with only their own tribal weapons.They are issued with a flak vest, a las-gun and a knife. These are quickly adapted to match their tribal style, with shells, teeth and fishbones. The warriors usually leave the knife, or use it secondarily in favour
  21. Parkdaddy
    That second round against the Ackbar CR90s couldn't have been a more perfect matchup for me. But nevertheless, I will never, ever, and I repeat ever, run more than 3 identical flotillas again. Combat retrofits my butt. I had to apologize to all my opponents for taking so long. That hurt the noggin
  22. MandalorianMoose
    battle. As a lover of the gladiator I am fond of hyperspace assault (mmmmm insidious...) but I can have it backfire into getting eaten by squadrons or having my opponent camp on the other side of them resulting in a boring game. What do you do for HA? Probably switching the blue to Intel sweep as I like how it dictates where most of the battle will happen.As far as Ackbar on a flotilla, that's what I had intended on doing (love the lifeboats to spread points), I just rarely pay attention to that in the fleet builder and it automatically makes the first ship the flagship
  23. Dupy
    here's a revision. If the missiles are dead, I'll make em a little cheaper. Added TF Organa and dropped OE. The scout in back can proffer a re roll and at worst combat engineer the Victim of they end in range. This gives points for more squads and possibly for h9's. They pair well with Corona and a flotilla hunting. I'm not positive on squads though. What would be good for 65ish pts? Meat Missiles Author: dupy Faction: Rebel Alliance Points: 390/400 Commander: General Rieekan Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory MC30c Torpedo Frigate (63 points) - Foresight ( 8 points) - Lando Calrissian ( 4 points) - Ordnance Experts ( 4 points) - X17 Turbolasers ( 6 points) - Assault Proton Torpedoes ( 5 points) = 90 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) = 27 total ship cost Hammerhead Torpedo
  24. Wes Janson
    Good work. Your already ahead of me on the CAS lol. I have to get my 1/7000 flotilla bases of Marauders done up cause those look great
  25. itzSteve
    Biggs and/or Jan behind them, can absorb most Imperial alpha strikes. Once they are in MY bubble, I can then strike them back after the initial alpha, and then hopefully activate them first in the next round to clean them out. I have been using a AF Mark II B, with FC and expanded hangers to activate 5 squads at a time (with a token), and follow that up with a Bright Hope/Toryn Farr flotilla activating another 3 squads (with a token). It has held up surprisingly well