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other week, my opponent thought his Demolisher was going to survive, when it was headed out of the combat at the end of Round 5. But, I still had a Gozanti Assault Carrier, with a Concentrated Fire and two dice from not-yet-spent Opening Salvo. Four reds from a flotilla shooting him in the read, melted down the remainder of Demolisher -
obvious. Jamming Field on a Flotilla is really the only thing that cuts into Counter, because it cuts into all attacks. Ciena Ree, with her inherent obstruction, will also live longer (as its reducing Counter 3 to Counter -
question has never been "how do I kill them," but rather "how do I kill them efficiently?" Sure, an ISD front arc will probably pop one... With like 5 damage left over. Sure, a pile of squadrons will get through the scatter eventually... But that's 6-8 points of damage that's not being done to your carriers or battleships.On the other hand, building the capability to quickly dispatch flotillas into your list means sacrifices elsewhere. Until somebody finds an efficient way to dispatch them that doesn't hamper your list against ships. And squadrons. Which hit like trucks now.SO GOOD -
opportunity costs you're paying for them (points for IO or points for red dice on a Scout or even the slot for XI7).To answer the ECM objection I always hear: you only get to ECM up to once a round. Worst case, your opponent has spent approximately the same number of points you did to only partially mitigate your upgrade; and, most importantly, the ships that MC30 needs to be one-shotting (flotillas and corvettes) virtually never feature ECM. So either:1) it's a small ship and doesn't have ECM, or2) it's a big ship that might have them, and you should be concentrating simultaneous fire on it anyway, of which ECM will only apply to one shot -
more flexible in commands. He is basically a mini Leia Organa.(commander) Walex isn't exactly necessary for the MC80. A-wings would be better off than x-wings in my opinion. Shara, Tycho, and two generics are 55 pts. Their counter fire can easily repel those TIE and Z95 swarms, with their 3 hull and all. Basically, any TIE or Z95 that shoots Shara is considered Ded. D-E-D. DED. A flotilla would be nice too with that flak, especially against swarms. Leading shots on the MC80 is vital, because with red dice, you never know. Close-range intel scan objective could fit this fleet, with two ships having Home One. boosts. Any time you don't need the Home One accuracy, just turn it into free points
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sure when the switch got flipped, but Morna Kee is exploding in popularity recently. She basically functions as a flotilla you activate as a squadron, but unlike a Gozanti she's entirely a combat platform without any support ability. Until realizing that, 27 points feels too expensive for just another Decimator -
Once you have the full progression, you need to essentially map out your Maximum and Minimum Variables. For example, using the Armada Platform, the maximum variable of Dice-on-target for a basic ship is 12. (An ISD throwing 8 out the front, and 4 out the side of a double-arc). The Minimums are easy - the 0 of the flotilla. To see if there is any craft in your progression that is literally no threat to ships of the line, but can do something to Shuttles. Then Shields. Then Hull. Its all about defining that Maximum Point. Considering you can essentially assume (before upgrades) a Damage Mitigation rate of Front Shields + Side Shields before you start Damaging Hull. Which puts the ISD's Damage Capability at 18, which is stupid good. The MonCal comes up second at 16, which isn't terrible. Anyhow, just raw thoughts on the matter -
have to activate their biggest combat ship (and ISD) just to activate fighters. The meta game is currently at a balancing act between the wave 6 "activate 2-3 fighters at a time" to the quasar era "activate a ton of fighters". The missing slot in the rebel arsenal is the one the imperials just got, an efficient fighter platform that can mount Flight Controllers. For efficiency, Rebels need to use expanded hanger bay flotillas. For Flight Controllers, there really isn't a good choice -
been using elements of this with good effect. Mon Mothma, Slicer Tools, Tycho, Flotilla black die AA fire. Also Comms Nets giving Eng tokens to your combat ships so they can raise a shield each round I've found to be very valuable. Looking forward to Shara -
writing/updating it yesterday and I realized the blue dice thing for flotillas and said eh, people will realize. I'll edit it tonight after work for that. And I'll add the Hwks in too, then -
mess around with the fleet and made some tweaks. Sadly I couldn't afford Raymus, Derlin or Toryn. Or engine techs. So settled on Lando to help the Liberty REBELS TOTAL 398/400 COMMANDER: Madine + Objectives + Assault Objective: Blockade Run Defense Objective: Planetary Ion Cannon Navigation Objective: Solar Corona + CR90 Corvette + CR90 Corvette A [83pts]: Flagship Turbolaser Reroute Circuits, •General Madine, Jaina's Light CR90 Corvette A [51pts]: Turbolaser Reroute Circuits + GR-75 Transport Flotilla + GR-75 Medium Transports [22pts]: Comms Net, •Bright Hope + MC80 Cruiser (Liberty type) + MC80 Battle Cruiser [128pts]: Gunnery Team, Leading Shots, XI7 Turbolasers, Endeavor, •Lando Calrissian + Nebulon-B Frigate + Nebulon-B Support Frigate [64pts]: Quad Battery Turrets, Skilled First Officer, •Salvation + Squadrons + 3x A-Wing Squadron, •Shara -
easily agree with at least some of this. I just think that just going after relay won't fix the perceived flotilla issues, as it only touches upon part of the 'problem -
seen a lot less use of Flotillas since the last wave dropped. Sloane, Disposable Capacitors, and Quad Battery Turrets seem to have curbed mass use of them in my area. I can't speak to the use of relay since I hardly ever see it. I'm the guy locally who abused it but have moved away from it in favor of larger, more effective Alpha Strikes. I still take Jendon a lot but that's as much for his ability than for relay, h*** I'd love for him to lose relay and gain strategic -
know what your meta is like, but I haven't seen a Sloane fleet that relies on flotillas and relay for fighter activations. Maybe it is just my local meta, but relay isn't that big of a deal where I am it is just too easy to just down. If it does dominate you meta Ig88 or some snipe should make short work of the shuttle and the linchpin of the whole list goes away. You can't do mass activations with relay meaning those dangerous alpha strikes that a heavy fighter list can do don't work -
This is my experience. Flotillas exist, but they don't dominate the meta. Slona, likewise is good, but I still think over all Motti and JJ are better Admirals -
those flotilla commanded tie fighters with their blue die became even more dangerous -
want to see someone trying this. . . then cry as they run into Flotilla and Escort Frigate AA dice -
Support Nebulons, having a good mix of durability, firepower, and support for its cost. I'd hazard the Transport to be 44-46 points, though that depends on what exactly its giving up for the Fleet Support slot. Both Defensive Refit and Turbolasers make sense on a 'battle refit' of a transport vessel, though at twice the cost of a Gozanti and presumably no Scatter I'd hope for more than just the standard Flotilla upgrade bar. Though it does have more shields, hull, and dice. Assuming it keeps its Offensive Retrofit, this'll make a good carrier with BCC, able to push AI-boosted Hyenas with rerolls
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dont necessarily have to take a weapons team here, but Veteran Gunners for rerolling flubbed shots or Local Fire Control to replace your Contain could be useful (Gunnery Teams won't be great against a single ship). If you wanna go for broke, H9/Battery Techs with HIEs can burn through the SSD's mountain of shields. Or just stick in an extra die modification. One other thing I'd recommend: With no Leia/Comms Net flotillas, your Hawks may struggle with commands, so you might get some use out of dial/token officers if you feel okay spending the points. Edited November 16, 2020 by Flyinpenguin117
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points I get the feeling Tide of Progress might be stapled to Munificents. Or would if the other title wasn't also pretty fun? But a refreshing (ish) Med Team, that works on "Ship" damage cards; potentially a lot of damage saved if it receives Structural Damages. Main issue I see for now is getting command tokens on the Munificents to refresh all these lovely things, given the lack of Comms Net flotillas. Edited November 16, 2020 by Grumbleduke
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predicted, the Hardcell Transport has the Fleet Support slot. And 2 Officer slots? I wasn't expecting that. Not only does this mean that the Separatists won't be limited to one ship with Fleet Support, like the Republic, but they can have more than 2 Fleet Support ships in a standard fleet, because the Hardcell isn't a flotilla. Edited November 30, 2020 by Captain Corvid
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that the TOME software had been used for record keeping, naturally with the 400pts table.This made for an interesting fact as it meant that a 10-0 was virtually impossible, an 8-2 being practically the best result possible. The effect was that the tournament was much tighter. Personally thought this was a neat side effect!Here are the final standings. We'll definitely explore the format further, especially with the impending release of Flotillas. The store manager also promised another event later this year. Edited April 19, 2016 by florianhess -
Harrow is an excellent 3-pt card that makes the VSD MUCH better. If you run a Cymoon, I'd say that Intensify Firepower! (and flotillas with Comms net to fuel it) is almost mandatory. Alternatively, Moff Jerjerrod would fit this fleet better, I think -
Watch out for massed interlocking flak with those fragile interceptors. Marek would be good in place of Vader. He hits hard and bombs well. Jendon and a jump master could replace Dengar & Tie-A and the jumpy can resurrect through the reserve hangar. You should only need the Intel once to get a second ramming attack from mauler, by then the fighter battle should be going your way. Jendon also gives the flotilla the equivalent of boosted comms using relay and the Arquitens/demo could even plot a squad command turn 2-3 or bank a squad token turn one and use it through the relay. If you can find a spare point upgrade an interceptor to Sabre squadron, if used twice a turn via Jendon with Howlrunner close by and flight controllers on one of those attacks is great fun. 11 dice with 2 swarm rerolls can really ruin -
buddy has been using these with sensor teams on ISDIIs Lets just say you don't want your flotillas anywhere near them