so now that people have had a chance to try the game, what re your thoughts on a triple vic squad with Motti?
Tripple Vic
so now that people have had a chance to try the game, what re your thoughts on a triple vic squad with Motti?
Oh, the thought has certainly crossed my mind.
Game objectives permitting, I've given real thought to trying to set up a pincer formation with multiple star destroyers, and forcing the rebs to deal with forward arc fire no matter where they are on the field.
Something like this:
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or
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Granted, getting the ships into position will be a feat since SD's turn so **** slow, but if you pull it off, it could be extremely hazardous for the rebels.
I don't think I'll ever use anyone but Tarkin. The freedom to just go "Attack! Attack! Attack!" whilst handing out tokens for anything else I desire..... is just too groovy.
I don't think I'll ever use anyone but Tarkin. The freedom to just go "Attack! Attack! Attack!" whilst handing out tokens for anything else I desire..... is just too groovy.
He's a sexy beast to be sure.
(I never, ever thought I'd actually say that about Tarkin)
The token spam gives the Imps reactionary capability that they just fall short on (for now) otherwise.
I don't think I'll ever use anyone but Tarkin. The freedom to just go "Attack! Attack! Attack!" whilst handing out tokens for anything else I desire..... is just too groovy.
Tarkin is quite good. Engineering + Token for 3 shield regen every turn is also fair and balanced when you have 2 redirect tokens amirite?
I have thus far not seen a VSD with Tarkin/Yularen die at 180 points. That alone makes some of the missions quite difficult to win by any decent margin. Obviously it will be less problematic after wave 1 I suspect, but still =).
All you need to do in order to kill a Star Destroyer is bring 8 corvettes and just ram it 8 times. Easy to make them die!
However, I did lose last night in a 300 point game. Didn't lose a Vic, but lost enough TIEs to make the points go in my opponent's favor at the end of round 6.
All you need to do in order to kill a Star Destroyer is bring 8 corvettes and just ram it 8 times. Easy to make them die!
However, I did lose last night in a 300 point game. Didn't lose a Vic, but lost enough TIEs to make the points go in my opponent's favor at the end of round 6.
Lol, yea I had thought of this, but its hard to do at 180, since you typically can't get enough ships to kill it before it kills 1-2 of them and limps away. Especially since the 6 engineering points from Token + Order can take off two damage cards a turn instead if they go for this...
Tarkin is indeed pretty aweosme but I wouldn't pass up on Motti if I wanted more points for the rest of the fleet. Screed is the unimpressive one of the three... trading a die for an auto crit? I'd rather do more damage. Screed's only good if you happen to have some good critical effects like assault concussion missiles, I guess.
Not sure if I'll push out to 3 Victories, but it's certainly something to think about. Fan out from the deployment zone at speed 1 and then cluster in against the rebel ships you can't catch. Use fighters (with Interceptors and bombers eventually) to catch the flanks and screen against enemy fighters.
Tarkin is indeed pretty aweosme but I wouldn't pass up on Motti if I wanted more points for the rest of the fleet. Screed is the unimpressive one of the three... trading a die for an auto crit? I'd rather do more damage. Screed's only good if you happen to have some good critical effects like assault concussion missiles, I guess.
Not sure if I'll push out to 3 Victories, but it's certainly something to think about. Fan out from the deployment zone at speed 1 and then cluster in against the rebel ships you can't catch. Use fighters (with Interceptors and bombers eventually) to catch the flanks and screen against enemy fighters.
The point of Screed is that you can potentially gain a guaranteed crit without losing damage. But he's very situational, and what dice you're throwing changes his utility.
Such as the example here.
And some of the critical results are just plain horrifying. (Compartment Fire and Power Failure leap to mind)
Edited by DeathseedThinking about running a full V-force list of triple Victory's at 300 points has put this game on my to buy list. Echoing the sentiments of people further up the thread I think Tarkin has a lot more going for him in this style of list than Screed. 2 extra hull points is nice, but Tarkin boosted Victory's can regenerate 2HP every turn with a repair dial+token combo, so thats potentially 10 Hull or 15 shields(assuming no turn one exchanges of fire.), for 11? More points.
What I wonder is, do Tie Fighters have a place in a list like this? From the demo game I played they just seemed like free points to give to the rebels who with X-Wings and Neb-B Frigates have the tools to reap that harvest.
x-wings on mass can destroy the star destroyer in short order so it is good to bring some ties for the sake of keeping them off for an extra couple turns
x-wings on mass can destroy the star destroyer in short order so it is good to bring some ties for the sake of keeping them off for an extra couple turns
True that. With only six turns to make things happen, you don't want two or more turns of that being x-wings chipping away at you.