What is a good combination for Gallant Haven. Or what has been popular of late?
C-C-C-COMBO! Wave 1 Card Synergies!
Well, I don't think anyone has explicitly stated this, but X17 turbo lasers and Intel Agent is an extremely nasty combo.
This essentially gives you an extra two partial accuracy results.
1- X17 severely limit redirects, almost to the point of blocking them.
2 - Intel Agent forces your opponent to discard a defence token, hopefully during the first exchange of turbo lasers. This is usually the brace token. But either way this combo forces hard choices very early in the battle.
This combo is incredibly effective against Victories (two redirects, with the brace targeted by Intel Agent), and ships with three different defence tokens (Gladiator and AF mark 2).
All you need is one accuracy result and you have severely limited the opponents defence options, especially if they don't have ECM.
I ran this with Salvation, with a banked CF token and cf command. Rolled 2 double hits and two crits... For 8 damage. The Gladiator burned the brace, but one crit still got through Because they could only redirect one damage from the side shields. Crit was a double damage. Opponent was NOT happy their brand new Gladiator was down to Three health before it even got to shoot. It died shortly thereafter.
Decided to add a new post after thinking about it:
Paragon + X17 + Intel Agent
So now you get to really send some pain with a double arc shot. If the dice gods are with you, you can force your opponent to burn their brace in the first salvo, and then take massive damage with the second by adding two black dice.
And the really beautiful thing with the Intel agent is you can only use him AFTER you roll your dice. Wiffed a roll? Don't use him. Did great? Now is the time to put the hurt on.
It's a shame the x17 is only in the Neb B expansion...
So now you get to really send some pain with a double arc shot. If the dice gods are with you, you can force your opponent to burn their brace in the first salvo, and then take massive damage with the second by adding two black dice.
Quick question: where does the second black die come from? I get that Paragon lets you add a black die to your attack pool, but I'm not seeing where the second one originates.
So now you get to really send some pain with a double arc shot. If the dice gods are with you, you can force your opponent to burn their brace in the first salvo, and then take massive damage with the second by adding two black dice.
Quick question: where does the second black die come from? I get that Paragon lets you add a black die to your attack pool, but I'm not seeing where the second one originates.
concentrate fire command
So now you get to really send some pain with a double arc shot. If the dice gods are with you, you can force your opponent to burn their brace in the first salvo, and then take massive damage with the second by adding two black dice.
Quick question: where does the second black die come from? I get that Paragon lets you add a black die to your attack pool, but I'm not seeing where the second one originates.
concentrate fire command
"add one die of any color already in your pool"
+
"oh, hello mr paragon die!"
I don't feel particularly clever with any "combo" that they've released, since it's more a sense that EVERYTHING for a specific ship works together, but ...
This weekend Leia on a CR90 with Tantive IV meant that my Mk II were able to:
a) Immediately that turn change to whatever command Leia's ship had on it and get a token matching that order or -
b) Wait until it had already executed its order for the turn, then do the same so that Leia could prep the big ship for NEXT TURN.
This second option ("b") ultimately proved to be the most handy, as it did not require Leia to go first in the subsequent turn. Option "a" required that Leia go first - not always a hindrance but certainly less than ideal once the Mk II were firing madly and thus being fired upon.
CR90B + Tantive IV + Leia is only 45 points, too. Guilt free investment.
Don't get me started on a CR90B with the 2-point Jaina's Light upgrade, either...
What is a good combination for Gallant Haven. Or what has been popular of late
I recently had fun with this one:
My strategy was to run the CR90 with Mothma straight across the board and do long loops staying well out of the conflict until such a time that she could snipe safely. I started the Gallant Haven at a 45 deggree angle running away from the VSD but right at the GSD. I kept the squadrons back behind the Haven until Turn 3 when I was able to jump all four out into a mess of my opponent's fighters with a Squadron command. Dutch flat out annihilated Mauler Mithel but that left Wedge with only 5 dice on Howlrunner (which turned out to be enough). Luke went right after the GSD followed up by a pair of shots from the Haven. The GSD did some damage to my CR90, but on turn 4, it was over for him. In the end, I had lost Luke and Dutch and a CR90, but my opponent had lost everything but his damaged VSD.
[ REBEL FLEET (300 points)
1 • Assault Frigate Mark II B - Adar Tallon - Flight Controllers - Expanded Hangar Bay - Electronic Countermeasures - XI7 Turbolasers - Gallant Haven (114)
2 • CR90a Corellian Corvette (44)
3 • CR90a Corellian Corvette - Mon Mothma (74)
4 • Luke Skywalker X-wing Squadron (20)
5 • Wedge Antilles X-wing Squadron (19)
6 • X-wing Squadron (13)
7 • Dutch'' Vander Y-wing Squadron (16)
Edited by Sir Not
Tallon and Yarvis is insane. I ran Luke, 1x X-Wing, 2x Y-Wing, 1x B-Wing and 1x A-Wing plus a Rebel Frigate with Tallon and Expanded Hanger, a Neb with Yarvis and Raymus, and a Corvette with Jayna's Light and Dodanna. (I'm now thinking of switching the corvette title with Leia to allow my ships some dial choices). Anyway, being able to double attack with some of the better ships and using the Adar Tallon ability was amazing. Even when I got engaged in combat, I could take out his ships pretty quickly because I was firing twice with one before we even got to the squadron phase.
Frigates can't take Expanded Hangars.
Tallon and Yarvis is insane. I ran Luke, 1x X-Wing, 2x Y-Wing, 1x B-Wing and 1x A-Wing plus a Rebel Frigate with Tallon and Expanded Hanger, a Neb with Yarvis and Raymus, and a Corvette with Jayna's Light and Dodanna. (I'm now thinking of switching the corvette title with Leia to allow my ships some dial choices). Anyway, being able to double attack with some of the better ships and using the Adar Tallon ability was amazing. Even when I got engaged in combat, I could take out his ships pretty quickly because I was firing twice with one before we even got to the squadron phase.
Frigates can't take Expanded Hangars.
I think he meant AF mkII (he refers to the Nebulon-B as a "Neb")...
Decided to add a new post after thinking about it:
Paragon + X17 + Intel Agent
So now you get to really send some pain with a double arc shot. If the dice gods are with you, you can force your opponent to burn their brace in the first salvo, and then take massive damage with the second by adding two black dice.
And the really beautiful thing with the Intel agent is you can only use him AFTER you roll your dice. Wiffed a roll? Don't use him. Did great? Now is the time to put the hurt on.
It's a shame the x17 is only in the Neb B expansion...
I actually prefer sensor team with x17 over Intel officer. No one will be afraid to burn their brace to save their ship, but sensor team doesn't even give them the choice.
So now you get to really send some pain with a double arc shot. If the dice gods are with you, you can force your opponent to burn their brace in the first salvo, and then take massive damage with the second by adding two black dice.
Quick question: where does the second black die come from? I get that Paragon lets you add a black die to your attack pool, but I'm not seeing where the second one originates.
concentrate fire command
Thanks to you and FGD for letting me in on the secret. That's one nifty combo...
Not sure whether it has been said, but:
Escort Frigate + XX-9 Turbolasers + Salvation + Dodonna
personally prefer x17 on salvation so that the crits actually impact the hull and dont get redirected to shields
also highly recommend running raymus on her. Re-roll + extra die from CF command lets you hit those crits much more reliably.
Victory Class 2 + Admiral Screed + Overload Pulse + H9 Turbolaser + Warlord
Step 1- Fire with your side weapons (2 red, 1 blue): Remove one Red to use Screed to change your blue dice into a Critical, use the H9 turbolasers to change the red into a accuracy to prevent the use of the Evade token to reroll your blue critical. Use the blue critical to exhaust all defensive token.
Step 2-Fire with your front weapons (3 red, 3 blue): Use Warlord to change a red accuracy into a double hit, use H9 turbolasers to create one if you didn't roll any.
Step 3-....
Step 4- Profit!
Soontir fel or any interceptor and Howlrunner, Counter 2 now with added third blue dice.
My brother played a particularly nasty combo on me with Screed.
Screed + VSD2 + Ion Cannon Batteries + Intel Officer
Each round he would focus on a different ship until I had little to no choice, and eventually ran out out defence tokens. An expensive load-out, but definitely scary to play against.
I placed second in a Tournament this weekend. I was flying a Vic1 with Screed and Flight Controllers, two Glad1's with Engine Techs, Howl, and 3 Squints. Both matches(I got a 3rd round Bye) I played against people with twice as many squadrons and came out on top. The first match I went against a Rebel list of 2 Neb's and a 'Vette with Keyan, Luke, a couple A's, a couple B's and a couple Y's. He spread his fighters out too much and the Super Squints pounced. Both Keyan and Luke went down in the fist wave. The Interceptors were throwing 6 dice off of Howl and FC with 3 dice counters. The second match I played another Imperial list. A Vic1 with a bunch of upgrades along side a Glad2 with Motti and a bunch of upgrades as well. He split his fighters into two groups. An Advanced, two Ties and a bomber stayed with the Vic. Rhymer, Vader and another Tie followed the Glad. Round 3 my Super Squints got the jump on the bulk of his fighters. Took all but the bomber out. My Glads dealt with Rhymer's Flying Circus and his Glad. Once his fighters were down, I ignored the bomber and started throwing all my single blues into the Vic's unshielded side. He killed two of my Squints with the Vic, but I took out the Motti Glad and the Vic dropped to 8 hull with 6 damage. Finished it off with one roll on the 5th round.
In summation...(that got a lot longer than intended) Howlrunner, Interceptors, and Flight Controllers is a wicked combination. I was going against much larger fighter screens and coming away mostly unscathed.
FC + Howlie w/Ints are basically the empire's gallant haven
they're ******* scary
What does rouge, Intel, and grit do again?
I think rouge means you can move and shoot without commands, and grit is the opposite of heavy, you can move while engaged, but what is Intel?
Intel makes enemy fighters you are engaged with 'Heavy' basically.
What does rouge, Intel, and grit do again?
I think rouge means you can move and shoot without commands, and grit is the opposite of heavy, you can move while engaged, but what is Intel?
I'm pretty sure that rouge allows you to move and shoot AND makes you look prettier than any of the other fighters around you.
What is the difference between grit and Intel then?
Grit only helps the fighter that has it, Intel essentially helps the ship that has it and the ships around you. Example;
Han has grit. He and two other squadrons become engaged by a an enemy interceptor. Han flies away, but the other squadrons are stuck.
Jan has Intel. Jan and her escort xwing are engaged by an enemy interceptor. She gives that interceptor heavy, and they both fly away.
I believe I have it right. If I'm wrong I'm sure someone will be along to correct me presently.
And Jan allows generics to use her two brace tokens as well. I can see her having some x-wing buddy's sometime soon.
Also Luke will love Intel, can now more reliablly pull off that "3 attacks in 1 turn" shenanigans.
3 black dice, 1 at a time, through shields. Sweet.