Tractor beams will stop many a demolished from getting in and ruining days.
Imperial Star Destroyer Preview
Can someone explain to me why the need to have expanded hangar bays modification on a ship that alone can have 4 squadrons when there will be other ships in the fleet that also command squadrons when only a third of the total points can be spent in those!? (either a couple of ISD or with one or two VSD)
Dont see the point...
While at it... one of those squadrons cant be Vader if youre using it as a commander.
Edited by Kentares...because one activation can activate a larger number of squadrons, allowing them to all act cohesively before your opponent's, and leave your other ships to do other commands?
Can someone explain to me why the need to have expanded hangar bays modification on a ship that alone can have 4 squadrons when there will be other ships in the fleet that also command squadrons when only a third of the total points can be spent in those!? (either a couple of ISD or with one or two VSD)
Dont see the point...
Because activating 5 to 6 squadrons in a single activation can destroy a ships shields prior to shooting out with 3 to 8 dice at the same arc.
It forces defense tokens to be used more.
Tractor beams will stop many a demolished from getting in and ruining days.
Unless that demolisher is running with Wulff. But if they are running multiple tractor beams...then yes , demolisher will have a very rough day.
granted, the raider's also coming out to alleviate ship count woes, but I'm trying to see what else could possibly fit with these monstrosities
so far we have the 128 projector + needa ship. 164 if you put vader on it
. You'll be able to 2-ship ISDs easily (not certain about "Effectively")
171 points for Needa/projectors/ISD-2 with Rhymer + 3 bombers (min rhymer ball for the ISD to command), ouch!
207 with Vader, 209 with moffy. Motti could be a thing, but there's very little room for anything apart from 2 VSD-1s or another ISD (Motti could be your go-to for squadron heavy).
with Vader's 207 and two GSD-1s w/ACM, we go up to 333
add a third for 396, or try to beef up the tiny rhymer ball (which is, essentially, just a weapon upgrade for the ISD at that point) which could be a problem because the GSD-1s can command a couple, but not in quantities enough to crush enemy formations.
it's also very difficult to fit in an impressive (most impressive) 2 VSD and 1 ISD
hrmmmmmmmmm..........so much overlap; so much want, so little room ![]()
FOR THE LOVE GOD GIVE US SOME REBEL LOVE!!!
I was thinking the exact same thing.
FOR THE LOVE GOD GIVE US SOME REBEL LOVE!!!
I was thinking the exact same thing.
POTENTIALLY Explicit.
That's about as much Warning as I can give...
I'm really excited for the Mon Calamari too. To see how the approaches differ from the Rebels to Imperials for the large ships !
FOR THE LOVE GOD GIVE US SOME REBEL LOVE!!!
I was thinking the exact same thing.
POTENTIALLY Explicit.
That's about as much Warning as I can give...
Love this song. . .
Tractor beams will stop many a demolished from getting in and ruining days.
And make Engine Techs potentially more necessary for people who want to try and tackle with it.
No more Demolisher having free reign to charge willy nilly.
I'm really excited for the Mon Calamari too. To see how the approaches differ from the Rebels to Imperials for the large ships !
MC80 next week I bet. . .
FOR THE LOVE GOD GIVE US SOME REBEL LOVE!!!
Indeed.
If this keeps up.....I may be the only Reb player left locally....
FOR THE LOVE GOD GIVE US SOME REBEL LOVE!!!
I was thinking the exact same thing.
POTENTIALLY Explicit.
That's about as much Warning as I can give...
Thanks for 12 seconds of noise
Can someone explain to me why the need to have expanded hangar bays modification on a ship that alone can have 4 squadrons when there will be other ships in the fleet that also command squadrons when only a third of the total points can be spent in those!? (either a couple of ISD or with one or two VSD)
Dont see the point...
Because activating 5 to 6 squadrons in a single activation can destroy a ships shields prior to shooting out with 3 to 8 dice at the same arc.
It forces defense tokens to be used more.
...because one activation can activate a larger number of squadrons, allowing them to all act cohesively before your opponent's, and leave your other ships to do other commands?
Mmm... seems the meta around here is different then...
FOR THE LOVE GOD GIVE US SOME REBEL LOVE!!!
Indeed.
If this keeps up.....I may be the only Reb player left locally....
it's going to happen anyway
see, regardless of whatever they give the rebel ships, you just can't repel nostalgia of that magnitude.
the rebs already had their most iconic ship evar (cr-90) in the first wave. Now comes the ISD, the monster known far and wide as an iconic classic 2nd only to the millennium falcon.
Can someone explain to me why the need to have expanded hangar bays modification on a ship that alone can have 4 squadrons when there will be other ships in the fleet that also command squadrons when only a third of the total points can be spent in those!? (either a couple of ISD or with one or two VSD)
Dont see the point...
Because activating 5 to 6 squadrons in a single activation can destroy a ships shields prior to shooting out with 3 to 8 dice at the same arc.
It forces defense tokens to be used more.
...because one activation can activate a larger number of squadrons, allowing them to all act cohesively before your opponent's, and leave your other ships to do other commands?
Mmm... seems the meta around here is different then...
How doesn't this make sense though? Why wouldn't you want a dedicated carrier instead of two carriers, if you can manage it?
Can someone explain to me why the need to have expanded hangar bays modification on a ship that alone can have 4 squadrons when there will be other ships in the fleet that also command squadrons when only a third of the total points can be spent in those!? (either a couple of ISD or with one or two VSD)
Dont see the point...
Because activating 5 to 6 squadrons in a single activation can destroy a ships shields prior to shooting out with 3 to 8 dice at the same arc.
It forces defense tokens to be used more.
...because one activation can activate a larger number of squadrons, allowing them to all act cohesively before your opponent's, and leave your other ships to do other commands?
Mmm... seems the meta around here is different then...
It is really not a meta though.
It is basic math really. A squadron heavy build wants to activate as many squadrons as possible. The more efficient a carrier is (more squadrons it can activate per turn consistently) the stronger the list.
Kentares, because activating 5 squadrons means activating one more before your opponent does his (if you go squadron heavy, pushing for the initiative is almost mandatory). That's an extra 3 blue dice at the least for Imperials in anti-squadrons. That can make the difference between killing off an enemy squadron, and dead squadrons don't fire.
It also means an extra black dice with Bomber thrown at an enemy ship. burning through the shields and making his defense tokens that less effective or force him to spend them before you attack with your nasty 4 dice. That will ensure the enemy burns his defense tokens by Turn 2, leaving you 4 turns for attacks at peak efficiency.
Right now, the name of the game in my meta is defense token mitigation (Dodonna + Pride and Luke/Adar - Intel Officers - Overload Pulse - ACM and Ion Cannon Batteries in a different kind of flavour because they ignore defense tokens altogether) and aside from specialist cards, the ability to throw many attacks at a single target really helps to burn through their defense tokens.
EDIT : Squadrons are also one of the best ways to provide anti-ship attacks at long range (even X-Wings, if they are at the edge of activation range, can move 3 and shoot at 1, meaning that it's beyond the range ruler), so they are a way to deal multiple attacks from longer rager from a single ship (while you need to go closer if you want to do multiple attacks from a ship at shorter range).
Oooh... the lightbulb... CR90As as micro carriers getting an extra attack at long range ![]()
Wulff gets exhausted on use. Even if hit with one tractor beam his players plans still get disrupted and still must make the decision to either not use the token that turn or use and discard. Wulff only gets one token back per turn. Many folks seem to be forgetting or ignoring that fact.
That is a good question- can Vader be on the ISD and also command a squadron? Maybe it is his clone! ![]()
That is explicitly covered in the rules- no he cannot be in both places at once ![]()
It is really not a meta though.
It is basic math really. A squadron heavy build wants to activate as many squadrons as possible. The more efficient a carrier is (more squadrons it can activate per turn consistently) the stronger the list.
Like i wrote before... its meta. Here we dont use squadron heavy builds... for now... ![]()
Forgot to add... we still build 300 point fleets.
Edited by Kentares
It is really not a meta though.
It is basic math really. A squadron heavy build wants to activate as many squadrons as possible. The more efficient a carrier is (more squadrons it can activate per turn consistently) the stronger the list.
Like i wrote before... its meta. Here we dont use squadron heavy builds... for now...
Many in my area dont either but it is all about efficiency.
If Wulff's stopping you from losing the token to a tractor beam, he's not stopping the token from going bye-bye when the engine techs fire up. Basically, you're forcing the GSD to start setting more dials to maneuver, which means they aren't concentrating firepower.