I'm staring to do Armada coverage on my blog in addition to X-Wing.
Did I miss anything? What combos have you guys been using?
Edited by HEROI'm staring to do Armada coverage on my blog in addition to X-Wing.
Did I miss anything? What combos have you guys been using?
Edited by HEROI generally use cheese and cracker combos. Sometimes cheese and pretzel.
I like them =)
Esp the dengar one. Is he punishing one?
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If you're feeling generous, you should copy them to the forum here too. =P and we all can add.
-Yavaris + 3 b-wings/H-6 scuuuuuuuurg. O hai, here's 12 dice in your face.
-Luke/Adar Talon, Dodonna's pride/LS, MC30's with Assault protons/OE , General Dodonna. Shields, what shields?
Copy-pasted from the blog for ease of reading:
Admiral Ackbar + Defiance + Leading Shots
Get an extra die for attacking a ship that has already activated, roll 9 dice at your opponent's ship, spend one blue dice to re-roll any number of attack dice. That's a lot of damage.
Raymus Antilles + Engine Techs
Flip the Navigate dial and get a free matching token, spend both when you execute a maneuver and execute a free speed-1 maneuver after. You can essentially make the MC80 a speed-3 ship with a great turn.
On an MC80, I like Raymus + Nav Team, as you can Navigate for +1 yaw and spend the token for +1 yaw to "Tokyo drift" your MC80 with a pair of two-click turns. That's a 90 degree turn slippery fish.
Intel Officer + Heavy Turbolaser Turrets
Brace is arguably one of the strongest defense actions in the game. While attacking, you nominate their brace defense token with the Intel Officer. If your opponent chooses to use it to satisfy HTT, they lose their token forever. Works great if you already have X17 Turbolasters in your fleet.
Darth Vader + ISD-II + Overload Pulse
You're throwing out 4 blue dice and 4 reds at RB2. Vader flips your contain token to re-roll any dice you don't like, or drastically increasing your chance to land a blue crit to exhaust all of the defender's tokens.
Keep in mind that you apply crit effects AFTER your opponent decides on what defense tokens to use, so if you do get a blue crit your opponent will respond by using all the defense tokens they can. Doesn't mean Overload Pulse is awful, just that I think it's better off on a smaller ship like a Raider-II with Screed to reliably proc it.
Admiral Chiraneau + Soontir Fel + Mauler Mithel + TIE Advanced
Soontir, Mauler and the TIE Advanced moves into a fighter horde. You instantly do 1 damage to anyone you're engaged with. The enemy fighters have to chew through the TIE Advanced squadrons before they get to your combo ships while Soontir does a free damage to them every time they try. Chiraneau keeps Mauler moving in subsequent turns, doing free damage to everyone around him.
Keep in mind that squadrons aren't obligated to attack if they don't want to (although usually they will). I feel like this combination is expensive and very Squadron-command intensive. I think a cheaper version would just be a Jumpmaster (for Intel) + Mauler + TIE Advanced to keep the "hop and pop" trick going for as long as possible at a cheaper cost and less reliance on Squadron commands.
Admiral Screed + Gladiator-I + Ordnance Experts + Assault Concussion Missiles
Throw out 4 black dice from each broadside with re-rolls, spend a dice for a hit/crit with Screed, activates Assault Concussion Missiles for massive damage on target.
If you're running Screed, I think you can do without the Ordnance Experts. That's been my experience anyways.
Admiral Ackbar + MC30c + Ordnance Experts + Assault Concussion Missiles + Turbolaser Reroute Circuits
You're in range-1 of your target and your evades are useless. Ackbar gives you 2 more reds to throw on the side for 4 reds and 3 blacks. You re-roll all your blacks, hopefully getting a crit and triggering ACM. You turn whatever red dice you don't want into either crits or 2 hits by flipping over your evade tokens with TRC.
TIE Interceptors + Howlrunner + Dengar
Interceptors have the Swarm and Counter keywords while Dengar has Swarm. Howlrunner's ability benefits both, allowing Interceptors to throw out 5 dice blues that re-rolls a dice to hit, and counters for 3 with a re-roll. Adding Dengar to the mix will make Interceptors Counter 3 for 4 dice back plus re-roll, and since Dengar makes enemy squadrons at distance 1 of you heavy, you can leave whenever you want.
Given how combo-dependent this brick of death is, I feel like it needs a TIE Advanced to keep Howlrunner and Dengar healthy. The problem then becomes that your opponent isn't attacking your Interceptors. It's kind of a fragile and expensive group, though.
Gallant Haven + Jan Ors + X-Wing Squadron
Gallant Haven makes it so friendly squadrons at distance 1 take one less total damage. Jan Ors allows your squadrons to brace. X-Wings have Escort so you have to attack them before you can attack Jan Ors.
Grand Moff Tarkin + Wulff Yularen
Old school core combo where Moff gives you a free command token of your choice. When you spend it, you exhaust Wulff to gain the same command token back.
Mon Mothma + MC30c + Foresight
Foresight allows you to affect an additional dice when you resolve the evade effect. Mon Mothma allows you to evade at medium range, not just long range. She also allows you to use evades in close range so you can force re-rolls. Talk about slippery.
I've been on the receiving end of Mon Mothma and Foresight and the damned thing just does not want to die. It's doable, but it's hard. Throw in Electronic Countermeasures too and those defense tokens can go a long way.
Major Rhymer + TIE Bomber Squadron + Dengar
Rhymer makes it so all of your TIE Bombers at distance 1 are throwing out bomber attacks from medium range. If anyone tries to stuff you up with some fighters, Dengar makes them heavy so you can keep moving and attacking ships.
I'd downgrade Dengar to a Jumpmaster if all you want is Intel. It saves you some points.
H9 Turbo Lasers + Warlord title.
Anti-squadron fire becomes 100% accurate and can help stack more damage with long range reds.
Dodonna, XX-9, Precision Strike / Dangerous Territor
Copy-pasted from the blog for ease of reading:
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Major Rhymer + TIE Bomber Squadron + DengarRhymer makes it so all of your TIE Bombers at distance 1 are throwing out bomber attacks from medium range. If anyone tries to stuff you up with some fighters, Dengar makes them heavy so you can keep moving and attacking ships.
I'd downgrade Dengar to a Jumpmaster if all you want is Intel. It saves you some points.
Agreed. If all you want is the Intel, the Jumpmaster will do fine--unless you're concerned about the Intel squadron popping, at which point Dengar's brace and scatter will help (for a little while, at least).
Personally, I also want Dengar's Counter special ability if I'm just running a bomber blob with no TIEs. If the enemy jumps me with fighters, I want those bombers to be shooting back with Counter--for bombers in particular, it's a significant increase to their anti-squadron damage potential to have Dengar around (75% chance of one hit on 1 black die, plus 50% chance of one hit on 1 blue counter die).
Edited by RythbrytThere's tons of good stuff here guys.
I think there's a lot of practical ones in here, but also some that are a little too combo-intensive. At least there's not too many "stars-aligned" scenarios.
Keep in mind that a lot of the fighter ones are hit or miss given how the meta is. If you're going with say, 85 points of fighters to fight other fighters, if the person doesn't bring any you will essentially be at a 85 point disadvantage. That's why I think the Jan Ors + Gallant Haven + X-Wings will be really strong in the meta. They do well vs. ships and are insanely hard to kill while near the GH with Jan Ors's brace.
Antilles + Engine Techs? On an MC80? Why is that so great? Antilles seems superfluous.
Adding some other combinations:
Salvation + XI7 Turbolasers/Heavy Turbolaser Turrets + Concentrate Fire
That's potentially an extremely large amount of damage coming at you from downtown. I've also heard of people trying it with Turbolaser Reroute Circuits for the guaranteed crit, but it removes the XI7/HTT debuff.
Expanded Hangar Bays (optional, but helpful) + Flight Controllers + Howlrunner + TIE Fighters
This just throws a ludicrous number of blue dice (5 blue dice + reroll with Swarm per TIE) from your cheapo TIE Fighters, so it's not as point-intensive as it might first seem. This is a great alpha strike on more durable Rebel squadrons if you can line it up. You can upgrade the TIE Fighters to Interceptors, but it becomes more cost-prohibitive while retaining the same fragility.
ISD-I + Leading Shots + Heavy Turbolaser Turrets + Gunnery Team
Red and black dice love rerolls because 25% of the time they turn up blank. ISD-Is roll a lot of red and black dice with just 2 blue dice. You have an Ion Cannon upgrade slot and a Turbolaser upgrade slot. Make those front arc hammer blows HURT with an "I hate your brace token" turbolaser upgrade. For extra fun, slot in a Tractor Beam to keep your prey from getting away so you can keep pouring black dice into the problem until it goes away.
Raider-I + Ordnance Experts + Expanded Launchers
You're kicking out 4 black dice and 2 blue in the front arc and with Command 1 it is extremely easy to Concentrate Fire when you need it, which brings you up to 5 black dice and 2 blue dice, with the black dice giving you a reroll from Ordnance Experts. The Ordnance Experts also help you put some very reliable pain into nearby squadrons.
Edited by SnipafistAntilles + Engine Techs? On an MC80? Why is that so great? Antilles seems superfluous.
The extra speed is really nice on the MC80!
While I haven't tried it yet, I've listed out the Raymus/engine techs combo. The idea is to be able to maintain speed 3 if I want to, while only needing to issue the nav every other turn instead of every turn, freeing me up for eng/CF, even limited squadron commands if applicable.
Antilles + Engine Techs? On an MC80? Why is that so great? Antilles seems superfluous.
Edit: ninja'd! I have tried it, and it's super solid.
Edited by MaturinAdmiral Ackbar + MC30c + Ordnance Experts + Assault Concussion Missiles + Turbolaser Reroute Circuits
You're in range-1 of your target and your evades are useless. Ackbar gives you 2 more reds to throw on the side for 4 reds and 3 blacks. You re-roll all your blacks, hopefully getting a crit and triggering ACM. You turn whatever red dice you don't want into either crits or 2 hits by flipping over your evade tokens with TRC.
This one right here is my favorite combo in the game right now. I run it with Home One, plus Intel Officer if I'm feeling particularly smarmy. It hits unbelievably hard, and is very reliable. The trade-off, of course, is that now you're running a ~85-point ship with 4 hull and no brace, so you better be a **** good pilot to make that shot happen.
Wulf Yulrain and any command ability. Spend and keep the token to do it every turn.
It's something the OP missed. The real value in having Raymus is that he allows you to use other commands, every other turn. Meanwhile your MC80 zips along at speed 3/clickclickclick the whole game.Antilles + Engine Techs? On an MC80? Why is that so great? Antilles seems superfluous.
Edit: ninja'd! I have tried it, and it's super solid.
I do also like the Nav Team. You can either choose to go 3-speed constantly or turn like a mad man.
Wulf Yulrain and any command ability. Spend and keep the token to do it every turn.
Wulff Yularen (two Fs for unknown reasons!) is pretty solid with Engine Techs on the Demolisher for this reason. It ends up being a lot of upgrades for one kinda-fragile ship, but the thing dances and sings its way across the battlefield and reliably gets in turn one face-punches on people who don't expect it (speed 3 + speed 1 + shooting once it's done).
Independence+Boosted Comms+B-Wings
I just tried Independence and wasnt impressed. Only got to use the ability once. It got my B-Wings into the game faster but after turn 1 I needed them attacking so no more Independence. Plus I used a squadron command on my first turn to get them moving and first turn is usually when I should be banking a token for later use. It was my first try with it but its my least favourite MC-80 title so far.
I just tried Independence and wasnt impressed. Only got to use the ability once. It got my B-Wings into the game faster but after turn 1 I needed them attacking so no more Independence. Plus I used a squadron command on my first turn to get them moving and first turn is usually when I should be banking a token for later use. It was my first try with it but its my least favourite MC-80 title so far.
If the b's are attacking on turn 2, it was worth 7 points (esp. if you flung 4 of them
)
2 Bs, Wedge and Dutch actually. They did well in what turned out to be a massive dogfight but Chiraneau kept pulling Rhymer out of engagement to get off potshots at my carrier. Combine that with Demolisher walking past all my engaged Bs and some bad red dice on my part and my ships went down leaving close to 100 points in squadrons stranded.
Needless to say I'm not feeling squadron friendly right now.
On a side note I was really impressed with Mauler Mithel. He jumped right into the middle of the furball and did 1 damage to no less than 6 of my squadrons.
I know this is the awesome combo thread but 100+ points in rebel squadrons and still unable to lock down Rhymer and his bombers...... bad combo! ![]()
2 Bs, Wedge and Dutch actually. They did well in what turned out to be a massive dogfight but Chiraneau kept pulling Rhymer out of engagement to get off potshots at my carrier. Combine that with Demolisher walking past all my engaged Bs and some bad red dice on my part and my ships went down leaving close to 100 points in squadrons stranded.
Needless to say I'm not feeling squadron friendly right now.
On a side note I was really impressed with Mauler Mithel. He jumped right into the middle of the furball and did 1 damage to no less than 6 of my squadrons.
I know this is the awesome combo thread but 100+ points in rebel squadrons and still unable to lock down Rhymer and his bombers...... bad combo!
If you're set on rebs, I wouldn't use the b's as your interceptors, and thus, wouldn't mix them with Wedge/Dutch.
Try this one out for size:
-Pick a target. You're doing this before deployment starts and trying to lay down your ships/fighters to setup Indy to cross their flight path. Position fighters (consisting of 4b's and jan ors) as close as possible to said target.
-Set Indy's dials to squad squad squad to start (unless you're taking garm, then do whatever you want followed by squad squad). Bank a squad on turn 1 and move Indy roughly parallel to your fighter axis of advance (or just try to keep within command range).
-On turn 2, Indy your table for 5 (4 b's and jan) into the likely flight path of said ship, trying to stay about distance 2 in front of the ship clumped about the centerline as tight as possible.. This guarantees a shot on all ships next round except for clicks on segment 1, speed 4 ships (but you wouldn't pick that kind of ship to attack, would you?)
-On turn 3, use a regular squad command to launch 8 dice. If target still exists, hit with broadside from Indy.
You'll get to do that one more time before the game is over, hopefully.
To kill Mauler, Howler, Soontir: use AA fire. 'Tis cleaner ![]()
-Yavaris + 3 b-wings/H-6 scuuuuuuuurg. O hai, here's 12 dice in your face.
-Luke/Adar Talon, Dodonna's pride/LS, MC30's with Assault protons/OE , General Dodonna. Shields, what shields?
Precision Strike with Assault Proton Torpedoes. . . . Deliciously evil. You can get 2 Victory Tokens in a single activation that way (though they must have a face down card already, hey! Dodonna can help with that!)