Hey guys ! Just wanted a fun topic to see whether we came come up with 400 points fleets that are only using Wave 1 Ships, Squadrons and Upgrade Cards, and be able to stand our ground against the newer toys !
Let the games begin !
Hey guys ! Just wanted a fun topic to see whether we came come up with 400 points fleets that are only using Wave 1 Ships, Squadrons and Upgrade Cards, and be able to stand our ground against the newer toys !
Let the games begin !
Objectives
-Opening Salvo (because the extra dice might be more helpful to burn through shields in the beginning of the game)
-Firelanes
-Dangerous Territory
CR90
-Dodonna
CR90
CR90
CR90
CR90
CR90
CR90
Neb B Support
-Raymus
-Salvation
-XX-9
398 pts
Motti/Screed
Gladiator 1
Gladiator 1
Gladiator 1
Gladiator 1
VSD 1
VSD 1
Have worked great so far. Why change a winning concept? ![]()
3 VSD 2. =255
8 Interceptors =88
Major Rym =16
Tarkin = 38
397
3 VSD 2. =255
8 Interceptors =88
Major Rym =16
Tarkin = 38
397
I love the Victories.
I only own 2 Victories, but I'd prefer 3 Victories...
EMPIRE FLEET 397/400
1 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - Grand Moff Tarkin (38) - Flight Controllers (6) - Expanded Hangar Bay (5)
• Total : 122 • Code : e1c1w2g1
2 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - Admiral Chiraneau (10) - Expanded Hangar Bay (5)
• Total : 88 • Code : e1o10g1
3 • Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56) - Demolisher (10)
• Total : 66 • Code : e5f12
4 • Major Rhymer TIE Bomber Squadron - TIE Bomber (16)
• Total : 16 • Code : e8
5 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9 • Code : e9
6 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9 • Code : e9
7 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9 • Code : e9
8 • TIE Bomber Squadron - TIE Bomber (9)
• Total : 9 • Code : e9
9 • TIE Advanced Squadron - TIE Advanced (12)
• Total : 12 • Code : e12
10 • TIE Advanced Squadron - TIE Advanced (12)
• Total : 12 • Code : e12
11 • TIE Advanced Squadron - TIE Advanced (12)
• Total : 12 • Code : e12
12 • TIE Advanced Squadron - TIE Advanced (12)
• Total : 12 • Code : e12
13 • Darth Vader TIE Advanced Squadron - TIE Advanced (21)
• Total : 21 • Code : e11
Haha nice ! Some serious contenders here ![]()
One ilst I had that was always performing excellently in Wave 1 meta was :
AFMK2 B - Gallant Haven, Dodonna, Adar Tallon, ECM, Gunnery Team
Neb B Escort - Yavaris
CR90B - Dodonna's Pride, Leading Shots
CR90A - H9 Turbolasers
Wedge
Dutch
Luke
Keyan
Y-Wing
A-Wing
A-Wing
A bit of an all comers but I find that Corvettes and squadrons were flexible enough to be a hammer to my GH+Y Anvil
Going to try this list against a 2 ISD build on saturday, just for the bragging rights !
Rebel Idea
+++ New Roster (400pts) +++
++ Rebel Fleet (Standard) (400pts) ++
+ CR90 Corvette (310pts) +
CR90 Corvette A (86pts) [Electronic Countermeasures (7pts), XX-9 Turbolasers (5pts), •Mon Mothma (30pts)]
Profiles:
CR90 Corvette A: Hull:4|Anti-Squadron Value:1 Blue|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Redirect|Front Firing Arc:2 Red 1 Blue|Left Firing Arc:1 Red 1 Blue|Right Firing Arc:1 Red 1 Blue|Rear Firing Arc:1 Red|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Support Team, Defensive Retrofit, Turbolasers
Mon Mothma: Commander Ability:When a friendly resolves the evade token effect, it can cancel 1 die at medium range or reroll 1 die at close range or distance 1.
Electronic Countermeasures: Defensive Retrofit Ability:While defending, you may exhaust this card to spend 1 defense token that your opponent targeted with an Accuracy result.
XX-9 Turbolasers: Turbolasers Ability:Critical Hit: The first 2 damage cards dealt to the defender by this attack are dealt faceup.
CR90 Corvette A (56pts) [Electronic Countermeasures (7pts), XX-9 Turbolasers (5pts)]
Profiles:
CR90 Corvette A: Hull:4|Anti-Squadron Value:1 Blue|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Redirect|Front Firing Arc:2 Red 1 Blue|Left Firing Arc:1 Red 1 Blue|Right Firing Arc:1 Red 1 Blue|Rear Firing Arc:1 Red|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Support Team, Defensive Retrofit, Turbolasers
Electronic Countermeasures: Defensive Retrofit Ability:While defending, you may exhaust this card to spend 1 defense token that your opponent targeted with an Accuracy result.
XX-9 Turbolasers: Turbolasers Ability:Critical Hit: The first 2 damage cards dealt to the defender by this attack are dealt faceup.
CR90 Corvette A (56pts) [Electronic Countermeasures (7pts), XX-9 Turbolasers (5pts)]
Profiles:
CR90 Corvette A: Hull:4|Anti-Squadron Value:1 Blue|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Redirect|Front Firing Arc:2 Red 1 Blue|Left Firing Arc:1 Red 1 Blue|Right Firing Arc:1 Red 1 Blue|Rear Firing Arc:1 Red|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Support Team, Defensive Retrofit, Turbolasers
Electronic Countermeasures: Defensive Retrofit Ability:While defending, you may exhaust this card to spend 1 defense token that your opponent targeted with an Accuracy result.
XX-9 Turbolasers: Turbolasers Ability:Critical Hit: The first 2 damage cards dealt to the defender by this attack are dealt faceup.
CR90 Corvette A (56pts) [Electronic Countermeasures (7pts), XX-9 Turbolasers (5pts)]
Profiles:
CR90 Corvette A: Hull:4|Anti-Squadron Value:1 Blue|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Redirect|Front Firing Arc:2 Red 1 Blue|Left Firing Arc:1 Red 1 Blue|Right Firing Arc:1 Red 1 Blue|Rear Firing Arc:1 Red|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Support Team, Defensive Retrofit, Turbolasers
Electronic Countermeasures: Defensive Retrofit Ability:While defending, you may exhaust this card to spend 1 defense token that your opponent targeted with an Accuracy result.
XX-9 Turbolasers: Turbolasers Ability:Critical Hit: The first 2 damage cards dealt to the defender by this attack are dealt faceup.
CR90 Corvette A (56pts) [Electronic Countermeasures (7pts), XX-9 Turbolasers (5pts)]
Profiles:
CR90 Corvette A: Hull:4|Anti-Squadron Value:1 Blue|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Redirect|Front Firing Arc:2 Red 1 Blue|Left Firing Arc:1 Red 1 Blue|Right Firing Arc:1 Red 1 Blue|Rear Firing Arc:1 Red|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Support Team, Defensive Retrofit, Turbolasers
Electronic Countermeasures: Defensive Retrofit Ability:While defending, you may exhaust this card to spend 1 defense token that your opponent targeted with an Accuracy result.
XX-9 Turbolasers: Turbolasers Ability:Critical Hit: The first 2 damage cards dealt to the defender by this attack are dealt faceup.
+ Squadrons (90pts) +
A-Wing Squadron (11pts)
Rules: Counter 2
Profiles:
A-Wing Squadron: Movement Value:5|Hull Value:4|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black
A-Wing Squadron (11pts)
Rules: Counter 2
Profiles:
A-Wing Squadron: Movement Value:5|Hull Value:4|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black
X-Wing Squadron (13pts)
Rules: Bomber, Escort
Profiles:
X-Wing Squadron: Movement Value:3|Hull Value:5|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Red
X-Wing Squadron (13pts)
Rules: Bomber, Escort
Profiles:
X-Wing Squadron: Movement Value:3|Hull Value:5|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Red
X-Wing Squadron (13pts)
Rules: Bomber, Escort
Profiles:
X-Wing Squadron: Movement Value:3|Hull Value:5|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Red
X-Wing Squadron (13pts)
Rules: Bomber, Escort
Profiles:
X-Wing Squadron: Movement Value:3|Hull Value:5|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Red
•Tycho Celchu (16pts)
Rules: Counter 2
Profiles:
A-Wing Squadron: Movement Value:5|Hull Value:4|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black
Tycho Celchu: Squadron Ability:You are not prevented from moving or attacking ships while you are engaged.|Defense Tokens:Brace, Scatter
++ Selection Rules ++
Bomber: While attacking a ship, each of your Critical icons adds 1 damage to the damage total and you can resolve a critical effect.
Counter 2: After a squadron performs a non-Counter attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed.
Escort: Squadrons you are engaged with cannot attack squadrons that lack Escort unless performing a Counter attack.
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