For me my go to would be
Ship - MC75
Squadron - YT2400 generic.
Upgrade - Ord experts (Love my Black dice)
For me my go to would be
Ship - MC75
Squadron - YT2400 generic.
Upgrade - Ord experts (Love my Black dice)
Ship: Arquitens Light Cruiser with Enhanced Armaments. 4 red dice by default, 5 with a confire. Its served me well.
Squadron: Dengar, giving everything counter 1 is great.
Upgrade: Quad Laser Turrets (please, bomb me.)
The good ship: Arquitens CL with Captain Needa and TRC. A great flanking fire support ship able to tip the balance over a wide area.
Squadron has to be Bossk. He has got me so many kills over the years by latching on to fast attack craft after their attack run and hunting them down over the last 3 turns of the game.
Upgrade I think has to be Boosted Comms.
Ship: ISD Kuat
Squadron: Howlrunner
Upgrade: Leading shots
I haven't played many games with them, but CR90-B's with Rieekan and SW-7s are always a blast to use. I love how much damage one can do by double arcing and ramming something, while controlling space and keeping the cost low.
I... don't really have a favorite squadron, I'm partial to generic Rebel fighters of all kinds but none of them stand out... Biggs, maybe?
Does Rieekan count as an upgrade?
If not, then SW-7s. Or Engine Techs. I should try Engine Techs on my CR90s. I already love them on my Liberty, lol.
I guess you can put what you go to Admirals are mine would be Ackbar.
6 hours ago, Ling27 said:Upgrade: Quad Laser Turrets (please, bomb me.)
Say hello to Mayor Rhymer.
Admiral Raddus
MC30 Landomition
Screed in an Kuat ISD, a quasar, a gozanti and 6 VT-49s
Ship: isd, it’s just so iconic.
Squad: tie interceptor/ciena ree. Outside of the x-wing it’s the sexiest star fighter in the galaxy. And I love ciena’s Perma obstruction ability, it’s simple, powerful, and doesn’t take extra time to measure or slow the game. She is bae.
Upgrade: intensify firepower. It’s worth it’s weight in gold. Seriously underrated.
Edited by Belisarius09Gladiators and Defenders.
Home Ones.
Everything else is negotiable
Ship: Star Dreadnought Assault Prototype. I like big ships and I cannot lie.
Squadron: Ciena Ree. She pays for her points by simply not dying as quickly as other squads can, and she gets some hits in before she goes.
Upgrade: Leading Shots. I learned early on that if a ship can shoot, it'll want rerolls/dice modifications as often as possible.
Ship: MC80 Command Cruiser
Squadron: Wedge and Dutch (if I have to pick just one then Wedge)
Upgrade: Boosted Comms (or if we can pick one not for our chosen ship but is always a staple in our fleets - Yavaris title)
Moff JJ.
I always make an imperial list and try different commanders.
Then tell myself, "but, Moff JJ would be much better for this list."
Haha
ISD-2, because it does everything.
Maarek and Jendon, because they do everything.
Sloane, because she encourages a fast, fragile playstyle that I thoroughly enjoy.
Ship: MC30
Squadron: A-Wing
Upgrade: Advanced Proton Torpedoes (see ship fave)
Imperial Star Destroyer... such a majestic ship and so fun to maneuver!
Ship: ISDII. Hard to argue with the flexibility of the ship.
Squadron: Cienna Ree. I've always been a huge fan of Interceptors as well as "dodge" abilities, so Cienna was a bit of a shoe-in
Upgrade: Captain Brunson. I wasn't kidding about those dodge abilities!
Ship: MC80 Home One Command Cruiser
Squadron: Dutch but do have a liking for generic X-wings as well.
Upgrade: Bomber Command Center
I don't have too much experience, and I'm spending most of my games trying new things, but there are definitely some that I rather like.
IMPERIALS
Ship: ISD Kuat Refit - I like getting close and throwing a lot of dice, and the Ordnance slot has some fun upgrades.
Squadron: Colonel Jendon - I like Lambdas, and Jendon's ability to relay commands and allow allies more attacks makes him very useful, whether bombing or clearing out enemy squadrons.
Upgrade: Gunnery Team - So far, my Imperial lists have tended toward low numbers of ships, so being able to hit a ship and clear out squadrons in the same arc on the same turn is very useful
Commander: Admiral Motti - I've only flown Imperials twice, and both times I used him, so I guess I just haven't really tried anyone else. Still, making all your ships tougher (so long as they're not Huge, I guess) is always a pretty safe bet to fall back on if you can't decide on someone else.
Title: Relentless - Being able to assign only two dials to a Large ship is always good!
REBELS
Ship: MC75 Ordnance Cruiser - similar to the Kuat ISD, move in close, throw a lot of dice, and enhance with Ordnance upgrades.
Squadron: Shara Bey - Her Counter ability, along with counting crit icons when she does it, is incredibly good at thinning out enemy fighters.
Upgrade: XX-9 Turbolasers - Assuming you're through the shields, this can be utterly devastating. Even more so when you use...
Commander: General Dodonna - He's the cheapest of the Rebel Commanders, and once the shields go down (or you have a way to put face-up damage through a shield), he'll absolutely cripple the enemy fleet.
Title: Dodonna's Pride - Being able to just deal a face-up damage card is really nice, for just the low price of not doing anything else with your dice (which, with how few dice the CR90 rolls, probably would have been less, anyway).
Empire:
Ship: ISD 2. Just love the all rounded goodness
Squad: Cienna Ree (Usually with Valen)
Upgrade: Avenger
Commander: Thrawn. Love the character and also good in game.
Rebel:
Ship: MC80 Command cruiser
Squad: A-wings
Upgrade: ECM
Commander: Ackbar
Cymoons with yularen and intensify fire for snipery goodness