Well, the build is almost set…
SC 1
Author: pchappel
Author: pchappel
Faction: Rebel
Alliance
Points: 398/400
Points: 398/400
Commander: Admiral
Ackbar
Assault Objective: Advanced
Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory
[ flagship ] Assault
Frigate Mark II B (72
points)
- Admiral Ackbar ( 38 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Admiral Ackbar ( 38 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- Jainas Light ( 2 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
MC80 Assault
Cruiser (114 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
1 Han Solo (
26 points)
3 YT-2400s ( 48 points)
3 YT-2400s ( 48 points)
Fleet created with Armada Warlords
Though looking at swapping the ECM on the Corvette for
Engine Techs on the MC-80… Getting that
extra movement on the normally SLOW Cruiser is pretty huge. Brings me to 399/400 if I do that...
It looks like our interpretation of the rules for the Fire Lanes
mission is correct, and I CAN deploy all 3 right on top of each other… My Opponent can move them range ruler 1-2, so at most 3-4” from their starting position, but even so… Set up broadsides to bear on them and I am
guessing I’ll have at a minimum 2, more likely 4 turns before anything serious
can be brought to bear on my ships to try and take me off the Fire Lanes… and scooping up 15 points/marker and 3/turn… That gives me 45 points/turn to just sit back
and smile as I collect it… And if they
want to do anything but just lose, they HAVE to move quickly to engage me on my
terms, which is not a fight I’d be wanting to get into knowing the sheer amount
of firepower these ships throw out…
Also, if they go slow or have ships like the Victory Class Star
Destroyer with only Speed 2… Even the
ISD has a Speed 3 option, but driving up into my guns like that? I’m likely to get off at least 2 rounds of
shooting, and without Redirects to spread that damage around, even the mighty
ISD falls pretty quickly, and likely before it gets to its Black dice range… Other MC-80’s? Same thing, though usually limited to Speed 2
and REALLY wanting to present broadsides…
So, if they just come toward the firing line, I think they lose that one
even quicker than the ISD. AF/Gladiator
might be tricky, but they tend to die quickly, though I suspect they’ll do damage
on the way down… But my several turn
head start should carry the game for me…
The light ships like the Raiders and Corvettes? With Gunnery Teams giving me at least 3 good
broadsides/turn I think that they simply evaporate too quickly… And even if they DO get in close, I still win
the tokens with volume of dice as they evaporate under fire…
Frankly, if I am player 2 and get my own missions, the ONLY
one that is closer to a wash is the Dangerous Territory one, and I gain the
ability to land on the rocks/debris without effect… So, likely the one I’ll end up having to play
J…