So, painting a bit of my stuff...
Going to try a Red/Crimson and Grey fleet for Armada... 2 ships base coated... I'm looking at 2 different fleets for the next SC over at Titan in a few weeks, and so I should have the whole fleet done easily by then...
X-Wing SC tomorrow at Titan, the X-70 X-Wing is at least base coated and will look different on the board... Now I just need to figure out what I am fielding of course...
Mostly X-Wing... Some real life/job stuff here and there... Oh, and motorcycles too!
Saturday, February 27, 2016
Thursday, February 25, 2016
Titan X-Wing SC this weekend....
The Titan X-Wing Store Championships are coming up this
weekend, and as it is looking VERY much like the Wave 8 stuff will not be here
in time… So I have a few other lists
built:
KavilKCobra (100)
Kavil — Y-Wing
|
24
|
Twin Laser Turret
|
6
|
Unhinged Astromech
|
1
|
Ship Total: 31
|
|
|
|
Black Sun Ace — Kihraxz Fighter
|
23
|
Predator
|
3
|
Cluster Missiles
|
4
|
Glitterstim
|
2
|
Ship Total: 32
|
|
|
|
Talonbane Cobra — Kihraxz Fighter
|
28
|
Predator
|
3
|
Cluster Missiles
|
4
|
Glitterstim
|
2
|
Ship Total: 37
|
|
|
|
|
The first is all about offence, hit hard and fast… The K’s are decent ships, nothing REALLY
all that special, but the burst damage they could throw out should rip up any
Y-Wing TLT lists or anything based around a big ship with log Agility dice… It will I think struggle against a TIE
swarm, less so against a Z-95 swarm and I suspect a well build Ace list will
be a good fight, but I think I’m on the losing end of that one… Not impossible, the list simply does NOT
synergize or have any real tricks.
|
SC 1 Jake Ello Poe (100)
Jake Farrell — A-Wing
|
24
|
Juke
|
2
|
Chardaan Refit
|
-2
|
Autothrusters
|
2
|
A-Wing Test Pilot
|
0
|
Ship Total: 26
|
|
|
|
Ello Asty — T-70 X-Wing
|
30
|
Crack Shot
|
1
|
R5-P9
|
3
|
Integrated Astromech
|
0
|
Ship Total: 34
|
|
|
|
Poe Dameron — T-70 X-Wing
|
31
|
Predator
|
3
|
R2-D2
|
4
|
Autothrusters
|
2
|
Ship Total: 40
|
|
|
SC 2 Rebel Regen (100)
Gray Squadron Pilot — Y-Wing
|
20
|
Twin Laser Turret
|
6
|
R5-D8
|
3
|
Ship Total: 29
|
|
|
|
Miranda Doni — K-Wing
|
29
|
Twin Laser Turret
|
6
|
Ship Total: 35
|
|
|
|
Poe Dameron — T-70 X-Wing
|
31
|
Veteran Instincts
|
1
|
R2-D2
|
4
|
Integrated Astromech
|
0
|
Ship Total: 36
|
|
|
|
Or:
VrillPoeGrey (100)
Eaden Vrill — YT-2400
|
32
|
Intelligence Agent
|
1
|
Anti-Pursuit Lasers
|
2
|
Ship Total: 35
|
|
|
|
Poe Dameron — T-70 X-Wing
|
31
|
Cool Hand
|
1
|
R5-P9
|
3
|
Autothrusters
|
2
|
Ship Total: 37
|
|
|
|
Gray Squadron Pilot — Y-Wing
|
20
|
Twin Laser Turret
|
6
|
R3-A2
|
2
|
BTL-A4 Y-Wing
|
0
|
Ship Total: 28
|
The Rebel lists all have Poe in… Good solid ship, and annoyingly resilient if
it is not focused on. Mind, most folks
know this now, so I tend to use it as a bait ship more than anything. It works, but I am hoping it will live long
enough to actually do something of course J Or at least that it gets my other ships into
position and does enough on the way down to get me a win… Rebel Regen I might swap out R5-P9 for the
R5-D8, I think that was a relic of a list where I had Ello Asty with that
Droid, which might make a good swap for Miranda’s K-Wing… But the list is based around just outlasting
the other side… Do enough to get in a
few kills and survive the fight. Bring
big rocks and break up the Swarms… Fun
list, but not likely to get me a win against a top tier player with a good
list. VrillPoeGrey is just weird enough
that it does well for me… Fun to fly and
one of the ones I REALLY like. Swarms are
a hard counter, but they WILL know they were in a fight. Aces HATE this list, I designed it to take
down those and it works frighteningly well there…
Choices, choices…. Thinking
my first or last one will be what I use…
I am most interested in the participation prize which they should have
some 32 of, I am pretty confident I’ll be in the top 32… And I
have another month or so until the SC at the Gopher… REALLY want to fly the Ghost there, but we’ll
see…
Wednesday, February 17, 2016
Armored Gopher Armada Store Championship this weekend...
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…
Sunday, February 14, 2016
Armada Store Championships next Week,,,
So, sick most of the week…
Still recovering. Actually missed
a few days of work which does not happen often…
But gave me time to think while I was awake of course…
Running into some issues with several Intel wireless cards
on Windows 10… Have my brand new one
back with Dell to have them look it over.
Great machine otherwise, but without wireless working correctly, well… So, we’ll see how this shakes out, but seeing
more of them hitting and since I’m typing on a backup machine with the same
issue… Well, maybe a driver update will
deal with it…
Got into a discussion about open carry vs concealed carry… I’m generally OK with either, but honestly if
you see me walking down the street with a rifle best perhaps to take cover because
if it has not already hit the fan, it is about to. I’m not one to pull a weapon of make a threat
until I am already acting to deal with the threat. So, were I to carry legally of course I would
do so concealed. Mind, if I am EXPECTING
trouble, I load for bear and use a rifle not a pistol… But I have never understood the desire to
carry an AR into a restaurant… Carried
the M-16/203 for years, so I might have burned out on that “carry a rifle” in
public thing…
Gearing up for the Store Championship next Saturday at the
Gopher... Have a few tweaks to my list I think... Tempting to fly
something completely different, but this list gets me wins, so...
Nothing special, really just a 3 ship list with fewer upgrades than
I like and some YT-2400s to play linebackers for the MC-80 and Assault Frigate
to do the heavy hitting... The Corvette is actually a real threat as
well, i have taken down Gladiators and Raiders easily enough with it...
And even the Imperial Star Destroyers ignore it at their own peril...
I'm worried about the mass fighter lists and to a lesser extent the
"Christmas Tree " list with only a few really big beefy ships that I
cannot take down without losing my own fleet... My mission selection is
pretty good and guarantees that I can get extra points for the margin of
victory... This will be what makes the winner, win/loss record is
NOT the way it works. In this system. ... And the 10-0 win is almost
impossible. You can get a 5-5 win and lose the event to someone else who wins
bigger, even if they are 2-1 on the day and you are 3-0... So picking the ones that are either a sucker
bet for the other guy to give me like Advanced Gunnery or the ones to give me
extra points for doing what I was going to do anyway… Fire Lanes and Dangerous Territory are good
for the extra points here…
SC 1
Author: pchappel
Author: pchappel
Faction: Rebel
Alliance
Points: 400/400
Points: 400/400
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)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Admiral Ackbar ( 38 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
MC80
Assault Cruiser (114
points)
- XI7 Turbolasers ( 6 points)
- XI7 Turbolasers ( 6 points)
CR90
Corvette A (44
points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
1 Han
Solo ( 26 points)
3 YT-2400s ( 48 points)
1 X-Wing Squadron ( 13 points)
1 Y-Wing Squadron ( 10 points)
3 YT-2400s ( 48 points)
1 X-Wing Squadron ( 13 points)
1 Y-Wing Squadron ( 10 points)
Fleet created with Armada Warlords
Or something like that J… It is next Saturday so…
Thursday, February 4, 2016
Work, Armada SC prep and...
LONG week at work.
Waiting on the paperwork to catch up, but looking like my promotion will
be happening. It IS a lot more work, but
it appears that I have the whole Department’s IT now, so we’ll see. With the complete lack of a State budget, no
raise associated with what is actually quite a large jump, so someday maybe… But at least we’re in a MUCH better position than
Eastern Illinois University… 30 day
notices for Layoffs go out this week, and looking like Furlough days are coming
for the survivors… Civil Service looks
like they got their contracts along with raises and back pay, so things are
really not so bad here I think.
Gaming wise, the Armada league is wrapping up… I got my 5 games in and am the current leader
of the league… But that is really just a
function of having gotten in the 5 games.
I lost only one, but most of the rest were close games, so given the Margin
of Victory rules (https://images-cdn.fantasyflightgames.com/filer_public/24/cf/24cf453e-70a0-431f-8611-be47d52eb07b/armada_tournament_rules_v202_high_res.pdf)
that would require getting 130 or more points above the opponent to get the 8-2
victory… Since it is a 400 point game this
puts you in the position of having to kill off a LOT more than you lose for a
clear victory… Not impossible strictly
speaking of course, but if one plays cautiously… Well, my “Broadsides Gun Line” fleet is one
that I can kill a ship or two while minimizing my own losses…. Need a better defense against an overload of
Fighters, but so far I’ve been mostly able to simply outrun them while focusing
on their Capitol Ships…
SC 1
Faction: Rebel
Alliance
Points: 399/400
Points: 399/400
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)
MC80
Assault Cruiser (114
points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
CR90
Corvette A (44
points)
- Jainas Light ( 2 points)
- Leia Organa ( 3 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- Jainas Light ( 2 points)
- Leia Organa ( 3 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
1 Dash
Rendar ( 24 points)
3 YT-2400s ( 48 points)
3 YT-2400s ( 48 points)
Fleet created with Armada Warlords
So, a 3 ship list is what I am looking at bringing… The Assault Frigate being the Flagship rather
than the MC-80 Assault Cruiser… The
MC-80 simply draws too much fire and it too slow… Mind, it does a LOT of damage, and so it IS
my heaviest hitter… Just keep the AF a
bit back and let it snipe away the Defense Tokens to open things up for the
main shot… The Corvette is the fast
flanker, and to be honest with Ackbar she puts out more firepower than a
Gladiator certainly, and at long range as much as a Victory Class Star
Destroyer… Surprises a LOT of people,
and as I ignore terrain AND blocking while shooting, I can tuck it in behind
things and keep myself alive while pumping out the damage… TLC for the dice fixing is HUGE. Honestly, the Corvette is the ship that
usually gets at least my first kill… And
has kept me alive in the League…
Other stuff? Busy,
need to get back to cleaning the Basement of Doom ™, getting the Magna out of
here and likely a bunch of other game stuff and firearms… The Silverwing is still a great bike, but
better for in town and awesome for folks getting into (or back into) biking… I need something a bit larger to stretch my
legs and get out on the highway… So,
anyone wanting some neat old gaming stuff including Forgeworld stuff like say a
Spartan Class tank… A Lugar, bunch of
ammo and other firearms… LMK…
Wednesday, January 27, 2016
SC setup for Armada and X-Wing... Testing builds...
Looking ahead at the upcoming schedule I
have an Armada Store Championship (SC) coming up at the Gopher on the 20th of
February followed by the first of the X-Wing SC at Titan the following weekend
on the 28th. The Gopher is running their
X-Wing SC on the 19th of March with Titan Springfield on the 26th. Will definitely be going to the first ones of
that, only the Springfield trip being one I am unsure of. We'll see I guess how burned out I am with an
almost weekly pace. Ideally, I'll have a
better motorcycle by then, but I have far less hope there... With it looking like the rest of Wave 8
arriving as early as next week, it promises to be another interesting
season. Last year there was a Wave
released just before and it shook things up greatly. From the looks of the things coming, I
suspect it will be the same. Not at all
sure what I'll be flying honestly, I have a few builds with my current stuff,
but the news that there will be more out there might make it a VERY different
build for me.
So far I have a variant of the one I
flew last 100 point tournament with the YT-2400, Stress Hog and Poe... Solid build.
Did quite well for me against a LOT of things, but it has a really hard
time against anything that can bring 3 Green Dice en masse... Like, say, a TIE swarm. Or even a build that has more than 3 of the
TIE variants in it... SO MANY TIE
fighters now, and even the TIE Advanced is really good with the new
"oops" class upgrade with essentially a negative point value and
additional slot. Many of the new TIE
Aces are actually quite good and make for a much more interesting meta, at
least locally... I have no clue how
people are playing elsewhere, guessing that the FFG Forums are very limited in
their audience providing a somewhat distorted view of the state of
things... In any case, I have a few
other builds based around the "Regen" aspect that the Rebels have, so
a pair of T-70 X-Wings with R2-D2 and R5-P9 along with a Y-Wing and R5-P8 to
discard Damage cards on the TLT platform...
IF they survive the initial joust or just fly to the flanks, it seems
like an annoyingly long lived build where at the very least, you are less
likely to die without any of your ships left on the board.
With the rest of Wave 8 though, there
are some VERY interesting builds... The
Guidance Chips, new Crew and Cloaking for S&V? Looking VERY interesting. I am less likely to risk a cloaked ship here,
while I fly them a LOT in STAW, the mechanics are so different that it is
nothing alike. Guidance Chips though... 0 points and it guarantees a hit for
Ordinance... Liking my odds with some of
the Missiles and Torpedoes now. The
Z-95's are an obvious choice, and some of the K-Wings might work out
well... Liking the new Ships as
well, I suspect the Ghost will be too
expensive for this, but... Geared up
with the right stuff like Anti Pursuit Lasers and Hera at the helm? Oh, and one combo that I think might be
interesting...
What happens with Accuracy Correctors
AND the Auto Blaster Turrets? The way I
am reading it, 2 Hits that CANNOT be cancelled by any means with a 360⁰ arc. Yes, R1, so they have to get close... But with a 5 K-Turn? That large base is going to be MOVING and I
suspect that there will be some Aces not expecting to be hit… Combined with the APL for additional hilarity
if they bump into you… Not sure if the
Zeb crew card will be worth it, but the additional ability to shoot in BtB? Of course they can shoot as well, assuming
they are in arc… The Phantom Attack
Shuttle OTOH… With the title and docked
you get an additional attack with your Turret at the end of the turn… So, unless I am reading it incorrectly, then
I can attack with the Turret, then in the end phase attack again for
essentially 4 unavoidable Damage… That
should take down almost any TIE I catch at R1…
The Advanced has I think 2 shields and 3 Hull, so it will live for a bit… Maybe J… But those annoying
Interceptors? Nope.
With Armada… Currently leading the League which ends next
week… But that is a function more of I
have more games played, need only one more, and so I’ll be trying to schedule
with Tom as he is the one player I have not played so far. Looking like the SC are coming up as well,
and my list is fairly well tweaked and I have most of the “gotchas” worked out…. One thing I could have sworn that was in the
rules was a limit on the Squadrons. I was under the impression that you could
not bring more stands than you had “Squadron” numbers on your Ship cards in
total. Not apparently the case. So, a few of my other builds will be getting
reworked slightly to allow for a larger Squadron presence… The 4 YT-2400’s I have are good and make
excellent “Linebackers” for me, but against a dedicated Squadron list like Mike
brought last time, they simply get overwhelmed.
But lacking more Rogue stands, I am not sure I will fly them as well… Points are pretty tight and I’ve even been
running stripped down Cruisers (MC-80) and Corvettes (CR-90) just to have
actual firepower out there… So looking
like at least one more game before the SC hits next month….
Sunday, January 10, 2016
TIE Fighters everywhere :-)
So MANY TIEs....
Holy crap, I have never seen so many TIE fighters... :-) We
played out the Escalation tournament today, wound up 5th of the 14 in a VERY
long day. When my list worked, it worked
REALLY well. The parts of it that did
not work failed hard. I played my Rebel
list with Poe, Jake, Horton, Tala and a Grey Squadron. The biggest fail was the Tala Squadron
Z-95. Got to fire off the Assault
Missile twice and missed both times. Had
the Z-95 been LT Blount it would have been 2 instances of massed damage... One TIE swarm with 7 (!) ships at R1 of the
bloody target that would have stripped all of the Shields and put through a few
damage to the old style TIEs in there...
Next game not nearly so bad, but 4 Z-95's in the blast area... So, next time, that is a definite "bring".
The Bombs... I had
a few of them on my Y-Wings that I just kind of threw on there to hopefully
cover up the R1 hole in the TLT... It
worked, and quite well with SO many ships out there. Really looking forward to Sabine Wren out
there for me... Thinking that there will
be a LOT more bombs for my Squadrons when she hits the field... Hoping that Wave 8 is fully out before the
Store Championships hit in the next few Months... So far the Gophers is set, and the Titan in
Springfield... Hoping for the Champaign
Titan is on a day I can attend as well...
Like I said, I was surprised there were SO many Tie
Swarms... Got smacked around by Allan's swarm
which used a lot of the TIE/fo with Weapons Guidance... Would have been different had the Assault
Missile hit I think :-) But it was a
good build and there are SO many TIEs out there now... I think they are going to become a very real
thing during the Store Championships.
Crack Shot is rough, but I found Juke on the A-Wing to be hugely
powerful... Especially with a Stress Hog
out there... If they can't Focus, they
lose one dodge result... Even on a 2
Attack Fighter, I pushed through several Damage chasing down TIEs and Z-95's...
So, something to think about building for the next few
Tournaments...
Wednesday, January 6, 2016
X-Wing Escalation Tournament this weekend...
Something very different... The Escalation tournament is going to be a 4 round event, starting at 60 points and increasing 30 points each round. I've never played anything over 100 points, so the 120 and 150 point rounds are going to be interesting... Bouncing two ideas around...
First is the Rebel list:
I REALLY wanted to get in a YT-2400 piloted by Eaden Vril in there, but it just doesn't seem like it fits. 2 Damage primary is just not enough to justify the point sink there at this level. Poe's T-70 and Jake's A-Wing are both solid Aces and good choices I think. I have had excellent luck with Horton's Y-Wing as an Ace hunter, but that is JUST over 30 points. So, I fly short in Round 1 to fit it in to Round 2. Round 3 I just bring in a cheap missile boat to fill in points on the other 3 ships... Not sure how well it will work, but the Z-95 with an Assault Missile should at least make people flying swarms think about it a bit... Last round is just bringing in a "Stress Hog" Y-Wing to fill out the points... Aces who rely on actions who get shot at by this have to scramble for a few turns to clear those Stress and hopefully I can line up a few shots... Seems solid, but...
Other choice is something very different from the Scum and Villainy (S&V) faction...
Start simple with Kavil and a TLT backed up by the Black Sun Ace in the Kihraxz with Cluster Missiles and Predator... Round 2 adds the second Kihraxz same as the first... The Y-Wing circles and shoots a 4 dice attack, hopefully doing the 2 Damage/turn while the K's are threats with the Cluster Missiles having the potential to do 6 Damage in one burst... Things go well, I can erase a B/Y-Wing in a single turn with the Y and K shooting... Gets easier when I add another Y-Wing for round 3 (120 points) and I fill in the Glitterstem on the K's... That makes their burst damage MUCH more reliable allowing them re-rolls and conversion of all Focus to Hits (and Focus to Evades on Defense)... Against the PS 2 things I get full conversions and the ability to re-roll 2 Dice/Attack for each Attack... Odds are excellent that I get the full 6 Hits/Critical Hits in there. So, this is my defense against the big, slow ships that I expect to see a few of, but more importantly they can quickly erase the expected Y-Wings with TLT that will undoubtedly be a heavy presence here... I say as I field 3 of them in this build :-)... Good ships, this build however lacks the staying power I like for my Rebel builds with their annoying Regenerate abilities...
Guess I am leaning toward the S&V build a bit just as something different... The Store Championships are coming up in the next few Months and I have a few Rebel builds that I like for that... Should be interesting at least :-)
First is the Rebel list:
150 Poe Jake Horton Z Gr… (150)
Poe Dameron — T-70 X-Wing | 31 |
Predator | 3 |
R5-P9 | 3 |
Autothrusters | 2 |
Ship Total: 39 | |
Jake Farrell — A-Wing | 24 |
Push the Limit | 3 |
Chardaan Refit | -2 |
Juke | 2 |
Autothrusters | 2 |
A-Wing Test Pilot | 0 |
Ship Total: 29 | |
Horton Salm — Y-Wing | 25 |
Twin Laser Turret | 6 |
Bomb Loadout | 0 |
R5-D8 | 3 |
Seismic Charges | 2 |
Ship Total: 36 | |
Tala Squadron Pilot — Z-95 Headhunter | 13 |
Assault Missiles | 5 |
Ship Total: 18 | |
Gray Squadron Pilot — Y-Wing | 20 |
Twin Laser Turret | 6 |
R3-A2 | 2 |
BTL-A4 Y-Wing | 0 |
Ship Total: 28 | |
I REALLY wanted to get in a YT-2400 piloted by Eaden Vril in there, but it just doesn't seem like it fits. 2 Damage primary is just not enough to justify the point sink there at this level. Poe's T-70 and Jake's A-Wing are both solid Aces and good choices I think. I have had excellent luck with Horton's Y-Wing as an Ace hunter, but that is JUST over 30 points. So, I fly short in Round 1 to fit it in to Round 2. Round 3 I just bring in a cheap missile boat to fill in points on the other 3 ships... Not sure how well it will work, but the Z-95 with an Assault Missile should at least make people flying swarms think about it a bit... Last round is just bringing in a "Stress Hog" Y-Wing to fill out the points... Aces who rely on actions who get shot at by this have to scramble for a few turns to clear those Stress and hopefully I can line up a few shots... Seems solid, but...
Other choice is something very different from the Scum and Villainy (S&V) faction...
150 Escalation Kavil Black x 2 Y x 2 (150)
Kavil — Y-Wing | 24 |
Twin Laser Turret | 6 |
Bomb Loadout | 0 |
Unhinged Astromech | 1 |
Seismic Charges | 2 |
Ship Total: 33 | |
Black Sun Ace — Kihraxz Fighter | 23 |
Predator | 3 |
Cluster Missiles | 4 |
Glitterstim | 2 |
Ship Total: 32 | |
Black Sun Ace — Kihraxz Fighter | 23 |
Predator | 3 |
Cluster Missiles | 4 |
Glitterstim | 2 |
Ship Total: 32 | |
Hired Gun — Y-Wing | 20 |
Twin Laser Turret | 6 |
Bomb Loadout | 0 |
Unhinged Astromech | 1 |
Seismic Charges | 2 |
Ship Total: 29 | |
Syndicate Thug — Y-Wing | 18 |
Twin Laser Turret | 6 |
Ship Total: 24 | |
Start simple with Kavil and a TLT backed up by the Black Sun Ace in the Kihraxz with Cluster Missiles and Predator... Round 2 adds the second Kihraxz same as the first... The Y-Wing circles and shoots a 4 dice attack, hopefully doing the 2 Damage/turn while the K's are threats with the Cluster Missiles having the potential to do 6 Damage in one burst... Things go well, I can erase a B/Y-Wing in a single turn with the Y and K shooting... Gets easier when I add another Y-Wing for round 3 (120 points) and I fill in the Glitterstem on the K's... That makes their burst damage MUCH more reliable allowing them re-rolls and conversion of all Focus to Hits (and Focus to Evades on Defense)... Against the PS 2 things I get full conversions and the ability to re-roll 2 Dice/Attack for each Attack... Odds are excellent that I get the full 6 Hits/Critical Hits in there. So, this is my defense against the big, slow ships that I expect to see a few of, but more importantly they can quickly erase the expected Y-Wings with TLT that will undoubtedly be a heavy presence here... I say as I field 3 of them in this build :-)... Good ships, this build however lacks the staying power I like for my Rebel builds with their annoying Regenerate abilities...
Guess I am leaning toward the S&V build a bit just as something different... The Store Championships are coming up in the next few Months and I have a few Rebel builds that I like for that... Should be interesting at least :-)
Sunday, January 3, 2016
Armada League play and an Escalation X-Wing tournament coming up...
Trying something new this week most likely... I was REALLY impressed with the Wave 2 Fighters on the field... Joel's Firesprays were rough to face, and my own YT-2400's were almost equally brutal against David's TIEs.... My own X-Wings and Y-Wings took too long to get into position, the Rouge keyword was simply too good at allowing the rapid engagement of the fighter screens or actual Capitol ships...
Ackbar was REALLY good. The Raider was unimpressive I think, but then it did end up at Medium Range of the MC-80's Broadsides... And evaporated in a single volley. The ISD took 2 volleys, but it died as well... My Assault Frigates are I think slightly better than the Victory Class Star Destroyers normally, Ackbar pushes them up to be almost the equals of the Imperial class in terms of outgoing firepower at least... NOT nearly so durable of course, but...
Ackbar was REALLY good. The Raider was unimpressive I think, but then it did end up at Medium Range of the MC-80's Broadsides... And evaporated in a single volley. The ISD took 2 volleys, but it died as well... My Assault Frigates are I think slightly better than the Victory Class Star Destroyers normally, Ackbar pushes them up to be almost the equals of the Imperial class in terms of outgoing firepower at least... NOT nearly so durable of course, but...
Chappell week 2 mk2
Faction: Rebel Alliance
Points: 399/400
Points: 399/400
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Minefields
Defense Objective: Fleet Ambush
Navigation Objective: Minefields
Nebulon-B Escort Frigate (57 points)
- Salvation ( 7 points)
- Slaved Turrets ( 6 points)
- Salvation ( 7 points)
- Slaved Turrets ( 6 points)
Nebulon-B Escort Frigate (57 points)
CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Leia Organa ( 3 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- Jainas Light ( 2 points)
- Leia Organa ( 3 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
[ 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)
1 Dash Rendar ( 24 points)
3 YT-2400s ( 48 points)
3 YT-2400s ( 48 points)
Fleet created with Armada Warlords
Or something with fewer ships and more Fighters...
Chappell Week 2 Mk 3
Faction: Rebel Alliance
Points: 400/400
Points: 400/400
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions
Assault Frigate Mark II B (72 points)
- Gallant Haven ( 8 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Gallant Haven ( 8 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Raymus Antilles ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Raymus Antilles ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
1 Dash Rendar ( 24 points)
3 YT-2400s ( 48 points)
1 Nym ( 21 points)
1 X-Wing Squadron ( 13 points)
1 Y-Wing Squadron ( 10 points)
3 YT-2400s ( 48 points)
1 Nym ( 21 points)
1 X-Wing Squadron ( 13 points)
1 Y-Wing Squadron ( 10 points)
Fleet created with Armada Warlords
Or the one from game 2 last week... Pretty happy with that one's performance honestly. List one here gives me a load of ships (4) and at least a fighter screen that requires no Squadron commands to perform... The Escort Nebulon-B's for the better Anti Fighter attacks if needed, and I suspect they will be... Too many people are figuring out that the new Fighters are REALLY good...
Other than this, gearing up for the Escalation Tournament over at Titan next weekend... Have a few lists I am kicking around, and REALLY liking the YT-2400 and Poe's T-70 as a basis... Beyond this, it gets fuzzy... Jake Farrel's A-Wing is a great, cheap Ace for this I think... Not unbeatable by any means, but for 24 points? Not bad by any stretch of the imagination. Ello Antsy's T-70 is amusing as well... The standard Stresshog Y-Wing is always a solid choice of course, but...
Guessing I will face at least one or two TIE swarms with Crack Shots... Not a lot I can field will do well against that, but some of my Regenerating things can at least go the distance, coming down to a matter of luck... I'll take those odds :-)...
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