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Star Wars: Armada» Forums » Strategy

Subject: Ridiculously Lethal 400-point Rebel Build rss

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john oldfield
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This squadron heavy build destroyed an imperial fleet before they knew what hit them. Interested to hear if there are any weaknesses and how you would play against it.

[106] MC80 Command Cruiser
[20] General Dodonna (because he is cheap)
[7] Electronic Countermeasures (may not be required?)
[10] Ador Tallon
[4] Boosted Comms (I found this extremely handy)

[57] Nebulon-B Escort Frigate
[5] Yavaris Title
[7] Turbolaser Re-route Circuit
[3] Veteran Captain

[18] GR-75 Medium Transport
[8] Bomber Command Centre
[7] Toryn Farr

[21] Nym (hero of this build and combo's with BCC and Toryn Farr)
[19] Jan Ors (to make sure you can always mobilize/attack with bombers)
[26] Han Solo (expensive but there is a point to this – see below)
[28] 2x B-wing (these hit really hard with Yavaris)
[39] 3x X-wing (escorts to protect bombers)

Total 385 points so 15 points for a really aggressive initiative build.

Take first player advantage – critical that you get this so drop ECM if you are playing an opponent that bids high for initiative.

Mission does not matter so much because it will all be over really quickly but avoid anything that plays to the imperial players strength (e.g. advanced gunnery) or mucks up the below game plan (e.g. fleet ambush).

Position the MC80 where the action will be – as far forward as possible, heading straight but speed 1 to delay medium range engagement until round 3.

Place squadrons next (ie use high squadron count to defer final ship placements) – hold back B-wings to see where Imperial ships deploy.

Deploy Neb B right in front of where the action will be (or right next to MC80 if Imperial deployed straight in front) – ideally this will be in front of Imperial player’s biggest ship (or second biggest if they have ISD) – roughly 3 inches further back from MC80 and speed 2 (so similar distance forward as MC-80 at the end of round 1).

Similar deployment for GR-75 but ideally slightly away from Imperial’s biggest guns – 3 inches back from MC80 and speed 2.

Deploy B wings as far forward as possible and heading straight for the action – idea here is to get them in front of one of the big Imperial ships end of round 2 to hit super hard at the start of round 3.

Round 1 – bank a squadron token for Yavaris, nav token on GR-75, move everything straight towards the action, use X-wings to escort/protect B-wings and Nym.

Round 2 – delay engagement as much as possible. Imperial will probably get a few long-range shots off but nothing that the likes of MC80 can’t handle (therefore probably use MC-80 first). Remember that GR-75 can scatter one shot so move it forward when Imperial only has one ship left to activate - you want to get this ship close enough to the action to give all of the bombers re-rolls in round 3

End of round 2 - move B-wings and Nym into position to hit one of the larger Imperial ships (ie inside distance 1). Use X-wings to escort bombers if necessary. Use Jan Ors Intel ability to ensure bombers don’t get pinned down and are able to hit ships at the start of turn 3 (requires sensible flying if Imperial is squadron heavy but they won’t be able to stop you if you fly well).

Let’s say that you are targeting Interdictor here...

Start of round 3 – Han Solo smacks into the front of interdictor – 1.75 damage on average with a re-roll on blue from Toryn Farr. They may re-direct but that won’t worry you. Note that the ability of Han to hit before ships activate can make the difference between killing a ship before it gets to fire or not which is why I include him.

Yavaris - squadron command which increases to squadron 3 with banked command token from round 1.

Nym hits (freak’n hard) – use Toryn Farr and Bomber Command to re-roll blue dice twice if required in order to hit blue crit which removes a defense token from the game (58% chance each attack whilst in range of GR-75). I like to take out re-direct with a squadron heavy build. Same again from Nym (because of Yavaris). By the time Nym has finished, the front shields will be gone, the redirect token will probably be gone (82% chance) and there is a good chance you have hit hull.

B-wings then hit 4 times (ie twice each) with 2 dice, 2 re-rolls on each attack from Toryn Farr / BCC so 6-8 more damage and your opponent is probably using brace to try and stay alive.

Yavaris fires needing to do 1-2 damage (or maybe the B-wings have already nailed that Interdictor?). A half decent roll should destroy it and even a crappy roll will suffice because you can tap the Turbolaser Re-Route for 2 more damage (discarding their brace won’t be enough at this point).

The rest is simple. Squadron token on MC80 to start hitting the next ship, 6 side guns in range and Yavaris ready to do its thing on the next round using Veteran Captain to activate 3 Squadrons again. Ideally on round 4 you would start with MC80 flying Nym in first, tap Ador Tallon and then Yavaris can use Nym again.

Tactically, Imperial will have to try to either take out Yavaris round 2 (pretty unlikely if you start back a bit as suggested) or pin down your bombers (but I don’t see how when you have Jan to mobilize them and 3 X-wings to protect them).

BTW, Yavaris will probably die round 4 but damage done by then .

Thoughts?
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Simon Taylor
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My first thought is that your weakness is maneuverability. If you get out-deployed, or the opponent brings Dengar / TIEs or a rhymerball, then you're dead. You only need 2 imperial aces to tie that squadrons down, and then you can't do anything with them.

The nebulon dies in turn 2 or 3 if he's too close to the action.



 
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Allen J
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joldfield wrote:
This squadron heavy build destroyed an imperial fleet before they knew what hit them. Interested to hear if there are any weaknesses and how you would play against it.

[106] MC80 Command Cruiser
[20] General Dodonna (because he is cheap)
[7] Electronic Countermeasures (may not be required?)
[10] Ador Tallon
[5] Expanded Hangar Bay
[4] Boosted Comms (I found this extremely handy)

[57] Nebulon-B Escort Frigate
[5] Yavaris Title
[7] Turbolaser Re-route Circuit
[3] Veteran Captain

[18] GR-75 Medium Transport
[8] Bomber Command Centre
[7] Toryn Farr

[21] Nym (hero of this build and combo's with BCC and Toryn Farr)
[19] Jyn Ors (to make sure you can always mobilize/attack with bombers)
[26] Han Solo (expensive but there is a point to this – see below)
[28] 2x B-wing (these hit really hard with Yavaris)
[39] 3x X-wing (escorts to protect bombers)

Total 390 points so 10 point initiative bid and you could drop ECM for a really aggressive initiative build.

Take first player advantage – critical that you get this so drop ECM if you are playing an opponent that bids high for initiative.

Mission does not matter so much because it will all be over really quickly but avoid anything that plays to the imperial players strength (e.g. advanced gunnery) or mucks up the below game plan (e.g. fleet ambush).

Position the MC80 where the action will be – as far forward as possible, heading straight but speed 1 to delay medium range engagement until round 3.

Place squadrons next (ie use high squadron count to defer final ship placements) – hold back B-wings to see where Imperial ships deploy.

Deploy Neb B right in front of where the action will be (or right next to MC80 if Imperial deployed straight in front) – ideally this will be in front of Imperial player’s biggest ship (or second biggest if they have ISD) – roughly 3 inches further back from MC80 and speed 2 (so similar distance forward as MC-80 at the end of round 1).

Similar deployment for GR-75 but ideally slightly away from Imperial’s biggest guns – 3 inches back from MC80 and speed 2.

Deploy B wings as far forward as possible and heading straight for the action – idea here is to get them in front of one of the big Imperial ships end of round 2 to hit super hard at the start of round 3.

Round 1 – bank a squadron token for Yavaris, nav token on GR-75, move everything straight towards the action, use X-wings to escort/protect B-wings and Nym.

Round 2 – delay engagement as much as possible. Imperial will probably get a few long-range shots off at long range but nothing that the likes of MC80 can’t handle (therefore probably use MC-80 first). Remember that GR-75 can scatter one shot so move it forward when Imperial only has one ship left to activate - you want to get this ship close enough to the action to give all of the bombers re-rolls in round 3

End of round 2 - move B-wings and Nym into position to hit one of the larger Imperial ships (ie inside distance 1). Use X-wings to escort bombers if necessary. Use Jyn Ors Intel ability to ensure bombers don’t get pinned down and are able to hit ships at the start of turn 3 (requires sensible flying if Imperial is squadron heavy but they won’t be able to stop you if you fly well).

Let’s say that you are targeting Interdictor here...

Start of round 3 – Han Solo smacks into the front of interdictor – 1.75 damage on average with a re-roll on blue from Toryn Farr. They may re-direct but that won’t worry you. Note that the ability of Han to hit before ships activate can make the difference between killing a ship before it gets to fire or not which is why I include him.

Yavaris - squadron command which increases to squadron 3 with banked command token from round 1.

Nym hits (freak’n hard) – use Toryn Farr and Bomber Command to re-roll blue dice twice if required in order to hit blue crit which removes a defence token from the game (58% chance each attack whilst in range of GR-75). I like to take out re-direct with a squadron heavy build. Same again from Nym (because of Yavaris). By the time Nym has finished, the front shields will be gone, the redirect token will probably be gone (82% chance) and there is a good chance you have hit hull.

B-wings then hit 4 times (ie twice each) with 2 dice, 2 re-rolls on each attack from Toryn Farr / BCC so 6-8 more damage and your opponent is probably using brace to try and stay alive.

Yavaris fires needing to do 1-2 damage (or maybe the B-wings have already nailed that Interdictor?). A half decent roll should destroy it and even a crappy roll will suffice because you can tap the Turbolaser Re-Route for 2 more damage (discarding their brace won’t be enough at this point).

The rest is simple. Squadron token on MC80 to start hitting the next ship, 6 side guns in range and Yavaris ready to do its thing on the next round using Veteran Captain to activate 3 Squadrons again. Ideally on round 4 you would start with MC80 flying Nym in first, tap Ador Tallon and then Yavaris can use Nym again.

Tactically, Imperial will have to try to either take out Yavaris round 2 (pretty unlikely if you start back a bit as suggested) or pin down your bombers (but I don’t see how when you have Jyn to mobilize them and 3 X-wings to protect them).

BTW, Yavaris will probably die round 4 but damage done by then .

Thoughts?



Thoughts? Hardly a ridiculous build, maybe lethal to someone who is new to the game and just rushes into the scrum.

I'd Rhymerball you and we'd be done by turn five at the latest.

 
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Chris Montgomery
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Just chiming in to say that since I don't get to play SW:A much, I like list-build discussion. As with all these types of miniatures games, the usefulness of a list typically depends on what your opponent's list looks like.

While I applaud the plan you have laid out -- it would be more interesting to hear how you would deal with different plans, maneuvers and threats from your opponent.

If you only have one maneuverability plan without much flexibility - it seems like any such plan would have problems with any list that ignores/disrupts the plan.

I wish you good luck with the list! I think like most lists in metas, it will do well until you encounter an opponent with a more flexible list or until someone in your meta builds a specific list to counter you.

But what do I know. I hardly get to play. :-)

Good luck!
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Christo Lockxxx
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Good planning. I have never come up against a Rhymer ball so I cant support the claims of the other responders. I could be wrong but I have tried unsuccessfully to use Expanded Hangar Bays and Boosted Comms on one ship. If I had to choose between the two - boosted comms wins out for me.
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john oldfield
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Am not worried about manoeuvrability so much. Dengar and lots of ties could be an issue. Imperial had 4 aces and but the game was over before they were in the action cause I tied them up turn 2 with a couple of x-wings supported by jyn for defence. Neb-b does not get hit turn 2 (too far back) and by the time it gets hit turn 3 they are down a ship and at risk of losing a second.
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joldfield wrote:
Am not worried about manoeuvrability so much. Dengar and lots of ties could be an issue. Imperial had 4 aces and but the game was over before they were in the action cause I tied them up turn 2 with a couple of x-wings supported by jyn for defence. Neb-b does not get hit turn 2 (too far back) and by the time it gets hit turn 3 they are down a ship and at risk of losing a second.


You're basing this off one game? I've had squads and fleets in X-Wing and this which kicked butt one time and lost the next. It's all about your opponent and what they bring. It looks like a strong fleet and a build I will probably try in the near future. It has a lot of strength, but is narrowly focused, I think. I'm not sure how flexible the build is.

If you go up against someone who plays and knows how to use Rymerball or other tactics, I'd be interested in seeing how well your build does.
 
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john oldfield
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Rhymerball is interesting but the game would never get to turn five. Have only played this build once and it destroyed all imperials before they activated on turn 4.

Also, I don't think Dengar is a threat to this build as I first thought because imperial would still need to take out the three escorts before attacking the bombers which would probably take all of turns 2 and 3 by which time the imperials are all but done for. Note that I would use squadron command on gr-75 on turn two to enable the x-wings to reposition if imperial squadrons took down the first x-wing escort.
 
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john oldfield
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Yes, only based on one game and I agree it has a very narrow focus. I am sure there is a way to take it down but I can't come up with it myself so reaching out to others to try and figure that out.
 
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Julien Durand
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allensaurusrex wrote:

Thoughts? Hardly a ridiculous build, maybe lethal to someone who is new to the game and just rushes into the scrum.

I'd Rhymerball you and we'd be done by turn five at the latest.



My ass on your nose, Mr.Hankey drop as admiral, maybe a ridiculous build, certainly not lethal, but a fucking relief for the forum.
#Hankeyball
 
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john oldfield
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Maybe it is just me but I don't quite follow you FrStark.

The "lethal" tag comes from the fact that, in one ship activation, you are throwing out 17 dice, almost all with one or more re-rolls, minimal ability to defend it (because these 17 dice are spread over 8 attacks and because nym eliminates defence tokens) meaning it can take down almost any ship, all whilst at long range so hard for imperial to hit you before you pull it off.

Note that the 17 dice that I refer to are:

2 from Han (who i include because he gets to activate ahead of ship phase)
4 from Nym (with yavaris)
8 from 2x B wings (with yavaris)
3 from Neb B (buffed by turbolaser re-route)

I'd be interested to know if there are other combos that would do more damage (taking into account defence tokens) from just one ship activation.
 
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I don't think you can put both Boosted Comms and Expanded Hangar Bay on an MC80 Command Cruiser. They're both Offensive Retrofits and the Command Cruiser only has one of those slots.
 
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john oldfield
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You are correct. I have dropped expanded hangar which was not required. Same game plan though.
 
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Stephen Maturin
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John,

There is no question that Yavaris + B-wings are a strong build. However, your battle plan completely relies on your opponent blundering into your Yavaris range, with minimal squadron cover. That's evident from the way you predict exactly when an opponent's ships are going to move into range.

Keys to countering your strategy:

1) Don't charge at Yavaris. In order to double tap your B-wings must already be in range 1 of the enemy ship when Yavaris activates. So don't move into range one.

2) Use squadron cover smartly. Move in your squadron cover to engage the X-wings and B-wings on the same turn your ships move into attack range of Yavaris. Now on Yavaris' turn, it must decide to activate the X-wings to kill enemy fighters, forgoing the B-wing double tap, or activate the B-wings....which must still shoot at engaged enemy fighters. Ships protected. Enemy ships then activate and blow Yavaris out of space. Enemy fighters may die to return fire, but they've served their purpose. Note that Jan Ors can only be in one place at a time, and it's relatively easy to lock down your fighters with 3-4 TIEs or A-wings.

3) Have more activations. It's pretty easy today to have more than 3 activations in your fleet. So let's say I have three Gozantis, Demolisher,and an ISD. I can always move my Demolisher and ISD after Yavaris has gone, which means that Yavaris is moving into MY firing range first....and likely won't survive a combined ISD/Demolisher barrage.

Any one of these strategies will go a long way to prevent the massacre you describe, let alone all three.

Anyways, this is why Armada is such a great game. There are strong strategies, but nothing is unbeatable. You just have to figure out how.
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john oldfield
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You raise some good points - exactly what I was hoping for.

There is always room to adjust strategy based on opposition build, placement etc but I would intend to keep the general plan the same.

In response to your points:

1) the plan does not rely on enemy ships moving into range one of B-wings. B wings move in at the end of turn 2 (squadron phase) by which time the ship positions are fixed. Then activate first on turn 3. In total, its more like range 3 which is quite some distance (approx 7-8 inches from memory). In my view, it would actually be pretty hard for the Imperial to avoid this if Rebel positions B-wings directly in front of one of the Imperial ships at the start and makes a "B-line" for them. Excuse the pun.

2) I guess this is where good pilots on either side will make/break this strategy. Activating first on turn 2 allows you to move squadrons to pin down opposition squadrons before they can pin yours down. So there is a relatively hard counter to what you propose. This enables you to move B's in at the end of turn 3 and then use Jan Ors to ensure they can attack at the start of turn 3 (using Intel).

3) This is interesting - is anyone running builds like this to get activation supremacy? I would never position Yavaris right in front of ISD at the start and it would be rare to be significantly outnumbered for deployments at setup with this build (3 ships and 8 squadrons so Yavaris could be placed 7th). Demolisher could get close enough on turn 2 to do some damage to Yavaris but brace would likely cut that to 2. Maybe also a long range shot from ISD (again braced) so 4 total of which 1 would be hull?

I can see merit in your arguments but am still not convinced any of the above will stop a Yavaris king hit on round 3 if well played by Rebel.



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Stephen Maturin
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Good discussion - let's continue!

1) Ah but again you ignore the presence of, and potential actions of the enemy. If I see B-wings anywhere close to where my ships end up, you bet I'm going to jump on those B-wings in MY squadron phase as well, tying them up before they can move. And if they move up in YOUR squadron phase into range 1 of my ship, well congrats - that's where my squadrons are going to be waiting, so I can blast your B-wings without using squadron commands of my owns. As I said before, Jan Ors can only be in one place at a time, and with only two activations before I get to move two, you can either to move Jan and a B or 2 B's, and with either one it leaves at least 1 B-wing open to getting locked down by my faster fighters. With speed 4/5, my TIEs/A-wings can choose when to engage you.....or not.

2) Again if I spread out my fighters even a little bit, you're only going to be able to lock down 1 or 2 with your fighters before I get to go, in which time I can move over a much greater distance than your speed 2/3 fighters. I can either bring up fighters from behind to lock down your fighters that have moved up, or move fighters up front into your rear fighters that haven't engaged yet, preventing them from moving up.

3) I'd say that builds with at LEAST 4 activations and 7 deployments are becoming much more common, with the arrival of flotillas. The problem with your calculation is that your plan relies on the B-wings, X-wings, Jan, AND Yavaris to all be placed in relatively the same area. So really you're committing your main punch to a certain area on the map on your 4th deployment at the latest. Whereas a fleet with a moderately kitted out ISD, Demolisher, Screed, and 3 gozantis can still have 5 TIEs, Howlrunner, and two TIE Interceptors. So that's 9 deployments....and my fighters are much faster, and can really deploy anywhere on the board and still get to where they're needed.

I think you underestimate the power of Demolisher as well. 4 black dice with Screed, OE, and APT = around 6 damage at the very least, with a good likelihood of 7....plus the extra faceup damage from APT. So even with a brace that's 3/4+1 damage....to your side arc. I say this as a primarily Rebel player (who loves Yavaris, by the way) - and have been on the receiving end of Demolisher salvoes many, many times.

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john oldfield
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Great discussion indeed.

1) B-wings would never move in from a squadron command, always during squadron phase. MC80 could (if needed) activate 4 squadrons at the start of turn 2 to move in 3 X's and Han (which could be re-activated using Tallon). Together these could attack and probably pin down all Imperial squadrons, even if they fanned out. True that Jan Ors can only be in one place at a time but she can also wait until B's have moved (to ensure they can move turn 2), then move in to support them (to ensure they can attack turn 3).

2) To counter faster fighters, X's could move ahead of B's on turn 1 therefor ensuring the plan above can be executed (ie if faster fighters can get to B's then slower X's can get to Imperial squadrons because the distance would be less). I did originally contemplate adding a couple of A-wings rather than Han to give some speed flex and this is still worth considering but it slightly de-powers the "king hit" and I would be gutted if this left one hull on an Imperial ship which then activated taking out Neb B.

3) You raise some excellent points here, especially the danger of Demolisher against Neb B. Seven damage before brace from Demolisher is a bit of a long bow to draw but I agree 3 net of brace plus 1 from APT is likely which would punch a serious hole in the side of the Neb turn 2 (3 of 5 hull gone... gulp). And if Imperial had 4 ships, a long range hit from ISD or equivalent could finish Neb off before it gets to do its thing on turn 3.

So against Demolisher, I would adjust to either a) try to avoid it (if presented the option at deployment) or b) try to avoid it hitting me at close range turn 2 before I could take it out turn 3. To do the latter, I would start Neb B at the very back of the deployment zone and add in a couple of angles if needed. By my calcs, starting at the very back of the deployment zone means Demolisher at speed 2 can only just get to close range of Neb by the end of its second movement (assuming they start directly opposite one another and neb b has already activated). So a couple of small angle adjustments would prevent it getting to close range. I would probably also load a nav command on Neb for turn 2 to have the option of decreasing to speed 1 on turn 2 if required - ensuring only Demolisher can hit it turn 2 and this would almost certainly not be at close range (also gives the option of increasing to speed 3 if necessary). Starting at speed 1 is not a great option for Neb because it cuts down too many options IMO.

Any other ideas welcome!


 
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Stephen Maturin
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Your reasoning is sound, and as I said before I do think it's a very strong build. I just wanted to point out that there are counters to it.

One more thing I'd like to point out - Yavaris letting the X-wings double tap against squadrons is a very viable strategy. Don't lock yourself into thinking that you MUST get the Bwings shooting at ships on turns 2 or 3. In fact you can bait the enemy squadrons in with the Bwings, and then get the equivalent of 6 X-wings shooting back at enemy squadrons, in addition to 2 B's and Yavaris' two blue dice.

Depending on your opponent's force it may be very viable to wipe their squadrons before hitting ships. Again, don't make a plan that is overly rigid. Keep your mind open to all the various ways to win.
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john oldfield
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Good points.

Another viable strategy to counter Demolisher here is to deploy all squadrons as far forward of mc80 as possible which would enable almost all of them to hit Demolisher turn 2 before yavaris activates (Han before ship phase, 4 from a mc80 squadron command and 2 from a gr-75 command). Jan may need to go first to clear the path for others to hit. Potentially two attacks from nym in here (due to Tallon) so a high likelihood of taking out the re-direct defence token. B's would be just in range of Demolisher if it deploys at speed 2 heading straight for them and comfortably in range if Demolisher deploys at speed 3. Potentially a long range attack from mc80 also (especially if demolisher deploys at speed 3) but even without that, I am pretty sure that, together, the squadrons would take out Demolisher before yavaris has to activate. If the above happened then I suspect Demolisher would actually go first (right after mc80) knowing it is about to die. Of course it may not all happen like this but I think the squadrons pose enough threat to prevent Demolisher rushing forwards.
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Wyatt Smith
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I would agree that the ECM on the flagship in this case is really not necessary. I would dump it to add the Bright Hope title to your GR75s and consider adding Fighter Coordination Team to Yarvis and maybe replacing your Vet Captain with a Flight Commander to give yourself more options for bringing in Yarvis from afar for that nasty punch though that would reduce your 2nd swing from 3 to 2 fighters.
 
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Daniel Eastland
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Great discussion here.

It's a strong list, very close to several tournament runners. If you put Fighter Coordination Team on the Yavaris it would be nearly perfect.

As an Imperial player I would really have to step up my squadron game to try and delay the rebel hammer long enough to effectively deal with the carriers.

Your use of Jan Ors would decide the game here, I think. So that makes her a primary target. Keep her safe and know when to use the double-tap for bombing and when to use it for anti-squadron work.

Beware flanking Gladiators!
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john oldfield
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A few different upgrade cards proposed in the above posts and my plan has adjusted slightly. My current thinking:

Fighter co-ordination team for 3 points on Yavaris is definitely an option, but not critical in my view and may come at the expense of ECM and I like having the security of that on MC80. What do others think here?

Flight commander on Yavaris is also definitely an option but would come at the cost of Veteran Captain which takes out the second Yavaris triple hit so am probably inclined to stick with Veteran Captain. Tough call.

Bright Hope could be handy for only 2 points - what is the likelihood of this costing initiative? (385 vs 387 points).

Guess some of these calls just come down trade offs of flexibility vs offense/defense and probably no right or wrong answers.

Am also conscious of not increasing the cost of Neb B and GR-75 too much knowing one or both will likely die by the end of turn 4.



 
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Stephen Maturin
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joldfield wrote:
A few different upgrade cards proposed in the above posts and my plan has adjusted slightly. My current thinking:

Fighter co-ordination team for 3 points on Yavaris is definitely an option, but not critical in my view and may come at the expense of ECM and I like having the security of that on MC80. What do others think here?

Flight commander on Yavaris is also definitely an option but would come at the cost of Veteran Captain which takes out the second Yavaris triple hit so am probably inclined to stick with Veteran Captain. Tough call.

Bright Hope could be handy for only 2 points - what is the likelihood of this costing initiative? (385 vs 387 points).

Guess some of these calls just come down trade offs of flexibility vs offense/defense and probably no right or wrong answers.

Am also conscious of not increasing the cost of Neb B and GR-75 too much knowing one or both will likely die by the end of turn 4.





FCT and FC take some practice getting used to...so practice. I wouldn't take only one of them - on Yavaris they are much better as a pair.

Whether to choose ECM vs FCT+FC will depend on how aggressively you plan on using your MC80. Are you holding it back to fight in later rounds, or moving it up to strike at the same time as the b-wings? I.e. will the MC80 likely need it to survive?

Bright Hope hugely worth the points.

Also, some lists will still outbid you. It's worth some time to figure out how to play as second player.

 
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john oldfield
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Took me a while but I see your point regarding using FCT and FC together.

Flight commander lets you resolve your squadron command after executing a maneuver, FCT then lets you move 2-3 un-engaged squadrons into range and then Yavaris lets you use them to attack twice each.

That means any ship within 6 inches of a B-wing at the start of Yavaris' activation is in serious danger.

Or alternatively, B-wings could move in at just over speed 3 and then hit which makes them much more of a threat in round 2.

I will have to give this a go next time we play.
 
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Henrythesecond
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FrStark wrote:
allensaurusrex wrote:

Thoughts? Hardly a ridiculous build, maybe lethal to someone who is new to the game and just rushes into the scrum.

I'd Rhymerball you and we'd be done by turn five at the latest.



My ass on your nose, Mr.Hankey drop as admiral, maybe a ridiculous build, certainly not lethal, but a ******* relief for the forum.
#Hankeyball


FrStark,

I understand English may not be your first language, but if you could refrain from using bad language it would be much appreciated.

I would also advise you remove the offending word from your original post.

Cheers.
 
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