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The table works really well as a gas giant or desert planet low orbit
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# ? Mar 6, 2016 11:08 |
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# ? May 24, 2024 11:54 |
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Hah, yeah, you are right. it's a 6x3 table, I was thinking of getting some MDF cut to that size and spraying it black and flicking white paint here and there to make stars.
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# ? Mar 6, 2016 13:44 |
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A big piece of advice for Rebels is never arc in or try and engage with anything but a MC30. You always want to be running away from the Imperials making them chase you. You might already know this but just tossing it out there, coming at it is what Star Destroyers want.
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# ? Mar 6, 2016 18:57 |
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Eimi posted:A big piece of advice for Rebels is never arc in or try and engage with anything but a MC30. You always want to be running away from the Imperials making them chase you. You might already know this but just tossing it out there, coming at it is what Star Destroyers want. Yeap, totally agree, I've never used them before but realised that I should have set up in a kind of horizontal conga, regardless of his positioning and ambush. I only managed to reduce the ISD back to its original hull points due to Motti fatness. The other mistake I made for the Imperial list for my buddy was, I should have ditched Rhymer for Dengar, and combo'd him with howl runner to give everyone including the generic rogue ships counter plus additional dice.
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# ? Mar 6, 2016 23:39 |
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Eimi posted:A big piece of advice for Rebels is never arc in or try and engage with anything but a MC30. You always want to be running away from the Imperials making them chase you. You might already know this but just tossing it out there, coming at it is what Star Destroyers want. Isn't sitting in the SDs' forward arc also just what they want, though? I've played a grand total of one game (and got swept) so obviously I'm not an expert, but I'm reading up and trying to get a basic idea of Rebel tactics before a tournament on the 19th. Running ahead of the Imperials seems like a losing game if I'm using the cruiser since it's slow, but charging them was a terrible idea too when I did that. The answer there might be "don't bring the cruiser", but I don't know if other ships will be able to throw enough commands at my squadrons, and for all its fragility I can't argue with those broadsides. Keeping my distance makes a lot of sense, especially when Gladiators are on the other side, but I feel like staying in front is a bad idea.
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# ? Mar 7, 2016 03:47 |
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Notgothic posted:Isn't sitting in the SDs' forward arc also just what they want, though? If you're sitting in their forward arc at long range its massively in your favor. If all you take is long range shots count yourself lucky because you will win that battle. Even with command variant you are each throwing 4 dice, you have more shields so with more engineering you heal more technically and that's without Ackbar or turbolaser upgrades. Also the cruiser isn't slow with engine techs, it's moving at 3 thanks to them. It limits your commands but I faced a guy with a fat MC80 that just wouldn't loving die ever. I remember he had Raymus, Engine Techs, and ECM, and would just alternate between Nav and Engineering. Going Nav let him basically take 90 degree turns each turn as well.
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# ? Mar 7, 2016 05:51 |
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Eimi posted:If you're sitting in their forward arc at long range its massively in your favor. If all you take is long range shots count yourself lucky because you will win that battle. Even with command variant you are each throwing 4 dice, you have more shields so with more engineering you heal more technically and that's without Ackbar or turbolaser upgrades. Also the cruiser isn't slow with engine techs, it's moving at 3 thanks to them. It limits your commands but I faced a guy with a fat MC80 that just wouldn't loving die ever. I remember he had Raymus, Engine Techs, and ECM, and would just alternate between Nav and Engineering. Going Nav let him basically take 90 degree turns each turn as well. Alright, that seems worth a shot, even the guy I was playing against told me afterward "yeah you need to have ECM on the cruiser dude". What about Nebulon-Bs, are they still useful in the game? I kind of like them for the flak they can put out at least, but they're another ship that seems fragile to me.
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# ? Mar 8, 2016 03:41 |
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I've had good luck with a Neb B that had Slaved Turrets, Salvation title (crits count as 2 hits instead, I think it's that title), and a Tactical Expert. 4-5 red dice out of the front arc is nothing to laugh at.
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# ? Mar 8, 2016 04:20 |
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Notgothic posted:Alright, that seems worth a shot, even the guy I was playing against told me afterward "yeah you need to have ECM on the cruiser dude". What about Nebulon-Bs, are they still useful in the game? I kind of like them for the flak they can put out at least, but they're another ship that seems fragile to me. Nebulons are very fragile, but once you've flown them in a dozen games or so, you start to pick up on how to maneuver them into your opponents' lesser firing arcs, and they can be quite useful against squadrons at the same time. Once you get past the learning curve, they're a decent ship, but I'm still not a huge fan.
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# ? Mar 8, 2016 04:28 |
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Nebs are Star Destroyers taken to the absolute extreme. You have a very narrow forward arc that's good, everything else, especially sides, is death to you. You want to fly slow and hang back to get those sniper volleys off. That's certainly how I'd run a Neb B. The main Rebel player I play however runs Yvaris and it is frightening, if only because Mon Motha Vigilance and Paragon keep the heat off it. However in that case it exists only to spam squadrons, not really having to worry about shooting. In general it is tricky to use because it shares a very different ethos from the rest of the rebel fleet. It's like the Raider, it's not necessarily a bad ship, but the way it operates requires a very specific game plan to make proper use out of it. Not something you can just slip in and use easily. Eimi fucked around with this message at 04:33 on Mar 8, 2016 |
# ? Mar 8, 2016 04:29 |
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Icon Of Sin posted:I've had good luck with a Neb B that had Slaved Turrets, Salvation title (crits count as 2 hits instead, I think it's that title), and a Tactical Expert. 4-5 red dice out of the front arc is nothing to laugh at. This style of build is pretty good I find it works best if you stay back at long range. I like to take turbo laser reroute circuits and just use the evade to add another dice along with concentrate firepower. I personally use the yavaris style build along with Luke to spam two rounds of ignoring shields black dice goodness.
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# ? Mar 11, 2016 04:45 |
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Have a tourney tomorrow, gonna go with this: Fleet Summary Page (399 of 400 pts) Faction: The Empire Commander: Admiral Motti (24 pts) Flagship: (131 pts) Imperial II-Class Star Destroyer (120 pts) Boosted Comms (4 pts) Electronic Counter Measures (7 pts) Fleet Ship 1: (73 pts) Victory I-Class Star Destroyer (73 pts) Fleet Ship 2: (56 pts) Gladiator I-Class Star Destroyer (56 pts) Squadrons (115 of 134 pts): 2x Firespray-31 (36 pts) 2x Tie Advanced Squadron (24 pts) 3x Tie Bomber Squadron (27 pts) 1x Major Rhymer Tie Bomber Squadron (16 pts) 1x JumpMaster 5000 (12 pts) Objectives: Precision Strike , Hyperspace Assault , Superior Positions Pretty tight on points, but it should do alright. I'd rather not have to take a raider or form only a 2 ship list.
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# ? Mar 11, 2016 11:22 |
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Might be too late, but is your area just that light on fighters? I mean this might actually be a place where a Ordnance Expert Raider and I guess a TIE if that works out pointswise might be good. The naked Glad can be good but it loses a lot of power without OE, and you are lacking in squadron killing power. Not entirely sure what you usually face, but, could be worth a thought, as all those bombers guarantee you have good ship damage.
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# ? Mar 12, 2016 07:50 |
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Eimi posted:Might be too late, but is your area just that light on fighters? I mean this might actually be a place where a Ordnance Expert Raider and I guess a TIE if that works out pointswise might be good. The naked Glad can be good but it loses a lot of power without OE, and you are lacking in squadron killing power. Not entirely sure what you usually face, but, could be worth a thought, as all those bombers guarantee you have good ship damage.
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# ? Mar 12, 2016 21:19 |
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Tekopo posted:I went pretty well, doing 7-3, 5-5, 6-4, coming out at 4th out of 12, although 2nd/3rd/4th were all on 18 points. Lots of squadrons around, the second game especially I faced a flight controller/howlrunner list that wrecked my bombers. On the plus side, they did like 5 shield damage on the enemy ISD which meant I won the damage race on it. I think I might get the glad down to a Raider though cause having Chiraneau as insurance would be good. Having this much bomber power while still having a solid ship punch was a true winner IMO. Grats! Nice to hear. Yeah I mean you do lose some killing power, but it does ensure your squadrons will stick around longer, so its a bit of a trade off. I'm not sure how you used the Glad either, since if it's a flank defense the Raider can screen about as well, having OE vs no OE. It certainly would hurt your ship killing power, but I'm not sure if its enough to outweigh the fact that you can keep the skies clear on your own. I kind of want to try a list like that now.
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# ? Mar 13, 2016 00:10 |
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Mostly I used it if my opponents picked Hyperspace Assault, since it is a good ship to chase your enemies. Apart from that, it is a side flanker/protector but yeah, I don't think there is much to warrant taking it over a Raider. There was one guy in the tourney that had 4 tricked out Raiders and a Demolisher... he didn't do very well.
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# ? Mar 13, 2016 00:17 |
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The huge plus of the tourney was also that everyone was extremely chill and cool, and I had some really extremely entertaining, very close games. I went 5-5 with the eventual tourney winner, and he only had 21 points by the end, so a very competitive day altogether. EDIT: One last thing: I seemed to do well against lists that didn't have dedicated fighter killer squads (TIE Interceptors firing 6 blue dice ), since the Advanced kept everyone busy and the Jumpmaster zipped around in order to free up Bombers/Firespray thanks to Intel. The last match I had was against a Rieekan elite squadron blob and since they had like 3 anti-ship squadrons and only 4 anti-fighter squadrons, it was easy to keep my stuff out of reach/force him to waste shots on TIE Advanced. Tekopo fucked around with this message at 00:27 on Mar 13, 2016 |
# ? Mar 13, 2016 00:20 |
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Yeah careful positioning with escorts can actually cover a huge area, even against Intel. I'm not really sure that the Rebels have the fighter sniping power of a Howlrunner ball though, Wedge is great and all but lacking rerolls can screw you over, not to mention needing to time poo poo properly. Also on the topic of fighters I'm starting to think the main reason to take Soontir is for an Interceptor that's not made out of paper. Not entirely sure if that's worth the points cost. Eimi fucked around with this message at 03:14 on Mar 13, 2016 |
# ? Mar 13, 2016 00:57 |
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alg posted:https://www.fantasyflightgames.com/en/news/3000/1/1/the-bespin-gambit/ Have FFG said anything at all about the Force Awakens era? I'm constantly tempted by ImpAss but don't want to pick up the starter and a few expansions and then a few weeks later a 2e gets released with my boys Finn and Rey in it.
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# ? Mar 14, 2016 10:23 |
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Vitamin P posted:Have FFG said anything at all about the Force Awakens era? I'm constantly tempted by ImpAss but don't want to pick up the starter and a few expansions and then a few weeks later a 2e gets released with my boys Finn and Rey in it. There has been no announcement and the next big box expansion will almost certainly be Return of the Jedi themed. Also if you're at all interested in competitive play you'll need the base set(or even two copies of it)
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# ? Mar 14, 2016 14:50 |
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Having wanted Imperial Assault since it was announced and then getting it this Christmas just gone I finally got to play it on Saturday. Ran through the tutorial mission and then started an abortive "let's see how a campaign setup works" first mission. So today I bought Boba Fett and IG-88 in the FLGS (because they didn't have Han and Chewie, obvs). It's happening... I can feel it...
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# ? Mar 16, 2016 03:25 |
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Oh hey, its Armada wave III https://www.fantasyflightgames.com/en/news/2016/3/16/bigger-battles-better-tactics/
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# ? Mar 16, 2016 20:28 |
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Bomber command is crazy for Rhymer balls. It's loving insane. They are already extremely good. Hmm also, does Ackbar give dice to transports?
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# ? Mar 16, 2016 20:35 |
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Also those flotillas are one good accuracy away from being one shotted by pretty much anything.
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# ? Mar 16, 2016 20:40 |
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ZachAttack posted:Oh hey, its Armada wave III That's a long wait for a small wave
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# ? Mar 16, 2016 20:43 |
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Odd choice to make. If those ships are really that tiny then they may as well have been released as single models on squadron bases or something.
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# ? Mar 16, 2016 20:52 |
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Yeah, gotta admit I'm pretty underwhelmed. I don't know if small ships are in a good place at the moment in Armada and 1 side-shield ships with 3 hit points are gonna evaporate. Really gonna depend on the points. Bomber command is still amazing.
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# ? Mar 16, 2016 20:52 |
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NTRabbit posted:That's a long wait for a small wave Yea, I am a bit disappointed. My guess is that they want to see how the meta shakes out for the next few tournaments before putting any new bigger ships in to play. But if these flotillas end up making squadrons a bit easier to use then I am game.
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# ? Mar 16, 2016 20:53 |
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If the GR-75 helps repair Home One better than the Redemption, it's got a place in my lists already.
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# ? Mar 16, 2016 20:55 |
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Man when the wave is out Rhymer balls are gonna dominate the meta. Firesprays are pretty much never gonna miss and TIE Bomber are gonna hurt much more as well. With them only needing to be at range 5 of the ball, and Rhymer striking out to close medium...
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# ? Mar 16, 2016 20:59 |
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While of course I wish there was more to it, these flotillas are definitely gonna have some serious tactical impact on the game. Have to see how things shake out after gencon I guess.
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# ? Mar 16, 2016 21:13 |
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I thought they'd do the Gozanti, but this is a bit of a surprise in terms of implementation. Shame it's not a larger wave - but maybe there'll be some additional force awakens stuff, like xwing wave eight
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# ? Mar 16, 2016 21:38 |
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This screams "We need more time for Episode 8 to come out...quick take some extra Rebellion game pieces and come up with something."
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# ? Mar 16, 2016 22:25 |
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NTRabbit posted:That's a long wait for a small wave "These have the product numbers SWM18 and SWM19, and they have skipped SWM16 and SWM17. I think this was the case with the x-wing TFA products as well so they might not be allowed to reveal the remaining 2 ships in the wave yet." So expect the wave to be 4 ships. Ships from Rebels season 2 finale? Ships from Rogue One? Or just holding back a bit of info for the next trade show.
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# ? Mar 16, 2016 22:26 |
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I hope that's true, because if that's the wave it's highly disappointing. I hope we get some medium base options if/when they do more ships. As for the revealed ones I don't know what to think. They are so incredibly fragile and don't seem to do anything to slow that game pace down, especially with the Bomber Command upgrade. That one worries me since bombers are already so insanely good anyway, but I guess on the other hand it does buff X-Wings some. Also I cannot even tell if these minis are painted, are they? Edit: It also depends on their cost, I'm expecting the Gozanti to cost at least 25 points if not 30, with the Rebel transport as a cheaper option. Eimi fucked around with this message at 00:09 on Mar 17, 2016 |
# ? Mar 16, 2016 23:48 |
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I don't honestly know if it is an over-reaction to Wave I squadrons generally not being worth it, I don't think boosting TIE Bombers to hit 7/8 of the time and having a higher chance to do double damage is the way forward.
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# ? Mar 17, 2016 00:13 |
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I suspect they took out ramming for these ships because they'll be around 20 points.
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# ? Mar 17, 2016 00:19 |
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Yeah, Imperial Bombers already dominate, whether its TIEs or Firesprays. Giving them more power is kind of questionable when Rhymer is already a big enough multiplier. Rebel bombers could use some work, but I'm not sure why they aren't as good as I don't play Rebels, beyond X wings not being good enough generalist to outweigh As.
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# ? Mar 17, 2016 00:20 |
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Eimi posted:Yeah, Imperial Bombers already dominate, whether its TIEs or Firesprays. Giving them more power is kind of questionable when Rhymer is already a big enough multiplier. Rebel bombers could use some work, but I'm not sure why they aren't as good as I don't play Rebels, beyond X wings not being good enough generalist to outweigh As. Rebel bombers can't shoot from downtown and you tend to pay more for also being a fighter.
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# ? Mar 17, 2016 00:22 |
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# ? May 24, 2024 11:54 |
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The problem is Rhymer, I agree. Reb bombers have to get close, so the transports will probably end up being in long range of the target of the bombers. With Rhymer and palls having more than twice the range of Reb bombers, The gozanti will likely be able to stay out of range of retribution. There's a reason why I think Rhymer is by far the best elite squadron in the game.
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# ? Mar 17, 2016 00:28 |