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Madurai posted:Worst of all, it's from Empire at War. I'm pretty sure it's older than that, I remember one in the old Star Wars Rebellion game. I agree it's a weird looking ship, but I like the look of it for Rebels. They'll take what they can get!
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# ¿ Nov 11, 2014 16:04 |
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# ¿ May 9, 2024 22:15 |
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Taran_Wanderer posted:I'm not sure I would go that far, as X-Wings have dominated TIEs in my local group so far. As you said, though, this might be more about our relative inexperience than anything else. I built this exact same list and got two games in with it last night. Both were wins for me with the VSD being a murder machine, but I didn't really feel like I needed the extra boost from the missiles. I'm leaning towards dropping them for a Weapons Liason to make my commands more flexible. Hanger Bay isn't needed to activate all of your squadrons with Tarkin handing out a squadron token whenever you need it unless you're running 5 TIEs sometime.
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# ¿ Apr 1, 2015 18:55 |
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Squadrons not taking damage from crits was one that threw me off initially as well as squadrons only getting to move OR attack in the Squadron Phase, but getting to do both with the Squadron Command.
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# ¿ Apr 3, 2015 04:00 |
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What do you guys think about : Empire Fleet (400 of 400 pts) Commander: Admiral Screed (26 pts) Flagship: (137 pts)
Is that enough fighters to make it worthwhile to take Rhymer? I like that it can all be activated just on the VSD's squadron commands, but feel like it might be too small to be worth it. Also one caveat for any suggested modifications for my list, it can't use any upgrades that are Rebel-only as I really don't want to buy any Rebel ships.
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# ¿ Feb 14, 2016 18:32 |
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Hmm... I'll probably go the air superiority route then. How many points would one have to really invest in squadrons to get a good return on Rhymer?
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# ¿ Feb 15, 2016 10:12 |