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Made in us
Impassive Inquisitorial Interrogator





Florida, USA

Well,

The Regional is coming up and I am torn about what to run. Sadly the only ability I have to play is at organized events, and therefore am typically stuck just playing lists as I can. Anyway, I have put together a scum list based around a Firespray that I have repainted.. but I just don't feel confident in running it... maybe I'm crazy? Anyway, I have put up three lists below, I feel the first Imperial list is best, but can't be sure. Comments or suggestions are very welcome.. do you think the scum list can cut it?

List 1
Imperials:
Rear Admiral Chiraneau -
Engine Upgrade
Veteran Instincts
Darth Vader

Rexler Brath
Veteran Instincts
Heavy Laser Cannon

Idea is simple, move around at a higher PS to try and avoid fire with Chiraneau while Brath hammers with his Heavy Laser Cannon. Only thing I miss in this list is action economy.. everyone for themselves here, you don't get anything unless you do it. But the PS 10 worked well for me in the last tournament, even if my list was too defensive.

List 2
Imperials:
Rear Admiral Chiraneau -
Experimental Interface
Expose
Rebel Captive

Colonel Vessery -
Veteran Instincts
Heavy Laser Cannon

Here I am banking on action economy from Chiraneau having a target lock and allowing Vessery with VI to shoot first and get her own target lock. Since Chiraneau has his own built in calculation at range 1 to 2 I figure this is a solid build for him.

List 3
Scum and Villainy:
Mandalorian Mercenary -
Engine Upgrade
Expert Handling
Heavy Laser Cannon
K4 Security Droid

4x Binayre Pirates

The idea behind this list is that the mercenary moves around the board basically any way he wants, sure I only have 4 green maneuvers, but then I can boost and barrel roll, not worrying too much about stress because of the free target lock on a green action.

You don't see da eyes of da Daemon, till him come callin'
- King Willy - Predator 2 
   
Made in us
Douglas Bader








This one isn't bad. You have two PS 10s with decent shooting on each, but when things go bad they're going to be really bad. Both ships have obvious weaknesses (concentrated fire from multiple ships for the decimator, poor durability for the defender). If one ship meets its counter and dies early the other one probably won't be enough to win the game for you.

List 2


This is probably worse than list #1. You make the decimator better and the defender worse, which is probably not a good idea since the decimator is the easier target. Once RAC goes down after being the priority target Vessery is going to struggle to accomplish much before joining him in the afterlife.

List 3


This is not a bad concept, but it needs a bit of work. EH on the firespray is probably redundant, but the combination of PTL and the K4 will give you three actions per turn. And four meatshield z-95s is good support for a firespray. The one thing I'm uncertain about is the HLC since large bases with engine upgrade tend to get up close very quickly and then fire a lot of rear-arc shots. If you can manage to stay at long range consistently in your games it's worth keeping, otherwise I'd probably drop it and use the points to upgrade to Kath Scarlet or Boba Fett. Both of them have really powerful abilities on top of higher PS. A 4-dice attack from your rear arc (5 at range 1!) lets you ignore the HLC's range limits and force people to chase you while taking damage, and re-rolling dice at range 1 is great on a ship that will often find itself boosting into the middle of of everything.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
 
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