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Made in us
Longtime Dakkanaut




Minneapolis, MN

I was playing around with this a bit last night, and I think it has some potential. The interplay between FCS, Gunner, and TLT is cool - if you purposely miss with any of your TLT shots, gunner triggers and you can shoot your primary weapon /w a free target lock. Tactician further zones out an area in front of and behind your ships, where they take a minimum of two stress (three if you trigger gunner).

They have 3/4 donut of death in the range 1 band on their sides and rear that you'll have to take into account. In a game I played, Corran Horn snuck his way into this section and made a mess of things. However, he needs a minimum of 3 turns of maxed-out shooting to kill a VCX-100 - more if they are taking evade actions.

Against TLT swarms, you have a PS3 advantage, as well as enough hit points that they need a minimum of 2 turns to kill one of your ships. Against U-Boats, you have enough total HP to weather the alpha strike, as well as simultaneous fire on the turn that one of your ships dies.

Lothal Rebel (35)
Fire-Control System (2)
Twin Laser Turret (6)
Tactician (2)
Gunner (5)

Lothal Rebel (35)
Fire-Control System (2)
Twin Laser Turret (6)
Tactician (2)
Gunner (5)

Total: 100

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Made in us
Infiltrating Broodlord





Oklahoma City

The VCX-100 can not fire its Primary weapon from the Special Firing arc unless it has the "Ghost" title and there is an Assault Shuttle with the "Phantom" title docked to it.

It can however fire Torpedo secondary weapons from the Special Firing arc.

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It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in us
Regular Dakkanaut




Indiana

I think gunner will be wasted here. 4 dice primary is going to do at least 1 damage reliably, as will TLT. You shouldn't have to worry about it.

Try kanan Jarrus, 2 recon specialists, Sensor jammer, and shield upgrade. Couple him with a TLT or blaster turret, and have fun.
   
Made in us
Infiltrating Broodlord





Oklahoma City

I think the power of the Double VCX over the Double D's decimator lists is that you can fit a more threatening 3rd ship in the list.

Bringing two of those behemoths and a B-wing for 40 total hit points is a simply ridiculous number.

Adding autoblaster turrets covers a major weakness. Aces. Two large hulls is hard to avoid and aces normally want to be at R1 to get the extra attack die. But with autoblasters, it punishes them and cancels the power of Autothrusters and defensive token stacking, as well as Emperor Palpatine. Adding Fire Control Systems lets you move as you wish and take evade actions when you aren't stressed and still get modified dice on primary or turrets. Accuracy Correctors is good on the Ghost since you get double the firepower from the Autoblaster, but with only one shot per turn and more incentive to use the 4-5 dice primary weapon, target locks will serve better.

If we see the Double Rebels list come to prominence I expect it to look something like this:

Lothal Rebel (39) x 2
VCX-100 (35), Fire-Control System (2), Autoblaster Turret (2)

Blue Squadron Pilot (22)

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

 bocatt wrote:
The VCX-100 can not fire its Primary weapon from the Special Firing arc unless it has the "Ghost" title and there is an Assault Shuttle with the "Phantom" title docked to it.

Correct, you're using the front arc for your primary attack only - and with the VCX's dial (which has hard 1's and 5ks) you have lots of options for re-orienting the ship for in-arc primary weapon shots.

I think gunner will be wasted here. 4 dice primary is going to do at least 1 damage reliably, as will TLT. You shouldn't have to worry about it.

The key thing here is when you're facing high-agility aces. TLT+Gunner allows you to strip their tokens with 3 successive attacks, or else force them to take a damage to prevent gunner from triggering the primary attack. Your forcing your opponent to choose between undesirable options.

Against lower-agility stuff, you would mostly rely on your primary guns (only resorting to the TLT for out-of-arc shots).

I think the power of the Double VCX over the Double D's decimator lists is that you can fit a more threatening 3rd ship in the list.

Bringing two of those behemoths and a B-wing for 40 total hit points is a simply ridiculous number.

I'll try that out. The systems slot will be key to making the VCX work, as there are a lot of interesting synergies that aren't possible on other ships.

This message was edited 1 time. Last update was at 2016/03/22 17:34:52


 
   
 
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