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Made in us
Unhealthy Competition With Other Legions





The Midwest

Good day, ladies and gents.

I've decided to go full on Beardy McBearderson for an upcoming local tourney, and wanted to fly the triple jumpmaster as follows:

Contracted Scout (25)
* Deadeye (1)
* Extra Munitions (2)
* Proton Torpedoes (4)
* Guidance Chips (0)
* R4 Agromech (2)
-- 34 points


Contracted Scout (25)
* Deadeye (1)
* Extra Munitions (2)
* Plasma Torpedoes (3)
* Guidance Chips (0)
* R4 Agromech (2)
-- 33 points


Contracted Scout (25)
* Deadeye (1)
* Extra Munitions (2)
* Plasma Torpedoes (3)
* Guidance Chips (0)
* R4 Agromech (2)
-- 33 points


Any list advice is welcome, although I think this is pretty solid.
I haven't had any time to playtest or get any games in, so I ask ya'll for advice that you've seen/experienced for:
1. Deployment
2. Obstacle type and placement
3. Maneuvering (in formation? out of formation?)
4. Early Game
5. Late Game
6. Anything else

Any help is appreciated, thanks!

 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

We had a store championship last Saturday with a couple of U-Boat lists. They didn't make the top cut, mostly because they got matched up against each other (and obliterated their MOV).

1. Deployment

I saw them deployed in formation, usually with one ship sideways so that it could perform a 1 turn into formation. They set them up to joust the opponent, or on the edge of the board.

2. Obstacle type and placement

I saw them take small obstacles, to give the larges bases enough clearance to move. They definitely have an issue maneuvering around dense fields of obstacles, and so the U-Boat player wants to place the rocks in such a way that there are relatively wide lanes for them to fly through in formation.
3. Maneuvering (in formation? out of formation?)

Formation for the initial approach, and then broken up for the next part of the game. Whenever possible you should try to get them all pointed at a second target to nuke with your 2nd volley of torpedoes, but it seems more important to maneuver and get range 1 shots with your primary turret, or to block enemy aces.
4. Early Game

It's all about the alpha strike. You're trying to completely knock out 1 ship on the first engagement, ideally 2. You want to eliminate high-agility ships as early as possible, as they will be the most trouble for you in the endgame, when you only have 2 dice attacks.
5. Late Game

The white Sloop is your friend. Hug enemy ships as best you can and just take shots every turn. Ideally you will be fighting on unfair footing, having destroyed a significant part of the enemy squadron in the initial alpha strike, so that you can simply overwhelm your opponent with more ships and dice.
6. Anything else

This list has been hyped up quite a bit, so expect to encounter stuff that's meant to counter it. Don't forget your barrel roll action. Deploy on the right side of the table to take advantage of your green left turns.

This message was edited 1 time. Last update was at 2016/03/24 15:23:22


 
   
Made in us
Unhealthy Competition With Other Legions





The Midwest

Thanks for the help; I suspected as much with most of your answers, to be honest.
As I said though, hadn't seen it or played it (and I don't watch Vassal or anything), so I wanted to make sure I wasn't missing anything.

 
   
 
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