Monday, March 21, 2016

Team Analysis - SUCKITIMPS

Only two more analyses to go - this time we're looking at the Seasoned Underground Combatants Killing Imperial Twits and Imbeciles in Many Parts of Space team.





Members:


Truthiness - Team Captain
Maturin
Thanosazlin

Truthiness is a fellow blogger, winner of the Holiday Tournament, and Semi-Finalist for the World Cup.  An all-around good player, he anchors the team as well as serves as it's Captain.  Maturin and Thanosazlin round out the team as old members, if not prolific posters of the FFG forums.


Lists:


Truthiness - Rebel Garm 3 
391 / 400

Assault Frigate Mark IIB (115pts) 
 - Boosted Comms (4pts) 
 - Electronic Countermeasures (7pts)
 - Turbolaser Reroute Circuits (7pts)
 - •Garm Bel Iblis (25pts)]

Assault Frigate Mark IIB (92pts) 
 - Electronic Countermeasures (7pts)
 - Flight Controllers (6pts), 
 - Turbolaser Reroute Circuits (7pts)

Nebulon-B Escort Frigate (62pts) 
 - •Yavaris (5pts)

+ Squadrons (122pts) +
Scurrg H-6 Bomber x4 (64pts)
X-Wing Squadron x3 (39pts)
•Jan Ors (19pts)

Truthiness has gone Bomber heavy with his list, taking Yavaris, 4 Scurrgs, 3 X-Wings, and Flight Controllers on one of the AFII's to help clear the sky.  Jan Ors keeps the Scurrgs bombing, and X-Wings flying.  Boosted Comms helps keep the bombers activating at longer range, and Turbolaser Reroutes let the AFIIs make better use of their red dice to assist the bombers.

The stats for the list are as follows - 391 bid means that it can get initiative against all but the craziest of bids, 3 activations are about average for a carrier build, and 7 deployments will help get the less hearty carriers to where they need to be, though 3 speed fighters means that they can't be deployed too far from one another.  As a bomber heavy list, look at him to take advantage of lists with little to no fighter cover, though Yavaris and the X-Wings could be utilized to take out a decent number of interceptor style fighters.


Maturin:  In Your Face v9 
Points: 384/400

CR90 Corvette A (87 points)
- Mon Mothma ( 30 points) 
- Jainas Light ( 2 points) 
- Lando Callriassian ( 4 points) 
- Turbolaser Reroute Circuits ( 7 points) 

CR90 Corvette B (44 points)
- SW-7 Ion Cannons (5 points)

MC30c Torpedo Frigate (80 points)
- Admonition ( 8 points) 
- Ordnance Experts ( 4 points) 
- Assault Proton Torpedoes ( 5 points) 

MC30c Torpedo Frigate (80 points)
- Foresight ( 8 points) 
- Ordnance Experts ( 4 points) 
- Assault Proton Torpedoes ( 5 points) 

Nebulon-B Support Refit (61 points)
- Salvation (7 points) 
- Veteran Captain (3 points)

YT-2400s  x2 (32 points) 

A lot of activations and small ships in this one.  Mon Mothma gives evasion for the whole list, of which only Salvation has less than 2 Evade defense tokens.  Salvation and the Torpedo Frigates are the heavy hitters, and the 16 points short of 400 in their bid means that they will be likely able to activate first and last to get the hit and run tactics out of both.

Those heavy hitting MC30cs are a bit pricey for ships with only 4 hull, and even with Mon Mothma and the title, they can't hold up well against multiple attacks or big attacks from XI-7 ships.  And with only 2 squadrons and 6 deployments, you can expect him to try to avoid any bomber swarms or XI7 Imperial Star Destroyers.


Thanosazlin:
394 / 400 

Assault Frigate Mark II B (130 points)
- Admiral Ackbar ( 38 points) 
- Gunnery Team ( 7 points) 
- Electronic Countermeasures ( 7 points) 
- XI7 Turbolasers ( 6 points) 

Assault Frigate Mark II B (99 points)
- Intel Officer ( 7 points) 
- Gunnery Team ( 7 points) 
- Electronic Countermeasures ( 7 points) 
- XI7 Turbolasers ( 6 points) 

Assault Frigate Mark II B (92 points)
- Gunnery Team ( 7 points) 
- Electronic Countermeasures ( 7 points) 
- XI7 Turbolasers ( 6 points) 

A-Wing Squadrons x2 ( 22 points) 
YT-2400s x2 ( 32 points) 
Jan Ors ( 19 points)

Thanosazlin brings a fairly stock Ackbar toilet-bowl.  Gunnery, XI-7 on each means that they will be flying in pretty predictable formation, though if that formation is sucessful, they will hurt their opponents badly.  5 deployments and 3 activations increases the predictability for anyone that can't plan around the strategy.

Look for them to do what an Ackbar Gunline does, fly in fairly normal formation and vomit Red dice from a safe distance.  This list is probably the best against squadron-heavy opponents, and worst against a good counter-deployment.


Overall:


Three good Rebel archetypes, and good leadership.  They've had good luck in the first round, but their first two games of the 2nd round haven't gone their way.  We will see if they can turn things around with round 3 and finish in the top 4.

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