|Congrats again to Dan!|
**Edit** For those that didn't catch my list in the Stele Open live updates, here's my list from the day:
[ flagship ] (96 points)
1 ( 16 points)
What Went Wrong
|Damn you Demolisher!!!|
My squadron use was also questionable for the first two games. In the first game, I jumped out too early, allowing Treb's squadrons to clean mine out just in time for the main ship engagement. Somehow, despite recognizing the mistake going into the second game, I did it again against Mike. I jumped out even earlier, engaging some of his squadrons during the first turn. That gave his eclectic mix of Aces plenty of time to bomb the crap out of Liberty. Side note: Morna Kee fucking hurts.
What Went Right
|I still can't get over this roll|
The All-Stars were hands down the CRambo90s. They worked exactly as envisioned all day. I understandably got some odd looks and some questions on the forums. After all, I don't have Rieekan, so how effective can they be without being able to abuse the Zombie Lord? The answer is extremely effective if you know what to target. I'm not charging headlong into large ships. I mainly use them has flotilla and small ship hunters. Of the eight flotillas I faced on the day, only one survived. They are effectively speed 5, making them perfect for hunting down the ubiquitous lifeboat flotilla.
What is often overlooked is their armament is actually pretty darn good. A double arc is very easy to line up using Madine, and 5 blues is nothing to sneeze at. Once I was done ramming flotillas into paste, I could use my high activation count and high maneuverability to get them into side or rear arcs of larger targets. From there, I could use the blue dice to add punishment and rely on the Reinforced Blast Doors to ram if needed. The RBDs also make them more durable for working in at that medium range. Since I've started playing this list, I've been using RBDs to discard regular damage just about as often as I'm using them to discard ram damage.
Speaking of Madine, he's the part of the puzzle that makes these CRambo90s so good working as just a pair. They are capable of utterly ludicrous turns, which you really have to see to understand. He's pricey, but I think I've finally found a list where he works well.
|Fear the CRambo|
Still, this list was an awful lot of fun to fly. The CRambos and Madine are an excellent match. I'm even finding him useful for bobbing and weaving with the TRC90 and helping the GR-75s adjust their approach with tokens. The squadrons, once I got the right timing, were also an excellent little ball. The key was getting them working in tandem with the GR-75 anti-squadron batteries. Once I did that, the cumulative damage from the black anti-squadron and counter really started to stack up.
As annoyingly ubiquitous as Admonition is both locally and on Vassal, I think it's the obvious replacement for the Liberty. With the right tools, it can hit just as hard if not harder than the Liberty. Its nav chart usually limits it to a single pass or lower speeds. With Madine, I'm hoping to change that tune a bit. The MC30's speed 4 chart suddenly isn't that limited once you add Madine clicks.