Armada Combos... o algunos de ellos ( Ingles )

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Armada Combos... o algunos de ellos ( Ingles )

Mensaje por Night el Miér Dic 09 2015, 10:29


Muy buenas, me ha parecido interesante este pequeño recopilatorio de combos del blog ikhero:

Admiral Ackbar + Defiance + Leading Shots
Get an extra die for attacking a ship that has already activated, roll 9 dice at your opponent's ship, spend one blue dice to re-roll any number of attack dice. That's a lot of damage.

Raymus Antilles + Engine Techs
Flip the Navigate dial and get a free matching token, spend both when you execute a maneuver and execute a free speed-1 maneuver after. You can essentially make the MC80 a speed-3 ship with a great turn.

Intel Officer + Heavy Turbolaser Turrets
Brace is arguably one of the strongest defense actions in the game. While attacking, you nominate their brace defense token with the Intel Officer. If your opponent chooses to use it to satisfy HTT, they lose their token forever. Works great if you already have XI7 Turbolasters in your fleet.

Espero que os sirva de inspiración

Darth Vader + ISD-II + Overload Pulse
You're throwing out 4 blue dice and 4 reds at RB2. Vader flips your contain token to re-roll any dice you don't like, or drastically increasing your chance to land a blue crit to exhaust all of the defender's tokens.

Admiral Chiraneau + Soontir Fel + Mauler Mithel + TIE Advanced
Soontir, Mauler and the TIE Advanced moves into a fighter horde. You instantly do 1 damage to anyone you're engaged with. The enemy fighters have to chew through the TIE Advanced squadrons before they get to your combo ships while Soontir does a free damage to them every time they try. Chiraneau keeps Mauler moving in subsequent turns, doing free damage to everyone around him.

Admiral Screed + Gladiator-I + Ordnance Experts + Assault Concussion Missiles
Throw out 4 black dice from each broadside with re-rolls, spend a dice for a hit/crit with Screed, activates Assault Concussion Missiles for massive damage on target.

Admiral Ackbar + MC30c + Ordnance Experts + Assault Concussion Missiles + Turbolaser Reroute Circuits
You're in range-1 of your target and your evades are useless. Ackbar gives you 2 more reds to throw on the side for 4 reds and 3 blacks. You re-roll all your blacks, hopefully getting a crit and triggering ACM. You turn whatever red dice you don't want into either crits or 2 hits by flipping over your evade tokens with TRC.

TIE Interceptors + Howlrunner + Dengar
Interceptors have the Swarm and Counter keywords while Dengar has Swarm. Howlrunner's ability benefits both, allowing Interceptors to throw out 5 dice blues that re-rolls a dice to hit, and counters for 3 with a re-roll. Adding Dengar to the mix will make Interceptors Counter 3 for 4 dice back plus re-roll, and since Dengar makes enemy squadrons at distance 1 of you heavy, you can leave whenever you want.

Gallant Haven + Jan Ors + X-Wing Squadron
Gallant Haven makes it so friendly squadrons at distance 1 take one less total damage. Jan Ors allows your squadrons to brace. X-Wings have Escort so you have to attack them before you can attack Jan Ors.

Grand Moff Tarkin + Wulff Yularen
Old school core combo where Moff gives you a free command token of your choice. When you spend it, you exhaust Wulff to gain the same command token back.

Mon Mothma + MC30c + Foresight
Foresight allows you to affect an additional dice when you resolve the evade effect. Mon Mothma allows you to evade at medium range, not just long range. She also allows you to use evades in close range so you can force re-rolls. Talk about slippery.

Major Rhymer + TIE Bomber Squadron + Dengar
Rhymer makes it so all of your TIE Bombers at distance 1 are throwing out bomber attacks from medium range. If anyone tries to stuff you up with some fighters, Dengar makes them heavy so you can keep moving and attacking ships.
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Night

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Re: Armada Combos... o algunos de ellos ( Ingles )

Mensaje por dmborque el Miér Dic 09 2015, 11:28

Muy buena aportación!

dmborque

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