The last gaming session saw my Star Wars themed Dreadball team (gungans as Judwan) hit the grid in their first competitive games plus my 100 point max Rebel build take the table at X-Wing.
Using the 30 mc upgrade amount to be used at the Mantic Bowl my team turned into super aliens. Capable of winning in the 2nd rush they walked their two matches against a robot team and an Orx team. I suspect we will see a large number of Judwan teams at comps. Why? Well firstly they are technically awesome especially as 6 ability rolls will see at least a few 3+ skill wise and a good chance of safe hands. With this set up you camp on the 1 DB hex and the 3 point key. Score and then have a good chance of catching the relaunch on a double, hurl the ball and score again. Secondly a comp will negate the downside of the team; that is only having 6 of them and getting a few killed will matter little when the dead just reset in the next match. In a league they will cost a huge amount to keep viable. In a comp they are a dream. Mantic really should playtest their comp rules. But as I'm taking the Wailers - Meesa notta complainin :)
X-Wing wise I wanted to run a 4 X-Wing build. Four rookies led by Luke with r2 d2 and protons. First game I kept 3 in formation while Luke flanked the tight imperial formation. We only lost a few shields as the ties and Vader were taken out one at a time by using small movements to keep in fire arc as long as possible before the ties flew over and got behind them. Worked well.
Second game I had Mr. Christian flying wingman with two rookies. He insisted on splitting our formation up and we went down as the ties hung around to long. Lesson learnt.
So both game systems are awesome and apart from a little modern stuff using Skirmish Sangin, Star Wars using my rules and the odd board/card game I'm set gaming wise.
Bring on May 4th X-Wing at tabletop nation followed by me running some 28mm skirmish using my revamped Force on Force episode 2 rules.
Using the 30 mc upgrade amount to be used at the Mantic Bowl my team turned into super aliens. Capable of winning in the 2nd rush they walked their two matches against a robot team and an Orx team. I suspect we will see a large number of Judwan teams at comps. Why? Well firstly they are technically awesome especially as 6 ability rolls will see at least a few 3+ skill wise and a good chance of safe hands. With this set up you camp on the 1 DB hex and the 3 point key. Score and then have a good chance of catching the relaunch on a double, hurl the ball and score again. Secondly a comp will negate the downside of the team; that is only having 6 of them and getting a few killed will matter little when the dead just reset in the next match. In a league they will cost a huge amount to keep viable. In a comp they are a dream. Mantic really should playtest their comp rules. But as I'm taking the Wailers - Meesa notta complainin :)
X-Wing wise I wanted to run a 4 X-Wing build. Four rookies led by Luke with r2 d2 and protons. First game I kept 3 in formation while Luke flanked the tight imperial formation. We only lost a few shields as the ties and Vader were taken out one at a time by using small movements to keep in fire arc as long as possible before the ties flew over and got behind them. Worked well.
Second game I had Mr. Christian flying wingman with two rookies. He insisted on splitting our formation up and we went down as the ties hung around to long. Lesson learnt.
So both game systems are awesome and apart from a little modern stuff using Skirmish Sangin, Star Wars using my rules and the odd board/card game I'm set gaming wise.
Bring on May 4th X-Wing at tabletop nation followed by me running some 28mm skirmish using my revamped Force on Force episode 2 rules.