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novaspike

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Posts posted by novaspike


  1. Playing imps a bit there are three things I've noticed tactics wise.

    This is at the 180 points size, but I think the info can scale.

    Firepower: Ive been playing the Vic-1 loaded to kill capital ships. It works great on rebel ships, (they really can't repel firepower of that magnitude) but it suffers vs imps. Part of this is my amazing ability to not roll accuracies, but that can be mitigated by upgrades. Anyway, the lesson is when you can throw out lots of dice that is mainly red/black, the ability to ensure you have at least 1 defense negation is critical. I have to test more, but i think the Vic-2 (and blue heavier rolls in general, don't suffer from the same issues, but inherently won't produce as many hits).

    Commands: I was running a defense liaison, two of my imp opponents ran wulan. I'd like to think I had a more flexible setup (mostly spamming squadron or concentrates, with the ability to change to navigates or repairs easily. But they had an advantage in tokens that proved pretty decisive. Overall lesson, having quickchange command abilities is nice, but with larger ships you still have to try and dictate the battle to match your projected command dials (much easier at this stage vs slow imps).

    Fighters: Imp side there are two schools of thought right now at our shop: take the max or take whatever is left after essential upgrades. Both have merits but will change depending on what your facing. I like running 3 or 4 tie squadrons. They will kill a similar or smaller number of enemy fighters with a good alpha, but if they get hit first or run into superior numbers, they're done (Xwings scale up a bit with better hits/HP, so vs them its not really 1 to 1). At that point the name of the game is tieing the enemy up with engagement while I try to drop the enemy capital ships. It works pretty well vs Imps since its mostly single ship, but I feel anytime you are vs a fleet that has more large ships (both sides as releases happen), you can take the minimum number of fighters to delay the enemy. Later on this means you'll need to either raise your 'minimum number' or have a dedicated anti fighter capital ship.

    That's all I've got so far, hope any of that's usefull.

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