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Bitharne

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Posts posted by Bitharne


  1. I'm actually against tailored lists or meta-oriented lists myself (unless I'm helping someone out). So I always run all-commer lists myself :)

    Imperials are one kinda tied up more with this idea since rebel ships are more multi-role oriented. For instance, X-Wings are great superiority fighters and OK bombers. So taking 6 of them fulfills most wants in an all-comer list except one: options.

    The extra cost of named pilots and their abilities plus their tokens means that harnessing them as options (especially with the new squad pack) is going to be a big thing. Having a rogue or two is going to be invaluable. Intel is great. Tokens are amazing deterants, etc.


  2. Scary...ish. Masses of red dice in Wave 2 scare the bejeezus outa me and my brawler list. It's also very hard to analyze a list without reference points: so i'll use mine.

     

    (397 of 400 pts)
    Flagship: (129 pts)

    • Victory I-Class Star Destroyer(73 pts)
    • Admiral Screed (26 pts)
    • Intel Officer (7 pts)
    • Ordnance Experts (4 pts)
    • Heavy Turbolaser Turrets (6 pts)
    • Expanded Launchers (13 pts)


    Fleet Ship 1: (86 pts)

    • Gladiator I-Class Star Destroyer(56 pts)
    • Demolisher (10 pts)
    • Wulff Yularen (7 pts)
    • Engine Techs (8 pts)
    • Assault Proton Torpedoes (5 pts)


    Fleet Ship 2: (49 pts)

    • Raider I-Class Corvette(44 pts)
    • Assault Proton Torpedoes (5 pts)


    Squadrons (133 of 133 pts):

    • 1x Major Rhymer Tie Bomber Squadron (16 pts)
    • 1x Howlrunner Tie Fighter Squadron (16 pts)
    • 1x Tie Bomber Squadron (9 pts)
    • 2x Tie Interceptor Squadron (22 pts)
    • 2x Tie Fighter Squadron (16 pts)
    • 1x Punishing One - Dengar (20 pts)
    • 1x Firespray-31 (18 pts)
    • 1x Aggressor Assault Fighter (16 pts)


    Objectives:

    • Precision Strike
    • Hyperspace Assault
    • Superior Positions

     

    My list would have initiative: so what objective would you favor?

     

    Hyperspace Assault is probably your least likely pick since it'll allow me to bypass your long range on my slow VSD and potentially pop into close range on turn 2-3.

     

    Superior Positions allows me to settup after your complete deployment and gives me insane amounts of raw points fairly fast with 10 squadron stands and 2 very agile ships.

     

    So most likely you'll ellect to pick my red: Precision Strike (I actually am ultra torn on this objective though)

    With this one you'll have to contend with +15 points per GSD/Raider and maybe +30 with a double arc and decent rolls. My VSD, also, has a good chance of forcing through standard criticals with his Heavy Turbolaser Battery. Combined with my, obviously, superior bomber presence and access to intel I can inflict a few more hits that generate raw points with them each turn.

     

    Be fun to play...that's for sure!


  3. Here's the thing: if they have any superiority fighters you're toast. That ~100pts of fighters becomes 100 wasted points: peoples' complaint against using them.

     

    The article that FFG put out advised using like 50-60 of your points on bombers, and the rest on fighters. I disagree with even this. I think your bomber purchases shouldn't exceed 1/4 of your fighter budget (dedicated bombers). 40 points at most. You need to cover them; either tie up enemies' fighters long enough to unload or annhialate them ASAP with a more heavy anti-fighter focus.

     

    I, personally, prefer the latter approach. In my 300pt list I "merely" have a bomber and rhymer. They are supported by Vader who can act as a bomber or anti-squadron ship as needed.

     

    My goal is to utterly decimate their fighter screen then blast away with a rhymer ball full of 50/50 shots and a few black dice. You're set up to do impressive fighter damage, and i'd just swap in some fighters/interceptors/advances to obliterate them and bomb away when gone.


  4. The last thing that I want to do is hang back and try to out (Red dice) a rebel opponent. It also doesn't sound very empire to me "Asteroids do not concern me admiral!"

     

    True. Though more like: make them get closer with a tighter angle to shoot at my VSD while my other ships pounce and then my VSD jumps ahead full-steam to unload :D


  5. Wes Jason you are right it comes down to the commander. Someone with better understanding of the game will run better then someone with less.

     

    Bitharne I agree the dice throws are enough to melt the MC30 and other small ships. I don't thing squadronless builds will be shredded but I agree with a disadvantage. Rogue rule really mixes things up.

     

    The goal I'm trying to get is to make a fleet that is good against this but would prefer it to be well rounded. I'm much more ingrained with Rebel thinking it's hard for me to make an Imperial list besides one for fun.

     

    Wes Jason your post on fleet and basic tactic is pretty much exactly what I want/wanted to see. And I am thankful for the list. I am serious about playing them out and giving a battle report of sorts so you can critique both me and my opponent.

     

    Cubanboy, funny enough one of the people I play against just thought up something similiar to that. So we'll give it a shot too.

     

    You'll need squadrons to be a well-rounded list imo. Without them you're relying on some form of gimick: generally kill their ships as fast as humanly possible with more activations (and you don't actually have a large advantage here). Even a handful of A or X wings will allow you to screen yourself from bomber fire while you kill them, and even deter their very fast flankers if you place a quartet of x-wings right where a raider might fly to hammer your MC-80 to death.


  6. I, too, am concerned for my VSD1 in the Ackbar-Age. Not sure if charging full-tilt and trying to delete ships with black dice or sitting bakc is best. Though my options are: Charge in with 2 shots at same target, hopefully getting to short range before I blow up and delete the ship or two. Hide in reserves till I get a good/safe spot to jump my VSD onto the board. Or perhaps just slow-play with Sup Pos and use my faster ships and fighters to shred them and wrack up massive points via rear (worst spot on them) arc shots.


  7. With 2 VSDs and an ISD I fail to see how you can't get the Vs in close range. You should be able to box him in and get close. You also tout Heavy Turobs as a deterent when EA can do the same and it's going to be nearly impossible for them to evade that ship if it guns in at speed 2 with 2 big ships to help flank.

     

    I like the idea of an IVV list, but I really like my Demolisher and Raider (on paper) for fancy moving :)


  8. That's not what i'm using it for. I'm using it as a area-denial ship as I have Demolisher and a Raider to deal with manoeverablilty and flanking...as well as hefty squadron firepower. I am using Expanded Launchers as well.

     

    (397 of 400 pts)
    Flagship: (129 pts)

    • Victory I-Class Star Destroyer(73 pts)
    • Admiral Screed (26 pts)
    • Intel Officer (7 pts)
    • Ordnance Experts (4 pts)
    • Heavy Turbolaser Turrets (6 pts)
    • Expanded Launchers (13 pts)


    Fleet Ship 1: (86 pts)

    • Gladiator I-Class Star Destroyer(56 pts)
    • Demolisher (10 pts)
    • Wulff Yularen (7 pts)
    • Engine Techs (8 pts)
    • Assault Proton Torpedoes (5 pts)


    Fleet Ship 2: (49 pts)

    • Raider I-Class Corvette(44 pts)
    • Assault Proton Torpedoes (5 pts)


    Squadrons (133 of 133 pts):

    • 3x Tie Fighter Squadron (24 pts)
    • 2x Tie Interceptor Squadron (22 pts)
    • 1x Tie Bomber Squadron (9 pts)
    • 1x Major Rhymer Tie Bomber Squadron (16 pts)
    • 1x Punishing One - Dengar (20 pts)
    • 1x Slave I - Bobba Fett (26 pts)
    • 1x Howlrunner Tie Fighter Squadron (16 pts)


    Objectives:

    • Advanced Gunnery
    • Hyperspace Assault
    • Superior Positions

     

    The other trick to it is that I go second whenever I have the option: so you're going to have to pick your poison unless you have a 4+ point bid on me. One allows me to essentially negate my slowness by popping into close/near-close range instead of slogging it. Another allows me to completely dictate the tactical engagmenets while netting massive points if you're not running enough squadrons. And yet another allows me to delete any ship that enters my no-fly zone.

     

    I'm mostly worried about rebel lists with lots of red dice with my VSD on the field. I'm hoping good play with my smaller ships will allow me to flank and kill them before my VSD burns down from those shots..and even then I'd probably be inclined to trade my VSD for a win. Also, advanced gunnery with a Raider might be hilarious in cases where I don't want my VSD points to hurt me that much.


  9. WTB Vassal for Wave 2 so I can game all day errry day :D

     

    Also, I just bought the wood for my custom game table and got some nice acrylic/felt to top it. Should have that done in under a week: be much better than my 30" by 70" table that isn't even the right size for home games :\


  10. ISD's are interesting, though, because of their cost. They'll severly limit the rest of their list. My current VSD is 103 w/o an admiral and tosses as much dice an ISD (more black obviously), is relatively unconcerned with Brace tokens, and can delete tokens as needed. This allows me to pull in some fighter support for the same cost an ISD w/upgrades. That could be better...or it could be worse depending.

     

    My two other ships are very fast and agile...so I feel a slower lump-ship works out for me; but others might really want that speed 3 behemeoth with silly base dice.


  11. I'm thinking that a lot of the new stuff is setting the game up or MUCH more tactical importance and depth. Take the points on how deadly ackbar and home one are: best solution? "Flank" the rebel warships by getting in their front or rear arcs. Use objectives to force their hand so that you can exploit your strengths and mitigate theirs.

     

    It sounds fun; but still scary with how deadly a 5 red dice with guaranteed accuracy can be...especially when they'll likely get two before I get my black dice :\

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