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Shepherd415

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Posts posted by Shepherd415


  1. I like the JJ + Wulff + Spam Engineering, but it prevents the use of ECM or similar.

    Nah. You put Wulff on the Interdoctor next to it (for 8 eng points!). Use your officer slot on Tua and ECM. Both spam engineering commands to pay the JJ tax.

    The question is this: once you've spent 40 points on upgrades to give it the same number of dice as an ISD... Why not just use an ISD?


  2.  

     

    EMPIRE FLEET  395

     

    1 • TIE Interceptor Squadron - TIE Interceptor (11) 

        • Total : 11    

    2 • "Soontir Fel" TIE Interceptor Squadron - TIE Interceptor (18) 

        • Total : 18    

     

    3 • Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56)

        - Weapons Liaison (3)

        - Engineering Team (5)

        - Assault Concussion Missiles (7)

        - Demolisher (10)

        • Total : 81

     

    4 • Victory II-class Star Destroyer - Victory-class Star Destroyer (85)

        - Grand Moff Tarkin (38)

        - Wulff Yularen (7)

        - Expanded Hangar Bay (5)

        - Enhanced Armament (10)

        • Total : 145    

     

    5 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73)

         - Weapons Liaison (3)

        - Gunnery Team (7)

        - Assault Concussion Missiles (7)

        - Enhanced Armament (10)

        • Total : 100

     

    6 • :Howlrunner'' TIE Fighter Squadron - TIE Fighter (16) 

        • Total : 16  

    7 • TIE Fighter Squadron - TIE Fighter (8) 

        • Total : 8 

    8 • TIE Fighter Squadron - TIE Fighter (8) 

        • Total : 8 

    9 • TIE Fighter Squadron - TIE Fighter (8) 

        • Total : 8  

     

     

    ====================================================

     

    They way I see it, Tarkin tosses a Repair on all three ships every turn.  The Gladitor and the Vic 1 charge forward to engage the enemy at close range.  Everyone chooses repair command pretty much every turn.  With a token from Tarkin, this allows them to repair three shields every round (which is why the gladiator needs that engineering team).  However, if the two forward SD's get into a good position, they can trade out that repair for a Concentrate Fire using their weapons liaison.

     

     

    Tarkin's flagship is the Vic II, and with his expanded bays and a squadron command he can throw Howlrunner and her three TIE buddies in the same turn.  Yes, he has a big "SHOOT ME" sign on him, which is why he's got Wulf to doube up his repair token each round.  The Flagship can thus repair FOUR shields per round.  Fel and another Interceptor squadron round out the list for emergency intercept duties.

     

    This all comes in at five under, giving me a pretty good bid.  What does the community think?

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