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Lucious Pain

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Posts posted by Lucious Pain


  1. Killing Akbar is easy. Soften with Rhymer Bomber run, then overload pulse the biatch and pound with ISD and others, while Demolisher Gladiator smashes it all primed up on Assault Concussion missiles, ordinance experts last. Top this with Vadar / Screed for maximum effect. Last 4 games against a C80 I have killed it everytime, either turn 3 or 4. My best is turn 2, when opponent flew it straight at me! (Go figure).


  2. I ran a similar fleet in 2 battles today and won both convincingly. 

     

    Imperial Fleet  300 Total

    Victory II 
    - Admiral Screed
    - Admiral Chiraneau

    Gladiator II 
    - Demolisher Title
    - Expanded Launchers
    - Gunnery Team

    Squads 
    - Major Rhymer
    - Howlrunner
    - Tie Interceptor x2
    - Tie Advanced x2
    - Tie Bomber x1

     

    I suggest Howlrunner with 2x Interceptors. Um....5 blue dice, plus one reroll is totally nuts for the interceptors using swarm and howlrunners ability. With their speed, you can squad command them and pounce on just about anything (enemy bombers :). On the other wing (with the Victory), I had Rhymer and bomber + 2 x Advanced to protect them. All do a black dice to ships. In the second game they took out a Mk II Frigate in 3 turns (with a opening volley from a Gladiator in turn 2 as help). In the first game, they sniped a C90 and made short work of it (backed up by Victory II). 

     

    I have to say, I didn't use Chiraneau much, and might drop for another squad of bombers. My advanced screen dealt with enemy pretty well, and with Rhymer they could sit back and snipe. 

     

    Holy hell, Demolisher with launchers is nuts. I killed a nebulon in 1 turn (shot side arc, moved, shot front arc) in game 2. Crazy. 

     

    Squads are awesome!


  3. I am pro squadron and love the dimension they bring to the game. In all of the matches I have played, they have been vital to the overall victory or defeat. The trick is designing cunning mixes of heroes and regulars that really complement each other and backing this with a decent carrier capital that can wield them at the right time and place. Well worth the effort


  4. Thanks for the advice. 

     

    Looks like Rhymer is a popular one from your comments and after looking back over his rules, I definitely see the advantage now. 

     

    I guess I can use those spare points from the nav team loss (thanks for pointing that out by the way) to upgrade to Glad II for the extra anti-squad dice. 

     

    One question, can you put 2 admirals on 1 ship? 


  5. Hi All, 

     

    I am looking for advice on this list or recommended changes I could make. I potentially could be miles off track. 

     

    A few things when reading my list:

    - I have never played before, and only just got the core set last week. I have read the rule book once, but madly spammed you tube for battle reports and advice. 

    - I only have the core figures, plus a Gladiator and Imperial Squad pack (yet to arrive), so I ripped the card info from you tube clips to know their effects. 

    - I am new to the forums and haven't studied every post yet. 

    - I have a game pending and didn't want to totally suck. I will be running test games before then to get the flow. 

     

    FLAGSHIP

    Victory II - Admiral Screed, Expanded Hanger Bay, Nav. Team.  120 POINTS

     

    OTHER SHIPS

    Gladiator I - Demolisher, Admiral Chiraneau, Engine Techs, Assault Con. Missiles.   91 POINTS 

     

    SQUADRONS - 88 POINTS

    Howl Runner   16 POINTS

    3 x Tie Fighters   24 POINTS

    1 x Tie Advanced   12 POINTS

    2 x Tie Bomber   18 POINTS

    1 x Sontir Fell   18 POINTS

     

    FLEET TOTAL = 299

     

    OBJECTIVES - Clueless...? haven't had time to study them yet. 

     

    IDEAS

    - The flagship can command 4 squads, so would probably take Howl and fighters, leaving the Advanced, Bombers and Sontir with the Gladiator, who can use 2 at a time. I figured it best to have Howl and fighters all staking their bonuses together and seizing the initiative to attack first. Once engaged with the enemy Sontir and Advanced biff it out, while bombers help the gladiator smash capitals. With Admiral Chiraneau, i can break them off engagements as needed to either save the bombers from enemy fighters or get a better positioning. As the Gladiator is designed for evil purposes, with excellent movement / attack options, it should be able to get into a effective position to do this, and unleash its assault missiles for even more nastiness to defenders redirecting shield damage. I figure this backed up with bombers in one outright attack could take out one of the smaller rebel ships if successful. The Victory II would give covering fire and follow up the Gladiator, who would aim to wrecking ball the unfortunate Rebel ship placed closest to it. Probably max speed first couple of turns for positioning for both ships, collecting nav. tokens to slow them down around turn 3.  

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