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  1. Thanks. I think there was some confusion in our group about scarred and veteran; where all ships and squads can be scarred, but only unique squadrons can become veterans.
  2. ok so regardless, everything can be unscarred by paying half it's normal cost, minus upgrades?
  3. Hello, I don't have the rule book handy at the moment can someone answer this: When a ship or squadron is destroyed in combat, it becomes scarred. The question is do all destroyed squadrons become scarred, regardless of unique or non-unique status? Or do only unique squadrons become scarred and non-unique are out right destroyed and have to be repurchased at their full cost to regain them again?
  4. I'm a fairly seasoned player, who know's his local meta fairly well. I've been flighting double ISDs with mass fighters for a while and am looking to change it up. I've still got a good number of fighters on board. I've never had success with the Rhymer ball; so I've come up with this. It's probably pretty standard, but just wanted to see what people who've played something similar thought about it. Imperial (396/400) Flagship: ISDII - Ozzel Intel Officer ECM Gunnery Team XI-7s Leading Shots Avenger (176) GSDI Ordinance Experts Engine Techs Proton Torpedos Demolisher (83) GSDI Ordinance Experts Proton Torpedos (65) Fighters: Howlrunner Tie Adv x1 Tie Int x 4 (72) Objectives: Minefields/Contested Outpost/Gunnery Teams
  5. 2 ISDs; you most always want to go second. Also take Advanced Gunnery. If you go second...then the 1st player will always take minefields, which is super advantageous for you, as you set up everything. Basically dictating deployment for them. And you can stick mines in front or in there deployment zone. Forcing the enemy to either maneuver out of danger or take damage right away. On the off chance they take contested outpost, it's still in your favor. You will place the outpost, you will dictate enemy deployment. Simple.
  6. I have an additional question about Intel Officer. So there are now a few ships with two of the same defense tokens. Example: MC80, 2 Redirects. So if I attack the MC80 and call out redirect with Intel Officer. Does that cover both Redirect tokens? Or am I singling out a specific redirect token? Which can make Intel officer ineffective if both tokens are available for use. Thoughts?
  7. I've only seen Bossk in fleets with small fighter squadrons. Like 1x ISD, 2x VSD or 2x GSD. I've played him in a fleet with 2 ISDs and though I've not really gotten much out of him, I could see how he plus a Rhymer ball would be pretty deadly. And if you can get him into a fighter screen then he can tear up enemy squadrons. My problem with him was really in his slow speed. He has to lead the pack and he limits other ships that go either 4-5 speed to going 3-4 speed to stay with him.
  8. I hate to burst your bubble. This would be cool to see, but it's technically illegal. Your squadron cost can only account for 1/3 of your total fleet cost. Soo at 400...you can only have 134 worth of squadrons. Your over by about 92 points.
  9. Here's my Fighter heavy fleet: 400pt (I like going second and forcing the first player): ISD II - Motti Gunnery Team ECM Avenger ISD I - Flight Controllers Expanded Hanger Bay Boosted Comms Relentless Howlrunner Rhymer 4x Tie Int 2x Tie Adv 1x Tie Bomber People love Dengar for that counter plus 1. But honestly Howlrunner gives your Tie Ints the same counter boost as well as giving them a nice attack boost. Strategy is to go low and slow with the Star Destroyers and bait the enemy squadrons with in striking. Then pull a squadron command (ideally with a token to boot) and you can send 5-6 ties to surgically kill any aces out of the gate and then clean up. If your enemy is squadron light...well then imagine that 5-6 squadron activation command with Rhymer...
  10. So, I've been thinking about how squadrons are now a thing in this game and want to make a strong fighter fleet that still had major raw fire power. I'm a big fan of Double ISDs with a Raider, and have had some success with it. But now I'm thinking of dropping the raider and going carrier. So here is what I'm thinking. Fleet 399/400 ISD II Motti Gunnery Team ECM XI-7 Avenger ISDII Flight Controllers ECM Boosted Comms Heavy Turbolaser Turrets Relentless Howlrunner 2x Tie Adv 4x Tie Int I'm not entirely sure about my turbolaser upgrades...and I'm also wary of rogues for the empire. They all seem too slow and ineffective at times. I've tried Bossk and see some action with Dengar...but for the cost they don't seem worth it.
  11. Thanks for the feedback! I hear you on taking more OP. I'll see if I can swing it. I've played with the Raider having OP and it worked pretty well. Just wanted to see what other combos I could come up with. As for the whole TRC Vs ECM, IMP I's can't take ECM, they don't have the defense slot for them. Also the whole point of Needa on that ship is to get the evade token to make TRC work. That said the plan is to check enemy ships with ISD II/Raider OP and then use Avenger to just tear them up. Even number of fighers is a good call. I'll see what I can do.
  12. So here is my latest refined build. I've played 2 ISD IIs before, but thought I'd try to get more bang out of the upgrades. Kept in the Raider for the activation and fighter screen. Thoughts? Faction: Galactic Empire Points: 396/400 Commander: Admiral Screed Assault Objective: Most Wanted Defense Objective: Fire Lanes Navigation Objective: Dangerous Territory Imperial II-Class Star Destroyer (120 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) - Electronic Countermeasures ( 7 points) - Overload Pulse ( 8 points) [ flagship ] Imperial I-Class Star Destroyer (110 points) - Admiral Screed ( 26 points) - Avenger ( 5 points) - Captain Needa ( 2 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) - Turbolaser Reroute Circuits ( 7 points) Raider-I Class Corvette (44 points) - Impetuous ( 4 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) 2 TIE Fighter Squadrons ( 16 points) 1 TIE Advanced Squadron ( 12 points)
  13. I've done some tweaking and I'm thinking this may be it. Looking for some feedback. ISDII - Screed - Avenger - Gunnery Team - SW-7 Ion Batteries (163pt) ISDII - Gunnery Team - Overload Pulse (135pt) Imp Raider II - Overload Pulse - Point Defense Reroute - Impetuous (65pt) 3x Ties (24pt) 1x Tie Adv (12pt) 399/400pts Objectives: Most Wanted Fire Lanes Dangerous Territory Looking to go second, of course. Use the Raider for OP and fighter screen. ISDs to finish the job. Thoughts?
  14. Thanks for the feedback! I agree, I was worried about lacking activation which is a big short fall. Why does everyone have a hard on for Gunnery Team? Even though you can fire from the same point twice you can't hit the same target. What gives?
  15. More and more I'm leaning toward the Nutz build. The plan would be to send the ISD II w/ OP ahead and follow with the second ISD II. Then Fett would be escorted in front with 1 TIE Adv, and 2 Ties, while Rhymer covers flank with the same escort.
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