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Alagos

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Everything posted by Alagos

  1. Taking an educated guess of my opponent (it's a guess of course) I think there will be 1 MC30. Corvette's I'm not so sure, I think more chance of neubelons & assault frigates (and 1 MC80 with Ackbar no doubt ) Intel officer + XI7's is very nice but in this build can't really afford it without getting rid of either the raider or the Tie's I think.
  2. Thanks for the feedback everyone. First game is on Friday, curious how it will go!
  3. Hi all, Just wanted to ask 2 questions. I'm thinking of a build with 2 ISD-II's and 1 raider + 2 fighters (raider also to do some anti fighter interference, so low on fighters), but I'm doubting about a couple of things. This is the current list ISD-II Ozzel Gunnery Team ECM Leading shots Heavy Turbolaser Turrets Relentless ISD-II Gunnery Team ECM Leading shots Heavy Turbolaser Turrets Avenger Raider-I Ordinance Experts Quad Laser Turrets Assault Proton Torpedoes Instigator (as I only have 2 fighters, so in case he comes with some bombers this one will hopefully slow them down before they get to my ISD's and do some hurt) 2x Tie Interceptor total: 400 points So what I'm mostly doubting about: Should I get IX-7 instead of Heavy Turbolaser Turrets ? I'm doubting (with 2 ISD's) if Motti might not be a better commander ... of course ISD's going from speed 1 to 3 or vica versa are also nice ... and on the raider Ozzel is just yum. And maybe a very quick rule question about Ozzel, can he also change a speed extra with a navigate token or only when spending a command dial ? Thanks!
  4. Hi everyone, Thanks for feedback. Looking at it I'm not sure if 2 ISD's really make sense. Maybe better to go for 1 ISD, 1 Gladiator (demolisher) and 2x Raider for anti fighter and some cap ship power. Or maybe swap the 2 Raiders out with a Victory. Thanks for the feedback on the demolisher, will take a look at making that one a bit lighter. I guess noone really played wave 2 yet (at least it's not out here yet). How do the (named) Raiders fare vs fighters ? Is XI7 better than overload pulse ? Thanks
  5. Hi all, I'll start by saying I'm a bit of noob I've played a couple of friendly games of wave 1 as Empire against a friend who plays the Rebels. With wave 2 almost upon us I'm trying to figure out what ships I should get. I'm currently thinking 2 ISD's + 1 Raider (although I don't plan to use the ship in this build). The build I have in mind is: ISD II (120) Overload Pulse (8) Enhanced Arnament (10) ISD II (120) NK-7 Ion Cannons (10) Enhanced Arnament (10) Gladiator I (56) Wulf Yularen (7) Ordinance Experts (4) Engine Techs (7) Expanded Launchers (13) Demolisher (10) 3x Tie fighter to have some anti fighter protection or at least slow them down. Total 400 points. I'm not sure what I'll be up against but I'm sure my friend will get Home one and Ackbar. Which grants the rebels quite a bit of punch. So the main thing of this build is massive firepower in the hopes of DPSing them down. The Gladiator gives me some more versality and firepower as it is very maneuvarble with Wulf + Engine Techs and can shoot 6 dice at the front after he has moved. And can reroll all the black die. The version without ordinance experts has served me so good in previous games I'm reluctant to get rid of it I did put 3 tie fighters in there in case he wants to come in with bombers, so I can at least slow them down. Looking for any feedback on this, I'm sure I've overlooked quite a bit Thanks, Alagos
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