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steakywhizzletooth

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Posts posted by steakywhizzletooth


  1. Sato Swarm 

    Author: Steakywhizzle

    Faction: Rebel Alliance
    Points: 397/400

    Commander: Commander Sato

    Assault Objective: Blockade Run
    Defense Objective: Planetary Ion Cannon
    Navigation Objective: Dangerous Territory

     

    Assault Frigate Mark II B (72 points)
    -  Flight Controllers  ( 6  points) 
    -  Expanded Hangar Bay  ( 5  points) 
    -  Electronic Countermeasures  ( 7  points) 
    90 total ship cost

     

    Assault Frigate Mark II B (72 points)
    -  Flight Controllers  ( 6  points) 
    -  Expanded Hangar Bay  ( 5  points) 
    -  Electronic Countermeasures  ( 7  points) 
    90 total ship cost

     

    [ flagship ] GR-75 Medium Transports (18 points)
    -  Commander Sato  ( 32  points) 
    -  Bright Hope  ( 2  points) 
    -  Boosted Comms  ( 4  points) 
    56 total ship cost

     

    GR-75 Medium Transports (18 points)
    -  Leia Organa  ( 3  points) 
    -  Boosted Comms  ( 4  points) 
    -  Comms Net  ( 2  points) 
    27 total ship cost

     

    1 Jan Ors ( 19 points) 
    1 Biggs Darklighter ( 19 points) 
    2 X-Wing Squadrons ( 26 points) 
    8 Z-95 Headhunter Squadrons ( 56 points) 
    1 Lietenant Blount ( 14 points) 

    Card view link

    Untested headhunter build with some questionable objective cards ---- ill give it a try next game --let me know what you guys think!

     

     


  2. you know , i tryed a similar build to this except i had ISD-I , Motti really comes into his own around round 5 when your are shield-less and have 10-11 dmg , but the rebels are usually trying to stay on the map at that point usually-- victory class is woefully slow but can deliver the black dice , but you HAVE  to move them in a fashion to protect the rear of the ISD. Either a Reverse flying V, or a cross deployment where the imperial is at 3 speed, moves pointy end to pointy end (with all yaws) with the other 2 victorys, to the point ends stay in the right directions, using the black dice as a defense basically to any who try to flank ISD


  3. ISD-II (120)

     

    • Admiral Ozzel (20)
    • Electrionic Countermeasures (7)
    • Gunnery Team (7)
    • Relentless (3)

    Raider-I (44)---------------------x5 !! {240}

     

    • Ordinance Experts (4)

     

    Objectives

     

    • Dangerous Territory (blue)
    • Hyperspace Assault ( yellow
    • Most Wanted (red)

     

    keep all 5 in a tight formation and charge with the front, reroll black!  or reroll those pesky squadrons!

     

    having 6 ships is nice , even if you dont have the initiative, so simply overwhelm an mc-80 or whatever happens to be the single target.....as for multiple targets im not sure.....

     

    the key here is moving them all basically line abreast so when 2 or 3 get blooped , you can remain healthy in the rear and hopefully move and attack the softens rebel scum

     

    i have played one battle with it so far and im fairly certain its vulnerable to a swarm of mc-30's...but im sure that battle may come

     

    would these be an unexpected build in a tournament format?

     

    let me know what you think of ozzels raiders !

     

    http://imgur.com/vke1lAw-- picture of the fleet (haven't figured out how to put up pictures first post haha)

     

     

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