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Khaymann

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Posts posted by Khaymann


  1. Well, in TIE Fighter, the TIE/D was supposed to be a full on superfighter. As expensive as an entire squadron or more of TIE Fighters (or even interceptors).

     

    I mean, imagine if the Air Force or the Navy could make a very limited run of 50 fighters, with an effectively unlimited budget.  Imagine how capable those 50 fighters would be.  They might cost as much as an entire carrier air wing, but they'd be really impressive.

     

    TIE/Ds aren't supposed to be efficient or economical. They're supposed to be the best on the field by such a margin that it justifies the cost.


  2. Fleet Summary Page (388 of 400 pts)

    Faction: The Empire

    Commander: Darth Vader (36 pts)

    Flagship: (103 pts)

    Interdictor Combat Refit (93 pts)

    Interdictor (3 pts)

    Captain Needa (2 pts)

    Targeting Scrambler (5 pts)

    Fleet Ship 1: (90 pts)

    Gladiator I-class Star Destroyer (56 pts)

    Demolisher (10 pts)

    Wulff Yularen (7 pts)

    Ordnance Experts (4 pts)

    Engine Techs (8 pts)

    Assault Proton Torpedoes (5 pts)

    Fleet Ship 2: (53 pts)

    Raider I-class Corvette (44 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)

    Fleet Ship 3: (53 pts)

    Raider I-class Corvette (44 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)

    Fleet Ship 4: (53 pts)

    Raider I-class Corvette (44 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)


  3. Khaymann's Dark Lord of Rerolls Fleet

     

    Fleet Summary Page (378 of 400 pts)

    Faction: The Empire

    Commander: Darth Vader (36 pts)

    Flagship: (85 pts)

    Victory I-class Star Destroyer (73 pts)

    Ordnance Experts (4 pts)

    Rapid Reload (8 pts)

    Fleet Ship 1: (98 pts)

    Gladiator I-class Star Destroyer (56 pts)

    Demolisher (10 pts)

    Wulff Yularen (7 pts)

    Ordnance Experts (4 pts)

    Engine Techs (8 pts)

    Expanded Launchers (13 pts)

    Fleet Ship 2: (53 pts)

    Raider I-class Corvette (44 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)

    Fleet Ship 3: (53 pts)

    Raider I-class Corvette (44 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)

    Fleet Ship 4: (53 pts)

    Raider I-class Corvette (44 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)

    Squadrons (0 of 134 pts):

     

     

    For use in round 2.


  4.  

    I was first player, I got one, and he got three. I should have gotten two, but it wouldn't have mattered.

    NEVER GIVE UP! NEVER SURRENDER! (now if only I followed the advice)

     

     

    We played some Demolisher chicken, but my only real hope was to get lucky and pop his so he couldn't get tokens.  I was using the default fleet, so I consider a minor loss as good as a win in this case.


  5. If you're first player, you activate first.  This is handy for several reasons, of which I will illustrate.

     

    You have player one.  Player one goes first in each round.  Player one also has more activations than player two, so he also goes last as well.  That means he can double tap a target with the same ship (lets say his last activation was a Imp2, and he is in blue range.  Eat eight dice.).  In addition, he activates the same ship again on the next turn, so you just have to take two major hits before you can act or react.  Could eliminate a ship, or cause serious damage.

     

    In addition, we have a ship called the Demolisher.  It has a hilarious effect of being able to shoot after it moves.  So if player one has an activation advantage, he can do this:

     

    Shoot long range out of his front.(2 reds)

    Move at effectively speed 4 towards the target (native speed 3, plus engine techs)

    Shoots out of the side (4 blacks)

     

    Turn ends

     

    He activates Demolisher first.

    Assuming he did his job right, you're double arced. Even if you're not....

    He shoots out of his side again (4 blacks)

    He either moves to get the front again, and shoots, or just double arcs you (2 reds, 2 blacks)

     

    Oh, he can probably ram you 2-3 times if he wants to.  Not many ships can take that kind of beating, and now he's wiped out one of your ships. I've seen Demolisher wreck an ISD2 before it could even shoot back.

     

    Questions? :)


  6. I've been running a knockoff clonisher fleet with Vader + ord experts.... The key I feel to making this work is understanding how a double reroll works. It's something that just pulls your average roll higher.

    And it depends on what results you need. For example, when I'm rolling my demolisher, which just has raw damage, I reroll all blanks on my first roll, and all blanks on my second. (Usually.)

    But if I'm rolling my raiders, with apts, and I -need- to get a crit, I reroll all non crits.

    I think it can be worth it, but you have to get good use out of the second reroll... I find Vader worth it on raiders/glads because by the time they're shooting, they've got useless defense tokens to exhaust. A ranged fleet like yours... You may hurt yourself with a Vader reroll.


  7. I actually feel(wrongly maybe) that if I was running all expanded launchers, Vader would be superior. (Double rerolls mean that sh*tty rolls are almost nonexistent).

    Apts make me reconsider for screed instead of Vader, but I've just had delicious success so far. Maybe all I need is a good shellacking to change my mind. :)


  8. Fair point, I've just gotten hard countered with screed vs Mon mothma... And the way I figure it, by the time I'm needing Vader rerolls on the raiders/demolisher, I'm not going to get any use out of my evades anyhow.

    I would like to do more testing on this on vassal, as they say, the only real way to figure it out is in practice.

    Thanks for your thoughts! (Xx9 is almost a throwaway, I feel stupid doing a 20 point bid...)


  9. Fleet Summary Page (385 of 400 pts)

    Faction: The Empire

    Commander: Darth Vader (36 pts)

    Flagship: (95 pts)

    Victory I-Class Star Destroyer (73 pts)

    Ordnance Experts (4 pts)

    XX-9 Turbolasers (5 pts)

    Expanded Launchers (13 pts)

    Fleet Ship 1: (91 pts)

    Gladiator I-Class Star Destroyer (56 pts)

    Demolisher (10 pts)

    Ordnance Experts (4 pts)

    Engine Techs (8 pts)

    Expanded Launchers (13 pts)

    Fleet Ship 2: (57 pts)

    Raider I-Class Corvette (44 pts)

    Impetuous (4 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)

    Fleet Ship 3: (53 pts)

    Raider I-Class Corvette (44 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)

    Fleet Ship 4: (53 pts)

    Raider I-Class Corvette (44 pts)

    Ordnance Experts (4 pts)

    Assault Proton Torpedoes (5 pts)

    Squadrons (0 of 134 pts):

    Objectives: Opening Salvo , Hyperspace Assault , Dangerous Territory

     

    I've played a couple matches against friends, and had good results, but wanted to get some input from the forums.

     

    The idea so far behind each ship:

     

    VSD: Rarely gets to do damage, but exists more as a pressure.  Nobody wants to get close to that thing.. the few times I've been in black range, its done the devil's work (I think my last game, I managed to put 14 damage out of the front side on a MC80.  Even with a brace, it was a hell of a hit.)  It tends to anchor a flank, and force the enemy fleet to either turn to deal with it, or turn away to deal with the other ships, letting me take potshots at the sides.

     

    GSD-Demolisher.  Standard demolisher shannanigans, triple tap is essential.  Runs with at least 2 of the raiders for extra pain train.  Double arc, normal stuff.  If you've fought against Demolisher, I'm not doing anything radical at all.

     

    Raiders 1,2,3: In case of a Rebel conga line, at least one raider goes to bop it on the nose.  Preferably 2, and if I can get away with it, all 3.  I try to arrange to have a double arc, and a concentrate fire command done up, gives me a decent chance to proc APTs on both shots.  I debated trying to squeeze in expanded launchers on the raiders, and run APTs on Demolisher, but I've found that the raiders are more effective with APTS in my experience (it ensures that if they do get into position, they do more than just pink them)

     

    I run both Vader and Ordinance Experts, because I like to have fairly consistent high damage, and I've gotten screwed more than once with Mon Mothma vs Screed (he'd be my second choice).  I considered Ozzel for the raiders, but I personally feel I get more utility out of the re-rolls when I can just order up a nav command + token (I almost always have a nav token waiting for this) to get a similar effect.

     

    Vs a heavy fighter list, I'd probably go for a much closer formation, and let them try to rush fighers into 6 black dice with rerolls.  Haven't had much experience with bomber heavy lists against this.

     

    Thoughts/criticisms?

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