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General6Kracker

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Posts posted by General6Kracker


  1. I have tried something similar with Avenger and a VSD but two raiders would do the same thing. 

    Though a different way would be to swap Screed for Sloane, and change up your Squadrons a little bit. With Sloane if you get accuracies on ships with your Fighters you get to spend their defense tokens which is perfect for Avenger! Also would let you drop a Raider and maybe try to get a Demolisher in there.

    A good Squadron list that I use is:

    Mauler Mithel - Dengar - Soontir Fel - 2 TIE Advanced, you can add more or focus on another ship and upgrades but basically with this you can passively kill enemy Squadrons while you target ships. 1 damage per squad with Mauler, they have to attack TIE Advanced so they take a damage from Fel, and then the TIE Advanced gets counter so possibly 3 damage to a Squadron without even having to attack it!


  2. Okay I was wrong you are right I looked at the FAQ, that's actually pretty badass.

    However I still stand with putting Kallus on the Raider, an extra dice with Flechet Torpedoes would really help lock down Unique squadrons while still doing damage. I would also then give a QLT to the Raider and the ISD so they could both have it. Since enemy Squadrons at distance 1 of Instigator would be engaged with it, they could only attack the Raider if able, so counter and Kallus and Instigator on the Raider would make sure that any Squadrons that could activate and attack would likely be dead before they could do any serious damage to the ISD and then his own QLT would finish them off and his Front arc could focus on attacking ships.


  3. 5 minutes ago, PT106 said:

    Don't. A raider would die in a single round of coordinated bomber raid on it, so it's likely that Kallus would either die before seeing play at all or would have only a single round of shooting.

    On the other hand Kallus+QLT would trigger every time ISD is attacked (in addition to ISD flak attacks that would happen given the presence of a gunnery team). And given ISD health it'll get a lot of attacks.

    Agent Kallus does not trigger with Quad Laser Turrets, it's not an attack it is a counter. If you fly the Raider right, you could activate most of the enemy Squadrons before they even get to activate. If the Raider died from a Squadron attack then it also did it's job keeping Squadrons off of the ISD for another round and hopefully at least probably messed them up enough that 1 attack from the ISD or it's counter could finish them off.


  4. This is a pretty descent build, I would recommend to take Agent Kallus and put him on your Raider instead, and add Flechet Torpedoes as well, you still want that front attack hitting ships with your ISD. The Raider will be what you want engaging the Squadrons the most, 2-3 black dice with selective re rolls is amazing! Plus, with the Torpedoes you can activate them if they haven't gone yet. So just fly that Raider straight into them and make sure you can get two attacks! But this will also make it a Target so try to keep it alive until you really need him to engage Squadrons.


  5. As I said you can swap the Raider as needed, if you feel like Squadrons will be a problem then take this Raider instead, also the Gladiators throw two blue dice for anti Squadron as well so if you are not in close range of a ship then just keep shooting flak.

    Raider I-class Corvette [58pts]

    Flechette Torpedoes [3pts], Ordnance Experts [4pts], •Agent Kallus [3pts], •Instigator [4pts]

    I originally had Saber Squadron in the list because I had this Raider, I should have changed it to a TIE Advanced when I switched them. 

    And I get that people think having 5 or 6 ships is great and all but that's not how I like to play and I do just fine. I see too many builds with 2-3 flotillas just so you can try to make activations okay out in your favor, that's a smart way to play but I just think it's stupid wasting all those points. I put this Fleet at 400 points because for the most part it doesn't really matter who goes first or second, anyone can win if you fly right. And i have great objectives picked if I go second and not many people would want a bunch of Gladiators getting first shot on their ships.


  6. 1 hour ago, Barney said:

    How about getting valen rudor in there some how, maybe replace saber and something small. That way if you need to hold up squads you can negate the heavy on the bombers. 

    Yeah you could swap things around and build this however you need it to be built, if you know for sure that someone is going to bring full squads then adjust accordingly. But I built the list this way for maximizing the Gladiators damage. If they bring a full 134 pts of Squadrons then they will probably have fewer ships and as long as the Gladiators get close enough you won't have to worry about the Squadrons if you can kill their ships First.


  7. 7 hours ago, Sharego said:

    I think is very original, and I have no idea how to flight or improve it. The raider II what is the role for it? It survive? I hope to see some report soon.

    I like using Raider IIs for getting rid of defense tokens, if you can get rid of an enemies only brace or redirect mid game they are done for. But as I said you can replace the with any ship that you'd rather have for support, Gozanti with bomber command and Fighters or a Raider I anti Squadron build or possibly an Arquitens.


  8. - 3 Gladiators w/ 5 Tie Bombers & Captain Jonus + 1 Raider II w/ Saber Squadron (400 pts) I've played this a couple times and it has wrecked fleets but also going against large ships expect to lose a 1 or 2 Gladiators.

    - The Raider is interchangeable, you can use whatever support ship you desire which can also give you some extra upgrades for the Gladiators but I tried this and I liked it.

    Gladiator II-class Star Destroyer [98pts]

    Flagship

    Ordnance Experts [4pts], •Grand Admiral Thrawn† [32pts]

    - Gladiator II-class Star Destroyer [81pts]

    Assault Proton Torpedoes [5pts], Ordnance Experts [4pts], •Demolisher [10pts]

    - Gladiator II-class Star Destroyer [78pts]

    Assault Proton Torpedoes [5pts], Intel Officer [7pts], Ordnance Experts [4pts]

    - Raider II-class Corvette [70pts]

    Disposable Capacitors [3pts], NK-7 Ion Cannons [10pts], Veteran Gunners [5pts], •Impetuous [4pts]

    - TIE Bomber, Captain Jonus [61pts]

    - Saber Squadron [12pts]

    So, I fly the three Gladiators in an Echelon formation (a staggered diagonal line) with the intent to focus fire enemy fleets to nothing left. Starting in one of the setup corners line them up close next to each other facing the enemy side. All going speed 3 make the exact same turn and you will then start a lead and a tail ship. I place Demolisher in the middle and Thrawn should always be the tail ship. If the enemy sets up straight across from you, stagger your speeds 1.2.3 or 3.2.1 then match them up again turn 2 with a navigate command. Once you have your formation you'll probably be really close together so widen it up, have the outer ships do a movement step outward, you don't want to hit yourself. The lead Gladiator is basically a sacrifice to keep Demolisher and  Thrawn alive longer, however it should still dish out good damage. Your support ship can go directly behind the lead ship to optimize it's use or Branch out as needed. Turn 3 you should be set up and already engaged depending on how close you started out, Your dials should all be concentrate fire here on our and Thrawn will give you Squadron commands the rest of the game. Each Gladiator now gets an extra dice to hit with and two separate bomber attacks for that extra damage. No if the enemy is heavy Squadron built, do your best to get the damage in or use your bombers to protect the Gladiators, but Captain Jonus is needed to give your ships accuracies so just get him close.

    Let me know if you fly your fleets in Formation! 

       G.

    R.    G.

                G.


  9. Try a long range ISD! Most people are using that ISD that you currently are and I see that it is strong, but for 1 attack that you that you have to burn to close range for and may or may not have rolled a lot of damage. But if you want to change it yo you just gotta do something different, so long range ISD, with close range small support ships so a Demolisher and a Raider or swap raider for Arq for more long range, most people would Target Demolisher first and you would just keep blasting them with red Dice until he gets close enough!


  10. 3 hours ago, Darth Lupine said:

    Thrawns ability is not up for debate, it has been clarified by the card designer himself on the rules forums. You get two command dials and can use both; what you cannot do is duplicate the dials, so you can't have two squadron dials and use both to full effect. You could however, turn a ship squadron dial to a token and then combine with a Thrawn squadron dial. This applies to other commands as well. Or have two different commands at full effect.

    That's awesome, exactly how I thought it would have worked! 


  11. 15 hours ago, BrobaFett said:

    I like it other than quads on the raider and boosted coms on the isd.

    Imo if you want to use it to push squads just take an ISD2 with expanded hangar and with Wulf. You can take an ISD1 and get expanded hangar and boarding troops for avenger. That hurt a lot. The cymoon red dice rampager is great, but You are going to want that c.f. dice and that means nothing to push squads. Also, grand inquisitor and entrapment might be overkill.

    Entrapment works for all my ships so it's not a waste, like I said it also saves me using navigate on my commands so that I can do Concentrate Fire each round and then Thrawn can also allow me to use squads as well. I may end up switching the Inquisitor for Montferat but most of the time I end up reducing to speed 1 to stay in close range of a ship as much as possible. With the Inquisitor and Entrapment I could possibly go from speed 3 to 1 in a round or vice versa. 


  12. On 5/31/2017 at 8:26 PM, Drakkars said:

    How's this variation instead? Upgraded to a glad 2 but it cost me expanded launchers (proton trips instead now) and dropped slicer tools and suppressor for a comms net and 2 speed bump tie fighters.  Not sure if worth the trade off

    Points: 383/400  

    Commander: Admiral Ozzel

    Assault Objective: Opening Salvo
    Defense Objective: Jamming Barrier
    Navigation Objective: Navigational Hazards

     

    Gladiator II-Class Star Destroyer (62 points)
     Demolisher  ( 10  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Engine Techs  ( 8  points) 
    -  Assault Proton Torpedoes  ( 5  points) 
    = 89 total ship cost

     

    [ flagship ] Arquitens-class Light Cruiser (54 points)
    -  Admiral Ozzel  ( 20  points) 
    -  Reinforced Blast Doors  ( 5  points) 
    -  Dual Turbolaser Turrets  ( 5  points) 
    = 84 total ship cost

     

    Raider-I Class Corvette (44 points)
     Impetuous  ( 4  points) 
    -  Agent Kallus  ( 3  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Flechette Torpedoes  ( 3  points) 
    = 58 total ship cost

     

    Raider-I Class Corvette (44 points)
     Instigator  ( 4  points) 
    -  Ordnance Experts  ( 4  points) 
    -  Flechette Torpedoes  ( 3  points) 
    = 55 total ship cost

     

    Raider-I Class Corvette (44 points)
    -  Ordnance Experts  ( 4  points) 
    -  Rapid Reload  ( 8  points) 
    = 56 total ship cost

     

    Gozanti-class Cruisers (23 points)
    -  Comms Net  ( 2  points) 
    = 25 total ship cost

     

    2 TIE Fighter Squadrons ( 16 points) 

     

     

    I would say ditch the Gozanti and get 2 more good squads, you are basically using 25 points so that 1 ship can get a token.


  13. On 8/21/2017 at 7:13 PM, Kendraam said:

    Thanks - I'm tempted to go squadronless but it's asking for trouble.

    Do you think 4 TIEs are more effective than 2 TIE-Defs? Is 6 TIE the minimum worthwhile? All I think I need is one round possibly two of holding up a bomber attack before them dying.  Need to find the right balance of making them effective for a round or two without throwing away too many points when they inevitably get mullered.

    Raider I-class Corvette [63pts]

    Flechette Torpedoes [3pts], Ordnance Experts [4pts], Quad Laser Turrets [5pts], •Agent Kallus [3pts], •Instigator [4pts]

    With this build, you wouldn't have to worry about going squadronless, this Raider could destroy all of their squads or at least force to try and avoid it. 3 black die on named squads, re-rolls every attack, use a crit to activate them, freeze them in place, forcing them to only attack it, then you get counter 1. It's perfect.


  14. I have linked the battlescribe for the fleet but I will cover as much as I can in detail. 396 pts total

    Gladiator II-class Star Destroyer w/ Captain Jonus + Black Squadron

    Assault Proton Torpedoes, Electronic Countermeasures, Ordnance Experts, •Demolisher, •Minister Tua

    The Demolisher is a must have in almost any fleet build, this is the standard fit and I have added Electronic Countermeasures with Minister Tua to keep the Gladiator alive longer ensuring his brace can always be used.

    Captain Jonus complements the Gladiator IIs very well, he makes sure that they get an accuracy to eliminate an enemies brace, this ability also works for the whole fleet as long as he is at distance 1 of Target.

    Black Squadron is to stay with Jonus to make sure that he is able to get close and stay alive a little longer to do his job. Or swap him out for a standard bomber if you like.

    Raider I-class Corvette w/ Saber Squadron

    Flechette Torpedoes, Ordnance Experts, •Agent Kallus, •Instigator

    I have started putting this Raider as a standard in almost all of my fleets. It has the potential to completely stop and eliminate an enemies squadrons. 2 black die per Squadron, and 3 for Unique squadrons. You can reroll  blank dice and spend crits to activate the enemy squads making them useless. You could fly this thing right into a ball or keep it close by your other ships as defense. If the enemy has no squads then this is still a great close range damage dealer.

    Because of the Instigator title, enemy squads will be engaged with the Raider and cannot move, this is perfect for Saber Squadron to follow with a Command Dial and use the Snipe ability while the Raider takes enemy fire, basically giving the Raider an extra 4 dice attack on an enemy squadron each round.

    Imperial Star Destroyer Cymoon 1 w/ 2 TIE Fighter + 1 TIE Bomber

    Boosted Comms, Gunnery Team, Spinal Armament, XX-9 Turbolasers, •Avenger, •Entrapment Formation, •Grand Admiral Thrawn, •Wulff Yularen

    Finally the Cymoon Star Destroyer, with the use of Spinal Armament plus a concentrate fire dial, this ship will throw 7 red dice from the front arc per attack, plus 2 blue at medium range. It can bombard ships with Gunnery Team at long range while your other ships get close. 

    Accuracies should not be a problem for this ship but Avenger will help if the enemies are forced to spend defense tokens prior to it's attacks on top of that XX-9 Turbolasers will dish out that extra critical effect crippling ships that survive the attack.

    Wulff Yularen works hand in hand with Entrapment Formation letting you use it's ability so all ships can adjust their speed each round so Navigate Dial will most likely not be needed after round 1. 

    That brings us to Grand Admiral Thrawn's amazing ability to give additional command dials for 3 different rounds. Though this has been up to debate, I believe it allows for 2 command dials per ship for the 3 rounds of your choosing, mainly focusing on rounds 2-5, because hopefully you will have won the battle by then but if not you can always save a dial for round 6. This means you can focus on using a Concentrate Firepower and a Squadron dial for those 3 rounds since Navigate will not be needed because of Entrapment Formation and engineering would hopefully not be needed if you are taking out ships fast, but you can always plan some dials for repairs if needed.

    ISDs are an easy target for enemy squads to pick at until they are dead thus if the Raider fails to protect this ship then you have a couple TIE Fighters for defense, or if you are kicking ***, then send them in with the left over TIE Bomber and boosted Comms to go do even more damage at long range!

    Let me know what you think of my Fleet build with the new Wave 7 Grand Admiral and Cymoon Refit and if any are interested I have many more Imperial Fleets already built!

    LONG LIVE THE EMPIRE!

    Cymoon.pdf

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