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Death004

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  1. Have you considered including Major Rhymer? He adds major (well... after the nerf maybe not major) range to your squads, And because of the buff, Morna Kee can literally hit like a CR90 Corvette B, range, dice and all. I would consider dropping two of the TIE bombers to make room for Rhymer if you choose him.
  2. I don't really think so, especially if you are going against a similar build. The mentioned 3 ship build would not fare good against a two ship build like the first one you are considering. The determining factor would be which player goes first, because you would both be running similar builds (I'm assuming you're gonna put squall on the quasar no matter what build). In either case I think running 3-5 activations (depending on how many gozanti's you run) has it's benefits... But it REALLY depends on how you like to fly your ships, and your general play-style.
  3. Cool (thanks for your help BTW), for objectives, what do you think I should pick? I was thinking Most Wanted... But I don't know
  4. Ok, so you don't think the interdictors will be able to mitigate the damage done by the enemy? I went up against a rebel version of this build (2 MC80 Home One's) once and got destroyed so...
  5. I agree with you about the HIE and XI7's, on the topic of Vader, I think Thrawn is still a better commander in this case because he would allow me to do double engineering, or double concentrate fire. I could add the "intensify firepower" fleet command card to the Cymoon, that would add some dice mitigation. Also, sorry... but I don't know what you are referencing when you talk about IF, is that supposed to be a card? And I don't have QLTs (Quad Laser Turrets... Right?) in this build right now so... Thank you for your advice though. How do you think this build will fare against squadrons? The interdictors are supposed to be healing the heavy hitter ISD, and ideally none of my ships should take any damage to their hull. Still, Morna Kee with Colonel Jendon seems pretty scary.
  6. Have you considered the possibility of going against a squadron heavy list? An imperial Sloane list might cause some issues for this build especially considering the new imperial two ship meta. You might want to consider putting in a few Z-95's to lock up the enemy squadrons, or X-wings for a more multi-purpose build. X-wings are viable even if the enemy is not running squadrons because they have the bomber ability. You could even consider adding rapid launch bays to the MC75 to make even more of an impact when it appears on the board. Yeah, you could try to table your opponent or destroy all their ships so they can't receive squadron activation buffs (things like flight controllers), but during the squadron activation phase, Morna Kee (hits with 3 blue dice, the equivalent of the front arc of a CR90 B) with Colonel Jendon will come in and destroy your ships. Anyway, I think the main threat to your build is probably squadrons so make sure that you have a decent counter to squadrons.
  7. Ok, here is the list: SHIP: Interdictor Suppression Refit (90) UPGRADES PTS +Taskmaster Grint (5) +Projection Experts (6) +Disposable Capacitors (3) +Grav Shift Reroute (2) +G7-X Grav Well Projector (2) Total Points: 110 SHIP: Imperial Star Destroyer Cymoon 1 Refit (112) UPGRADES PTS +Grand Admiral Thrawn (32) +Gunnery Team (7) +XI7 Turbolasers (6) +Spinal Armament (9) Total Points: 166 SHIP: Interdictor Suppression Refit (90) UPGRADES PTS +Wulff Yularen (7) +Projection Experts (6) +Disposable Capacitors (3) +G7-X Grav Well Projector (2) +Targeting Scrambler (5) +Heavy Ion Emplacements (9) Total Points: 122 Total Fleet Points: 398 I kinda need help with choosing the objectives, and any other tips you can give. Like changes, edits, suggestions, and general advice on the build. For example, should I run Konstantine instead of Grand Admiral Thrawn?
  8. If you are going avenger, I think it would be worthwhile to substitute Leading Shots with Overload pulse, I think it's a much more efficient use of points (in my opinion), of course this is a squadron focused deck with Sloane so... Another suggestion, maybe try adding harder hitting squadrons like bombers, or focus on clearing out enemy squadrons. I think the former option is the better one, and just run flight controllers plus Admiral Chiraneau on your quasar., or a mob of Tie Phantoms with Rhymer (Tie phantoms are especially good with Sloane) Here is also the link to a great article talking about a similar list to your's... http://cannotgetyourshipout.blogspot.com/2018/12/fighting-fleets-tackling-two-ship.html#more
  9. Hi, so I basically took the inter-docter build mentioned somewhere on this forum, and expanded on the idea. The end result/Skelton build was two interdictors and one ISD Cymoon 1 Refit. So the idea is that the Cymoon 1 plus the two Interdictors will be enough firepower to completely destroy the enemy fleet. Both the lists (below) have no squadrons, but with the current meta, I don't think that'll be an issue. Plus there is the fact that the Interdictors are supposed to be "healing" the ISD while it does it's work. Like I mentioned earlier, the skeleton Destroyer-Dictor build is to have two interdictors and one heavy hitter (which is probably an ISD). For commanders I really think Thrawn is the best, because the flexibility allowed to get double engineering or all the other possibilities. I did try a Konstantine build because you have 3 medium/large ships, and the overall synergy with the grav-well interdictor stuff. I could see Vader being run, but I still think Thrawn is the best commander for this build. The Cymoon 1 build I have is pretty deadly, so it should be able to destroy the enemy's ships. Anyways, two builds of my fleet can be found below... Just wondering what you guys think about this Destroyer-Dictor build. Improvements, expansions, edits, you know... ISD, 2 Interdictor.pdf ISD, 2 Interdictor, Konstantine, Objectives.pdf
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