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Alpharius18

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  1. My plan with that would be then to use the Gozanti first and try and clear some squads away with Soontir, sabre, and Zertick as well as the demos flakk. Worst comes to worst, deploy them earlier with the ISD and hold them out of harms way. Once their screen is tied up, then strike. Not a perfect strategy I admit, but if I go investing in intel I think taking RLB kinda becomes not as necessary and it turns into a regular bomber list.
  2. Yeah I really like it, and it should work well with Vader on the ISD. Take ECM off a large ship and suddenly demo becomes even scarier.
  3. I had been mucking about with putting brunson on board. I have tried Glad II Kallus before and it is to be fair highly effective as an anti-squadron tool. Brunson is far more flexible however. I have a practice night coming up in which I will try both. Would also be afraid of eating into the bid but FC on the Gozanti could probably go if I made the swap.
  4. Have got a tournament coming up in a couple of weeks and I am considering this build, have wanted to test rapid launch bays out and think this could work. 7th Fleet Task Force: Terror over Lothal Author: Alpharius Faction: Galactic Empire Points: 384/400 Commander: Grand Admiral Thrawn Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Navigational Hazards [ flagship ] Imperial I-Class Star Destroyer (110 points) - Grand Admiral Thrawn ( 32 points) - Governor Pryce ( 7 points) - Darth Vader ( 3 points) - Rapid Launch Bays ( 6 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 168 total ship cost Gladiator II-Class Star Destroyer (62 points) - Demolisher ( 10 points) - Agent Kallus ( 3 points) - Ordnance Experts ( 4 points) - External Racks ( 3 points) = 82 total ship cost Gozanti-class Cruisers (23 points) - Flight Commander ( 3 points) - Comms Net ( 2 points) = 28 total ship cost 2 Firespray-31s ( 36 points) 1 TIE Bomber Squadron ( 9 points) 1 Zertik Strom ( 15 points) 1 Soontir Fel ( 18 points) 1 Captain Jonus ( 16 points) 1 Saber Squadron ( 12 points) = 106 total squadron cost The plan here is to stick the Firesprays, Bomber, and Jonus on the ISD. With Pryce, it then neatly rolls up on a ship in good order, wrecks its defences with Vader, then pounds it with ats bombers and front arc (possibly twice if they take adv. gunnery). The Gozanti pushes my anti squad stuff, supported by demo which can swoop in and finish off any targets the ISD leaves behind as it either repositions or zooms away depending how hurt it is. Missions are hopefully not going to matter too much as I'll be playing first quite a bit going with my areas meta. But adv. gunnery for that extra threat, hypersapce assault to increase the threat from Demo, and navigational hazards as I don't have too many ships to worry about flying into things, and with Thrawn I can nav out of the way without worrying about not having squad/engineering prepped. Plus any overlaps my opponent gets into will be that little bit more to tip the odds in my favour. Thoughts and comments appreciated
  5. So I had a strange idea this morning and this is the fruit of that monstrosity. Its entirely interchangeable I just wanted the Blue man himself but double doube VSD, radical or just a bit silly? Potential, or waste? Double Double Dominator? Author: Alpharius Faction: Galactic Empire Points: 395/400 Commander: Grand Admiral Thrawn Assault Objective: Close-Range Intel Scan Defense Objective: Hyperspace Assault Navigation Objective: Solar Corona Victory II-Class Star Destroyer (85 points) - Warlord ( 8 points) - Captain Needa ( 2 points) - Gunnery Team ( 7 points) - Disposable Capacitors ( 3 points) - Turbolaser Reroute Circuits ( 7 points) = 112 total ship cost Gozanti-class Cruisers (23 points) - Admiral Chiraneau ( 10 points) - Slicer Tools ( 7 points) = 40 total ship cost [ flagship ] Imperial II-Class Star Destroyer (120 points) - Grand Admiral Thrawn ( 32 points) - Governor Pryce ( 7 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Quad Turbolaser Cannons ( 10 points) - Leading Shots ( 4 points) = 187 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 1 Captain Jonus ( 16 points) 1 Zertik Strom ( 15 points) = 31 total squadron cost
  6. If you are looking for a devastator build this is a favorite of mine. You could swap upgrades out as you see fit but I can say that I have never had more fun than throwing 13 dice (5 red and 8 blue) out of an ISD with Vader that with HTT will spit out a massive amount of damage to either hull or strip all important shields from a ship . [ flagship ] Imperial II-Class Star Destroyer (120 points)- Darth Vader ( 36 points) - Devastator ( 10 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Heavy Turbolaser Turrets ( 6 points) = 190 total ship cost
  7. I would drop Suppressor for comms net and give the interdictor grav shift re-route. The reason for that being objectives; most wanted as you have a number of ships to benefit from it, fleet ambush as although risky, manipulating obstacles will severely hamper your opponents ships in the ambush zone, and you can deploy far back enough to protect your own small ships, and finally salvage run. With that many small ships, and the ability to move dust fields, salvage run is such a good objective, have used it in the past to stop the likes of mon karren making a single front arc shot for a whole game (though that list also had G-8s). Apart from that dude, looks solid, happy hunting
  8. Just a clarification thing that I could not see on the FAQ or errata. For blockade run, to score the points as the runner, do you have to be wholly within the deployment zone or only have a section of your base? It does not say wholly on the card but wanted to double check just in case there are other examples like this that don't specify. Thanks
  9. There is a case to be made for HTT's I think, but only on ships that are going to be putting out high damage on big ships. I like them as they tend to force your opponent to either take hull on 1 flank or drop a massive amount of shields which I have found helps your smaller ships stack up damage (as your opponent begins to run out of shields to redirect to/repair their vulnerable hull with). My particular favourite way to run it is in a Vader cymoon with; Str. Advisor, XX-9's, HTT's, Gunnery team, and Devastator.
  10. Back again with screed, this is pretty much a combination of other screed lists I have been running that I have shaved down and put into one force. Screeds raiding party V.3 Author: Alpharius Faction: Galactic Empire Points: 399/400 Commander: Admiral Screed Assault Objective: Blockade Run Defense Objective: Hyperspace Assault Navigation Objective: Salvage Run Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Assault Concussion Missiles ( 7 points) = 77 total ship cost Raider II-Class Corvette (48 points) - Agent Kallus ( 3 points) - Disposable Capacitors ( 3 points) - Heavy Ion Emplacements ( 9 points) = 63 total ship cost Raider II-Class Corvette (48 points) - Instigator ( 4 points) - Disposable Capacitors ( 3 points) - Heavy Ion Emplacements ( 9 points) = 64 total ship cost [ flagship ] Imperial Star Destroyer Kuat Refit (112 points) - Admiral Screed ( 26 points) - Relentless ( 3 points) - Strategic Adviser ( 4 points) - Fire-Control Team ( 2 points) - Electronic Countermeasures ( 7 points) - Heavy Ion Emplacements ( 9 points) - Assault Concussion Missiles ( 7 points) = 170 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost = 0 total squadron cost So the plan here is to deploy in a ball of sorts. ISD takes centre stage, flanked on each side by a raider, with the gozanti in the rear, and demo on which ever flank best suits it (or in reserve if HA is chosen). Everything rocks up speed 1 banking navs if the opponent has squads, let them come to me and then either grind down the squads (admittedly risky) or use instigator as a sacrificial lamb, and throw it into them, and then make full speed to the opponents carriers/biggest ship. I dont normally like going squadless but I think instigator and kallus should make up for this. Standard plan with ACM and HIE, strip shields, and then kick the target in the shins with the ISD (6 activations should hopefully allow me to wait out an opponents main ship, and an MSU fleet I feel will struggle against this list). Objective choices: Blockade run either allows me to sit back and force my opponent to engage, or theoretically let them over extend themselves and then leapfrog them with the raiders, or gang up on individual ships. Hyperspace assault is just good for demo, can either sneak up behing them or use him as a roadblock in somethings front arc (things like mc80s, Flottilas going slow, etc). Salvage run will allow me to use the dust fields to hide demo until I need him to hit something, and will force my opponents engagement or else let me run away with the tokens and hide in the obstacles/strike from a better position. It'll take a few tests but I think this list has enough synergy to take on most threats, but if anyone has any suggestions let me know, though here were some earlier considerations of my own: Avenger: Assuming the ISD will be going last for its first strike, avenger could really help in improving the damage outputs of the raiders/demo as my opponent wont want to spend defence tokens against them if they know avenger is coming. A bid: I do prefer second player, and i'm not really sure what I would take out for this, but I can see the advantage of getting a first last with demo/ISD. Drop a raider for squads: Cienna and Valen are always strong contenders in a list, or even a small bombing force (jumpmaster,escort and bombers) just for a little bit of extra punch.
  11. I mean that the interdictor title could then unexhaust ecm to allow its use again, assuming the brace was targetted by an accuracy. The unexhausting of the brace would come from the hand of justice. Sorry I wasnt particularly clear now that I think about it :p
  12. I would be tempted to put tua and ecms on the interdictor, as that way you have an interdictor that can brace, unexhaust brace, and then brace again with interdictor and ecm. The tankiest of tanks. Also Opening salvo could get abused by your opponents if they bring a lot of ships, maybe swap it out for close range intel scan (Dust fields + grav shift = hilarity such as an mc 80 not making 1 shot for the entire game), Navigational hazards and salvage run also high quality for similar reasons. love the look of this however, hope it plays out
  13. So got an idea for a thrawn list. Working off the popular "interdoctor" concept I have seen about. Thrawn is on the interdictor just because I think its a tankier ship, and if they choose to go after him it'll pull firepower away from the ISD. Somewhat standard interdoctor build, either passes shields to the ISD or repairs itself constantly and throws out some hurt, as well as getting to move those obstacles. Love the Darth Vader BT with a passion and its there to take away an ECM, annoying title (looking at you avenger). Assault Gozantis dont get a lot of love so I'm wanting to see if some spammed Concentrate fires from thrawn can do anything for them. The squad ball is just there to either be annoying with auto-damage, or if the opponent has no squads then to pad deployment and provide some somewhat reliable bombing. Thrawn as I said is going to probably use con. fp. with maybe one engineering. Let me know what you think. Thrawns Brawlers and doctor Author: Alpharius Faction: Galactic Empire Points: 399/400 Commander: Grand Admiral Thrawn Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Salvage Run [ flagship ] Interdictor-class Suppression Refit (90 points) - Grand Admiral Thrawn ( 32 points) - Interdictor ( 3 points) - Captain Brunson ( 5 points) - Projection Experts ( 6 points) - Disposable Capacitors ( 3 points) - Targeting Scrambler ( 5 points) - Grav Shift Reroute ( 2 points) = 146 total ship cost Gozanti-class Assault Carriers (28 points) - Comms Net ( 2 points) = 30 total ship cost Imperial Star Destroyer Kuat Refit (112 points) - Strategic Adviser ( 4 points) - Darth Vader ( 3 points) - Electronic Countermeasures ( 7 points) - Leading Shots ( 4 points) - External Racks ( 3 points) = 133 total ship cost Gozanti-class Assault Carriers (28 points) - Vector ( 2 points) - Comms Net ( 2 points) = 32 total ship cost 1 Soontir Fel ( 18 points) 1 TIE Advanced Squadron ( 12 points) 1 Tempest Squadron ( 13 points) 1 Zertik Strom ( 15 points) = 58 total squadron cost
  14. For the first list I would go with opening salvo and salvage run. You have so many ships to benefit from it and your small ships are unlikely to survive a hit from a big ship anyway to suffer from its drawback. Salvage run is an easy minimum 60pts and gives you plenty of cover to hide from firepower and dust fields are just great for keeping your stuff alive till the best moment (deploy them first). On the second list, I would drop rogue squadron for a bomber command centre just because x-wings arent the mist reliable bombers in the world. Add a comms net to the other gr-75 too for some support. Intel sweep could certainly work for the 2nd list but would add quantom storm to one of the gr-75's if thats the route you wanna take, otherwise contested outpost is always good, and planetary ion cannon isnt a bad way to throw out some extra damage. Good luck
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