Sign in to follow this  
Followers 0
zhentil

Imdaar Alpha, what builds would you take

33 posts in this topic

hey there everyone. After the world champion gave us his take on what to build with the new ships. What are you thinking about Imdaar Alpha builds. We have to make both ships fit in the new 100 point squad.

Share this post


Link to post
Share on other sites

Just to clarify, you only get to build a 100 point list incorporating the 2 new Rebel ships or 2 new Imperial ships if you make the top 2 at the tournament.

Are you asking what kind of list you would build if you make the final table?

Share this post


Link to post
Share on other sites

I'm assuming you're talking about the final table.  In that case, I'd hope to select rebels, not only because I prefer to play them, but because I expect the Phantom to have a very high learning curve.  Plus, with 55 points minimum devoted to those two ships, you're not opened to many other choices, you're almost forced to run 3 elites, or 2 elites + BH.

 

Corran w/ FCS

Cracken w/ SL

Rookie

Rookie

Total: 100pts

 

This allows the Rookies to take TL+F shots pretty much every turn with Cracken handing out both his PS8 action and his attack based action to them.  Corran on the other hand would do hit and run flanking shots (assuming a pseudo useful dial), having a focus for his first attack, and a TL for his second attack.

Papamambo and Klutz like this

Share this post


Link to post
Share on other sites

That was one thing I was worried about if you had to select Imperial Squad. Those 2 ships eat up a lot of your points. So even if you take those two main ships and deck them out okayish, you most likely be taking 2 or 3 Academy Pilots.

2 Obsidian  Squad 26pts

1 Echo with Outmaneuver and ACD 37 pts

1 Delta Squad Ion Cannon and Stealth Device 36pts

 

that's only 4 ships and I agree that with Rebels you totally could get 5-7 ships.

Share this post


Link to post
Share on other sites

I'm assuming you're talking about the final table.  In that case, I'd hope to select rebels, not only because I prefer to play them, but because I expect the Phantom to have a very high learning curve.  Plus, with 55 points minimum devoted to those two ships, you're not opened to many other choices, you're almost forced to run 3 elites, or 2 elites + BH.

 

Corran w/ FCS

Cracken w/ SL

Rookie

Rookie

Total: 100pts

 

This allows the Rookies to take TL+F shots pretty much every turn with Cracken handing out both his PS8 action and his attack based action to them.  Corran on the other hand would do hit and run flanking shots (assuming a pseudo useful dial), having a focus for his first attack, and a TL for his second attack.

I'm so torn between Cracken and Blount for a list like this..  Cracken is nice in the long game, but that assault missile on Blount...

Decisions decisions..

Share this post


Link to post
Share on other sites

 

Corran w/ FCS

Cracken w/ SL

Rookie

Rookie

Total: 100pts

 

I'm so torn between Cracken and Blount for a list like this..  Cracken is nice in the long game, but that assault missile on Blount...

Decisions decisions..

 

 

Well Blount+Assault Missile is great for combating swarms flying in formation, but the predicament facing Imperial players is that ~60 of their squad points will be tied up in two ships, and at least one of these (Phantom) will almost certainly be out of formation. Cracken is the way to go with that list.

Edited by a4rino

Share this post


Link to post
Share on other sites

Well Blount+Assault Missile is great for combating swarms flying in formation, but the predicament facing Imperial players is that ~60 of their squad points will be tied up in two ships, and at least one of these (Phantom) will almost certainly be out of formation. Cracken is the way to go with that list.

 

I agree that Blount + Assault is certainly not the best way to go in this particular match. However, I think there's still a case to be made for Blount over Craken. And that case is Ion Pulse Missiles. Now, it doesn't matter if you roll all blanks and your opponent rolls all evades, you still do a damage and give 2 ion tokens. Further, since Ion Pulse Missiles don't require the use of your TL and you don't care if you hit, you get to keep it for next round where you can follow up with a focus and a range 1 shot. Not bad.

 

As for Craken, you MUST put cluster missiles on him. Then he gets two attacks during a turn and is able to hand out two actions that round. That's not a bad thing at all.

Share this post


Link to post
Share on other sites

I actually think the Rebels have advantage here. Beyond being able to fit more ships, which is powerful, they can also do an HSF list, and still field the two new ships. HSF will be a nightmare to face I think, even if they do the two cheapest options for the Phantom, and Defender, they'll have a small list. And every upgrade the Phantom or Defender get lowers their numbers further.

 

Han will also ignore most of the recloak on attack shenanigans, and a VI will make him ignore them all.

Share this post


Link to post
Share on other sites

Han will also ignore most of the recloak on attack shenanigans, and a VI will make him ignore them all.

But one good attack from Brath after Han's shields have been taken away could yield 3-4 critical hits in one single shot. No ship can easily take that tossed salad of status conditions.

Edited by That One Guy

Share this post


Link to post
Share on other sites

True, but even a naked Brath + crappy Phantom is 62 points. HSF tends to excel against elite ships, especially those that rely on dodging as part of their defense. I'm not saying its an autowin, but I'm betting Han+Ewing and put the hammer down hard on the defender.

Share this post


Link to post
Share on other sites

Brath, and a BH leaves 30pts, enough for a Shadow Squadron (PS5) and stygium particle accelerator, The 3 Ships are heavy offensively and the Firespray should add some extra hull to make up for the Phantom's lower hull.  The Phantom is then free to dance around and with 4 agility, focus, and evade should be hard enough to kill, or make your opponent look for other shots

Share this post


Link to post
Share on other sites

Since you know what you're going to face, I'd definitely want the Rebel squad. There's just more room for options, and I can load up much more easily on Flechette Torpedoes, which are going to be great against the Defender and the Phantom. I'm just rolling ideas around right now, buuuuuut~

 

Corran Horn- Veteran Instincts, R2 unit, Fire-Control System, Flechette

Lt. Blount- Ion Pulse Missiles

Horton Salm- Ion Turret, Flechette (x2), R3-A2, Hull Upgrade

 

The purpose of Blount is solely to ionize the Phantom, at which point you have Corran and Horton to torture it until it is dead. :3

Share this post


Link to post
Share on other sites

One possible list:

 

33 Bounty Hunter

2 Anti-Pursuit Lasers

 

30 Echo

4 Advanced Cloaking Device

1 Veteran Instincts

 

30 Delta Squadron Pilot

 

I just don't see the appeal of an upgraded Defender, so why waste the points? Use the relatively low PS Firespray to block for Echo, then blow stuff up.

Edited by WonderWAAAGH

Share this post


Link to post
Share on other sites

This just comes back to my main gripe about the imperial wave 4 ships, they're so darn expensive.  and really hard to understand because of their movements.  

Share this post


Link to post
Share on other sites

Those expensive fighters sure are awesome and all, but the true strength of this wave is in the cheap and humble Z-95. Rebel 5-6 Ship builds are going to dominate this wave.

 

2-3 B/X/E's plus 2-3 Z-95 (maybe A's when we get our Aces) are going to be really strong I think.

Edited by Joostuh

Share this post


Link to post
Share on other sites

Sigma Squadron Pilot + Stygium Particle Accelerator + Intelligence Agent - 28

Omicron Group Pilot - 21

Omicron Group Pilot - 21

Delta Squadron Pilot - 30

Something like that. Or, sneak a Buzzsaw Shuttle in with 1 Phantom and 1 Defender, varying the pilots and upgrades. Even the lowest level Phantom is quite powerful and fun.

Share this post


Link to post
Share on other sites

For Empire

 

Sigma Squad

Delta Squad

Kath Scarlett w/Marksmanship

 

Thinking at the Rebel list knowing 2 of the 3-4 ships I think Kath is needed to just tear into the list.

 

Rebels:

Blont

Etahn

Han - PtL, Merc Co-Pilot

 

Modified Han shoots first with the other 2 there for show Etahn and Merc Copilot combine to give Han 2 crits from hits a turn. Could do Marksmanship instead of PtL and go for 3 crits a turn. Knowing the Empire will probably run a 3 ship build with the 2 they have to take and either a decked out Fel or a Firespray

Edited by godofcheese

Share this post


Link to post
Share on other sites

You know, I've been wondering about something… do you only get what would be in one pack? I mean for instance, can you build a squad that only has one Wingman card because in all the packs there's only one Wingman and it's for the Rebels? Or do you think they'll have more upgrades for filling things out?

Share this post


Link to post
Share on other sites

You know, I've been wondering about something… do you only get what would be in one pack? I mean for instance, can you build a squad that only has one Wingman card because in all the packs there's only one Wingman and it's for the Rebels? Or do you think they'll have more upgrades for filling things out?

They will have 1 blister pack for each ship exactly as you would buy off the shelf.

I assume you will be able to use any upgrades from your pack.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0