Perakkir 108 Posted April 22, 2015 (edited) Imperial 300 Basic Victory II Dominator 85 * Dominator 12 Enhanced Armament 10 Victory I Selonian Fire 73 * Grand Moff Tarkin 38 Enhanced Armament 10 * Howlrunner 16 7x Tie Fighters 56 Advanced Gunnery, Hyperspace Assault, Minefields Not worried about my bid yet as I want to play under conditions of both first player and second player while I practice. If the Vics' dials and tokens are all squadron, all the fighters can move and shoot in the ship phase. Seems to be working... J Edited April 22, 2015 by Perakkir Quote Share this post Link to post Share on other sites
BigBadGarou 3 Posted April 23, 2015 Drop Howlrunner and add one tie fighter and get the Liaisons. Tarkin gives you tokens and with them you can constantly force the dial changes if you need. Howlrunner won't help unless you have more than 6 TIE squadrons. Quote Share this post Link to post Share on other sites
Perakkir 108 Posted April 24, 2015 I do not use liaisons. They take up a slot, cost points and cost a command token and the only reason I would need them is if I got a dial wrong. The first dial is repair and the first tarkin token is navigate, both banked on all ships. After that it is squadron dials and squadron tokens. Howlrunner works with any number of ties, so not sure what that is about. By not taking her, I am giving up 7 dice of anti-squadron shooting, so until wave 1 (and possibly after) she stays. Quote Share this post Link to post Share on other sites
CDAT 243 Posted April 24, 2015 Why the navigation token? How much do you need to change you speed? Quote Share this post Link to post Share on other sites
willismaximus 104 Posted April 24, 2015 With that many ties (which I enjoy seeing) I would expect some expanded hangars. Nothing wrong with that though. Also glad to see tarkin NOT on the dominator. Make your opponent choose which destroyer is more important. Quote Share this post Link to post Share on other sites
Perakkir 108 Posted April 24, 2015 I pretty much always have banked a repair and a squadron token. I find the ability to change speed more useful than a single reroll on a single attack. I only take expanded hangers with 9 or 10 ties. With 8 ties, the two ships can command all of them (4 each) without using those 5-10 points. Quote Share this post Link to post Share on other sites
Darth Lupine 1,556 Posted April 25, 2015 If you get hyperspace assault then you can only bring three fighters with you... I take it that's what the extra squadron token is for? Quote Share this post Link to post Share on other sites
Perakkir 108 Posted April 25, 2015 If I get hyperspace assault, I don't really need squadron tokens. Its just that devastating. A squadron dial on a Vic allows me to move 3. If the Moff gives me a squad token, that is four. Four per ship activation, eight fighters. If I am ever moving squadrons in the squadron phase, the game is already over. Quote Share this post Link to post Share on other sites
Darth Lupine 1,556 Posted April 25, 2015 So your basic tactic is to keep the TIEs in close enough to activate via squadron commands and tokens. Hmm. I will have to try this. I already was thinking that always maxing out the squadron points was the way to go. Quote Share this post Link to post Share on other sites
Perakkir 108 Posted April 25, 2015 Well, the max right now is 12 or 11+Howl - and with the core, Howl is a no brainer. So, 11. But you can't command 11, the max is 10. So, I take ten and hangar bays or 8 and no hangar bays. Usually, they are at med range from the ships, which is plenty flexible. Rarely I will go out of that to pin if I see an opening, and even then the Vics typically catch up. Quote Share this post Link to post Share on other sites