Englishpete 1,379 Posted April 23, 2015 My take on an Imperial Fleet at 180 pts. It's designed for max firepower and maximum use of its fighter escort. Victory II-class Star Destroyer 85 Grand Moff Tarkin 38 Weapons Liaison 3 Expanded Hangar Bay 5 'Howlrunner'' TIE Fighter Squadron 16 TIE Fighter Squadron 8 TIE Fighter Squadron 8 TIE Fighter Squadron 8 TIE Fighter Squadron 8 Objectives Advanced Gunnery Contested Outpost Minefields Total Points 179 Quote Share this post Link to post Share on other sites
BigBadGarou 3 Posted April 23, 2015 Drop Howlrunner and add two Tie fighters. At 180 she doesn't do much for you. if everyone is in range one, she will give out 4 extra dice. If you add in 2 TIE you get 6 dice. I always take the Defense Liaison because you are going to want to keep the dial on Concentrated Fire or Squadrons. With Tarkin you are always going to have one token to change it if needed. If you need engineering, then you can spend a token and change it to fix shields. I like the objectives. Quote Share this post Link to post Share on other sites
willismaximus 104 Posted April 24, 2015 Main problem I see is the point total. You be stuck as first player almost guaranteed, and will be stuck using your opponent's objectives. In 180, as imperials, objectives will screw you more than anything else. I would trade howl for a reg tie. 171 pts total. Core set, imps are strong enough to under bid pretty heavily. Everything else looks solid though. Quote Share this post Link to post Share on other sites
CDAT 243 Posted April 24, 2015 Drop Howlrunner and add two Tie fighters. At 180 she doesn't do much for you. if everyone is in range one, she will give out 4 extra dice. If you add in 2 TIE you get 6 dice. Would it not be 5 dice as she always counts as friendly and within range one of herself? Still more dice to go with two, also more hit points as she it a fire magnet. 1 moffmalthus reacted to this Quote Share this post Link to post Share on other sites
Valca 397 Posted April 24, 2015 Drop Howlrunner and add two Tie fighters. At 180 she doesn't do much for you. if everyone is in range one, she will give out 4 extra dice. If you add in 2 TIE you get 6 dice. Would it not be 5 dice as she always counts as friendly and within range one of herself? Still more dice to go with two, also more hit points as she it a fire magnet. Howlrunner's ability says "another friendly squadron", so she doesn't affect herself. Quote Share this post Link to post Share on other sites
CDAT 243 Posted April 24, 2015 Drop Howlrunner and add two Tie fighters. At 180 she doesn't do much for you. if everyone is in range one, she will give out 4 extra dice. If you add in 2 TIE you get 6 dice. Would it not be 5 dice as she always counts as friendly and within range one of herself? Still more dice to go with two, also more hit points as she it a fire magnet. Howlrunner's ability says "another friendly squadron", so she doesn't affect herself. Well I have been playing that wrong. Better to know now than latter I guess. Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted April 25, 2015 I like the commentary around points and will be having Howlrunner sit these games out and I'll have 5 ties. I also changed weapons liaison to defense liaison after some theory crafting of comparing usage of them both. Now at 171 pts I have a 9 point Ini bid. We'll see how the list fairs. Quote Share this post Link to post Share on other sites
moffmalthus 141 Posted April 25, 2015 I think Howlrunner is worth more than 2 TIE squadrons. Adding the extra dice is awesome and having scatter puts her over the top IMHO. 1 SisterJoey reacted to this Quote Share this post Link to post Share on other sites
CDAT 243 Posted April 25, 2015 I think Howlrunner is worth more than 2 TIE squadrons. Adding the extra dice is awesome and having scatter puts her over the top IMHO. I have only been able to use Scatter once in all the games that I have played. The blue dice are to good at taking out the special abilities. Quote Share this post Link to post Share on other sites