DoctorHam 21 Posted May 13, 2015 So I haven't actually been able to play much since the core set dropped, only a game and a half with the starter scenario. And now that Wave 1 is out, I'd like some help trying to figure out what to buy. My first stab at a 300-point list is: Victory II-Class (85) Grand Moff Tarkin (38) Gunnery Team (7) Enhanced Armament (10) Warlord (8) Gladiator II-Class (62) Gunnery Team (7) Nav Team (4) Expanded Launchers (13) Insidious (3) Soontir Fel (18) TIE Interceptor Squadron (11) TIE Bomber Squadron x2 (18) TIE Fighter Squadron x2 (16) For a grand total of 300 points even. General tactic is to just have my two capital ships be as lethal as I can make them, the Nav Team allowing me to get the Gladiator in better positions for Insidious to trigger. As for the TIEs, I figure I need to have some chaff to slow down enemy fighters (the TIE Fighters), something to engage and destroy enemy fighters (Interceptors), and something to threaten enemy ships (Bombers). Would really appreciate any input as to whether I'm completely barking up the wrong tree. As it stands I figure I'm looking at buying one VSD, one Gladiator, and one Imperial Fighter pack. Thanks! Quote Share this post Link to post Share on other sites
SpaceDingo 102 Posted May 13, 2015 With so few fighter and bombers, you might be better off just taking 6 Tie Fighters just to give you a CAP at minimal cost or maybe start beefing up your bomber complement. Corrupter is a great titel for a VSDII. Gunnery team on the Gladiator is also a little hard to pull off just because the Black Die have such a short range. I'd also maybe consider changing Insidious to Demolisher. Demolisher will consistently let you get a front arc full barrage when you want it. Most people I've talked to have said the only way to counter it is just make sure it eats a cheaper ship and then hopefully blow it out of the water before it gets to shoot again. Quote Share this post Link to post Share on other sites
DoctorHam 21 Posted May 13, 2015 With so few fighter and bombers, you might be better off just taking 6 Tie Fighters just to give you a CAP at minimal cost or maybe start beefing up your bomber complement. Corrupter is a great titel for a VSDII. Gunnery team on the Gladiator is also a little hard to pull off just because the Black Die have such a short range. I'd also maybe consider changing Insidious to Demolisher. Demolisher will consistently let you get a front arc full barrage when you want it. Most people I've talked to have said the only way to counter it is just make sure it eats a cheaper ship and then hopefully blow it out of the water before it gets to shoot again. Sorry for the potentially-dumb question, but what does CAP stand for? Also, it seems like I have a mistaken idea of the effectiveness of interceptors and bombers. I know Fighters are pretty weak overall, just steamrolled by any other fighter. So what if I replaced all my TIEs with TIE Bombers (including Rhymer in there), took Chirpy instead of Tarkin, and swapped the Warlord title for Corruptor? Would that be viable, or is that too much offense, not enough defense? Or is it just not nearly as nasty a punch as it sounds like? I can definitely see Demolisher being more useful that Insidious, don't know why I didn't consider it before. Quote Share this post Link to post Share on other sites
Indomitable 215 Posted May 13, 2015 CAP: Close (or Combat) Air Patrol Chirpy? If your referring to Chiraneu he's and officer not a commander TIE/ln are very cost effective, just add howl runner and/or an Advanced to tank a bit for them. For 6 fighter configurations I'm planning on running an Adv. to tank and 3 fighters as my main CAP, with 2 Squints with a flanking gladiator. The squints protect my flank and of not needed there have the speed to be a counter punch for my main fighter group. 1 coastcityo reacted to this Quote Share this post Link to post Share on other sites
DoctorHam 21 Posted May 13, 2015 CAP: Close (or Combat) Air Patrol Chirpy? If your referring to Chiraneu he's and officer not a commander TIE/ln are very cost effective, just add howl runner and/or an Advanced to tank a bit for them. For 6 fighter configurations I'm planning on running an Adv. to tank and 3 fighters as my main CAP, with 2 Squints with a flanking gladiator. The squints protect my flank and of not needed there have the speed to be a counter punch for my main fighter group. Heh, yea sorry, too used to calling Chiraneau by that nickname in X-Wing. And my bad, thought he was a commander for some reason. So what other capital ship are you running with the Gladiator and fighters? Quote Share this post Link to post Share on other sites
SpaceDingo 102 Posted May 13, 2015 With so few fighter and bombers, you might be better off just taking 6 Tie Fighters just to give you a CAP at minimal cost or maybe start beefing up your bomber complement. Corrupter is a great titel for a VSDII. Gunnery team on the Gladiator is also a little hard to pull off just because the Black Die have such a short range. I'd also maybe consider changing Insidious to Demolisher. Demolisher will consistently let you get a front arc full barrage when you want it. Most people I've talked to have said the only way to counter it is just make sure it eats a cheaper ship and then hopefully blow it out of the water before it gets to shoot again. Sorry for the potentially-dumb question, but what does CAP stand for? Also, it seems like I have a mistaken idea of the effectiveness of interceptors and bombers. I know Fighters are pretty weak overall, just steamrolled by any other fighter. So what if I replaced all my TIEs with TIE Bombers (including Rhymer in there), took Chirpy instead of Tarkin, and swapped the Warlord title for Corruptor? Would that be viable, or is that too much offense, not enough defense? Or is it just not nearly as nasty a punch as it sounds like? I can definitely see Demolisher being more useful that Insidious, don't know why I didn't consider it before. If you intend to fly CAP (combat air patrol, basically just interception of enemy fighters) its better to spend the minimum points necessary just to hold up a squadron(s). Ties are super effective at fighting enemy fighters in a swarm just because they are so cheap and still bring decent firepower. Alternatively, you could always suicide one squadron of Ties at a time just to hold up the opponents fighter force. Example: 20 point Luke is bearing down on your VSD? Just throw a Tie at him and tie him up for a turn for only 8 points. The trick is if you decide to go that route is to focus on the enemy ships with your own and "spend" the ties wisely so that your opponents fighter expenditure just never ends up being worth it. In my original post 6 ties costs you all of 48 points, not too shabby and they can still dish out 6 blue dice on a ship if it ever comes down to that. If you are going to go full bomber complement you generally start with the Corrupter, Rhymer, and 3 extra squads of bombers. They'll need escorts that actually kill fighters though since you don;t want the bombers tied up for so long so that means interceptors and tie fighters. that's more expensive though and that means you need to make sure that investment pays off. That will come to player skill. Quote Share this post Link to post Share on other sites
Indomitable 215 Posted May 14, 2015 (edited) Heh, yea sorry, too used to calling Chiraneau by that nickname in X-Wing. And my bad, thought he was a commander for some reason. So what other capital ship are you running with the Gladiator and fighters? I'm gonna try a list without tarkin, just don't have the points to include.VSD2 w/ Def. Liaison + Motti GSD2 GSD1 w/ Demolisher 1x Adv 3x Tie 2x Int Comes in a 298, not sure on objectives yet. Rough initial fleet formation will be the VSD right in the middle in a bid to force my opponent to choose a flank to deploy on, I than refuse that flank (GSDs on opposite flank and curl around the VSD as the pivot point). The ties and adv provide CAP the GSD2 flanks slightly forward of the VSD, the Demolisher flanks wide with the interceptors (which defend the Dem., intercept bombers, or are the CAPs QRF*). Subject to no plan survives contact and all that. *Quick Reaction Force Edited May 14, 2015 by Indomitable Quote Share this post Link to post Share on other sites
DoctorHam 21 Posted May 14, 2015 Heh, yea sorry, too used to calling Chiraneau by that nickname in X-Wing. And my bad, thought he was a commander for some reason. So what other capital ship are you running with the Gladiator and fighters? I'm gonna try a list without tarkin, just don't have the points to include.VSD2 w/ Def. Liaison + Motti GSD2 GSD1 w/ Demolisher 1x Adv 3x Tie 2x Int Comes in a 298, not sure on objectives yet. Rough initial fleet formation will be the VSD right in the middle in a bid to force my opponent to choose a flank to deploy on, I than refuse that flank (GSDs on opposite flank and curl around the VSD as the pivot point). The ties and adv provide CAP the GSD2 flanks slightly forward of the VSD, the Demolisher flanks wide with the interceptors (which defend the Dem., intercept bombers, or are the CAPs QRF*). Subject to no plan survives contact and all that. *Quick Reaction Force Sounds like a solid plan to me. So are builds with three ships considered more viable than two ships armed to the teeth? Quote Share this post Link to post Share on other sites