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Pikciwok

Dey see me bombin' Dey hatin' Empire 400 pts Wave 1

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396 pts

Advanced Gunnery
Contested Outpost
Minefields


Dominator 12
Victory II 85
Screed 26
Flight Controllers 6
Expanded Hangar Bay 5
= 134 pts

Corruptor 5
Victory I 73
Admiral Chiraneau 10
Expanded Hangar Bay 5
= 93 pts

Demolisher 10
Gladiator I 56
Expanded Launchers 13
Gunnery Team 7
Engine Techs 8
= 94 pts

Major Rhymer 16
3 TIE Bombers 27
4 TIE Fighters 32

Area denial list augmented with alpha-striking assets.

Edited by Pikciwok

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Flight controllers should be on Corruptor. As t will be running close support (speed 2).

For the price of the two expanded hanger bays, you could swap screed for Tarkin, or another bomber, or maybe the Hlad 2 for two Anti squad dice. You need a way to replace bomber losses or discourage the rebels from clustering around your bombers. I don't think most people realize yet that Demolisher lets you attack a ship or do an Anti Squadron attack... Which means, if you really wanted to F with someone, you could do a DOUBLE anti squad attack against the same group of squadrons from different hull zones! 4 AS dice for the win...

Don't have the card in front ofme, but maybe the glad can take the poor defense reroute card... That would quickly become the best anti squad build in the game, and easpecially powerful against other imperial builds.

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If you could fit Howlrunner into your list that could be greatly beneficial for your Tie Fighters.

 

With flight controllers your Tie Fighters have an average(expected) damage of ~2.5 each with swarm

 

With Howl and flight controllers your Tie Fighters have an average(expected) damage of ~3 each with swarm

 

If you think about it, this would make your Tie Fighters about as effective at killing X-wings as X-wings are at killing Tie Fighters. 1 Tie Fighter can destroy 60% of an X-wing where as an X-wing can destroy 66.7% of a Tie Fighter. Both on average would be able to destroy the other in 2 turns. They would be basically equal 1v1.

 

Moreover, in Imp vs Imp fights, you can destroy on average 4 Tie fighters/interceptors every turn.

 

Regarding flight controllers, I tend to lean toward your view than Megamen’s. Your plan seems to be to use one VSD to coordinate the fighters and the other to coordinate bombers. While, Chiraneau would help the fighters, but would really help the bombers. That said, it may be worth trying it both ways.

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