Pikciwok 113 Posted May 14, 2015 (edited) 396 ptsAdvanced GunneryContested OutpostMinefieldsDominator 12Victory II 85Screed 26Flight Controllers 6Expanded Hangar Bay 5= 134 ptsCorruptor 5Victory I 73Admiral Chiraneau 10Expanded Hangar Bay 5= 93 ptsDemolisher 10Gladiator I 56Expanded Launchers 13Gunnery Team 7Engine Techs 8= 94 ptsMajor Rhymer 163 TIE Bombers 274 TIE Fighters 32Area denial list augmented with alpha-striking assets. Edited May 14, 2015 by Pikciwok Quote Share this post Link to post Share on other sites
megamen 332 Posted May 16, 2015 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. Quote Share this post Link to post Share on other sites
DeltaB2 10 Posted May 16, 2015 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. Quote Share this post Link to post Share on other sites