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clontroper5

I officially LOVE Warlord

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So i was fiddling with new fleet builds (I currently only have imperial wave 1 plus core so they were all imperial lists) but I was looking at warlord and realized that its strength is not in shooting at ships (even though it does work well in that role) but in shooing at squadrons.

 

what i mean is that normally a Victory sucks at damaging squadrons but with the help of warlord it changes each shot against squadrons from a 50/50 to a 75% chance and if you put Point Defense Reroute on it as well it virtually guarantees a hit every time you shoot at a squadron.

 

 

now this may not be the best use of your star destroyer and investing in ties is still going to be a better way of keeping enemy fighters away but it is still an interesting combo and something to keep in mind if you are every looking at using warlord in a list.

 

 

anyway carry on.

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It helps a bit but your still limited to throwing 1 blue die. It's better for the of odds of scoring a hit though. I think the best defense for the VSD is running a Tie Interceptor swarm around it. Those counter attacks, and the fact it locks down the squadron are must more valuable.

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it's going to suck against paragon haven, but otherwise it's good help for Ties :P

 

I like the idea, though sadly the only other use I can think for it is getting that juicy 2 hit face off of red dice. Might help you secure ranged superiority against other imperial forces? (rebs would just dodge it :()

Edited by ficklegreendice

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it's going to suck against paragon, but otherwise it's good help for Ties :P

  :()

I think you mean galient haven...

 

 

...dangit

 

also, instead of point defense, I think you'd be better of shelling the 3 points for H9 turbos

 

they don't specify anything apart from "attack" so I'm guessing you can crit --> accuracy --> warlord on all your anti-squadron attacks too. No re-rolls and no close range needed :D

 

unless dice can only be modified once? In X-wing miniatures, they can only be re-rolled once.

 

 

In general, though, I don't think the H9s would be terrible even without the jank combo. Better lose a hit result than let an enemy fattie brace.

Edited by ficklegreendice

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it's going to suck against paragon, but otherwise it's good help for Ties :P

  :()

I think you mean galient haven...

 

 

...dangit

 

also, instead of point defense, I think you'd be better of shelling the 3 points for H9 turbos

 

they don't specify anything apart from "attack" so I'm guessing you can crit --> accuracy --> warlord on all your anti-squadron attacks too. No re-rolls and no close range needed :D

 

unless dice can only be modified once? In X-wing miniatures, they can only be re-rolled once.

 

 

In general, though, I don't think the H9s would be terrible even without the jank combo. Better lose a hit result than let an enemy fattie brace.

 

 

You know Fickle, I knew there was a reason I like you that didn't have anything to do with your lovely singing voice and clever name.

 

(you saved me and my wallet from myself too)

Edited by Deathseed

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it's going to suck against paragon, but otherwise it's good help for Ties :P

  :()

I think you mean galient haven...

 

...dangit

 

also, instead of point defense, I think you'd be better of shelling the 3 points for H9 turbos

 

they don't specify anything apart from "attack" so I'm guessing you can crit --> accuracy --> warlord on all your anti-squadron attacks too. No re-rolls and no close range needed :D

 

unless dice can only be modified once? In X-wing miniatures, they can only be re-rolled once.

 

 

In general, though, I don't think the H9s would be terrible even without the jank combo. Better lose a hit result than let an enemy fattie brace.

See! There's a reason I post these discoveries and it's because it makes people think then they go and find an even better combo to do the same thing!! :D

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they don't specify anything apart from "attack" so I'm guessing you can crit --> accuracy --> warlord on all your anti-squadron attacks too. No re-rolls and no close range needed :D

 

 

 

wait if that works, warlord plus h9 means on red dice

 

roll hit-->h9 hit to accuracy-->warlord accuracy to double hit

 

 

wow...

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they don't specify anything apart from "attack" so I'm guessing you can crit --> accuracy --> warlord on all your anti-squadron attacks too. No re-rolls and no close range needed :D

 

 

 

wait if that works, warlord plus h9 means on red dice

 

roll hit-->h9 hit to accuracy-->warlord accuracy to double hit

 

 

wow...

 

 

yup

 

it's less impressive imo against ships, though, because you're paying 16 points for that one double hit result that some scoundrel will just cancel at long range anyway <_<. Both warlord and h9 specify one die face modified per attack.

 

the sheer control it gives you over your rolls might be worth the price of admission, however, esp with the guaranteed damage versus squadrons (outside of haven :P). I think your inner perfectionist will be most pleased rolling a side arc red hit, red accuracy, blue hit and changing it into a red hit, red double hit, blue accuracy...

 

the only problem is that this combo seems far more effective on the Victory II (dem blue dice) and will compete directly with dominator. It's straight superior against squadrons, but I don't think the dominator can really be beat against ships. Well, only one way to find out!

Edited by ficklegreendice

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they don't specify anything apart from "attack" so I'm guessing you can crit --> accuracy --> warlord on all your anti-squadron attacks too. No re-rolls and no close range needed :D

 

 

 

wait if that works, warlord plus h9 means on red dice

 

roll hit-->h9 hit to accuracy-->warlord accuracy to double hit

 

 

wow...

 

 

A song leaps to mind.

 

(and yes, I am in a goofy mood)

Edited by Deathseed

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they don't specify anything apart from "attack" so I'm guessing you can crit --> accuracy --> warlord on all your anti-squadron attacks too. No re-rolls and no close range needed :D

 

 

 

wait if that works, warlord plus h9 means on red dice

 

roll hit-->h9 hit to accuracy-->warlord accuracy to double hit

 

 

wow...

 

 

yup

 

it's less impressive imo against ships, though, because you're paying 16 points for that one double hit result that some scoundrel will just cancel at long range anyway <_<. Both warlord and h9 specify one die modified per attack.

 

the sheer control it gives you over your rolls might be worth the price of admission, however, esp with the guaranteed damage versus squadrons (outside of haven :P)

 

the only problem is that this combo seems far more effective on the Victory II (dem blue dice) and will compete directly with dominator.

 

 

I almost never field anything but Vic II's when I roll out the VSDs, so I'm paying close attention to your ideas. Sometimes that extra hit is the magic number.

 

Though, I must start giving Vic I's a close look now that I have my GSDs. Food for thought for another time.

Edited by Deathseed

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here's imo the dream Warlord:

 

Vic II (85)

*Warlord (8)

*H9 (8)

*Intel Officer (7) [dem accuracies]

*Gunnery Team (7) [don't want to waste that beauty of a front arc for anti-squadron]

[115]

 

pricey little bugger. Wonder if it's worth over just going "bare bones" at a "mere" 101 points.

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here's imo the dream Warlord:

 

Vic II (85)

*Warlord (8)

*H9 (8)

*Intel Officer (7) [dem accuracies]

*Gunnery Team (7) [don't want to waste that beauty of a front arc for anti-squadron]

[115]

 

pricey little bugger. Wonder if it's worth over just going "bare bones" at a "mere" 101 points.

 

Certainly worth pondering. I'll probably add that to a battlescribe roster for experimenting.

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going to try this then:

 

Vic - II

*Warlord

*H8

*Gunnery

 

Vic - I

*Motti Python

 

Rhymer

2 bombers

Howlrunner

6 tie fighters

 

[295]

 

feel like I oughta toss the bid to get hangars on the Vic - 1, but eh we're going crazy as is. might as well go full tilt

 

LOL!

 

That squadron composition is risky, but could pay off.

 

I just have hang-ups about not using my Advanced escort. Granted, they're pricey as heck, so I get where your list is coming from.

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the advanced might actually be the way to go

 

 

while we're theory crafting the possibilities of the guaranteed anti-squadron damage, it might imply that he don't need to go as heavy into the anti-squadron side of things.

 

Therefore, it actually might be a better idea to use advance since they're chunkier (hold things in place for warlord) and they hit ships harder (75% chance over a tie fighter, and Rhymer works on them).

 

You could chop howlie and the fighters into 5 advance, and the morph one into Soontir for shenanigans (4 advance, 1 soontir)

 

I'm also contemplating mauler. After all, what's better than guaranteed squadron damage? More guaranteed squadron damage.

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the advanced might actually be the way to go

 

 

while we're theory crafting the possibilities of the guaranteed anti-squadron damage, it might imply that he don't need to go as heavy into the anti-squadron side of things.

 

Therefore, it actually might be a better idea to use advance since they're chunkier (hold things in place for warlord) and they hit ships harder (75% chance over a tie fighter, and Rhymer works on them).

 

You could chop howlie and the fighters into 5 advance, and the morph one into Soontir for shenanigans (4 advance, 1 soontir)

 

I'm also contemplating mauler. After all, what's better than guaranteed squadron damage? More guaranteed squadron damage.

 

I can attest from personal experience that the Fel/Advanced combo is deadly and has staying power. My first use of it wiped out six X-wing squadrons (including Wedgie) while under AF and NebEsc flak for most of the engagement. Granted only two of my squadrons survived, but they sure did their job.

 

Mauler is really only useful if you bring something that can move him around the fur-ball (Chiraneau + Corruptor for instance), otherwise he's pretty much a one shot bomb on his initial engagement. Moving him around makes him a living bombardment.

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This is impressive (for some reason I hadn’t twigged that warlord could change accuracy to double hits), add in skreed and if your rolling three dice and get anything but a triple blank you can jiggle things about to get three damage (including a crit) – and even a triple blank can be jiggled to two damage or a crit.

 

A victory-I with enhanced armament, H9’s, and warlord would only be 99 points……..should be throwing out 6 damage a turn pretty comfortably even at long range.

 

Unfortunately evade tokens are the bane of all of these…….add in an intel officer and things could get pretty rough.

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