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Izekiel

Corruptor - Bomber Build

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I've mostly been playing with the VSD + 2 x GSD build and wanted to have a try at a bomber heavy build featuring Corruptor and Rhymer.

 

Criticism and feedback welcome as I have yet to try a bomber heavy list:

 

Victory I-class Star Destroyer 73 
Admiral Motti 24
Expanded Launchers 13
 
Victory I-class Star Destroyer 73
Corrupter 5 
Admiral Chiraneau 10
Expanded Hangar Bay 5 
 
TIE Advanced Squadron 12
TIE Advanced Squadron 12
 
Major Rhymer TIE Bomber Squadron 16
TIE Bomber Squadron 9 
TIE Bomber Squadron 9
TIE Bomber Squadron 9
TIE Bomber Squadron 9 
TIE Bomber Squadron 9
TIE Bomber Squadron 9
 
The idea here is to fly both Victory side by side in formation, the flag ship has the ability to deal a larger pool of point blank damage and gives both VSD threat generation.
 
Bombers can be activated through both VSD using squadron commands, Corruptor and Chiraneau give at least 4 of these a chance to break through (including Rhymer) regardless of being engaged. Use the Advanced as an ablative shield for the bombers forcing Escort rule.
Edited by Izekiel

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yeah you're going to get flattened by even the most meager defending squadrons :P

 

 

EL on the Victory can be tossed really quick. Never rely on a VSD-1 getting its close range front arc except against other VSDs, and really you don't need any more black dice when you have all those bombers. (+13 points)

 

You have 7 bombers and 2 advance, which is imo excessively skewed to bombers. You should at least drop 3 bombers (+27) for 2 more Advance (-24) and consider dropping a fourth for Soontir (+9 - 18) (total: +13, +3, + 9, - 18 = 7). 3 Bombers doesn't seem like much until you start slamming cap ships with them, and when you realize advance aren't much worse off against cap ships. Alternatively, keep rhymer + 3 bombers and then just get 7 tie fighter squadrons.

 

with the leftover points, you can slap flight controllers on the Corrupter to give your squadrons more punch.  (+1 point left)

 

at that point, Motti's VSD becomes kinda useless and would be more effectively re-purposed as Skreed on the corruptor and an engine techs demolisher GSD - 1

Edited by ficklegreendice

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i agree that the expanded launcher is a waste of points especially since 6 dice at that range will likely 1 shot most rebel ships any way. i also agree that you have to many bombers, i would take 5 At The Most  including rhymer but agree that 3 + more advanced it probably a better way to go and i would consider Mauler Mithel since he is so good with Admiral Chiraneau

 

 

instead of expanded launchers i would recommend Intel officer which will greatly increase your long range damage against those pesky evade tokens

 

xx-9 or enhanced armament would also be good ways to up the damage from your star destroyers as alternative to expanded launcher

 

also what objectives where you thinking?

Edited by clontroper5

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I tried out the Chiraneau - Corrupter - Rhymer combo recently, and was frankly blown away by how good it was. Basically, if you keep your bombers close enough to the Corrupter to continue benefiting from Squadron commands, you never care about getting tied up. Just use the Chiraneau - Corrupter combo to move your Bombers with Rhymer away from the engaging enemy squads and fire at the enemy capital ship from close-medium range with Rhymer's ability. It worked way better than I was anticipating.

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Cool, thank you for the feedback on this. As I say, usually playing VSD + 2 GSD so wanted to have a look at something different. How does the below seem after the feedback:

 

SHIP: Victory II-class Star Destroyer 85
 Admiral Screed 26
 Admiral Chiraneau 10
 Expanded Hangar Bay 5
 Corrupter 5
 
SHIP: Gladiator I-class Star Destroyer 56
 Expanded Launchers 13
 Demolisher 10
 
SHIP: Major Rhymer TIE Bomber Squadron 16
SHIP: TIE Bomber Squadron 9
SHIP: TIE Bomber Squadron 9
SHIP: TIE Bomber Squadron 9
 
(alternatively drop 1 bomber and replace with another advanced)
 
SHIP: TIE Advanced Squadron 12
SHIP: TIE Advanced Squadron 12
 
Soontir Fel TIE Interceptor Squadron 18
 
Most likely use Firelanes, Advanced Gunnery and Minefields as objectives. But again, criticism welcome.
Edited by Izekiel

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I like it with 2 X SD better.  SD's just stand up to the objectives better IMHO.  But my play style is to use a few squads just to tie up theirs for a few turns and maximize the SD firepower.

 

I was toying with the same idea, and have been flying this list;

 

Total Fleet Points - 295

 

Victory II (128 points)

  -  Admiral Screed

  -  Intel Officer

  -  Enhanced Armament

 

Victory II (115 points)

  -  Admiral Chiraneau

  -  Expanded Hangar Bay

  -  Enhanced Armament

  -  Corrupter

 

Major Rhymer TB (16 points)

 

4 x TIE Bomber Squadron (4 x 9 points)

 

Objectives;

  -  Precision Strike

  -  Contested Outpost

  -  Minefields

 

I know I don't have any other squads but bombers and they are terrible in a dogfight, but they are really there to strike ships only.  Two things I will say about my opinions of the list are, 1. We always play Empire vs. Rebel, and 2. I have not gone up against many squad heavy builds, and by that I mean builds with 6+ squads.

 

My plan is to just get the squad token on Admiral Chir's ship and at the first opportunity strike with all 5 bombers at a ship.  With Chir, Corrupter, and Rhymer, the Bombers should be able to get out of any squad that may be tying them up and, unless your opponents saw it coming, they should be able to position to hit a ship (they get to fire at mid range).

 

So far my opponents have been chasing the bombers with their squads, and I'm fine with that.  I usually get 1 strike with all 5 then 2-3 strikes (against ships) with 4.  The most I have lost in a game is 4 bombers and 1-2 damage cards on each SD.

 

I will say that most opponents see them as easy pickings and will try and engage them ASAP, but I don't see repeat mistakes like that in future games so the list is a little "one trick pony" to be a sustainable list.  But for 52 points you can really distract them from their game and objectives.  And I love their face when they take down a Nebulon-B by themselves on turn 2.

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