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How is my build : Vader's Fist

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Last build I made... probably the strongest one I made... I think... I hope...

 

Flagship : Victory II-class Star Destroyer (85)

- Grand Moff Tarkin (35)

- Leading Shots (4)

- Expanded Hangar Bay (5)

- Admiral Chiraneau (10)

- Flight Controllers (6)

 

Gladiator I-class Star Destroyer (56)

- Demolisher (10)

- Engineering Team (5)

- Expanded Launchers (13)

 

Darth Vader (21)

Howlrunner (16)

Mauler Mithel (15)

Sontir Fel (18)

 

Objectives : Advanced Gunnery, Contested Outpost, Minefields

Total Points : 299

 

 

I prefered Tarkin over Screed because he can build Repair Tokens for both ships each turn and thus keep them alive way longer. With Engineering Team, and using the Repair Command dial (with Tarkin's token), the Demolisher could use 7 Engineering points, 3 without the Repair Command.

 

Main strategy is to have the Demolisher go head on into the opposition, with the Victory not far behind. With Admiral Chiraneau, I can move my starfighters even if they are engaged, allowing me to move them anywhere to intercept their most dangerous fighters.

 

With the Victory setup, all 4 fighter can be activated with the Squadron Command. Moving Howlrunner in first (4Blue), then moving Sontir Fel (7Blue) and Mauler Mithel (6Blue +1damage AOE), using Vader (4Blue, 1Black) last to provide Escort for them. With this, I should be able to respond to any Starfighter threat.

 

 

The main weakness is probably fast nimble ships like a ton of Corvettes. But it's the weakness for almost any Empire fleets.

 

What do you guys think ?

Thanks

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Interesting for sure. Engineering team over engine techs is an intersting choice for this build, and it address some of the issues Demolisher has once she closes with the enemy fleet, plus your starfighters should be able to TIE up b-wing bodyguards. I also like expanded launchers over the conventional ACM's sans Screed. All in all I'd love to see how it does on the table, I think it'll fare pretty well.

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Tarkin us 38, I'm afraid, so something will have to get cut. For a list with a heavy fighter focus it seems very light on fighters, I might drop some things to get some more regular TIEs or inrterceptors, personally I'd trade Leading Shots, Expanded Launchers and Howlrunner for 1 TIE and 2 Interceptors.

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Thanks for the heads up.
The image I had for Tarkin listed him at 35... Got the good one at 38 from the Wiki.

I decided to cut "Leading Shots (4)".
 

The build is not heavy fighter Focus... the main killing machine is the Gladiator. The fighters are there to mop up the opposing fighters.

I see it has an hybrid built, optimizing both fighters and ships.

Edited by JP_JP

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With the Victory setup, all 4 fighter can be activated with the Squadron Command. Moving Howlrunner in first (4Blue), then moving Sontir Fel (7Blue) and Mauler Mithel (6Blue +1damage AOE), using Vader (4Blue, 1Black) last to provide Escort for them. With this, I should be able to respond to any Starfighter threat.

 

 

 

Could you please explain the numbers of blue dice? Sontir should be 6 blue (4+1 (howl) +1 (flight control)), Mauler 5 blue (3+1+1). What am I missing?

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With the Victory setup, all 4 fighter can be activated with the Squadron Command. Moving Howlrunner in first (4Blue), then moving Sontir Fel (7Blue) and Mauler Mithel (6Blue +1damage AOE), using Vader (4Blue, 1Black) last to provide Escort for them. With this, I should be able to respond to any Starfighter threat.

 

 

 

Could you please explain the numbers of blue dice? Sontir should be 6 blue (4+1 (howl) +1 (flight control)), Mauler 5 blue (3+1+1). What am I missing?

 

That was my mistake... I thought Swarm gave a +1Blue to attack instead of a Reroll.... So each of my numbers is 1 above except for Howlrunner.

So Howlrunner 3Blue + 1Blue (flight controllers) ; Sontir 4Blue + 1Blue (howl) + 1Blue (flight controllers) ; Mauler 3Blue + 1Blue (howl) + 1Blue (flight controllers)

 

Sorry...my bad :(

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I don't know if this build is a bomb... but in the game I played tonight, I completely wiped their fighters with mine, and I played real dumb for the first 3 turns.

 

In the first 3 turns, the opponent almost killed my gladiator which had to make a run for it to stay alive, having been dealt 4  damage cards and having no shields left anywhere. Using Repair commands with tokens, using Engineering Teams, I was able to save my Gladiator who didn't do **** after round 3... First 3 rounds, I had put 3 Move Command under my dials and didn't do much on those turns... at the end of turn 3, I put my Fighters engaged with 4 of theirs. Turn 4-5-6 I had Squadron command dials and my fighters completely wrecked theirs.

 

I killed Wedge (19), Dutch (16), Tycho (16), A-Wing (11), X-Wing (13) and Luke (20), for a total of 95 points.... without loosing a single Starfighter.

Their Yavaris and Gallent Haven where trying to maneuver back into the game while their Squadrons died.

We won the game...

 

My opponent was clearly winning during the first 3 Turns, scoring 60 points on Superior Positions with Rear Hull hits on the Gladiator. 1 more successful hit on the Gladiator would have killed it... then my Fighters cleaned the board.

My friends are being quite vocal about that Starfighter combination being too overpowered.

 

Anyway... it rocks :)

Edited by JP_JP

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