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Hutcher

Imperial List. Thoughts?

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So I have a tournament on Saturday, and was thinking about what list to fly. I have limited experience so far, but was considering something like this:

 

Victory-II  Star Destroyer (85 points)

Grand Moff Tarkin (38 points)

Defense Liaison (3 points)

 

Victory-II  Star Destroyer (85 points)

Defense Liaison (3 points)

Warlord (8 points)

 

Howlrunner (16 points)

TIE Fighter Squadron (8 points)

TIE Fighter Squadron (8 points)

TIE Fighter Squadron (8 points)

TIE Interceptor Squadron (11 points)

TIE Interceptor Squadron (11 points)

TIE Interceptor Squadron (11 points)

 

Total: 295 points

 

Objectives :

Advanced Gunnery

Minefields

Contested Outpost

Edited by Hutcher

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Looks good!  Consider spending 3 more points (or getting rid of defense liason) to change a TIE fighter to a TIE Advanced to escort Howl runner around, ensuring she lives for as long as possible!

 

Main weakness of flying this list is that it's prone to getting flanked, everyone will try and get behind your star destroyers.  Practice flying them in formation to minimise this and this list is a serious threat.  Another way to mitigate this is to make them as tanky as possible.  With tarkin engineering tokens this is easy, especially if you add engineering teams to both ships.

Edited by Leowulf

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Oooooh the Advanced is a good idea. Wingman Howlie a bit. I'd be hesitant to drop the Liaisons, but I could re-work it like this: 

 

Victory-II  Star Destroyer (85 points)

Grand Moff Tarkin (38 points)

Defense Liaison (3 points)

 

Victory-II  Star Destroyer (85 points)

Defense Liaison (3 points)

Warlord (8 points)

 

Howlrunner (16 points)

TIE Advanced Squadron (12 points)

TIE Fighter Squadron (8 points)

TIE Fighter Squadron (8 points)

TIE Interceptor Squadron (11 points)

TIE Interceptor Squadron (11 points)

TIE Interceptor Squadron (11 points)

 

Total: 299 points

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I have flown the Bomber-heavy list before. Had a lot of success using the Corrupter title and Admiral Chiraneau with Rhymer. Lets you break engagement pretty much at will to attack enemy capital ships instead. It's a lot of points, especially for Chiraneau, but I would recommend it.

 

I'm also hesitant to use the Vic-1 too much. I've just found it really difficult to get those lumbering beasts close enough to use the black dice.

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I like 2 SD Empire builds.  Defense Liaison is nice to have, but if you plan right you should be able to get by without them and upgrade to Intel Officer.  You can always get the Nav/Eng token from Tarkin if you need it.  I just feel like Intel Officer just lets you hit harder in the early rounds (they never want to let that token go in the first 3 rounds). 

 

If you cut back on the Squad count you can also really beef up the SD's.  They are going to win you the game and are going to get flanked quick, so I like to put Enhanced Armament on them if I have the points.  So maybe something like this;

 

Total Fleet Points - 296

Victory II

  -  Grand Moff Tarkin

  -  Intel Officer

  -  Enhanced Armament

 

Victory II

  -  Intel Officer

  -  Enhanced Armament

 

Howlrunner

 

2 X TIE Interceptor

 

2 X TIE Fighter

 

Or if you wanted an Advanced, drop the 2 TIEs and add 1 TIE Advanced.  This makes the total 292 and gives you room to add a TIE (if your not going for initiative), or add something small to the SD and bid for initiative.

 

I don't like to go heavy squads.  They don't count for points and you really only need enough to tie up your opponents squads (unless you go bomber build).   

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The objectives would be the same as posted in the first list; Advanced Gunnery, Minefields, Contested Outpost. Enhanced Armament is interesting, though running two seems expensive, especially on Victory SDs that have such narrow side arcs. And if you run up against a lot of fighter or bomber squads, it doesn't seem like the fighter complement is enough.

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I've got something very similar as well. In place of Tarkin, I prefer to use Screed and Enhanced Armaments on both. The side arc might appear small, but I find myself using it quite a bit. The escort suggestion for Howlrunner is a good idea. I'm kind of embarrassed I didn't think of it.

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On your original build, I would suggest dropping your defense liason for a sensors team. Yes you have to spend a dice to change a die to a focus, but than the warlord lets you change it to a hit (good way to use this is with your red long range dice, sack a blank dice to change a regular hit to a double hit!).

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