ScruffyMagic 0 Posted May 27, 2015 Hey guys, this is my first serious attempt at making playable fleets. I tried to design it around the objectives. Any feedback would be appreciated. Rebels: Objectives: Precision Strike, Hyperspace Assault, Minefields 2x X-Wing Squadron 1x A-Wing Squadron 2x B-Wing Squadron 1x Wedge Antilles Squadron 1x Dutch Vander Squadron 1x Assault Frigate Mark II A - Garm Bel Iblis, Flight Controllers, Expanded Hangar Bay, Electronic Countermeasures, Gallant Haven 1x Nebulon-B Escort Frigate - Weapons Liaison, Yavaris Total Points: 297 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Imperials: Objectives: Advanced Gunnery, Contested Outpost, Dangerous Territory 2x TIE Advanced Squadron 3x TIE Interceptor Squadron 1x Soontir Fel Squadron 1x Howlrunner Squadron 1x Victory II-class Star Destroyer - Grand Moff Tarkin, Weapons Liaison, Leading Shots 1x Gladiator I-class Star Destroyer - Defense Liaison, Engine Techs, Demolisher Total Points: 298 Thanks! Quote Share this post Link to post Share on other sites
Indomitable 215 Posted May 27, 2015 (edited) Bel Iblis does not work well with hyperspace assault. The ship coming in misses out on the turn 1 tokens, or if it's Iblis' than all ships miss out on tokens until turn 5. Aside from that you rebel build looks ok. The imperial build, I'd drop a couple of fighters maybe an advanced to upgrade the Demolisher w/ ACM and switch the def. liaison for Wulf. I'd advocate lessening your fighter presence as your configuration is almost exclusively anti-squadron, and ACM and Wulf with Demolisher is a brutal combo. Edited May 27, 2015 by Indomitable Quote Share this post Link to post Share on other sites
tys123 2 Posted May 27, 2015 I agree that ACM , Wulf and Demolisher are a nasty combination. However Wulf and Tarkin seems like overkill. If you go for Wulf then you can replace Tarkin with Screed. That makes the demolisher even better. It also gives you points for an Expanded Hanger Bay. I am also not a fan of the defence and weapon liasons. With your squadrons I would try and fit Rhymer in there instead of either Fel or Howlrunner. It gives you a decent anti ship option if you win the fighter battle. I would also drop the points value of the imps. Demolisher also really likes to go 1st so you want to win the initiative. Best way to do that is drop or downgradethe squadrons. As far as objectives go I like Contested Outpost and Advanced Gunnery. Not sure about Dangerous Territory as you don't really want half your fleet and the only mobile ship to run around collecting tokens. That is best suited for a rebel fleet with a Corvette and at least 2 other ships. I'd probably go for Superior Positions. The demolisher with engine techs can easily get shots into the rear and get away. The Vicky is not great at protecting its arse but it has brace and redirect so should be fine early. Also you want the opponent to target the Vicky as the Glad is weaker and will be causing more damage. As for the Rebs objectives. You have lots of red dice so Fire Lanes isn't a bad option. You don't want Contested Outpost as that is best suited to VSD's and Fleet Ambush splits your 2 ships up when you really want them working together. Quote Share this post Link to post Share on other sites
ScruffyMagic 0 Posted May 28, 2015 Thanks for the advice! I made some minor changes: Rebels: Objectives: Precision Strike, Hyperspace Assault, Minefields 2x X-Wing Squadron 1x A-Wing Squadron 2x B-Wing Squadron 1x Wedge Antilles Squadron 1x Dutch Vander Squadron 1x Assault Frigate Mark II A - General Dodonna, Flight Controllers, Expanded Hangar Bay, Electronic Countermeasures, Gallant Haven, XX-9 Turbolasers 1x Nebulon-B Escort Frigate - Yavaris, XX-9 Turbolasers Total Points: 300 I switched out Bel Iblis for Dodonna per Indomitable's suggestion. The XX-9 turbolasers should synchronize well with Dononna, but I'm a little worried about the total points cost. Should I ride it at 300 or lower it somehow? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Imperials: Objectives: Advanced Gunnery, Contested Outpost, Superior Positions 1x TIE Advanced Squadron 4x TIE Interceptor Squadron 1x Major Rhymer Squadron 1x Howlrunner Squadron 1x Victory II-class Star Destroyer - Admiral Screed, Expanded Hangar Bay 1x Gladiator I-class Star Destroyer - Wulff Yularen, Assault Concussion Missiles, Engine Techs, Demolisher Total Points: 292 Again, thanks for the advice, I tried make use of it. The squadrons and the point cost are the two things here I'm not 100% on. Should I bump the points up a bit or is 292 the right amount to ensure initiative? As far as the fighters are concerned, I'm wondering if I should drop the interceptors to tie fighters. It would let me field more of them or maybe add a little flexibility to my fleet-building. The Soontir Fel + Tie Advanced combo is cool, but I want a more "overwhelming force" approach to the squadrons rather than wearing them down with attrition. Thoughts? Quote Share this post Link to post Share on other sites