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Brasidas42

Imperial Bomber Build

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I'm toying with this list for a game tonight:

 

Victory I-class Star Destroyer 73

Admiral Screed 26

Admiral Chiraneau 10

Gunnery Team 7

Expanded Hangar Bay 5

Corrupter 5

 

Gladiator I-class Star Destroyer 56  

Engine Techs 8

Assault Concussion Missiles 7

Insidious 3

 

Fighters

TIE Bomber Squadron 9  x2

Darth Vader TIE Advanced Squadron 21 (Swap Vader for a TIE Advanced and Assault Concussion Missiles on the VSD?)

Major Rhymer TIE Bomber Squadron 16

 

TIE Advanced Squadron 12

Soontir Fel TIE Interceptor Squadron 18

Mauler Mithel TIE Fighter Squadron 15  

 

Total: 300 points

 

Objectives: Precision Strike, Hyperspace Assault, Minefields

 

The general strategy breaks down into the three ranges. At long range, the gunnery team helps keep pace with damage (6x red from VSD + 2x red from gladiator) and softens up targets for the bombers. If they split their fleet to get out of the VSD's forward arc, the bombers and insidious move in on the weaker targets for the kill. At medium range the bombers and Vader begin attacking, adding 4 black dice, or 3 black if Vader needs to help out in the fighter scrum. Insidious looks to flank with Engine techs if they turn away from him, otherwise he hangs back to protect the VSD's rear. During the flyby, the VSD's killer front arc forces the opponent to the sides, right into Insidious's black dice should they turn towards him. 

 

Chiraneau activates Mauler every round for damage. (I save a squadron command on the first round to help.) The TIE Advanced soaks up fire and combos with Fel for even more punishment. With Vader as backup, this is hopefully enough to keep the fighter scrum balanced.

 

Most Wanted grants the bombing wing devastating double blacks against one of their ships. Insidious flies rear guard as my wanted ship, luring them into the VSD's short range and keeping him protected.

 

Hyperspace Assault is terrifying because of Insidious's flanking ability. The rebels are forced to keep no two of their ships near an objective token for fear of a one shot kill (2x red and 6x medium range black dice on their rear), hopefully allowing me to disrupt their formation and herd them into the VSD's short range.  

 

Minefields seems to be the weakest of the three. Insidious lurks behind the pockets of mines encouraging the opponent to turn away from him. I try and set up firing lanes with any remaining obstacles to herd them towards the VSD.

 

Thanks in advance for your thoughts! 

 

 

 

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My opponent played the Rebel sample fleet:

 

Assault Frigate Mark II B (72)
     General Dodonna (20)
     Gallant Haven (8)

Nebulon-B Escort Frigate (57)
     Adar Tallon (10)
     Yavaris (5)

CR90 Corvette B (39)
     Dodonna's Pride (6)

Luke Skywalker (20)
Wedge Antilles (19)
"Dutch" Vander (16)

B-wing Squadron (14)
B-wing Squadron (14)

Total Fleet Points: 300

 

I won the coin toss for initiative and went first, choosing Precision Strike as the objective. It wasn't much of a test of the fleet because of the Rebel's poor initial positioning. However, it's worth noting that my fighter wing performed better than expected. Mauler, Fel, and the Tie Advanced pinned their squadron wing near their deployment zone on turn two, forcing the rebel player to choose between moving the Mk2 into medium range or staying behind to support the squadrons with Haven. Mauler and Fel's abilities averaged 2 damage each against every one of their fighters over the course of the match. Initially, Vader ran with the bombers and crippled their Nebula B on turn 2, then he hopped into the fighter scrum to replace the TIE Advanced the Rebels destroyed.  Rhymer's wing flew off to harass the Corvette that had moved in flanking position on the VSD. The Gladiator then finished off the frigate, and by turn 5 the bombers had destroyed the Corvette.

 

Do folks think the fighters would perform poorly against other builds? I feel like Tycho would be a problem, and I'm unsure of how to counter him.

Edited by Brasidas42

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for future reference I might consider flight controllers over gunnery team since gunnery team requires 2 different targets. if your looking for a way to boost damage from the vic use intel officer instead to help cancel evade tokens. assault concussion missiles will probably be wasted on the Vic so keep the points in Vader, or split Vader into 2 advanced for a total of 3 (that one is purely up to your personal preference)

 

 

and when dealing with tycho you just have to use Admiral Chiraneau to keep your bombers from being tied down and shoot him up when possible

 

Good looking list, I'm looking at running a similar build next time I  play except i will be using 2 vsd instead of 1 of each star destroyer :)

Edited by clontroper5

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Most Wanted grants the bombing wing devastating double blacks against one of their ships. Insidious flies rear guard as my wanted ship, luring them into the VSD's short range and keeping him protected.

 

btw most wanted has been errata to not include bombers

 

 

from faq "The special rule for the “Most Wanted” objective card should read: “While a SHIP is attacking an objective ship, it may add 1 die of any color that is already in its attack pool to its attack pool.”

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