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Which fleet has the most raw damage?

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This is post Raider Squad but if you are looking for anti-Turret....

4 Tempest Squadrons+Cluster Missiles and Accuracy Corrector 16 guaranteed hit results (not counting those few rolls where you get 3 natural hits/crits and don't need it) That is a Decimator in a single turn (and maybe a Falcon) and at that point you still get 8 hits per turn to mop up your opponent's other ships

This is really solid. I think it beats my 4Y's on average.

But not every turn!

Edited by TasteTheRainbow

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How about this? Suhlak for 8 dice cluster missile with glitterstim and the veteran with a focus and TL. By my count a 20 dice alpha strike, 15 per round after that.
 
[...]

 

By my math that's 16.775 expected damage for the alpha strike, and 12.434-13.263 expected damage after that (assuming that the Scyks stay out of N'Dru's way and at range 2-3).

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How about this? Suhlak for 8 dice cluster missile with glitterstim and the veteran with a focus and TL. By my count a 20 dice alpha strike, 15 per round after that.
 
[...]

 

By my math that's 16.775 expected damage for the alpha strike, and 12.434-13.263 expected damage after that (assuming that the Scyks stay out of N'Dru's way and at range 2-3).

 

Squishy, but that would be fun in a casual game. 

Edited by Wretch

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I think 4x Sigma is the best hyper damage list. If 5x Alpha, 5x Autothrusters counts that's also pretty good. HLC Sycks don't have that first engagement decloak and you can't peel off a crippled one and cloak it to deny MoV. At range one HLC syck's are only rolling 3 dice whereas the Phantoms' offense gets ramped up to 5, and you can also crit.

Unlike ordnance based hyper damage lists target locks aren't required and the dice you're throwing can be modified unlike the typical cluster missile, *Hit Focus Blank* * Hit Hit blank* BS you wasted 4 points and a Target Lock on. It also keeps its damage turn after turn instead of discarding anything.

I suppose if you went with Serissu as one of the 4 HLC Sycks you could keep up the damage mitigation so that the 4 attacks of 4 would be sustained longer than 4x Sigma would. Definitely something to try out.

After someone came up with the glorious idea to cloak 4 Phantoms and fortress them though, I think 4 Phantoms has the edge. At the very least your opponent will be on super tilt having to deal with a fortress that is invisible.

Edited by ParaGoomba Slayer

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This is post Raider Squad but if you are looking for anti-Turret....

4 Tempest Squadrons+Cluster Missiles and Accuracy Corrector 16 guaranteed hit results (not counting those few rolls where you get 3 natural hits/crits and don't need it) That is a Decimator in a single turn (and maybe a Falcon) and at that point you still get 8 hits per turn to mop up your opponent's other ships

This is really solid. I think it beats my 4Y's on average.

But not every turn!

 

It doesn't need to though :)  after the initial burst it just needs to live long enough for the Advanced's natural durability to let the accuracy correctors wear down what is left the opposition in an attrition match

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This is post Raider Squad but if you are looking for anti-Turret....

4 Tempest Squadrons+Cluster Missiles and Accuracy Corrector 16 guaranteed hit results (not counting those few rolls where you get 3 natural hits/crits and don't need it)  That is a Decimator in a single turn (and maybe a Falcon) and at that point you still get 8 hits per turn to mop up your opponent's other ships

Dang, I'm worried about the post-Raider meta........

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This is post Raider Squad but if you are looking for anti-Turret....4 Tempest Squadrons+Cluster Missiles and Accuracy Corrector 16 guaranteed hit results (not counting those few rolls where you get 3 natural hits/crits and don't need it)  That is a Decimator in a single turn (and maybe a Falcon) and at that point you still get 8 hits per turn to mop up your opponent's other ships

Dang, I'm worried about the post-Raider meta........

Eh, by the time the Raider makes it onto the boat, we'll have other things to worry about. Like the impending death of the sun.

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This is post Raider Squad but if you are looking for anti-Turret....

4 Tempest Squadrons+Cluster Missiles and Accuracy Corrector 16 guaranteed hit results (not counting those few rolls where you get 3 natural hits/crits and don't need it)  That is a Decimator in a single turn (and maybe a Falcon) and at that point you still get 8 hits per turn to mop up your opponent's other ships

Dang, I'm worried about the post-Raider meta........

 

 

I'm okay with this actually. Still more fun to fly and fly against than pancakes.

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Take the Mechs off the BTL Y-Wings and you can then get 5 of them

10 Blaster shots and 15 regular shots.

As for the 4 BTLs at 96 points...you can still squeeze a couple of Seismic Charges in their just to add insult to injury.

 

On the Empire side...4 Sigma Phantoms put out 20 shots at R1.

Edited by kell553

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7 tie swarm 14-21 red dice a turn or 4 tie phantoms 16-20 red dice a turn.

However both are really squishy. No other list puts out that much red dice.

Edited by Gungo

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I think it depends upon your target. Five Z95's with Assault missles will melt a swarm in a single round. It will hit a fattie with 20 dice in round one (plus up to 5 each gaurunteed to its wingman within range 1), and 10 there after.

One of my favorite squads actually.

Edited by balindamood

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5 z95s with assault missiles and feedback arrays, or hotshot blasters could actually be a pretty fun and nasty list, might try it sometime.

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I like 3 Sigma's + SPA + Intel and Backstabber 15 attack dice, and that could go up to 19 if everyone is at range 1.

 

 

 

The SPA and Intel Agents mean that you are doing it wrong, they are just wasted points.  

 

Mobility? Ignore it.

Defense? Fageddaboudit.

Pilot Skill? Who cares?

I just want the fleet who expects to deal the greatest amount of your damage deck against you turn after turn.

 

Any challengers?

 

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5 Alpha Interceptors throw 15 dice, 20 at range one. 5 Mangler Scyks throw 15 with no bonus defense dice with a higher number of crits. I don't think you can get 3 dice ships for less than 20 points each.

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5 Alpha Interceptors throw 15 dice, 20 at range one. 5 Mangler Scyks throw 15 with no bonus defense dice with a higher number of crits. I don't think you can get 3 dice ships for less than 20 points each.

Blaster HWKs.
Cheapest HWKs are 16 points, Blaster Turrets are 4.

Alpha Squadron Interceptors are 18.

You can go Scum PS 1 Z-95 and a Hot Shot for 3 more points. Pretty sure that's the least amount of points you can spend to roll 3 attack dice. Wait, you could also fly Z-95's with Proton Rockets, gets you up to 4 dice for the same cost.

So you get 6 Procket Z's, spend the remaining 10 points on 3 Stealth Devices to boost your Prockets. 27 dice, but unlike the 5x Scimitar, 5x Cluster Missiles list the attacks will be modified.

Edited by ParaGoomba Slayer

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How about this? Suhlak for 8 dice cluster missile with glitterstim and the veteran with a focus and TL. By my count a 20 dice alpha strike, 15 per round after that.
 
[...]

 

By my math that's 16.775 expected damage for the alpha strike, and 12.434-13.263 expected damage after that (assuming that the Scyks stay out of N'Dru's way and at range 2-3).

 

I posted this in another topic but thought it appropriate for this topic too.
 
Suhlak gets two 4 dice attacks with expected damage of 3.5 per 4 die attack, and the rest get two 3 dice attacks with expected damage of 2.25 per 3 die attack.  The Glitterstim works like a focus for offense and doesn't require an action. So 32 attack dice will yield 7+(4.5*4)=25 expected damage from an alpha strike.
 
None of the expected damage calcs are mine.  I am using someone else's calcs and I am taking them on face value. I welcome confirmation of the math. 
 
N'Dru Suhlak (17)
Lone Wolf (2)
Cluster Missiles (4)
Glitterstim (2)
 
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
 
Binayre Pirate (12)
Cluster Missiles (4)
Glitterstim (2)
 
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
 
Black Sun Soldier (13)
Cluster Missiles (4)
Glitterstim (2)
 
Total: 100
 
Edited by Wretch

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Incidentally 5x Proto-Prockets give you an expected alpha-strike of 18.75 (or 23.4375 if TL'd from a previous round!), followed by an expectation of 7.5 at Range 2-3, and 11.25 at Range 1.

 

I think I prefer the Accurate Cluster Tempests, m'self, with their 17 (or 18.1875) damage Alpha, followed by an action-free guarantee of 8 at Range 2-3, and single-action 9.68 at Range 1.  

It's far less fragile, deals more damage at Range 2-3 after the Alpha hits, and has an easier time of loosing the ordnance due to having the larger range in which to do so.

 

 

The Wretched Addicts, though, do better than both on the Alpha, and better than the Proto-Rockets on the subsequent turns (Identical except N'duru, who does more).

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It's not out yet, but I was thinking about running 4 Tempest Squadron Pilots with title, acc correctors, and cluster missiles.

16 guaranteed hits, 24 dice rolled if you can get all in range. If you catch a Decimator in your sights he's down in one volley guaranteed, and a Falcon can be crippled pretty bad as well.

Edit: and this is what I get for not reading the thread first. Looks like someone has already mentioned it. Sorry!

Edited by VaynMaanen

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How about this:

 

Jonus in his underpants

3 x Scimitar Squad Pilots with Assault Missiles and Proton Bombs

 

Jonus gives each Assault Missile two re-rolls so each Assault Missile does 4 dice damage with two re-rolls and splash damage.  Against a swarm, the alpha strike could easily vaporize 4 TIEs or Zs with the Proton Bombs for mop up duty.  Even against two-ship builds the Alpha Strike will do horrendous damage against low-agility ships and escorts.

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Sum of all Fears:

x4 Sigma's 

 

16 Attack Dice and 20 at range 1. This is a strong alpha and it has sustained attack values as well. The 4 attack dice will hit targets that lots of 2 dice attacks will miss. Of course you only have 16 total health so you die pretty quick.

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Sum of all Fears:

x4 Sigma's 

 

16 Attack Dice and 20 at range 1. This is a strong alpha and it has sustained attack values as well. The 4 attack dice will hit targets that lots of 2 dice attacks will miss. Of course you only have 16 total health so you die pretty quick.

This was mentioned earlier in the thread, as I recall. It's got the same Range 2-3 damage as an 8 TIE Swarm, and the same Range 1 as a 5 Interceptor Swarm.

 

It fares quite well against Damage Mitigation, but technically has less damage than most of the fleets mentioned here.

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