dramagod2 14 Posted June 2, 2015 1 • Victory II-class Star Destroyer - Victory-class Star Destroyer (85) - Admiral Screed (26) - Overload Pulse (8) - Enhanced Armament (10) • Total : 129 • Code : e2c6i1t12 • Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56) - Wulff Yularen (7) - Engine Techs (8) - Assault Concussion Missiles (7) - Demolisher (10) • Total : 88 • Code : e5o1s3n1f123 • TIE Interceptor Squadron - TIE Interceptor (11) • Total : 11 • Code : e74 • TIE Interceptor Squadron - TIE Interceptor (11) • Total : 11 • Code : e75 • TIE Interceptor Squadron - TIE Interceptor (11) • Total : 11 • Code : e76 • TIE Interceptor Squadron - TIE Interceptor (11) • Total : 11 • Code : e77 • Howlrunner'' TIE Fighter Squadron - TIE Fighter (16) • Total : 16 • Code : e38 • TIE Advanced Squadron - TIE Advanced (12) • Total : 12 • Code : e12 I've put together this list and I'm looking forward to running it this weekend at a local event. Im jus tnot sure how to finish it off. With 11pts, I have quite a few options, osme of which are: leave the 11pts for an initiative bid add another interceptor add expanded hangars to the VSD ad still have 6pts leftover for either initiative or something else add a TIE fighter and save three points for initiative anything you can think of.... The objectives Im planning on using are adv. gunnery, minefields and Im not sure of the third yet. If I go away from saving points for an initiative bid, it may not matter anyway. So what do you think? Both about the list in general as well as how to allocate those last points. Thanks! Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted June 2, 2015 leave the 11 for a bid GSDs become a whole other kind of monsters with the initiative (as do 6 dice Interceptors) Quote Share this post Link to post Share on other sites
dramagod2 14 Posted June 2, 2015 I was wondering if that was the right call. 11pts just seems like such a lot to give up. Do you think if I included expanded angers for a 6pt bid that it would be enough? This is the first event I have been to with this group so I'm not sure how low they will be bidding. Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted June 2, 2015 not only do I think it's not enough, but I believe that taking EL over ACM with skreed is a direct downgrade in damage barring lucky rolls with those two additional black dice. The hangars would be a better bet, but from my experience a 5-6 point bid hasn't won me many choices. Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted June 2, 2015 I would trade overload pulse for intel officer, overload pulse will likely be wasted because you will likely only have 2-3 chances to use it and of those the chance is small that it even makes a difference but intel officer is effects every shot (well one a turn) and is better with a single ship Quote Share this post Link to post Share on other sites
dramagod2 14 Posted June 3, 2015 I would trade overload pulse for intel officer, overload pulse will likely be wasted because you will likely only have 2-3 chances to use it and of those the chance is small that it even makes a difference but intel officer is effects every shot (well one a turn) and is better with a single ship I havent had a chance to try either yet but Im really struggling to see how intel officer is better. While it's great that intel officer can be used on long range attacks, he can only be used on one per turn, whereas with screed, the pulse will automatically be applied to any attack at close to medium range in the front and side arcs. Also, while intel officer allows you to choose one defense token and if it is used, it is discarded, the pulse automatically exhausts all defense tokens, which seems like a much stronger punch, especially if you make sure to activate the VSD first and then come in for the one-two punch with the glad one. The defense tokens staying exhausted the whole round is certainly a plus in the pulse column. Aside from the fact that intl officer works at long range, I just dont see how it's better. It does nothing to help the rest of the fleet, And with screed ensuring the the pulse will go off every time it can, it seems like a far better option at only 1 point more. To say that intel officer is better, seems very situational. When used with Screed, I Only see it being better in that it works at long range. Quote Share this post Link to post Share on other sites
dramagod2 14 Posted June 3, 2015 I would trade overload pulse for intel officer, overload pulse will likely be wasted because you will likely only have 2-3 chances to use it and of those the chance is small that it even makes a difference but intel officer is effects every shot (well one a turn) and is better with a single ship I havent had a chance to try either yet but Im really struggling to see how intel officer is better. While it's great that intel officer can be used on long range attacks, he can only be used on one per turn, whereas with screed, the pulse will automatically be applied to any attack at close to medium range in the front and side arcs. Also, while intel officer allows you to choose one defense token and if it is used, it is discarded, the pulse automatically exhausts all defense tokens, which seems like a much stronger punch, especially if you make sure to activate the VSD first and then come in for the one-two punch with the glad one. The defense tokens staying exhausted the whole round is certainly a plus in the pulse column. Aside from the fact that intl officer works at long range, I just dont see how it's better. It does nothing to help the rest of the fleet, And with screed ensuring the the pulse will go off every time it can, it seems like a far better option at only 1 point more. To say that intel officer is better, seems very situational. When used with Screed, I Only see it being better in that it works at long range... though I reserve the right to change my opinion with some more playtesting... Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted June 3, 2015 (edited) critical hit damage is resolved after spending defense tokens when you exhaust an exhausted token, you acomplish jack diddly without initiative, and even with, the prospect of living the dream of a side arc pulse into a front arc unload is a pretty unlikely prospect Intel Agent is strictly an offensive card that immediately affects attacks and can strip tokens (which does help the rest of the fleet by making the enemy easier to kill one way or another), OLP is a pure support weapon that sets enemies up for devastating concentrated fire choose and use accordingly Edited June 3, 2015 by ficklegreendice Quote Share this post Link to post Share on other sites
dramagod2 14 Posted June 3, 2015 LOL, Glad I reserved that right. So If i switch out the pulse for intel officer, then thatleaves me with 12pts. Should I still just save it for a bid? It seems like a lot of points. Quote Share this post Link to post Share on other sites
dramagod2 14 Posted June 3, 2015 (edited) Here's another option. I've replaced the interceptors/howlrunner, with advanced escorted ties. My main objective for the squadrons is fighter defense so I figure to escorted tie star gives me a strong squadron number at 8 while the escort should increase the survivability of the TIEs. The potential damage output is less than with the interceptors but I get two strong groups that can split off or work together. Im also worried about being able to use howlrunner well and making sure the interceptors are in range. They are pretty much the same in terms of points but I've also added the expanded hangars so that I can activate an entire group at a time. Is this a comparable option over the howrunner interceptors or is it a nonstarter? I'd like to try them both but I don't know if I'll get the chance before the event. (293 of 300 pts)Flagship: (133 pts) Victory II-Class Star Destroyer(85 pts) Admiral Screed (26 pts) Intel Officer (7 pts) Enhanced Armament (10 pts) Expanded Hangar Bay (5 pts) Fleet Ship 1: (88 pts) Gladiator I-Class Star Destroyer(56 pts) Engine Techs (8 pts) Demolisher (10 pts) Wulff Yularen (7 pts) Assault Concussion Missiles (7 pts) Squadrons (72 of 98 pts): 2x Tie Advanced Squadron (24 pts) 6x Tie Fighter Squadron (48 pts) Objectives: Advanced Gunnery Hyperspace Assault Minefields Edited June 3, 2015 by dramagod2 Quote Share this post Link to post Share on other sites