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LukesandLadders06

300 point imperial list for tournament 4 ships!

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So I've decided to let go of squadrons and just play with as many ships as I can in 300 points with imperials. I don't want to get 4 gladiators But I do have two of each ship.

Demolisher ( glad 1), gladiator 1,vsd 1 w/ screed, vsd 1.

Coming in at 294 I think the initiative bid is OK. Is this feasible? Are acm needed?

Objectives are opening salvo, mine field, and fleet ambush

Thanks for any replies!

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Beefy. I find it hard to play without squadrons, as they seem important, but my 2 ship list with 9 squads might have trouble eating through that much health and surviving that many ship dice.

 

My only consideration would be similar to swarmy lists in X-Wing: bumping your own stuff and blocking shots. My brother had this issue with his 4-ship rebel list...even worse with a ton of close-range brawlers (potentially).

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I found that the VSD's & Glads don't work too well together with no Sqdns.  But I do think 3-4 ship builds are very viable, especially if you can grab the initiative.

 

Been running Screed, 4 x Glad 1's with ACM + Demolisher, with a 12 point bid.  Has worked very well so far:- good for Objectives and can usually get a 2 vs 1 against most enemies and even VSD's go down to that :)  And once the carriers are down the pesky sqdns are neutered.

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This was on my list of things to try but then i found that i really like having some squadrons.

Opening salvo is a bit risky since you get a devastating volley, but can give up a lot of points in return.....if the enemy survives.

I would avoid superior positions.....squadrons can rack up a lot of points in that if you don't have a way to stop them.

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I was thinking of using 4 x Gladiators with Admiral Motti who can bump up their hull points to 7. No squadrons and hopefully total of 5 anti squadron dice is a deterrent unless there's another horde squadron list

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I really don't see this playing well. You may have 4 ships, but they are unmanauverable wales because you have no money for upgrade cards and no real punches when it comes to dice of the same reason.

 

A good player just has to have 4 bombers and be clever enough to keep them out of combined anti squadron fire, that with her 2 capital ships, decent upgrades and standard squadrons to pick off shields, you're dead in the water.

 

Still - play it and let us know what happens, take some pics at the start of each turn and run us through it, will be interesting.

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It might work, but I agree with tetsugaku-san, bobmers and fighters will pick off your sheilds and might even be enough to sink a ship or two by themselves, your rate of attrition would be steep because the rebel fighters would eat sheilds faster than you eat their bases down. One good turn of shooting at you could loose a glad without it's having ever fired a shot...

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I tried this list tonight with some success. I lost 6-4 but that was mostly due to an navigational error on my part.

 

It was fun and very intimidating for the opponent.

 

http://armada.fabpsb.net/permalink.php?sq=e0a4a6a11e1c3e1e1e5

 

I wanted to go last so my opponent was using one of my objectives. He had fewer points than me and luckily chose initiative. Minefields were chosen and it worked like a charm, putting 4 damage on the Orca, forcing it to steer towards the station away from the battle. I managed to slay one CR90 and one Neb before one VST and the Glad went down, mostly due to his relentless hammering fightersquads.

 

Fun game.

Edited by Mixxathon

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I noticed playing a game with my brother, that just looking at the game while you're playing is a blast. It's thematically amazing and it plays like a dream.

 

As for your game, I think the situation that arrised helps to illustrate the point people have been making about 4-ship builds...they just don't have the power to represent their seemingly strong presence.

 

I'm going to assume his list was AFMKII, Neb, and a vette with fighter support, as that seems the most likely. He, essentially, traded one big ship and downgraded a warship to a flanker and used those points to empower his remaining ships and buy some fighter coverage. That your objective did a pretty decent amount of damage for you, and you stiil didn't obliterate his paper-thin ships with your behemoths, I feel at least, shows the importance of giving your ships you buy some form of empowerment.

 

Of course, he could have only won due to your navigation error like you said, but would that have swung it much more the other-way?

 

Again, the game is new, so I'm in no way saying you're an idiot or bad as we're all still working out a little bit of how the game works. Meta's shift over time afterall. Just pointing out how I see the game working, and with the base costs of ships being MUCH higher relatively than compared to X-Wing, it tends to point us in the direction of actually upgrading ships than buying 4 naked B-Wings and essentially being able to annihilate anything.

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