LukesandLadders06 34 Posted June 5, 2015 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! Quote Share this post Link to post Share on other sites
Zombicide 35 Posted June 5, 2015 I would replace opening salvo with something else. The more ships you have, the more scoring opportunity your opponent has on you. 1 LukesandLadders06 reacted to this Quote Share this post Link to post Share on other sites
Bitharne 175 Posted June 5, 2015 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). Quote Share this post Link to post Share on other sites
Perakkir 108 Posted June 6, 2015 That is hot. I have been playing 4 x GSD, but I have to try this one. I'd suggest Most wanted, Hyperspace and either superior positions or dangerous territory. Quote Share this post Link to post Share on other sites
MarkEmm 19 Posted June 7, 2015 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. Quote Share this post Link to post Share on other sites
Boothy 59 Posted June 7, 2015 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. 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
panzerdaddy 1 Posted June 7, 2015 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 Quote Share this post Link to post Share on other sites
MarkEmm 19 Posted June 7, 2015 Motti only adds 1 Hull to small ships, so 6 Hull glads, not 7 - (I made the same mistake 1st time I used him!). Quote Share this post Link to post Share on other sites
Bitharne 175 Posted June 8, 2015 Gladiators are small, so only have 6 hull each with Motti Quote Share this post Link to post Share on other sites
panzerdaddy 1 Posted June 9, 2015 Provided this list doesn't have to fight a squadron heavy lost, it should do fine... http://armada.fabpsb.net/permalink.php?sq=e5e5f12e1e1c6e0a2a8a10 Quote Share this post Link to post Share on other sites
Tetsugaku-San 56 Posted June 9, 2015 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. 2 Sunlitbob and Green Knight reacted to this Quote Share this post Link to post Share on other sites
Sunlitbob 0 Posted June 10, 2015 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... Quote Share this post Link to post Share on other sites
Mixxathon 41 Posted June 13, 2015 (edited) 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 June 13, 2015 by Mixxathon Quote Share this post Link to post Share on other sites
Bitharne 175 Posted June 13, 2015 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. Quote Share this post Link to post Share on other sites