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BilbroSwaggins

300 Point imperial list - Shock and Awe - looking for feedback.

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1 • Gladiator I-class Star Destroyer - Admiral Motti - Admiral Chiraneau - Flight Controllers - Assault Concussion Missiles (103

) 2 • Gladiator I-class Star Destroyer - Assault Concussion Missiles (63)

3 • Gladiator I-class Star Destroyer - Assault Concussion Missiles (63)

4 • TIE Bomber Squadron (9)

5 • TIE Bomber Squadron (9)

6 • TIE Bomber Squadron (9)

7 • Major Rhymer TIE Bomber Squadron (16)

8 • TIE Advanced Squadron (12)

9 • TIE Advanced Squadron (12

 

 

The idea is to win really fast with a lot of hard damage.

 

 

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First thing I noticed - if you're trying to win quick, then additional hull points goes against that strategy.  You're better off with Admiral Screed.  Your list and strategy should work together, not in different directions.

 

I think you're likely to struggle to bring those bombers to bear for more than 1 turn, if you're lucky - 2 TIE Advance are either going to get eaten, or just flown around by a competent player.  If Rhymer gets locked down, you're effectively out 43 points.

 

Otherwise, I think this list will deliver a huge amount of damage, but only if you maneuver well.

 

I've played a similar list in a few tournaments, and I'll tell you this - Tycho is this list's bane.

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I play a similar list.

 

I agree about Screed.

 

You can't lock down Rhymer with a well played Chiraneau.  I might change the balance of bombers to advanced.  If he has a lot of squadrons, you will need them to keep his off you while your three ships set the trap.  Practice the timing of when you change from squadron command (maybe never change with the carrier).  Practice baiting the squadrons from Gallant Haven.

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No long-range stuff?  I've flown 2 Glads and 1 Vic and the Vic poses the most threat and also protects Screed while the 2 Glads flank.  With three Glad 1s, you need to close in really quickly and take the enemy down.  The second round of firing will hurt and I'd be surprised if the enemy can't take one of your Glads down by the third round of firing, unless you are going after a lone ship.

 

I don't think I would fly a Gladiator all by itself to 1-v-1 an enemy ship.  The idea is to pound on the enemy to get it killed ASAP then move on.

 

Have you tried this list though?  I'd love to see how it flies.  Some things look good on paper but are useless on the table, some things are vice versa.

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I would not do interceptors.

 

When I fly this list with squadrons, I do it like you have, although with a higher balance of advanced to bombers (you lose .25 hit and the crit effect, but they can't ignore you and you last as long). 

 

A determined squadron enemy will kill a vanilla advanced-bomber mix.  In time.  Its all about time.  You can win 10-0 and have all the enemy squadrons live.  So if he is heavy squadron (aces/haven/yavaris) then he isn't something else and your squadrons are there to draw his away from haven, kill a couple and keep them busy until your ships kill his.  An interceptor does not help that - it does not keep him from killing your bombers and if he wants to kill it, its the easiest thing to kill in the game.  Counter does 1.0 hit back as revenge to dying.  For one more point, your advanced hurts his ships more, forces him away from your bombers and lasts longer.

 

The real trick with this force, the way you have taken it is:

 

1.  how long you command the squadrons.

 

2.  learning to trap with GSDs since you have neither dmeolisher or engine techs.

 

I agree about flight controllers, btw.  Not worth it unless you are in squadron kill mode, and since that is useless against no-squadron fleets and there are some good ones out there, I don't take stuff that the right kind of enemy fleet makes entirely useless.

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