Tetsugaku-San 56 Posted June 18, 2015 A pair of VSDs to slowly move up in formation then launch their fighter /bomber squadrons at the same time. Mauler can be activated and moved even though engaged (by the second VSD) which means he can do a lot of damage to enemy fighters yet when paired with Sontir Fell he can survive for a long time. Point defence allows the flagship to do more anti fighter than it would otherwise . Start speed two then slow to speed 1 in turn 2. Commands 1: manoeuvre token 2: Squadron (if you feel you will be able to attack with fighters in turn 2 whilst still remaining close enough to command them in turn 3) Otherwise repair token 3: Squadron 4: Squadron (likely) 5: Manoeuvre if opponents are off to one side on set up otherwise concentrated fire 6: Manoeuvre if opponents are off to one side on set up otherwise concentrated fire Flagship: (114 pts) Victory II-Class Star Destroyer(85 pts) Admiral Motti (24 pts) Point-Defense Reroute (5 pts) Fleet Ship 1: (100 pts) Victory II-Class Star Destroyer(85 pts) Expanded Hangar Bay (5 pts) Admiral Chiraneau (10 pts) Squadrons (84 of 100 pts): 1x Major Rhymer Tie Bomber Squadron (16 pts) 3x Tie Bomber Squadron (27 pts) 1x Mauler Mithel Tie Fighter Squadron (15 pts) 1x Sontir Fel Tie Interceptor Squadron (18 pts) 1x Tie Fighter Squadron (8 pts) Objectives TBD Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 18, 2015 PD reroute...it's not a bad upgrade, but with a single blue dice you get a very modest return - from 50% to 75% on you anti-fighter shots (and how many do you expect to make during a game, how many damage do you need to do?) Mauler, Fel and one TIE is a pretty bad fighter screen. Quote Share this post Link to post Share on other sites
Tetsugaku-San 56 Posted June 18, 2015 PD reroute...it's not a bad upgrade, but with a single blue dice you get a very modest return - from 50% to 75% on you anti-fighter shots (and how many do you expect to make during a game, how many damage do you need to do?) Mauler, Fel and one TIE is a pretty bad fighter screen. The fighter screen thing is true - but with the extra shots from Point defence and anticipating this as being quite a close up fight, will it be enough? I can drop a bomber, but the whole point is to have an extra manauverable hammer that doesn't get locked in engagement and can hit from behind. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 18, 2015 You COULD turn your Carrier-VSD into a Vic-I. I normally would NOT do this, because those black dice tend to never get into play, whereas the blue ones are great additions to the red dice. But in this case you might consider it, as it frees up quite a few points - and if you're going to be shooting at fighters, you don't need blue battery dice. Maybe it's a good trade. Btw: Mauler, Fel and one Advanced are a good combo. And the bombers also benefit from having an Escort TIE. So maybe Rhymer, 2 bombers, Fel, Mauler, and one Advanced? Warlord is a better option than PD reroute. It has 75% chance of hitting a fighter, as opposed to the less certain re-roll of the PD reroute. And it can be used to score extra hits on ships. Re. shooting at Rebel fighters: the sad fact is that they have many hits, so anti-squadron fire is only effective over the course of several rounds - or in addition to a strong fighter screen. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 18, 2015 Here is a tweaked list - it tries not to deviate too far from your original idea: I'm not sure its a list I'd want to play, but it's pretty decent I think. The Vet captain can be dropped if you'd like a 3-point bid. The PD reroute (75% chance of hit) AND Warlord/H9 combination (100% chance) will ensure that you have a real way of dealing with rebel fighters (if you also throw Mauler, Fel and the Advanced at them). BUT - and it's a bit but - you might find that your two Vics are too busy shooting at ships to dedicate their shots to Rebel fighters. Expanded hangars on Warlord...maybe not such a great idea, since you have only a few fighters. EMPIRE FLEET (300 points)1 • Objectives (0)2 • Victory II-class Star Destroyer - Admiral Motti - Veteran Captain - Point-Defense Reroute (117)3 • Victory I-class Star Destroyer - Admiral Chiraneau - Expanded Hangar Bay - H9 Turbolasers - Warlord (104)4 • Major Rhymer TIE Bomber Squadron (16)5 • TIE Bomber Squadron (9)6 • TIE Bomber Squadron (9)7 • TIE Advanced Squadron (12)8 • Mauler'' Mithel TIE Fighter Squadron (15)9 • Soontir Fel TIE Interceptor Squadron (18)http://armada.fabpsb.net/permalink.php?sq=e0e2c3o7g2e1o10g1t2f4e8e9e9e12e10e13 Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 18, 2015 Alternate version that drops the Vet capt and the PD reroute, in favour of a basic TIE. I think I like this one more. EMPIRE FLEET (300 points) 1 • Objectives (0)2 • Victory II-class Star Destroyer - Admiral Motti (109)3 • Victory I-class Star Destroyer - Admiral Chiraneau - Expanded Hangar Bay - H9 Turbolasers - Warlord (104)4 • Major Rhymer TIE Bomber Squadron (16)5 • TIE Bomber Squadron (9)6 • TIE Bomber Squadron (9)7 • TIE Advanced Squadron (12)8 • Mauler'' Mithel TIE Fighter Squadron (15)9 • Soontir Fel TIE Interceptor Squadron (18)10 • TIE Fighter Squadron (8)http://armada.fabpsb.net/permalink.php?sq=e0e2c3e1o10g1t2f4e8e9e9e12e10e13e4 Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 18, 2015 (edited) Another option, using 1xVSD-I and 1xGSD-II It adds some much-needed speed/maneuver to your fleet. It makes you more flexible and harder to predict. Tried to stay true to your "anti-fighter fire from cap ships" - H9/Warlord + 2 blue for the GSD. EMPIRE FLEET (298 points)1 • Objectives (0)2 • Victory II-class Star Destroyer - Admiral Screed - Expanded Hangar Bay - H9 Turbolasers - Warlord (132)3 • Gladiator II-class Star Destroyer - Assault Concussion Missiles - Demolisher (79)4 • Major Rhymer TIE Bomber Squadron (16)5 • TIE Bomber Squadron (9)6 • TIE Bomber Squadron (9)7 • TIE Advanced Squadron (12)8 • Soontir Fel TIE Interceptor Squadron (18)9 • Mauler'' Mithel TIE Fighter Squadron (15)10 • TIE Fighter Squadron (8)http://armada.fabpsb.net/permalink.php?sq=e0e2c6g1t2f4e6n1f12e8e9e9e12e13e10e4 Maybe swap Demolisher for Chiraneau - or tweak the list in other was to get him back in. Edited June 18, 2015 by Green Knight Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 18, 2015 Or return to Motti...and no ACMs. EMPIRE FLEET (299 points)1 • Objectives (0)2 • Victory II-class Star Destroyer - Admiral Motti - Admiral Chiraneau - Expanded Hangar Bay - H9 Turbolasers - Warlord (140)3 • Gladiator II-class Star Destroyer - Demolisher (72)4 • Major Rhymer TIE Bomber Squadron (16)5 • TIE Bomber Squadron (9)6 • TIE Bomber Squadron (9)7 • TIE Advanced Squadron (12)8 • Soontir Fel TIE Interceptor Squadron (18)9 • Mauler'' Mithel TIE Fighter Squadron (15)10 • TIE Fighter Squadron (8)http://armada.fabpsb.net/permalink.php?sq=e0e2c3o10g1t2f4e6f12e8e9e9e12e13e10e4 Quote Share this post Link to post Share on other sites
Tetsugaku-San 56 Posted June 18, 2015 I think this has to be the most in depth response I've to a forum post and I started using usenet in 1998. - my in depth thanks for taking the time to put together so many options for me. Warlord in general looks super useful, good to see the combo with point defence as possibly useful as well. Fleet 1 - can see why droping expanded hangers may be worth it due to lower number of squadrons but you are getting more bang for buck in other places. Fleet 2 has all the right pieces in it, I just wish there was room for Bomber #3 (totalling 4) Fleet 3/4 is pretty similar to what I use at the moment as a sort of two punch hard ass ships with Squadron support - it's good without a doubt but not as squadron focussed as I'd like this alternate build to be. I'll see if I can roll all he bits I like into a fleet and then try it out this weekend Cheers again 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 18, 2015 I think this has to be the most in depth response I've to a forum post and I started using usenet in 1998. - my in depth thanks for taking the time to put together so many options for me. Warlord in general looks super useful, good to see the combo with point defence as possibly useful as well. Fleet 1 - can see why droping expanded hangers may be worth it due to lower number of squadrons but you are getting more bang for buck in other places. Fleet 2 has all the right pieces in it, I just wish there was room for Bomber #3 (totalling 4) Fleet 3/4 is pretty similar to what I use at the moment as a sort of two punch hard ass ships with Squadron support - it's good without a doubt but not as squadron focussed as I'd like this alternate build to be. I'll see if I can roll all he bits I like into a fleet and then try it out this weekend Cheers again If you take that last fleet build and drop the basic TIE you've got 9 points left. Exactly enough for another bomber. And you have Expanded + Chiraneau. Maybe that's the fleet you're looking for? Almost like the one you started with, but more flexible, and with some good useful, combos. Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 18, 2015 Final one: EMPIRE FLEET (300 points)1 • Objectives - Advanced Gunnery - Contested Outpost - Superior Positions (0)2 • Victory II-class Star Destroyer - Admiral Motti - Admiral Chiraneau - Expanded Hangar Bay - H9 Turbolasers - Warlord (140)3 • Gladiator II-class Star Destroyer - Demolisher (72)4 • Major Rhymer TIE Bomber Squadron (16)5 • TIE Bomber Squadron (9)6 • TIE Bomber Squadron (9)7 • TIE Bomber Squadron (9)8 • TIE Advanced Squadron (12)9 • Soontir Fel TIE Interceptor Squadron (18)10 • Mauler'' Mithel TIE Fighter Squadron (15)http://armada.fabpsb.net/permalink.php?sq=e0a1a5a12e2c3o10g1t2f4e6f12e8e9e9e9e12e13e10 Quote Share this post Link to post Share on other sites
Tetsugaku-San 56 Posted June 22, 2015 Thanks again for the feedback - I think thats the fleet I'm looking for for this build - will see how it fairs tonight Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted June 22, 2015 Thanks again for the feedback - I think thats the fleet I'm looking for for this build - will see how it fairs tonight Good luck! Re objectives: this fleet could do well with Precision Strike if you want something other than Adv. Gunnery. And Hyperspace assault could work as well. Depends on what you want to do really. Quote Share this post Link to post Share on other sites
Tetsugaku-San 56 Posted June 22, 2015 Hmm. Well in a slightly annoying turn up for the books I faced a VSD1 , 2 Gladiators and a gladiator 2. Some slight trimmings not much. Managed to get to turn 5 with no losses with a gladiator down in turn 3 - but both Victories died in 5 and although his VSD died immediately at the squadron phase of turn 6, he won on points 120-88. Didn't lose a squadron however! 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites