Drasnighta 26,833 Posted July 9, 2015 (edited) So, mostly just toying around at the moment - I have the potential of a tournament or two coming up, and my games are still coming along slowly at the moment... Wondering if its possible to build an Empire force that really flips a lot of "useless" dice to punish the use of Command Tokens... And wether or not such a build is worthwhile. Such as: [ EMPIRE FLEET (288 points)1 • Victory II-class Star Destroyer - Admiral Screed - Intel Officer - Overload Pulse (126)2 • Victory II-class Star Destroyer - Intel Officer - Expanded Hangar Bay - Overload Pulse - H9 Turbolasers (113)3 • Major Rhymer TIE Bomber Squadron (16)4 • TIE Bomber Squadron (9)5 • TIE Advanced Squadron (12)6 • TIE Advanced Squadron (12) http://armada.fabpsb.net/permalink.php?sq=e2c6o5i1e2o5g1i1t2e8e9e12e12 ] e2c6o5i1e2o5g1i1t2e8e9e12e12 Two fairly upgraded VSDs. Blue/Red for their attacking, and between Overload Pulses, Screed and the one set of the Turbos, there should be lots of opportunity to punish token defence.The Rhymer ball should discourage some flanking, but as it is, its still an Imp List based around 2 VSDs, and thus, its board control is Limited, and it wants to drive forward to punish.Thoughts on improving, what's superfelous, what's useless and also what sort of objectives to take? I don't expect to be getting the choice very often... Its at 288 right now, and I don't mind if it goes all the way to 300... Unless, of course, there is a grander strategy I should look at. Edited July 9, 2015 by Drasnighta Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted July 9, 2015 I should add that I have available to me, the Core Box + 1 of everything Wave 1... So if I switch around and go for a 3rd Ship, it'll have to be a GSD, as I only have the two VSDs... Please keep that in mind when it comes to the Cards, too... I havn't been able to source doubles anywhere >.> Quote Share this post Link to post Share on other sites
Shadowmax 211 Posted July 9, 2015 (edited) Nice to see another from Calgary on the forum, hey Dras, I'm kinda where you are in this game too except 2 core instead of one. Here's a list similar to yours, Vic II w/ Motti, Intel, expanded Hngr, Corrupter Vic II w/ Intel, Sensor Team 3 x Tie Rymer bomber 2 x Tie adv 296 points Keeping the 2 Vics' about med range apart allows for easy moves @ slow roll., and I keep one slightly back of the other to cover while turning, etc. Corrupter helps speed up your bombers and intel on both can be nasty if timed right. Rymer and the gang can move fast and perhaps cripple a wayward Neb or even get the jump on a MkII. (maybe, the Rebs are tough!) Any how, just a thought Cheers Mate! Edited July 9, 2015 by Shadowmax Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted July 9, 2015 Yeah, I figured rolling them at about Medium and hunting was the way... I'm still considering that I'm laying too many upgrades on, but I havn't been able to get out to Imaginary Wars to throw it down... Was supposed to yesterday, but I got stood up. Quote Share this post Link to post Share on other sites