Lucious Pain 5 Posted July 28, 2015 Hi All, I am looking for advice on this list or recommended changes I could make. I potentially could be miles off track. A few things when reading my list: - I have never played before, and only just got the core set last week. I have read the rule book once, but madly spammed you tube for battle reports and advice. - I only have the core figures, plus a Gladiator and Imperial Squad pack (yet to arrive), so I ripped the card info from you tube clips to know their effects. - I am new to the forums and haven't studied every post yet. - I have a game pending and didn't want to totally suck. I will be running test games before then to get the flow. FLAGSHIP Victory II - Admiral Screed, Expanded Hanger Bay, Nav. Team. 120 POINTS OTHER SHIPS Gladiator I - Demolisher, Admiral Chiraneau, Engine Techs, Assault Con. Missiles. 91 POINTS SQUADRONS - 88 POINTS Howl Runner 16 POINTS 3 x Tie Fighters 24 POINTS 1 x Tie Advanced 12 POINTS 2 x Tie Bomber 18 POINTS 1 x Sontir Fell 18 POINTS FLEET TOTAL = 299 OBJECTIVES - Clueless...? haven't had time to study them yet. IDEAS - The flagship can command 4 squads, so would probably take Howl and fighters, leaving the Advanced, Bombers and Sontir with the Gladiator, who can use 2 at a time. I figured it best to have Howl and fighters all staking their bonuses together and seizing the initiative to attack first. Once engaged with the enemy Sontir and Advanced biff it out, while bombers help the gladiator smash capitals. With Admiral Chiraneau, i can break them off engagements as needed to either save the bombers from enemy fighters or get a better positioning. As the Gladiator is designed for evil purposes, with excellent movement / attack options, it should be able to get into a effective position to do this, and unleash its assault missiles for even more nastiness to defenders redirecting shield damage. I figure this backed up with bombers in one outright attack could take out one of the smaller rebel ships if successful. The Victory II would give covering fire and follow up the Gladiator, who would aim to wrecking ball the unfortunate Rebel ship placed closest to it. Probably max speed first couple of turns for positioning for both ships, collecting nav. tokens to slow them down around turn 3. Quote Share this post Link to post Share on other sites
Darkfine 45 Posted July 28, 2015 I'd look into something along the lines of Ryhmer 2x Advanced Fell Interceptor Then regular old ties to fill out the rest of the points. Keep the named squadrons together along with an advanced and maybe one tie, it is pretty rude. This team will hunt smaller cap ships and anything in a support role. The other advanced and interceptor form up on the regular ties for either hunting enemy bombers or harassing your opponents flagship. With proper use of expanded hanger orders and even just decent initial placement around turn 4 you should have fighter superiority and a solid two turns to get your squadrons on top of enemy caps that your vic and gladiator have brought shields down on. The single die damage from the fighters is surprisingly effective at circumventing defense tokens. On a side I would rework things to bring in a gladiator 2 to replace the 1, that extra AA die and red die on the broadside can be really critical. 1 Lucious Pain reacted to this Quote Share this post Link to post Share on other sites
Mundo 264 Posted July 28, 2015 Welcome to the game! In my opinion, you have a solid base but might suggest a few tweaks for synergy: - Add Major Rhymer to the squadrons, his boost to the attack range of your bombers and TIEs going against capital ships is very very strong. - Could consider a Victory I to spend a few more points on squadrons, instead of the Victory II (the black dice work well with Screed). - Maybe put Chiraneau on the Victory to benefit from the higher squadron command. On objectives, I would observe that this list is pretty brutal up close, so pick ones that make the enemy come to you. Contested outpost, advanced gunnery and minefields are normally my favourites in this case. Good luck! 1 Lucious Pain reacted to this Quote Share this post Link to post Share on other sites
Shadowmax 211 Posted July 28, 2015 Welcome Adm Pain, hows about, Vic II w/ Screed, Chirpy, exp hngr (unfortunately you can't put Nav team on a Vic) Glad II w/ eng tech, demolisher Howly 3 x Tie F 2 x int Rymer Tie adv 296 points all the above advice is sound, I'm also new to ' this ' game, study the forum, it really helps, these good folk are ready to help us noobs. Good Hunting! 1 Lucious Pain reacted to this Quote Share this post Link to post Share on other sites
Lucious Pain 5 Posted July 28, 2015 Thanks for the advice. Looks like Rhymer is a popular one from your comments and after looking back over his rules, I definitely see the advantage now. I guess I can use those spare points from the nav team loss (thanks for pointing that out by the way) to upgrade to Glad II for the extra anti-squad dice. One question, can you put 2 admirals on 1 ship? Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted July 28, 2015 There may be only One Admiral, and the ship they are on is your Flagship. Thus, you may have only one Flagship.But do note, that Chiraneu is an "Admiral" by Rank, but only an Officer by In-Game Effect, thus, he is not an Admiral... Admirals have no upgrade icon on the front of their card, only on the Back. 1 Lucious Pain reacted to this Quote Share this post Link to post Share on other sites
Stasy 2,502 Posted July 29, 2015 The Glad with Demolisher, ACM, and Nav team is a scary thing. Especially if you toss Screed in there as your Admiral. I'll also second if you are using fighters, take Rhymer and the TIE Advanceds for major bombing potential. 1 Lucious Pain reacted to this Quote Share this post Link to post Share on other sites
ransburger 256 Posted July 29, 2015 Just in case it wasn't clear, a large part of the reason people are suggesting that Chiraneau moves to the flagship is to help solidify the sorts of commands you're issuing your ships. Your victory, with its expanded hangers, will already want to be issuing squadron commands. Chiraneau triggers off of a squadron command, so he fits nicely in there. Your Demolisher has the engine techs, which triggers off of a navigate command, so more often then not its going to be resolving navigate rather than squadron. Having upgrades that trigger off of different commands tends to muddy the ships role. Regarding "Admiral".... Each fleet has a single *commander*, which is the card with the blue-ish art. Those commanders have titles and ranks such as Admiral, General, Grand Moff etc. Another way to differentiate them beyond the color is that commanders affect everything in your fleet. Admiral Screed allows every ship to trigger his ability, whereas Admiral Chiraneau only allows the ship he his riding in to trigger his ability. 1 Lucious Pain reacted to this Quote Share this post Link to post Share on other sites