Crovax20 22 Posted August 31, 2015 Got a game tomorrow against 300 points of rebels. Think I will deploy the following list Tie fighters are there to delay enemy squadrons. Faction: The Empire Flagship: (116 pts) Victory I-Class Star Destroyer(73 pts) Admiral Screed (26 pts) Enhanced Armament (10 pts) Assault Concussion Missiles (7 pts) Fleet Ship 1: (81 pts) Gladiator I-Class Star Destroyer(56 pts) Demolisher (10 pts) Assault Concussion Missiles (7 pts) Engine Techs (8 pts) Fleet Ship 2: (71 pts) Gladiator I-Class Star Destroyer(56 pts) Assault Concussion Missiles (7 pts) Engine Techs (8 pts) Squadrons (32 of 100 pts): 4x Tie Fighter Squadron (32 pts) Quote Share this post Link to post Share on other sites
Boardy 79 Posted August 31, 2015 (edited) I just entered a tournament with almost this exact list. Mine was a Vic II and a couple other upgrades were different. I got 4th so I daresay you're on the right track. Do you think Engine Techs would be worth while on the non-Demolisher Gladiator? Extra speed can be useful I guess. Also, because you have Glads running around, I'm not sure if Enhanced Armament is as dire. But to each his own. Good luck! Edited August 31, 2015 by Boardy Quote Share this post Link to post Share on other sites
Crovax20 22 Posted August 31, 2015 Well the extra speed and clicks you can get with it seem pretty useful to me, even without demolisher title. If I were to drop the engine techs and enhanced arms, I could upgrade to a Vic 2, and perhaps get some veteran captains for some quick token power. Or use the points to add some more squadron to my Vic 1, 2 Tie bombers for example. Not sure, I will probably try the original list and then try fiddling around with it to see what works. Vic 1 with Tie bombers give some more versatile attackpower to it. Vic 2 would project a bit better firepower at longer ranges Quote Share this post Link to post Share on other sites
DiabloAzul 2,636 Posted August 31, 2015 I'm not sure you'll get much mileage out of ACMs on the Vic. I'd probably drop those for an Intel Officer. Or drop both ACMs and EnhArm and upgrade it to a VSD-II, with a few points left over to upgrade your squadron force. Maybe something like: VSD-II + Screed (109) GSD-I + Demolisher + ACM + Engine Techs (81) GSD-I + ACM + Engine Techs (71) And then either: 2x TIE-Interceptor (22) 1x Howlrunner (16) or: 3x TIE-Advanced (36) 1 Boardy reacted to this Quote Share this post Link to post Share on other sites
D4RTH 0N5L4UGHT 8 Posted September 1, 2015 (edited) I am currently working on a similar list and would drop Screed for Motti the extra hull will do you well. It all depends on what you are going against. I tried an all ship list against a Whale and 2 corvettes 4 Y-wing 2 A-wings and a X-wing and only managed to scrape out a win 6-4. The fighters were just picking at me the whole time and my 1 blue against them was doing very little. I ended up just running away at speed one with the vic2 and a glad but he finished off the glad on round five and by the end of round six my vic only had 2 hull left.(I hardly ever use repair anymore) Edited September 1, 2015 by D4RTH 0N5L4UGHT Quote Share this post Link to post Share on other sites
Crovax20 22 Posted September 1, 2015 (edited) Changed the list to drop concussion missiles in favor of an intel officer on the Vic 1 and played my game. My opponent is still pretty new at the game and he made some big mistakes, namely waiting a couple of turns to put down his CR90 from Hyperassault and not handling his assault frigate correctly In the end all my ships survived without taking any hull damage and I destroyed both his Nebulon and his CR90 (+1 A-wing and Y-Wing). The gladiators did most of the work, the Vic1 never got to fire his full barrage on the front arc. Intel officer on the Vic1 did come in handy though! His list was something likeAssault Frigate BCR90B (I think with dodonna's pride?, it never really did something special)Nebulon B (don't remember which one) Luke Skywalker (went with hyperspace assault)2 A-wings 2 Y-wings 1 B- Wing (went with hyperspace assault) I do believe the A-wing and Y-wing also had named pilots... but didn't pay too much attention to it. Threw my 4 tie fighters in the way, so that they could die a glorious death for the Empire. The 2 gladiators worked on the Nebulon B right from the start and took it down pretty fast. Occasional anti squadron fire helped wittle down some HP from squadrons The Vic1 just lumbered forward and had minimal damage output, due to never getting to use his 3 black dice. However 3 red dice with intel officer did allow for minor damage to be applied to the MK2. The Mk2 was going too fast and flew out of range to actually issue squadron commands for the last 2 turns and seeing I had already demolished a Neb B and was going to demolish his CR90 in the last turn I opted to just fly my Vic1 straight ahead to avoid any lucky damage. Gladiators are beasts, the demolisher really is great, but I also liked the engine tech team on the non demolisher, it allowed it to come back in to the fight on turn 5 to deal the finishing blow to the CR90 in turn 6. All in all I think dropping the Vic1 with its upgrades and making it a Vic 2 could be more worthwhile... although enhanced armament really did help a lot on the Vic 1 and the intel officer did provide it with better output from the sides than a Vic2 would have done... Edited September 1, 2015 by Crovax20 Quote Share this post Link to post Share on other sites