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Drasnighta

Basic Combinations

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Today, I'm going to do something a little different...  I'm going to be putting together some of the more basic combinations I see out there repeatedly - mostly because they either work, or they're just simply straightforward enough TO work...  

These are also, anecdotal, the ones that I've seen a lot of...  I'm sure there are a lot more "standard" configurations out there, and feedback is always accepted on those as well.

Hopefully, I'll be able to get back and modify/edit/add to this as we get releases.  And of course, until full release, some of these are considered speculation.

So, let us begin with the Imperials.

 

 

 

Victory Star Destroyer

"Punishing Warlord"

H9 Turbolasers + Warlord Title Card (+16 Pts)

 

Straight up, the Punishing Warlord exists to give enemy players conniptions with Red Dice.  We love them, we hate them, they tantalize us with that daring double-hit, but it is so often the blank that we see...  So, how do we work with that?

Well, the basis is that Warlord allows you to change a die with an Accuracy to a Hit.  The H9 Turbolasers lets you turn the die from a Hit or Crit, to an Accuracy..  It sounds like a fair back and forth exchange (with no die lost), however, the trick is again with the Red Die - Turning that Hit, to an Accuracy, then to a Double-Hit on its face...  If Black Dies had Accuracies, this would also work with those, but alas...  Regardless, the choice of Star Destroyer will equate a lot to your train of thought with it.  A Victory I with this upgrade is a massive close range beast, but lacks the Accuracy that will often see your Damage Braced and Redirected away...  If all you care about is raw damage numbers, however, consider the Punishing Warlord with the Expanded Launchers for a ludicrous amount of Front Arc Damage, or Assault Concussion Missiles for spreading the love around.

On a Victory II, the combination still works - you usually have enough Accuracy results from the blue die to want to maximise those Red Double Hits, so go for it!

 

 

 

Victory Star Destroyer

"Corruptor Command"

Expanded Hanger Bay + Admiral Chiraneau + Corruptor Title Card (+15 Pts)

Corruptor Command gives your Bombers the flexibility they need to not be tied down by fighters dedicated to lancing out and holding bombers down - we're talking A-Wings, TIE Fighters and Interceptors, and other Swift-But-Fragile-And-Usually-With-Counter Squadrons...  This necessitates to keep the Bomber Command near by to the Bombers, but with it, your Bombers (and assocated Major Rhymer) need not worry about being Tied down.  They can simply move out - at Speed 3 - and then launch their payloads at the approaching enemy.  The Expanded Hanger Bay, adding that extra, with a stored token, lets you throw 5 Squadrons of Bombers that way...  Usually more than most people pack in an Imperial Fleet.  If the rumours pan out, and there is an upgrade card coming up that will allow you to activate squadrons at long Range, that seems a better fit than the Expanded Hanger bay, letting you lengthen the leash some.

 

 

 

Gladiator Star Destroyer

"Swift Demolisher"

Engine Techs + Wulff Yularen + Demolisher Title Card (+25 Pts)

 

The Swift Demolisher is all about Speed, Moving, and Pummeling...  Start it at Speed 3, Choose a Navigate Token first turn (or have Tarkin around to do it for everyone), and effectively, move Speed 4 every turn if you want...  Demolisher is about Move - Then - Shoot...  Spend the Navigate Token, Expend Wulff to get the Token Back, and then use your spent token to add a Speed 1 Maneuver, that Demolisher can Shoot after...  This allows the Swift Demolisher to start outside of someone's range - speed in on a last activation, slam a Broad-or-Front side attack into someone who is about to be very unfortunate, then, if you are first player, throw another attack at them at the start of the next turn, and if your angle is right, speed around behind them giving them a broadside at the end of your movement for the trouble...  Add Assault Concussion Missiles for Spice if you feel like you havn't spent enough points already - they will make a formidable difference.

 

 

 

Victory Star Destroyer -I

"I can't believe its not an ISD"

Expanded Launchers + Heavy Turbolaser Turrets + Dominator Title Card (+31 pts)

 

A bit of Speculation on my part, this seems like a horrible way to surprise someone who has had a bit of a sigh of relief at you NOT bringing an Imperial Star Destroyer.  At 6 points Cheaper than the ISD-I, it throws out just the same amount of Dice out the front, and comes with Heavy Turbolasers to force people to spend only that Brace.  With Screed as your Admiral, this Victory Star Destroyer just waits for Close Range, and if it gets it, people will die.  Three Red, Up to Two Blue, and Five Black has an average damage of 8.75 per Front Salvo, with a decent chance of accuracies to nullify those defense tokens.  Throw Gunnery Teams on there (and be one point more than an ISD-1) and throw that at two enemy Ships in your Front arc.

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Today, I'm going to do something a little different...  I'm going to be putting together some of the more basic combinations I see out there repeatedly - mostly because they either work, or they're just simply straightforward enough TO work...  

These are also, anecdotal, the ones that I've seen a lot of...  I'm sure there are a lot more "standard" configurations out there, and feedback is always accepted on those as well.

Hopefully, I'll be able to get back and modify/edit/add to this as we get releases.  And of course, until full release, some of these are considered speculation.

So, let us begin with the Imperials.

 

 

 

Victory Star Destroyer

"Punishing Warlord"

H9 Turbolasers + Warlord Title Card (+16 Pts)

 

Straight up, the Punishing Warlord exists to give enemy players conniptions with Red Dice.  We love them, we hate them, they tantalize us with that daring double-hit, but it is so often the blank that we see...  So, how do we work with that?

Well, the basis is that Warlord allows you to change a die with an Accuracy to a Hit.  The H9 Turbolasers lets you turn the die from a Hit or Crit, to an Accuracy..  It sounds like a fair back and forth exchange (with no die lost), however, the trick is again with the Red Die - Turning that Hit, to an Accuracy, then to a Double-Hit on its face...  If Black Dies had Accuracies, this would also work with those, but alas...  Regardless, the choice of Star Destroyer will equate a lot to your train of thought with it.  A Victory I with this upgrade is a massive close range beast, but lacks the Accuracy that will often see your Damage Braced and Redirected away...  If all you care about is raw damage numbers, however, consider the Punishing Warlord with the Expanded Launchers for a ludicrous amount of Front Arc Damage, or Assault Concussion Missiles for spreading the love around.

On a Victory II, the combination still works - you usually have enough Accuracy results from the blue die to want to maximise those Red Double Hits, so go for it!

 

 

 

Victory Star Destroyer

"Corruptor Command"

Expanded Hanger Bay + Admiral Chiraneau + Corruptor Title Card (+15 Pts)

Corruptor Command gives your Bombers the flexibility they need to not be tied down by fighters dedicated to lancing out and holding bombers down - we're talking A-Wings, TIE Fighters and Interceptors, and other Swift-But-Fragile-And-Usually-With-Counter Squadrons...  This necessitates to keep the Bomber Command near by to the Bombers, but with it, your Bombers (and assocated Major Rhymer) need not worry about being Tied down.  They can simply move out - at Speed 3 - and then launch their payloads at the approaching enemy.  The Expanded Hanger Bay, adding that extra, with a stored token, lets you throw 5 Squadrons of Bombers that way...  Usually more than most people pack in an Imperial Fleet.  If the rumours pan out, and there is an upgrade card coming up that will allow you to activate squadrons at long Range, that seems a better fit than the Expanded Hanger bay, letting you lengthen the leash some.

 

 

 

Gladiator Star Destroyer

"Swift Demolisher"

Engine Techs + Wulff Yularen + Demolisher Title Card (+25 Pts)

 

The Swift Demolisher is all about Speed, Moving, and Pummeling...  Start it at Speed 3, Choose a Navigate Token first turn (or have Tarkin around to do it for everyone), and effectively, move Speed 4 every turn if you want...  Demolisher is about Move - Then - Shoot...  Spend the Navigate Token, Expend Wulff to get the Token Back, and then use your spent token to add a Speed 1 Maneuver, that Demolisher can Shoot after...  This allows the Swift Demolisher to start outside of someone's range - speed in on a last activation, slam a Broad-or-Front side attack into someone who is about to be very unfortunate, then, if you are first player, throw another attack at them at the start of the next turn, and if your angle is right, speed around behind them giving them a broadside at the end of your movement for the trouble...  Add Assault Concussion Missiles for Spice if you feel like you havn't spent enough points already - they will make a formidable difference.

 

 

 

Victory Star Destroyer -I

"I can't believe its not an ISD"

Expanded Launchers + Heavy Turbolaser Turrets + Dominator Title Card (+31 pts)

 

A bit of Speculation on my part, this seems like a horrible way to surprise someone who has had a bit of a sigh of relief at you NOT bringing an Imperial Star Destroyer.  At 6 points Cheaper than the ISD-I, it throws out just the same amount of Dice out the front, and comes with Heavy Turbolasers to force people to spend only that Brace.  With Screed as your Admiral, this Victory Star Destroyer just waits for Close Range, and if it gets it, people will die.  Three Red, Up to Two Blue, and Five Black has an average damage of 8.75 per Front Salvo, with a decent chance of accuracies to nullify those defense tokens.  Throw Gunnery Teams on there (and be one point more than an ISD-1) and throw that at two enemy Ships in your Front arc.

ISD can't take expadned launchers

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Love the thread.  Can you write up something for the Gallant Haven AFII?  I have always wanted to give that one a try... I was thinking of using it with 4x Y-wings for cheap, indestructible lovin'

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Love the thread.  Can you write up something for the Gallant Haven AFII?  I have always wanted to give that one a try... I was thinking of using it with 4x Y-wings for cheap, indestructible lovin'

Yeah, I'm looking forward to the Rebel fleet basic builds since I usually fly us Rebel scum.

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Lets not forget the Dominator combinations, shall we?

A VSD-II Dominator with Leading Shots is a remarkably reliable medium range damage platform who rolls plenty of accuracies, and can spam Engineering commands as if they were a double Concentrate Fire command.

 

Or put Dominator on a VSD-I and watch your opponent forget your can fire 2 blue dice at medium range. Maybe not a real combo, but fun.

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Lets not forget the Dominator combinations, shall we?

A VSD-II Dominator with Leading Shots is a remarkably reliable medium range damage platform who rolls plenty of accuracies, and can spam Engineering commands as if they were a double Concentrate Fire command.

 

Or put Dominator on a VSD-I and watch your opponent forget your can fire 2 blue dice at medium range. Maybe not a real combo, but fun.

 

I'd say it's a perfectly valid combo.

Just wait until they DO get into close range and you decide to toss in a pair of blue dice along with your three red and three black.

About the biggest loss it suffers is the inability to take Leading Shots on the VSD I.

Edited by Tvayumat

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