Sethdraxus 0 Posted October 16, 2015 Hey, as a new player I've been playing around with listbuilding to try and decide what to buy and I've settled on running the following list, but I wanted some outside opinions. From what I hear squadrens are pretty bad, so I'm not really expecting to see a lot of them. So hows this look, am I being too greedy?Imperial II Class Star Destroyer (176)Admiral ScreedThe RelentlessSupport OfficerSensor TeamRedundant ShieldsSW-7 Ion BatteriesXX-9 TurbolasersGladiator 1 Class Star Destroyer (78)Captain NeedaThe InsidiousEngine TechsOrdinance ExpertsAssault Proton TorpedoesGladiator 1 Class Star Destroyer (73)Engine TechsOrdinance ExpertsAssault Proton TorpedoesGladiator 1 Class Star Destroyer (73)Engine TechsOrdinance ExpertsAssault Proton TorpedoesObjectives: Advanced Gunnery, Fire Lanes, Superior Positions Quote Share this post Link to post Share on other sites
oddeye 560 Posted October 16, 2015 Despite "popular" opinion around here fighters can be quite effective if used properly. I highly suggest taking at least a small amount. I have not played any 400 point games, though in my experience i have found taking 6-8 ties can really swing the battle in my favor. I have no idea how much everything will change when wave 2 really hits. I can see how having next to zero squadron defense can hurt your list. Take some ties. They are cheap! Quote Share this post Link to post Share on other sites
Sethdraxus 0 Posted October 16, 2015 I could get either a Raider II with Impetuous & Gunnery Team + 2 TIE squadrons by cutting a Gladiator & Needa. Or I could go ham and get x4 TIE squadrons, x3 TIE bomber squadrons, Major Rhymer, and replace the Support Officer with Boosted Coms on the ISD for the same points. Quote Share this post Link to post Share on other sites
Green Knight 8,822 Posted October 16, 2015 No Demolisher! Why??? Not all glads need engine techs. Superior position could backfire very badly vs some fleets. Quote Share this post Link to post Share on other sites
Sethdraxus 0 Posted October 16, 2015 No Demolisher! Why??? Not all glads need engine techs. Superior position could backfire very badly vs some fleets. Demolisher seemed like a point sink on a fragile ship I'm already putting a decent investment into. Engine techs would help the gladiators close faster and maintain positions on weaker sections of enemy ships while synergizing with superior positions. Could you go into more detail on your comments, please. As I said I'm new and wanting to get a better idea of how my list is going to pan out so I get some purchase priorities. Just noting things without saying why or suggesting alternatives doesn't help much. Quote Share this post Link to post Share on other sites
Green Knight 8,822 Posted October 16, 2015 Demolisher is always worth it. Always. The ability to shoot black dice AFTER moving... It's the strongest single card in the game. Period. Quote Share this post Link to post Share on other sites
Green Knight 8,822 Posted October 16, 2015 Also the only glad that should (almost) always have engine techs. Quote Share this post Link to post Share on other sites
Sethdraxus 0 Posted October 16, 2015 (edited) So heres a new variation on the list. 398/400 Imperial II Class Star Destroyer (172)Admiral ScreedThe RelentlessSensor TeamRedundant ShieldsSW-7 Ion BatteriesXX-9 Turbolasers Gladiator I Class Star Destroyer (76)The InsidiousEngine TechsOrdinance ExpertsAssault Proton Torpedoes Gladiator I Class Star Destroyer (83)The DemolisherEngine TechsOrdinance ExpertsAssault Proton Torpedoes Raider II Corvette (67) The Impetuous Gunnery Team Overload Pulse Opening Salvo, Fleet Ambush, Intel Sweep Edited October 16, 2015 by Sethdraxus Quote Share this post Link to post Share on other sites
Green Knight 8,822 Posted October 16, 2015 Like it much better. Opening Salvo can be good for the long range black dice, but can also backfire vs a rebel fleet that had both envades and tons of red dice. Quote Share this post Link to post Share on other sites
Sethdraxus 0 Posted October 16, 2015 Like it much better. Opening Salvo can be good for the long range black dice, but can also backfire vs a rebel fleet that had both envades and tons of red dice. Yeah? I just thought between Screed in conjuction with the proton torpedoes and XX-9 turbolasers it would be easy to land crits. Quote Share this post Link to post Share on other sites