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Formynder4

2 ISD and Rhymer

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I really enjoyed playing the 2 VSD Rhymerball, so I thought I'd take this one for a try. I initially had Dengar in instead of Admiral Chiraneau, I'm still not sure which is better to guarantee squadron movement.

 

 

Empire Fleet (375 of 400 pts)

Commander: Admiral Motti (24 pts)

Flagship: (144 pts)

  • Imperial I-Class Star Destroyer(110 pts)
     
  • Relentless (3 pts)
     
  • Admiral Chiraneau (10 pts)
     
  • Gunnery Team (7 pts)
     
  • Boosted Comms (4 pts)
     
  • XI7 Turbolasers (6 pts)
     
  • Leading Shots (4 pts)

Fleet Ship 1: (131 pts)

  • Imperial I-Class Star Destroyer(110 pts)
     
  • Gunnery Team (7 pts)
     
  • Boosted Comms (4 pts)
     
  • XI7 Turbolasers (6 pts)
     
  • Leading Shots (4 pts)

Squadrons (100 of 134 pts):

 

  • 1x Major Rhymer Tie Bomber Squadron (16 pts)
     
  • 3x Tie Bomber Squadron (27 pts)
     
  • 2x Tie Advanced Squadron (24 pts)
     
  • 1x Sontir Fel Tie Interceptor Squadron (18 pts)
     
  • 1x Mauler Mithel Tie Fighter Squadron (15 pts)

Objectives: Precision Strike , Contested Outpost , Superior Positions

 

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Chiraneau is better from a guarantee perspective. I had the same thought iteration. The only way you lose his ability is if the ship dies. Much harder to lose than dengar

However, you want hangar bays on that ship to maximize the squadron command via chiraneau.

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Solid list, my only concern though is ship count. From my recent list building, wave 2 seems like most people will find room for 3-4 ships and then some squadrons. Only having 2 ships could be a severe handicap for you. That is the only thing I can really say about the list.

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I think 2-ship lists can work if you're investing a really high number of squadrons that can also deal out extreme damage vs. ships.

 

Very true, but it is a lot harder to pull off IMO. Granted I havent had table time with wave 2 yet, so I could just be letting my doom and gloom show for a 2 ship build.

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Dengar may be more vulnerable, but he's also far more useful, potentially giving ALL of your squadrons freedom of movement as opposed to just those activated by one ship. With two Advanced Escorts already in the list, I think Dengar is the superior choice.

I would also want to upgrade to ISD-IIs. They mesh better with the gunnery teams.

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What about dropping one ISD for a Demolisher and Raider, and trimming the squadrons just a tad?

 

 

396 Points

Gladiator I-Class Star Destroyer (86pts) [Engine Techs (8pts), Ordnance Experts (4pts), Rapid Reload (8pts), •Demolisher (10pts)]
····Profiles:
········Gladiator I-Class Star Destroyer
········Demolisher
········Ordnance Experts
········Engine Techs
········Rapid Reload

 

 

Imperial II-Class Star Destroyer (181pts)
········Imperial II-Class Star Destroyer
········Admiral Ozzel:
········Relentless:
········Admiral Chiraneau
········Gunnery Team

········Boosted Comms
········Electronic Countermeasures
········XI7 Turbolasers

········Leading Shots

 

Raider I-Class Corvette (53pts)
········Raider I-Class Corvette:

········Ordnance Experts
········Assault Concussion Missiles

 

+ Squadrons (76pts) +

TIE Advanced Squadron (12pts)
TIE Advanced Squadron (12pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron

•Major Rhymer (16pts)
•Soontir Fel (18pts)
 

+ Objectives +

Assault Objective [Advanced Gunnery]
Defense Objective [Hyperspace Assault]
Navigation Objective [superior Positions]
 

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I'm still far more in favor of Dengar than Chiraneau. Intel allows shooting as well as full movement. Chiraneau allows only movement, so if you can't disengage at movement 2, you have a problem. Dengar just doesn't care. Again, you have two Advanced Escorts already. Take Dengar somehow.

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Guest ColGeneralVatutin

how about this mod:

ISD II. 120

Admiral Ozzel 20

admiral Chiraneau 10

Gunnery Team 7

ECM 7

NK-7 10

Expanded Hanger bay 5: with 7 squadrons once the advanced are gone (chewed through) you can still hit the opponent with a nasty Rhymer ball. If they only one gets chewed through use your token and send 6 after the next ship. Boosted coms is less important because you will clear squadrons first with your ball quickly and with the raider tie up others on a flank if they, or some avoid the ball, and Major gives them a shot at a ship at medium range. You glad is moving faster enough to keep up. Boosted coms IMHO is better on slower VSDs. What do others think on this point?

Glad I 56

ET 8

Expanded Launcher 13 this give you 6 blacks and two reds when you aim it right. Or one shot now and and easier shot later. It is easier to use Demolisher if you have more arcs to work with.

Raider 48

Instigator 4 this helps your ball do its ball thing.

Soontir 18

Major 16

2x tie advanced 24

3x tie bombers 27

=399

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