Default02 11 Posted January 24, 2016 Wanted to get some ideas and thoughts. Don't care about 4 ship builds lol. 397/400 ISD-2. 158 Motti ECM Gunnery team ISD-2-134 ECM Gunnery team Squadrons-105 Jump master 5000 Tie Fighter x2 Howlrunner Tie bomber x5 Rhymer Quote Share this post Link to post Share on other sites
MechaDeca 11 Posted January 24, 2016 I would drop the two tie fighters and Howlrunner. Replace them with two tie advanced and upgrade the JumpMaster to Dengar. In your current build, Howlrunner's effect only works on the tie fighters and JumpMasters. Not enough benefit to my mind. With two tie advanced you have a better chance of keeping enemy squadrons off of your bombers and your JumpMaster. Upgrading to Dengar gives you a better chance of keeping your intel ship alive (defense tokens) and can give all of your bombers counter. Quote Share this post Link to post Share on other sites
TheEasternKing 607 Posted January 24, 2016 (edited) MechaDeca has made a very good suggestion, the only thing I would add to it, is drop the Gunnery Teams for Flight Controllers, with 9 Squadrons you need them to be hitting Ships, which means you need to kill the enemy Squadrons as fast as you can, getting an extra blue dice on every Squadron you activate will help you achieve that goal admirably. Edited January 24, 2016 by TheEasternKing Quote Share this post Link to post Share on other sites
Default02 11 Posted January 24, 2016 Thanks guys. My meta here is about middle of the ground as far as squadrons go. Most people have 60-70 points in squadrons so I like the idea about the flight controllers. If I change to the tie advances I will lose some extra punch on other fighters. Thanks guys. I'll post an updated list soon. Quote Share this post Link to post Share on other sites
Default02 11 Posted January 24, 2016 Now one idea I did have in regards to anti squadron is dropping the gunnery teams and putting ruthless strategists on both the ISDs and changing my squadrons up just a little. Here it is below while keeping both of your guys ideas in mind but adding my own twist. 398/400 ISD2-155 Motti ECM Ruthless Strat ISD2-131 ECM Ruthless Strat Squadrons-112 Firespray x2 Tie bomber x4 Jump master Tie advanced Rhymer Now with this my ships are close to the same it with the ruthless strats I will first use my ships to go after squadrons. Do what I can from there then fire with my ISD on each squadron then put an auto damage on each squadron. with all of the high hull point squadrons I have it shouldn't break the bank. Of course positioning will be key so I can spread the love to my own squadrons the Imperial way. After the squadrons are ether dead or most are cleared I will go after the ships like normal. The fire sprays are in there for more bomber action and some good anti squadron and the fact that I can still move and shoot with them without using the squadron action. Over all I think this could be a high risk high reward fleet that could be really good or bad. Also Rieekan could be a hard counter for this list but I feel Rieekan is a hard counter to most Imperial bomber lists due to his squadrons hanging around. Over all what are your guys thoughts? Quote Share this post Link to post Share on other sites
MechaDeca 11 Posted January 24, 2016 I'll be interested to see how this build works out for you. I've thought about trying a ruthless strategists setup, but I was planning to a run a decked out ISD accompanied by two Raiders - each with ruthless strategists. The problem I see in giving up the gunnery teams for ruthless strategists is that I would typically use those gunnery teams to get a shot on an enemy ship and to take an antisquadron shot from the same arc. Of course, you may have better luck positioning your ISDs were that is less of an issue. Quote Share this post Link to post Share on other sites
Default02 11 Posted January 24, 2016 Agreed. That would be the largest down fall and pretty big one. And as you said positioning would be key for them. Something in the form of trying to cut the enemy ships off and opening my own shots on them around turn 3-4 which could be a problem in the fact that I may not secure kills that late in the game. The other option would be to fly straight to them in a normal fashion and just weathering their shots for a turn as with Motti and ECMs it could work and then focus on squadrons for that turn then start on the ships from there. So much to consider lol. But thanks guys! Quote Share this post Link to post Share on other sites