TheEasternKing 607 Posted February 16, 2016 (edited) So I have picked the following fleet, and would appreciate feedback on any possible changes. Imperial Fleet : 390pts Imperial II (171pts) Admiral Motti Wulff Yularen Flight Controllers Boosted Comms ECM Relentless Gladiator I (85pts) Ordnance experts Engine Techs ACM Demolisher Raider I (48pts) Ordnance Experts Squadrons : (86/134pts) Darth Vader 21pts Dengar 20pts Mauler Mithel 15pts Soontir Fell 18pts Tie Advanced 12pts Defense : Hyperspace Assault Navigation : Superior Positions Assault : Advanced Gunnery Edited to add : My original build was : Imperial Fleet (399pts) Imperial I (155pts) Admiral Ozzel Wulff Yularen Flight Controllers Boosted Comms Expanded Hangar Bays Relentless Gladiator I (85pts) Ordnance Experts Engine Techs ACM Demolisher Raider I (48pts) Ordnance Experts Squadrons : (111/134pts) Darth Vader 21pts Major Rhymer 16pts Dengar 20pts Mauler Mithel 15pts Soontir Fel 18pts IG-88 21pts Defense : Contested Outpost. Navigation : Superior Positions. Assault : Most Wanted. Fleet one gets me ECM and more health, and a good chance at the winning Initiative, at the cost of some bite in the squadron department. Thoughts anyone? Edited February 17, 2016 by TheEasternKing Quote Share this post Link to post Share on other sites
SkyCake 1,182 Posted February 18, 2016 I have next to zero experience but looks good to me!!! Question, do you have an Intel officer for your demolisher perhaps?? I think what you would be hoping to do is triple tap with demolisher using the Intel officer to threaten his brace, if he doesn't discard it he is taking a ton... if he does you can hopefully follow up with isd... yikes Quote Share this post Link to post Share on other sites
CaribbeanNinja 5,991 Posted February 21, 2016 I like this list a lot. My only tweak would be to think about Gunnery Teams instead of FCs on the ISD 2. They have such a good front shot range it is nice to shoot at two ships from it. I think if you go first this list will do well. Quote Share this post Link to post Share on other sites
TheEasternKing 607 Posted February 21, 2016 (edited) I like this list a lot. My only tweak would be to think about Gunnery Teams instead of FCs on the ISD 2. They have such a good front shot range it is nice to shoot at two ships from it. I think if you go first this list will do well. Yeah it is a real tough choice, shooting twice is nice, I was kinda hoping the FC's would allow the minimal Imperial Aces (only 5 of them) to rapidly chew through what ever squadrons they come up against, as always it is a double edged sword, against squadron heavy, that FC will earn its points back big time, against squadron lite, it will be redundant. I am going to get a game in tomorrow I think, I'll try it FC first, then switch it to GT. Worth trying to drop points for a guaranteed first player? Edited February 22, 2016 by TheEasternKing Quote Share this post Link to post Share on other sites
TheEasternKing 607 Posted February 21, 2016 I have next to zero experience but looks good to me!!! Question, do you have an Intel officer for your demolisher perhaps?? I think what you would be hoping to do is triple tap with demolisher using the Intel officer to threaten his brace, if he doesn't discard it he is taking a ton... if he does you can hopefully follow up with isd... yikes I do have access to Intel Officers, yes. I ran this ship last tournament with the above build + Intel Officer, and you are right, for that double tap it was effective in getting rid of brace, unfortunately I do not know where I can shave the points and still have a good chance of getting player one. Quote Share this post Link to post Share on other sites
Mitthrawnuruodoh 0 Posted February 21, 2016 I would strongly favor the top list. I tend to get more use out of Motti than out of Ozzel. But I would suggest you consider expanded launchers on your raider in exchange for 1 tie advanced. I'm having a lot of luck with expanded launchers on a raider. It's 2 blue and 4 black on a front shot, which is extremely nasty, especially with ordnance experts. Quote Share this post Link to post Share on other sites
TheEasternKing 607 Posted February 24, 2016 (edited) I played against an Ackbar led fleet, MC80 AC, 3x CR90 A, Dash, Jan, Tcyho, A-wing x1. (I used my fleet one build.) It ended a 10-0 win for me, my squadron composition made a real mess of the 4 enemy squadrons, killing them all inside 2 rounds, by the start of end of round 5 I'd managed to kill the MC80, and 2 of the CR90 A's, and I'd only taken shield damage on my ISD II (lost all of them, but no hull damage.) I was player one, and went with my opponents minefields, which he spread out in a large area, it of course constrained deployment, and subsequent movement, but not terribly so. All in all it worked well, and the only use I would have gotten from Gunnery teams would have been firing at squadrons from the same hull zone, and I had no real need to do so, as my squadrons were tearing them apart just fine. Edited February 24, 2016 by TheEasternKing Quote Share this post Link to post Share on other sites