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Sanguinary Dan

Imperial Squadron Tarkin

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Victory I-Class Star Destroyer (73 points)

-  Corrupter   ( 5  points) 

-  Admiral Chiraneau  ( 10  points) 

-  Ordnance Experts  ( 4  points) 

-  Expanded Hangar Bay  ( 5  points) 

-  Assault Proton Torpedoes  ( 5  points) 

1  Major Rhymer ( 16 points) 

3  TIE Bomber Squadrons ( 27 points) 

2  TIE Advanced Squadrons ( 24 points) 

The short answer is you cannot improve anti squadron whilst maintaining anti ship from your squadrons.

At the moment you have;

7blue, 4black anti squadron dice,

4black bomber, 2black non-bomber anti ship dice.

67pts in squadrons.

Removing flight controllers from ISD is 6points.

Instead I suggest:

Victory I-Class Star Destroyer (73 points)

- Wuluff Yularen ( 7 points )

-  Flight controllers ( 6 points) 

-  Boosted Comms ( 4  points) 

-  Assault Proton Torpedoes  ( 5  points) 

Saves 7pts and puts flight controllers where you want it. Victories tend to drag behind the rest of the fleet so wouldnt invest in its bkack dice too heavily, but rather its carrier capabilities. Wuluff can act as expanded hangers, allowing you to take boosted comms!

84pts of squadrons:

Rhymer - 16

Dengar - 20

4 Tie Advanced - 48

16blue, 1black plus 5 blue counter 1's and flight controllers for anti squadron

1 black bomber, 5black non bomber anti ship dice

Is the difference between having bomber and not bomber crucial? There are 2 crit faces on black die (25%)

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I'm with Ginkapo on this one. The way I think about it is that, if I'm taking bombers, I'm taking them to do damage against ships. If that's the case, then I have to take them instead of ships, rather than instead of fighters.

 

That's a justifiable tactic - unchecked bombers can do lots of damage, anti-squadron dice on ships aren't going to take out your bombers too quickly (and few people are willing to use them when they want to be firing at the big points), and you have a lot more flexibility to move around a ship with quickly moving squadrons than with a slow moving capital.

 

But for me, it's always going to be a choice between, say, a Rhymer-ball or a Raider, rather than a Rhymer-ball or a fighter screen.

Edited by ceejlekabeejle

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If you have Rhymer I don't see the need for Boosted Comms.  Rhymer already adds range so you probably will not need to get beyond med range from the ships with the squadrons.  Also, if you drop Flight Controllers and replace it with Gunnery Teams on the ISD you will then have the Raider and ISD to flack down enemy squadrons.  I would then take Rhymer, Dengar, 2 Tie Advanced, and 3 Tie Bombers for squadrons.  Also, I don't see the use for APT on the victory, why not put it on the raider?

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If you have Rhymer I don't see the need for Boosted Comms.  Rhymer already adds range so you probably will not need to get beyond med range from the ships with the squadrons.  Also, if you drop Flight Controllers and replace it with Gunnery Teams on the ISD you will then have the Raider and ISD to flack down enemy squadrons.  I would then take Rhymer, Dengar, 2 Tie Advanced, and 3 Tie Bombers for squadrons.  Also, I don't see the use for APT on the victory, why not put it on the raider?

 

An ISD or VSD with Boosted Comms, can have the Rhymerball sat at the very edge of long range, and be firing at a ship at up to medium range beyond that, meaning your own ship is completely safe from Ackbar red dice monsters, while they get to eat bomber spam, never ever underestimate the benefit Boosted Comms adds.

 

It also lets you keep Bombers behind or on a flank you are moving away from easier, as you won't move out of effective activation range so easily.

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If you have Rhymer I don't see the need for Boosted Comms.  Rhymer already adds range so you probably will not need to get beyond med range from the ships with the squadrons.  Also, if you drop Flight Controllers and replace it with Gunnery Teams on the ISD you will then have the Raider and ISD to flack down enemy squadrons.  I would then take Rhymer, Dengar, 2 Tie Advanced, and 3 Tie Bombers for squadrons.  Also, I don't see the use for APT on the victory, why not put it on the raider?

 

An ISD or VSD with Boosted Comms, can have the Rhymerball sat at the very edge of long range, and be firing at a ship at up to medium range beyond that, meaning your own ship is completely safe from Ackbar red dice monsters, while they get to eat bomber spam, never ever underestimate the benefit Boosted Comms adds.

 

It also lets you keep Bombers behind or on a flank you are moving away from easier, as you won't move out of effective activation range so easily.

 

 

OK, but then your ship is not firing.  The VSD is very slow ship so I don't see it getting out of range quickly.  Besides, if you fly your squadrons way out to shoot then that means your opponent has nothing to shoot but your nicely packed Rhymer ball and that damage adds up fast.  I believe it is better to keep your ship and squadrons in the same arc and firing at the same time so your opponent has to choose which to shoot ... and most pick the ship if they have red dice or a single die for flack ... therefore, boosted comms is wasted.  However, it is not a complete waste as it is useful for end game.

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OK, but then your ship is not firing.  The VSD is very slow ship so I don't see it getting out of range quickly.  Besides, if you fly your squadrons way out to shoot then that means your opponent has nothing to shoot but your nicely packed Rhymer ball and that damage adds up fast.  I believe it is better to keep your ship and squadrons in the same arc and firing at the same time so your opponent has to choose which to shoot ... and most pick the ship if they have red dice or a single die for flack ... therefore, boosted comms is wasted.  However, it is not a complete waste as it is useful for end game.

 

 

If you are facing an Ackbar shipline, the damage from anti squadron fire is pitiful and really doesnt add up. Just sit the rhymer ball on one flank and chew through, only one Ackbar ship will be able to shoot the squadrons at a time. Which is why the bit in bold is worth noting. Dont give them the choice. Let your Squadrons earn their keep.

 

Remember that when their ships get in range of the victory, the victory will have someone to shoot at!

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Right. I think I've absorbed a lot of the comments. Some things made sense and some didn't. At least to me with my limited experience. ;)

But I really am not sold on some of the suggested squadrons builds. I just can't find the points to add the suggest S&V ships without dropping the Raider, and I know a 2 ship fleet is just a grape. I also don't want to downgrade the Victory to a Gladiator. Then again I'm probably expecting too much out of the TIE Bombers. It's what happens when most of your gaming history is based around WWII air combat gaming. :)

Imperial Squadron Tarkin 003

Author: SanguinaryDan

Faction: Galactic Empire

Points: 399/400

Commander: Grand Moff Tarkin

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- Grand Moff Tarkin ( 38 points)

- Relentless ( 3 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

- XI7 Turbolasers ( 6 points)

- SW 7 Ion Batteries ( 5 points)

Victory I-Class Star Destroyer (73 points)

- Corrupter ( 5 points)

- Admiral Chiraneau ( 10 points)

- Expanded Hangar Bay ( 5 points)

- Assault Proton Torpedoes ( 5 points)

Raider-I Class Corvette (44 points)

- Ordnance Experts ( 4 points)

1 Major Rhymer ( 16 points)

3 TIE Bomber Squadrons ( 27 points)

2 TIE Advanced Squadrons ( 24 points)

Fleet created with Armada Warlords

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Played the above squadron last night. Had a ton of fun but faced a squadron heavy Rebel fleet (Independence w/Reikan, Yavaris, CR90A, Dash, Wedge, Luke, 2x X-Wing & 2x B-Wing) and got my tail handed to me 1-9. It was my own fault as I misplaced the ISD, sacrificed the Raider (I was sure I was in Black range of the Yavaris's side!) and generally forgot what some of my upgrades allowed.

But **** it was fun. :D I'm not sure if I'll play the same fleet again next time or a tweeked version.

http://armada.fabpsb.net/permalink.php?sq=e14c6d1i5t4f16e1o10g1n4f5e25w5e11e8e9e9e9e10e4e0a3a5a11

Edited by Sanguinary Dan

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This is my go to list. You're throwing out squadron commands until turn 3...when the Victories get in close you start throwing concentrate fire on the two destroyers that aren't corruptor. By then you should have won the squadron battle and are now just pushing bombers. 

 

Tarkin removes the need for expanded hanger bays, and is helpful in the speed of the Victories by allowing them to shift from 2 to 1 when they get close...gotta keep that front arc. 

 

Season to taste: remove the corruptor card and flight controllers if you want the bid. 

 

VSD Carrier Build 
 
Author: GottMituns205
 
Faction: Galactic Empire 
Points: 399/400 
 
Commander: Grand Moff Tarkin
 
Assault Objective: Precision Strike 
Defense Objective: Contested Outpost 
Navigation Objective: Superior Positions 
 
[ flagship ] Victory I-Class Star Destroyer (73 points)
-  Grand Moff Tarkin  ( 38  points) 
-  Corrupter  ( 5  points) 
-  Flight Controllers  ( 6  points) 
-  Boosted Comms  ( 4  points) 
Victory I-Class Star Destroyer (73 points)
-  Flight Controllers  ( 6  points) 
-  Boosted Comms  ( 4  points) 
Victory I-Class Star Destroyer (73 points)
-  Flight Controllers  ( 6  points) 
-  Boosted Comms  ( 4  points) 
1 Dengar ( 20 points) 
4 TIE Interceptor Squadrons ( 44 points) 
1 Major Rhymer ( 16 points) 
3 TIE Bomber Squadrons ( 27 points) 
Fleet created with Armada Warlords
Edited by Gottmituns205

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Don't tempt me. I have enough trouble transporting what I've got. :)

If I move from Tarkin to Screed with the below list do I get enough of an improvement to make it more viable?

Screed's CV Squadron

Author: SanguinaryDan

Faction: Galactic Empire

Points: 399/400

Commander: Admiral Screed

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- Admiral Screed ( 26 points)

- Relentless ( 3 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

- XI7 Turbolasers ( 6 points)

- SW 7 Ion Batteries ( 5 points)

Victory I-Class Star Destroyer (73 points)

- Corrupter ( 5 points)

- Admiral Chiraneau ( 10 points)

- Expanded Hangar Bay ( 5 points)

Raider-I Class Corvette (44 points)

- Impetuous ( 4 points) or Ordnance Experts ( 4 points)

1 Darth Vader ( 21 points)

1 Major Rhymer ( 16 points)

3 TIE Bomber Squadrons ( 27 points)

1 Dengar ( 20 points)

Fleet created with Armada Warlords

Edited by Sanguinary Dan

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