PodRacer 1,078 Posted April 1, 2016 Hey all, have been running a 5 ship since I got into the game after Christmas, I've spent endless hours on warlords finding variants but I wanted to put it out to the community to see if you could find any Easter eggs I may have missed. The list as follow. Motti or most recently screed to up damage out put and then a victory class, imperial class, gladiator class and two raiders for activations and aa support. Comes in around 355 points leaving me about 45 points for upgrades and squadrons. My two most recent outings I've used relentless and rhymer with 3 bombers and won at contested outpost both times. I've not lost with the list playing against a " new" ( not noob) opponent but have succumbed to my regular opponent by 6/4 's on occasions where he knows before hand my list and lack of bid and picks missions that I am mostly playing first time and am inexperienced with. So I want to take my play to a decent tournament level to get my hands on some scrummy prizes( who doesn't ?) and right now I'm just looking to master the basics we'll enough to do that. Any thoughts? Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted April 2, 2016 Leading Shots on the ISD. Ordnance Experts on the glad and 2 raiders. 17pts for dice rerolls. 2 tie fighters Instigator title 20pts for anti fighter (forget bombers, you have 5 ships to do the killing) With screed that leaves an 11pt bid for first player! Go for fire lanes rather than contested outpost, to spread the enemy out if they are lacking ship numbers. Opening Salvo should work well with 5 ships, or alternatively Advanced Gunnery to deny this objective choice with an ISD! Intell sweep or superior position depending on your style. Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted April 2, 2016 Thanks. My current missions are precision strike, con outpost and intel sweep, although I'm yet to play intel sweep as I'm usually second player and choosing from my opponents cards. My two recent games of contested outpost only really came about due to matching 399 bids and the luck of a coin toss to go first. Was a new experience but with five ships it's definitely something I will consider bidding more for in future. ( are there any tacticas or posts discussing missions more that you would/ could recommend ?) I'm not sure I own leading shots, although rebels purchases will happen, it probably won't be till after I've played in my first couple of tournaments. Looking forward to getting the goodies from the mc30, neb and corvette boxes to spice up my list and also blood new opponents with. So far one of my biggest bug bears of this list has been getting each ship to fulfil it's desired role within the build, I'm finding the gladiator a bit frustrating, I'm not getting the best out of it naked or upgraded. Sometimes it's dice, most often my movement and sometimes my opponent just shoots it early with extreme prejudice to be safe! Other times I've seen my Isd be targeted with extreme prejudice, often by squadrons. To counter this I've recently been thinking about relentless ord ex and quad lasers as a combo that will allow me to send the Isd off on a flank just to draw attention from the mission or break up my opponents ships and squadrons a bit whilst the other 4 ships win the fight. What would your opinion of a list along the lines of this for my first couple of tournaments Vic flagship slaved turrets. Plays slow has raider cover for aa obstructing incoming fire, most people assume the Isd is my flagship and overlook the vic. Extra red dice vs flankers and lone ships that stray too close. Isd relentless quad lasers, ord experts, can hold its own in most situations, take on ships and squadrons alike, be a spearhead or decoy in this list and doesn't cost so much I auto lose if it sinks. gladiator... Jury is still out here, could use demolisher, could use eng techs, could use any number of variants. However I like the intimidation factor demolisher holds and may run this to try and induce an error from an opponent blinded by destroying a demolisher. 2 raiders, one with instigator, to cover my large ships mainly, who's x wings etc wouldn't be deterred by dual black aa and go chasing a 'softer' target instead? Had been considering going back to a zero squadron list and putting acms here instead but I feel like your about to sell me the benefits of a least a couple of tie bases to fill out the list instead? Sorry for the huge essay, thanks for reading Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted April 2, 2016 Well the ties allow you to control where squadron fights occur, and thus how many of your double AA arcs the squadron fight is in. Sure it wont last very long as your tie will basically be suicide squads, but do it right and you can wreck a squadron ball if your opponent has taken a large number of squads. The ties also give you extra deployments, thus delaying the ISD or gladiator which everyone is scared stiff off. Drop the slaved turrets on the VSD, when you have so little upgrade points, thats really not worth it. Agree with putting Admiral on the vic. If anyone gets decent shots on the Vic then your fleet has failed in shielding it. Similarly, Quad Laser Turrets is a luxury, and you cant afford that. You want to make your Raiders, Glads and ISD all threats in their own right. Guarented damage in APT's (ACM's too expensive here), or more potent dice with rerolls (Ordnance Expert/Leading Shots/Vader) or Demolisher. Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted April 2, 2016 Other thought, If you move the ISD last and put Avenger on it, your opponent will have some extremelly tough choices around use of defence tokens... You could try, Vader, Demolisher, Avenger and 2 Tie Fighters as your only upgrades. It would be interesting to say the least, but well worth a tryout in a casual game. Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted April 4, 2016 Got hit hard by a mothma build with 2mc30s and 3 close range corvettes tonight, got no value from acm on the raider but took down Han, tyco and the a wing character with qlt/ ordinance exp combo on the Isd and needed about 8 or 9 re rolls after below av rolls. Wasn't very impressed with the gladiator again, got one good broadside off but still not enough damage even to kill a corvette outright before falling to sw7 endless blue hits goodness. I like the sound of the darth avenger build, I will try to run it a couple of times before the end of the month, after tonight I have to give serious thought to the use of speed 0 tactics I could have used a guy like darth tonight as mothma completely owned any screed magic I attempted. Also wondered thoughts on Tarkin in this list. Leaves a 35 point fill, relentless and 2 ties for up to a 16 point bid. Sound viable? Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted April 4, 2016 Very little point spending that much on Tarkin when he wont give out squadron commands and your raiders can only hold one command token each. Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted April 4, 2016 True the raiders benefit the least, but they would be able to activate both ties with dual dial, as well as the bonus engineering point to get two shield back on a face , add dice with re roll in screeds absence and work some speed zero double accelerate. They have the command value for on point Tarkin synergy each turn. I have a couple of weapons liaisons dirt cheap and they get me the extra dice onthe vic and Isd that I've been craving, also makes me think that the gladiator could switch role, proxying then eventually owning projection experts to boost the fleet, and sweeping up behind, any thing that slips through the net. Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted April 8, 2016 3 games coming up next week. first against a bonafide noob, a young lad I've inducted into the game personally who's just received his first rebel ships and will be using them for the first time. Space is likely to be limited so we could be looking at a very intense firefight early doors, as such I've gone and chosen vader to lead the fleet riding in the vic with weapons liaisons the Isd has avenger and weapons liaisons, naked glad, raiders and 2 ties. Leaves a 10 point spend. Gonna be a bloodbath, gonna give the gladiator another run in the offensive role, i thought about it and once he starts playing other opponents he's gonna need to know what to expect and how to counter. Next game against my regular opponent who knows exactly what he's up against and has the fleet to be able to choose a number of variants to beat me, I might be able to surprise him with a low bid to seize the initiative if he thinks he can get away with a cheeky 4 or 5 point bid like he usually does. I will just have to come up with the strategy on the fly, unless he's also trying to refine one of his tourney lists and I maybe face against a familiar scenario. This is the opponent who taught me the game so it's usually the benchmark match I use to see how I'm progressing. May have to use some speed zero tactics if he brings the corvettes to play. At the weekend il be facing off against an opponent I've played a once and beaten quite heavily, so I'm sure revenge will be on the cards, third rebel uprising to crush in a week. Last time round he fielded mc80 neb two corvettes and half a dozen character squads and despite seizing the early initiative with a strong squadron hit got his speeds and navigates all wrong and flew his entire fleet through the front arc of my vic, I spent the first hour of the game wondering why I was losing so badly and the second half wondering how I was gonna apologise for tabling I was about to issue to a guy who I'd just met and had kindly invited me for a game! Hoping to use Tarkin in at least one of the 3 games, and projection experts on the glad once too and see how that works out. Also have a birthday soon so may be gifted some cash that I can get a couple of small rebel boxes or the mc80, but I'm under the impression the getting the mc30 box first will give me the best war gear to kit out my current fleet? Quote Share this post Link to post Share on other sites
Ophion 932 Posted April 10, 2016 Cool thread! Don't write off Tarkin and Raiders, I've found he actually synergises with them surprisingly well with their command value of one. You just need to work out what tokens your bigger ships can store for later (say Nav), and take them early, so that the ones you think you will need on all ships at once (CF or Eng for example) you can throw down as needed. Tarkin tokens also let your raiders kick two or even three squadrons with expanded hangers, which can be a very responsive compared to trying to plan ahead with your VSD.... Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted April 15, 2016 I wasn't going to post here till I'd gotten my games played this week, but I just got tabled! I'd written a long emo post all about it but didn't realise I'd signed out of the forum, and after I submitted it, and a copy and paste fail, it was lost to the ether all I can tell you about it is it had details, lots of details. Gutted. This very shorthand substitute will have to be my 'dog ate the homework' but hopefully you can fill in some of the blanks and il post more when I've had a couple more games but you should be able to fill in the blanks here Lists doddonna gallant haven, salvation, yavaris, corvette b Han dash wedge y2400. 2Y 2b Me Tarkin 5ship weapon liaisons on the flagship, relentless, instigator 2 tie fighters Can't be bothered to type the whole lot again at this hour so to summarise *bomber heavy opponent *playing new mission dangerous territory *got out deployed by opponent and didn't deploy optimally *allowed a retake of a failed move that would turn out to be really effective *was virtually a spectator as I got munched ship by ship Managed to copy and paste this instead of the whole lot... Tonight I'm left wondering... What variant could I use to counter bomber heavy lists? Am I going to be running a four ship soon?! Is being a good sport worth in when the stakes are high? Or even at all??! That neb move would turn out to be outrageously effective, and I could have really siezed the initiative at a crucial time early in the game if I had not allowed it. (A sort of stipulation I have with this opponent is that we don't allow it as we try to improve our games, and I have made identical mistakes and not been allowed!!) I'm thinking this will be the last time, but should it be the last time ever ever? Should I start practicing with ozzel now? Can I afford not to sink the maximum into upgrades and squadrons in this list? I feel gutted I've lost this post, but tonight I got a good lesson in armada and learned that I've got a lot still to learn! Been a fantastic week of armada so far with more to come at the weekend. I used to sign in to the forum automatically but the last few days I've been made to login each time and I completely forgot tonight. My fault. Thanks for reading what's left Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted April 15, 2016 (edited) Tonight I'm left wondering... What variant could I use to counter bomber heavy lists? Am I going to be running a four ship soon?! This is what Fighters are For, or even at least Instigator on a Sacrifical Raider... But without hefty amounts of Fighter and/or AA Support, all you are doing is Delaying - its a Weakness of the All-Ship Builds Is being a good sport worth in when the stakes are high? Or even at all??! That neb move would turn out to be outrageously effective, and I could have really siezed the initiative at a crucial time early in the game if I had not allowed it. (A sort of stipulation I have with this opponent is that we don't allow it as we try to improve our games, and I have made identical mistakes and not been allowed!!) I'm thinking this will be the last time, but should it be the last time ever ever? Its *always* worth it to be a good sport... The trick is, just because you're a good sport, doesn't mean you let someone run roughshod over you... You state your position calmly, collectedly, and with a smile - maybe with the fact that you'd been denied the same thing in the past and you are both -trying- to improve as players, and that remembering IS important to that. But its *always* worth it to be a good sport. Poor Sports Get to Play. But they don't Play Again. Should I start practicing with ozzel now? Can I afford not to sink the maximum into upgrades and squadrons in this list? The 5-Ship is always going to be tricky. Ozzel is certainly a help if you're able to maximise on your Maneuver and Navigation. Quick jumps up and down keep the enemy off-balance, and let you find the optimal way to maneuver your ships. Ozzel takes practice, but he's a powerful active ability when you use it. Additionally, a 5-ship Imperial list is - generally - going to want Demolisher with a few critical upgrades, and points left over for a rather robust Initiative Bid, so it can virtually Guarantee the ability to activate Demo last on one turn, and first the next. Without that ability, a 5 ship might as well be a 4 ship.. Or a more robust 3 ship... With a hefty bomber wing... And you;'re right back to the Rhymerball... Find the strengths of your fleet and play To them... That, with a 5 ship fleet, will generally be activation advantage and speed... If your upgrades are not helping with that, or with reliability of the punch when you get there, then they're probably superfelous. Edited April 15, 2016 by Drasnighta Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted April 15, 2016 Having given it more thought I think I may in future similar situation allow the ship to be replaced to either activate a command dial OR shoot once before only being allowed to complete the same move it had made originally. It's some compensation for making a wrong move but it's not limitless. And I think it viable for teaching new players as well. In this instance I didn't feel I would learn much by not allowing the re take and didn't want to punish my opponent for playing whilst tired after a days work. Just that in this this instance that lesson turned into a schooling! In hindsight I dont think there was much I could have done to change the outcome of the battle, it was decided in the deployment phase. Allowing things to proceed was just a formality. Right.I've got lists to plan for the weekend. And a dying need to deploy better next time out! Quote Share this post Link to post Share on other sites
Plant 24 Posted April 16, 2016 I love the idea of maximising the amount of ships you take. That being said I'm becoming increasingly convinced that the victory class is a bit of a waste. In max shipnfeelts you need to make sure your 4/5 ships are all hitting one ship on turn 2. The lack of speed and manoeuvrability on a Vic makes it a bit of a liability in these circumstances. I've just knocked up a list you may like. Tarkin is just my normal go to admiral for imperials, the more ships you take the better, but you may like to switch him out for someone else. ISD 2 tarkin Isd 1 Gladiator 1 demolisher Gladiator 1 Ten point initiative bid Ignore the fighters, kill the ships, navigate and engineering are the commands to take. Let me know if you try it.... Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted January 11, 2017 is it on? knock knock...can anybody hear me? happy belated 2017 folks, new year, same old thread! its been 9 months since my last confession, congrats to all the people who have used this time wisely to better themselves, find love have babies etc etc having taken care of these issues iv spent the time putting on weight, growing my hair out, and im nursing a neckbeard to the small moon on the horizon.... wait that's no moon.. did enjoy reading this post back though.... wow... you guys gave me solid advice, its such a pity i was too much of a stinkin noob to know what any of it meant!! well im still that noob...... kinda.... heres how it went down.... takes 5 ship fleet to first store tourney,i was super excited, meeting new players talking armada, the whole nine yards. opted for rymer + 3 bombers to accommodate the remaining points alongside minimal ship upgrades. gets paired against an even newbier noob, only this guy has a semi rehearsed rymerball, no real rules knowledge, just rymer knowledge (if u follow) I coach him to a 10 nil win, bombers ineffective, gladiator overshot isd misdeployed and not in the game first three turns, in the end with his vic and isd carriers bearing nose to nose with my flagship and raiders I just left the flagship to get its lunch eaten, raiders accelerated past the oncoming wall of dice and he scored a ten nil just beating on the vic which I should have scuttled, but no newby mc newbface cued up those engineering commands and kept his ship alive for two more turns of free points before it finally went down, as heroic as it was, I had a nice four hour break to sit and stew on it before my next fixture. hmmmph. later that day I lost again this time to an ackbar fleet that had also been getting schooled all day, again a bit out of my league I didn't deploy brilliantly and lost thegame as he uzi'd my raiders and all my bombers on the way past... it didn't matter, my chin had dropped already I was just going through the motions at this point....if this was the second worst player here today then I may have turned up a little 'wet behind the ear'. I just wanted to write a better list and get it on the table ASAP... in a galaxy far far away... from basingstoke... but i had to stick it out 'cos I needed the leading shots card. that was the last time that list saw the table I believe. in hindsight it was more like a first round conflict list than a dedicated point smashing tournament list. nuff said! away I went tail between legs and went through a period of writing very cagey evasive fleets with ample squadron cover, and played a series of cagey matches turtled up not giving much away. long story short I was enjoying armada less than when I was a noob with bigger balls than brains. (and of course by this time whatever sign in problems I had been having with my ipad had worsened to the point that I couldn't even sign in here any longer) I was back to being a forum lurker rather than a participator, was enjoying the game less, I was struggling to find regular (competitive) games locally (still am!) and for a moment I even cast an eye to the six foot stack of boxes of unused ork models id been collecting since I was 12, pondering to myself... maybe just one little game of combat patrol... no! focus! in the meantime I played repeatedly against my regular opponent (tl dr recap- my mentor) and especially against my new opponent who despite being new to the game, was a huge fan of the extended star wars universe and this gave him a great hunger to play regularly, learn all the time and invest in new ships. credit to him too he learned a lot quicker than I did and I was able to help him better understand the negative aspects on occasions where ( and this is a stage I think we all go through with armada) he had the look of wrath in his eye cos I was beating him, and associated feelings of rage and annoyance. I was able to use my experiences of these feelings from my early games against my regular opponent and from obviously turning up to a tournament with *that* list (seriously guys, why didn't any of you lot tell me??!!) ready to dip my toe in again, I ventured back to Basingstoke to try again, ready to lose each game 6-4 and still call it an improvement. walking into an empty store after an hours drive.. not impressed.. what happened to the seven players that were here before? as it was luckily there was one player 'on call' but that was it, having cleared my schedule for a days gaming, I was gonna get one game. which I lost 6-4! still didn't get charged the entry and took home prizes for second, those rebel alt art cards didn't even burn long enough to heat the kettle! fast forward to the autumn, regular opponent is a workaholic and games are becoming less regular, despite being dominant in the early waves constant work means no time to play outside of our 'meta' or even grab an hour on the forums hunting for easter eggs after a summer of games with my new opponent, getting better everygame, keeping up with discussions on the forum and making time to play regularly, my young padowan has by this point acquired more knowledge than my mentor and our games become more educationally valuable to me as a learning resource than they had been. But alas all good things must end and after trying all summer is offered a job and suddenly iv got two opponents who work all week and girlfriend all weekend and well... theres barely been a rebel attack in my sector in ages.. weekend play it was...and this meant only one thing...Basingstoke I wrote my list it had an isd(with upgrades!) a glad (with upgrades!) and some other shi(ps)t then helped the noob write his. I culdnt help but leave his house that day thinking that my list probably couldn't beat his. I put it down to pre Basingstoke jitters... Tournament 3 maybe a week or two after the uk championship(way above my league!). turn up, oooh players, 3 of them, plus us two for 5. obviously only one person from Basingstoke and the rest travelling for an hour plus to attend, (not having a dig Basingstoke I know you guys have a scene, but also love a game midweek, but from my perspective if u have a flgs doing flgs sh1t then you should cherish that!). now heres where the story turned for me, get my pairing, and prior to the game id overheard the word nationals used , so I asked if hed played at nationals? he had, and he did well. with demolisher. very well. very very well. if u follow. the following 90 minutes was poetry in motion, his demolisher play was sublime, the manouvreing and timing of his commands unparalleled, and I got my third career 10-0 defeat and second ever tabling. even before we started he outbid me and took first player, his extra deplyments meant demo went down last. before today this was just talk to me people banging on about nerfing demo etc etc id taken it all with a pinch of salt because when I flew demo it always crashed and burned but this time there was no sulking, no wondering what I could have done differently none of that. I soaked it all up like a sponge and learned more in 90 minutes about armada than I had in the previous 10 months. Even down to little things like how he (quickly, he had lots of exp with the list) pre measured ranges and used the manoeuvre tool was in a different league to anything id seen. it really highlighted to me the level i wanted to play at. (if ur reading this champ I hope I havnt blown too much smoke up your a$$ I took my 4 hour break, my second defeat, my third wooden spoon with whatevs. (the noob took 3rd) whatevs! (his names Ben, so yes we have had a good chuckle at you jokers recently!! KUTGW!) got home, copied my opponents list, added extra bid for first player, added extra pair of squadrons for additional deployment. couldn't wait for the chance to play him again. well in the meantime my regular opponent got tired of playing against demolisher, or should that be death by demo, the triple tap, my new found manoeuvring skills and ruthless streak. Ben took a few demo beat downs but had more resiliance to get up and try again in the next one. I went 9-0 with demo before I finally took my first mis step and lost a 6-5 to ben by the slimmest of margins, but then something I didn't expect too happened, ben got 6-5s in 2 of our next 5 games and learned quickly how to negate the game to a virtual stalemate each time by not offering demo the chances its looking for to get into a list and tear it up. This led nicely to our next tournament maybe 6 weeks later, £15 buy in but a plastic prize pool. I was confident I was going to smash some face, but as we had arrived late ben and I got paired and sure as sure he shut up shop and won by less than 15 vp. oh and I dint mention that champ had smelled the easy prize pool and was going through the motions on a different table across the room, I had for sure just blown my chance at seeing how my new list would fair against his... ah well... both ben and I won our next matches meaning he would face the champ (oh yeah my first 'competitive' win nearly slipped by unnoticed!) I was more excited for ben as he had lots of practice now flying vs dual gladiators and might be able to dig in like he had against me earlier in the day. on the first turn he tried some fancy manoeuvre switching his fleets direction(he did it vs me so I guess he thought he would try something similar) needless to say he didn't measure his deployment right and stacked all four ships into each other on the first turn crippling bright hope and putting unnecesary damage across the fleet. (classic ben?!) champ did his thing and tabled ben. on my table my demo sneezed on a vic and farted on an isd while my squadrons dominated in an 8 vs 8 battle and with the mighty point swing I walked away with a gozanti for SECOND place- not last!! Games died down a bit since then, I havnt been to worried about playing until wave5/cc was released. looking forwards to 2017, getting involved with cc but mostly this year hoping to focus on getting more players started in the game locally so that hopefully by this time next year I can be hosting a local tournament of my own and travelling less to get games in! Also looking forward to being back on the forums! essay done for today, podracer out. its good to be back! 1 GiledPallaeon reacted to this Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted January 20, 2017 bump! played a bunch of games in the last week, actually managed six consecutive defeats with variants of the demolisher build I had been running, admittedly I can put a few of those down to trying to make raiders work still, but certainly not all of them, im leaning towards the fact that wave 5 is just a scarier place to fly ships! That's when I dusted off the old 5 ship build, ditch the raiders add gozantis, add jerjerrod. Suddenly I was cooking! and with a ridiculous 60 points for upgrades and squadrons. 60! And it turns out my list loves wave 5! The dilemma is im practically on the eve of a tournament and I don't know if I should fly the demolisher list or the five ship. im biased towards the five ship because it went 3-0 after I bought it back, but im just now wondering if I can make it work against a more diverse range of lists? or have I just forgotten that my personal meta has become setup to avoid getting demolishered, and that is the list to fly against more diverse opponents? Thoughts?? 1 GiledPallaeon reacted to this Quote Share this post Link to post Share on other sites
PodRacer 1,078 Posted January 27, 2017 knock knock if you guessed the guy with the five ship thread would take a five ship build to a tournament, you guessed right. ma list victory class flagship jerjerrod ordinace exp dual turbolaser turrets isd1 avenger kallus oe quad laser turrets demolisher skilled first off ord ex eng techs apt gozanti repair crews gozanti repair crews Wasnt my original choice, but whilst waiting for other players to show i edited my list to have repair crews on the gozantis at the expense of dual turbolasers on the avenger, i guess i just felt the repair crews might give the gozantis a dual purpose if my squads got shot down early doors. removed the whopping 3 point bid and added ciena ree and valen rudor in the squadron department. first game against a local player fielding isd 2 vic 2 interdictor with some gravwells, and half a dozen basic ties of one flavour or another. first turns i fall over his minefield and mop up the damage with repair crews. early game he triple focuses down my isd and gets first blood and a trophy kill, doesnt notice demo chewing on his isd till its already done. his trident in their eagerness to throw down some dice are now falling over each other and cant escape, demo eats the victory, and my squadrons take down his. second game against some wave 5 vader, on a gozanti heading towards the corner, along with two gozantis doing the same using relay lambdas and jendon to control a multiball of marek steele, jonus , and half a dozen buddies on the otherside of the table. outdeployed and relegated to second player, i got down hard to a very well flown list with lots of moving parts, including demo jonus, centicore arquitens, jendon and steele, a well rounded bunch of squads, and vader everything. even had the cheek to pick up my minefields from the edge of his deployment and deliver them into the front of my star destroyers. his demo pounces on mine in the early game, and im left chasing shadows for 6 turns, a day late and a buck short. at this point vader is 2-0, im 1-1 and the trident takes down my brothers rebel list getting its first taste of life away from the kitchen table. in the last game vs my bro we end up playing his precision strike and he completely battered me, my squadrons went down very quickly and he had plenty of turns to batter my hull with his squadrons unanswered. vader goes 3-0 and the final three positions are settled by mov, trident second, me third, bro fourth. All in all a good days gaming!! I really like jerjerrod for the five ship build, help get me into or out of fights quicker, and some help to the deployment weaknesses of the list to reposition early on, heck im even considering re instating a raider for a little backfield harrassment vs campy relay lists. (did i just type that?!) If theres any one in internet forum world still reading these ramblings id love to read how you would make an isd/vic/glad five ship build work in wave 5. go wild. i know wave 5 is a big scary place but theres still gotta be some easter eggs (like the arquittens!) you think i should try out And in other news im now grand admiral for the imperials in a 3 vs 3 cc campaign starting next month. Any advice in that department would be greatly appreciated! even if you wont do it for me, do it for the emperor!! Quote Share this post Link to post Share on other sites
GiledPallaeon 2,873 Posted March 22, 2017 If you're set on the ISD/Victory/Gladiator combination (which in the interest of full disclosure I am not), I would imagine a five ship list would look something like this: ISD-1, Jerjerrod, Tua, ECM, Leading Shots, and Ordnance Experts VSD-1, Ordnance Experts, Dual Turbolaser Turrets GSD-1, Demolisher, Ordnance Experts, APT Gozanti Cruisers x2 Lambda Shuttle and 4x TIE Fighters For 400 points on the nose, the Lambda means the Gozantis can squadron command from way away from the battle, which is always good, and gives you access to Strategic to mess with objective tokens. You could even plausibly throw the commander out there for some extra insurance. Other than that, I think this fleet is fairly straightfoward, it wants to get to black range and have a slugging match it will win. If you're willing to drop the Victory (IMO the weakest link here, but that's up for debate), I'd suggest a five-ship list that looks like this: ISD-2, Jerjerrod, Gunnery Team, ECM, Leading Shots, XI7s, Avenger GSD-1, Demolisher, Ordnance Experts, APT Raider-1, Agent Kallus, Flechette Torpedoes, Ordnance Experts, Impetuous Raider-1, Ordnance Experts, Flechette Torpedoes Gozanti Cruisers, Tua, ECM, Slicer Tools This fleet is 395, and if your meta has relatively high bids, I recommend ditching XI7s to ensure first player. With that advantage, Kallus on Impetuous will savage enemy fighters, and worse for bomber balls, lock them down for turns at a time. That ship is fury incarnate, and the Flechette Torpedoes have made the Raider absolutely without par IMO in the anti-squadron game. Any that escape him the second Raider can deal with, and once that threat is eliminated, two, three, or four black dice at a time, they can work as flankers for Demolisher and Avenger. I hope this helps. Best of luck, Admiral, we will see the end of the Rebellion yet. Quote Share this post Link to post Share on other sites
Plagueis 211 Posted March 22, 2017 On a side note Pod did you say you did not have any leading shots as I might have a few alt art ones hanging around the house Quote Share this post Link to post Share on other sites