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clontroper5

BRINGING TARKIN BACK!

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I like ISDs what about This version :P

+++ Tarkin (400pts) +++

++ Imperial Navy (Standard) (400pts) ++

+ Imperial Star Destroyer (158pts) +

Imperial I-Class Star Destroyer (158pts) [Defense Liason (3pts), Gunnery Team (7pts), •Grand Moff Tarkin (38pts)]

+ Victory Star Destroyer (242pts) +

Victory I-Class Star Destroyer (76pts) [Defense Liason (3pts)]

Victory I-Class Star Destroyer (83pts) [Defense Liason (3pts), Gunnery Team (7pts)]

Victory I-Class Star Destroyer (83pts) [Defense Liason (3pts), Gunnery Team (7pts)]

+ Objectives +

Assault Objective [Opening Salvo]

Defense Objective [Fire Lanes]

Navigation Objective [Minefields]

Created with BattleScribe (http://www.battlescribe.net)

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I got wrecked by the 4 Vic list yesterday.  Of course, I only had an MC80 and 2 MC30s that I couldn't get into a decent position for the entire time, and the opponent's dice rolls on the reds at range 3 were some sort of crazy, but it still wrecked me.  Good list, dares people to try and get around you somehow though, and I could see someone with experience on running small fast ships being able to do the end-run and just plink away from the rear of the VSDs.

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I feel like this list has a lot of similarities to the Nebulon spam list:  dangerous front arcs, but has trouble keeping them on anything faster than... well, a VSD.

 

Played a joke game last night, 6x Rieekan Nebs vs 3x Ackbar AF2s.  I drove my AF2s at speed 3 in a slingshot around one flank of the Neb phalanx and tore into the sides.  Even though my opponent spammed navigate, he couldn't keep me in the front arc.  I feel like you're going to run into the same issue with this:  yeah, if I want to flank you I'll have to deal with a VSD front arc, but I can much more easily deal with the full front arc of one VSD than the combined fire of four.

I think successfully using this will be all about your formation, so I'd be interested to see how you used and spaced your ships on this one.

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Do you have any intention of running that ISD at speed 3? Whats the point of shackling an ISD to 3 Vics?

if Im not playing minefields I often set up along the side and swing the entire line abreast, the 3rd vic spams nav and cuts inside becoming the new 1st vis and the isd will be on the end and sue speed 3 to swing out the furthest

 

 

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Just Finished my 2nd game with the gun team variant of 4 vics against Ginkapo who had 3 neb-b including salvation and Yavaris, and an AF lead by reeikan with a moderate fighter force.

We rolled for initiative and I gave it to him, he selected minefields from my objectives I made a nice funnel and after much wiff on both sides I tabled him with 1 hull left on Tarkin and 1 full health VSD

Very interesting and at times frustrating game.

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Hey hey hey, understating how close I went to winning there.

Ok Yavaris had a two turn ungodly survival thanks to some smart dice coding from GreenKnight, but if I had activated my ships in the other order in turn 6 I would have won.....!

Excellent fleet here Clon.

The ISD makes sense. That manouverability would have kept your fourth ship in the fleet.

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Hey hey hey, understating how close I went to winning there.

Ok Yavaris had a two turn ungodly survival thanks to some smart dice coding from GreenKnight, but if I had activated my ships in the other order in turn 6 I would have won.....!

Excellent fleet here Clon.

The ISD makes sense. That manouverability would have kept your fourth ship in the fleet.

yea it ended up being VERY close

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Just Finished my 2nd game with the gun team variant of 4 vics against Ginkapo who had 3 neb-b including salvation and Yavaris, and an AF lead by reeikan with a moderate fighter force.

We rolled for initiative and I gave it to him, he selected minefields from my objectives I made a nice funnel and after much wiff on both sides I tabled him with 1 hull left on Tarkin and 1 full health VSD

Very interesting and at times frustrating game.

Wow. When I stopped watching I thought for sure Gink had you.

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I am not sure why uou have a dedicated carrier for four ties. Or even what you expect them to do.

With rebels, so not applicable at all, I sometimes take a token escort wing of decent aces that can survive a beating. Instead of having a dedicated carrier, have a few ship pick a squadron token up first round. This gives some flexibility and control over the squadron fight without overbuilding it.

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Great concept!

 

If you can make 4 vic Is work that's awesome but I would worry that at least one is going to find itself out of position and an out of position vic can be relied upon to contribute nothing! all game.

 

On the other hand, I would absolutely recommend Dominator with Xi7s as your line anchor. This ship has saved my bacon vs demolisher any number of times, and is also a nasty surprise for any corvettes etc who thing they can make a safe close range flank attack.

 

With 4 vics you aren't going to score any points killing squadrons either. So potentially change to three vics (incl Dominator), and use the points saved for a Raider?

 

But if 4 Vics is the thing by all means stick with that.

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another brief battle report

 

played Jake on vassal, he brought a souped up mc80 and galant have along with 4 b-wings, 2 a-wings, 2 x-wings and an HWK

 

he picked firelanes (bad choice) mostly because he had never played it before. I deployed at speed 1 and slowly crused by the firelanes tokens.  turn 2 my ties got wreaked and I was able to plink 2 shields off galant at long range.

 

turn 3 galant took heavy long range fire thanks to CF and hot rolls, burned both its evade and brace, i killed an x-wing with my remaining tie fighter and AS form the vics  

 

turn 4 saw galant explode after a roll of 9 damage from my flagship (Katana) and my unnamed red shirt VSD took severe damage from a bombing run since he was speed 0 (i slowed down to avoid medium range of the mc80 the last turn) i also killed a b-wing with AA

 

turn 5 my red shirt vsd absorbed all 5 squadron activations from the 80 and then died, we called it here as there was no way anything else was going to die and he couldnt hope to contest the tokens

 

 

I ended with all 18 tokens and mov of 286 or so

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