SoonerTed 376 Posted July 28, 2016 Fly these in tight formation, with the Interdictor in the center. The Victory-class SD have only one die less on the side arcs than from the front, making flanking these a challenge. As always, feedback is appreciated. -------------- Motti's Phalanx Author: SoonerTed Faction: Galactic Empire Points: 400/400 Commander: Admiral Motti Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Minefields Victory II-Class Star Destroyer (85 points)- Dominator ( 12 points) - Ruthless Strategists ( 4 points) - Quad Laser Turrets ( 5 points) - Enhanced Armament ( 10 points) - High-Capacity Ion Turbines ( 8 points) = 124 total ship cost [ flagship ] Interdictor-class Combat Refit (93 points)- Admiral Motti ( 24 points) - Projection Experts ( 6 points) = 123 total ship cost Victory II-Class Star Destroyer (85 points)- Warlord ( 8 points) - Agent Kallus ( 3 points) - Ruthless Strategists ( 4 points) - Quad Laser Turrets ( 5 points) - Enhanced Armament ( 10 points) - High-Capacity Ion Turbines ( 8 points) = 123 total ship cost 2 YV-666s ( 30 points) Card view link Fleet created with Armada Warlords Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted July 28, 2016 I think your VSDs each have 2 cards with the Modification key word. Quote Share this post Link to post Share on other sites
Vergilius 2,118 Posted July 29, 2016 Seconded on the multiple modifications. You'll have to fix that. The advantage for flanking a list like this is more that some of your ships are out of position for concentrating fire upon that flank. What you need is more placement and perhaps an additional activation. That will help mitigate someone getting to the flanks in the first place. Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted July 29, 2016 (edited) The VSD-IIs are rather expensive (even if they loose enhanced armament). You could either replace them for ISD-Is with say XI7 and Leading shots, or replace them with cheap VSD-Is and get an extra VSD-I or a decent fighter & bomber force. Wulff and Targeting scrambler on the Interdoctor would also be good. 8 repair points a turn and forcing the enemy to reroll 4 dice against one of your other ships is really nice. Edited July 29, 2016 by Mad Cat 1 SoonerTed reacted to this Quote Share this post Link to post Share on other sites
MoffZen 760 Posted July 29, 2016 You can probably afford to drop Ruthless Strategists. It's great when you want to clear fighter screens for Bombers (remeber that each time you shoot an AA barrage, you're not shooting at ships, so an effective way to make it count is when clearing a path for squadrons great for anti-ship duties). Quote Share this post Link to post Share on other sites
Green Knight 9,746 Posted July 29, 2016 Huge weakness: I let my Rhymer ball sit at range and kill you. OR Angry Bees or Scurrgs come and tear you apart. You have no defense. You can't run, you can't defend, you can't repair fast enough. Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted July 29, 2016 Huge weakness: I let my Rhymer ball sit at range and kill you. OR Angry Bees or Scurrgs come and tear you apart. You have no defense. You can't run, you can't defend, you can't repair fast enough. Rhymerball would take 4+ damage per turn, due to ruthless strategists and Agent Kallus. I wasn't aware you couldn't have two modifications on the same ship, just not two of the same card. I'll fix that and post the fleet in a bit. Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted July 29, 2016 The VSD-IIs are rather expensive (even if they loose enhanced armament). You could either replace them for ISD-Is with say XI7 and Leading shots, or replace them with cheap VSD-Is and get an extra VSD-I or a decent fighter & bomber force. Wulff and Targeting scrambler on the Interdoctor would also be good. 8 repair points a turn and forcing the enemy to reroll 4 dice against one of your other ships is really nice. Something I have noticed with the VSD-I's is how hard it is to get them into black range where there can be lethal. This can be mitigated somewhat with Dominator, but this is a big reason why I switched to VSD-II's. Any suggestions on that? Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted July 29, 2016 The VSD-IIs are rather expensive (even if they loose enhanced armament). You could either replace them for ISD-Is with say XI7 and Leading shots, or replace them with cheap VSD-Is and get an extra VSD-I or a decent fighter & bomber force. Wulff and Targeting scrambler on the Interdoctor would also be good. 8 repair points a turn and forcing the enemy to reroll 4 dice against one of your other ships is really nice. Something I have noticed with the VSD-I's is how hard it is to get them into black range where there can be lethal. This can be mitigated somewhat with Dominator, but this is a big reason why I switched to VSD-II's. Any suggestions on that? Speed trap your list to drag victims into your guns by doing one or more of the following: Switch to Admiral Konstantine. Put G8 Projector on your Interdictor. Put Q7 Tractors on your other ships. Take missions where the enemy have to come to you like contested outpost, Fire Lanes or the new Station Assault & Salvage Run. Select enemy missions where you know where the fight will take place like those above. Avoid those like Precision strike or Intel Sweep 1 SoonerTed reacted to this Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted July 29, 2016 The VSD-IIs are rather expensive (even if they loose enhanced armament). You could either replace them for ISD-Is with say XI7 and Leading shots, or replace them with cheap VSD-Is and get an extra VSD-I or a decent fighter & bomber force. Wulff and Targeting scrambler on the Interdoctor would also be good. 8 repair points a turn and forcing the enemy to reroll 4 dice against one of your other ships is really nice. Something I have noticed with the VSD-I's is how hard it is to get them into black range where there can be lethal. This can be mitigated somewhat with Dominator, but this is a big reason why I switched to VSD-II's. Any suggestions on that? Speed trap your list to drag victims into your guns by doing one or more of the following: Switch to Admiral Konstantine. Put G8 Projector on your Interdictor. Put Q7 Tractors on your other ships. Take missions where the enemy have to come to you like contested outpost, Fire Lanes or the new Station Assault & Salvage Run. Select enemy missions where you know where the fight will take place like those above. Avoid those like Precision strike or Intel Sweep Is the Dominator title better suited to a VSD-II or VSD-I? What about the Warlord title? (loses a lot of accuracy that could be moved to a hit) Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted July 29, 2016 I don't like either title. They are both expensive and VSDs should be kept cheap unless being used as a carrier (when flight controllers, exp hangar and flight commander should be more than enough). Dominator does 2 damage to yourself for an estimated 1.5 damage on the enemy that could be halved with a brace. It seems to me like it is the enemy that should be paying points for that privilege not you. It is almost like giving each target ship the counter(3) rule - though the damage you take doesn't have to be on a facing shield. However VSDs have 2 redirects and not a vast amount of shields so those 2 self inflicted damage would have been used soon enough with a redirect anyway. Warlord looses an accuracy and at long range those are usually needed for preventing 2 damage being braced to one or an evade cancelling a die. It has a nice combo with H9 lasers but the combo costs 16 in total. Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted July 29, 2016 (edited) Dominator does 2 damage to yourself for an estimated 1.5 damage on the enemy that could be halved with a brace. It seems to me like it is the enemy that should be paying points for that privilege not you. It is almost like giving each target ship the counter(3) rule - though the damage you take doesn't have to be on a facing shield. However VSDs have 2 redirects and not a vast amount of shields so those 2 self inflicted damage would have been used soon enough with a redirect anyway. Warlord looses an accuracy and at long range those are usually needed for preventing 2 damage being braced to one or an evade cancelling a die. It has a nice combo with H9 lasers but the combo costs 16 in total. Dominator isn't for the extra Damage. Its for further getting extra accuracy results, so you can remove the enemy Braces and Redirects from the picture - especially in the non-ecm'd but redundant cases, such as Nebulon-Bs and, in the future, Libertys. Edited July 29, 2016 by Drasnighta 1 SoonerTed reacted to this Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted July 29, 2016 You dont HAVE to use Warlord, so if you need the acc then keep it. If you are shooting squads though... Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted July 29, 2016 You dont HAVE to use Warlord, so if you need the acc then keep it. If you are shooting squads though... Warlord helps with shooting at squads, since you change a 50% hit rate to 75%. Did you mean Dominator? Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted July 29, 2016 You dont HAVE to use Warlord, so if you need the acc then keep it. If you are shooting squads though... Warlord helps with shooting at squads, since you change a 50% hit rate to 75%. Did you mean Dominator? Well, the point is, with Warlord + H9, you're guaranteeing damage against Squadrons. Everytime. 1 SoonerTed reacted to this Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 29, 2016 I would drop one of the VSD's to VSD1 to have some close-range fighting capabilities and add Targeting Scrambler on Interdictor. 2 YV's is enough meat for 1 Ruthless strategists, but not for 2. They'll be spend in one round of shooting (so I would add a bomber or 2 as RS meat). If you can manage to fit a Gozanti in it'll help you a lot in a list like this. 1 SoonerTed reacted to this Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted July 29, 2016 Here's a tweaked version based on feedback: Motti's Phalanx 2 Faction: Galactic Empire Points: 400/400 Commander: Admiral Motti Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Minefields Victory II-Class Star Destroyer (85 points)- Warlord ( 8 points) - Agent Kallus ( 3 points) - Ruthless Strategists ( 4 points) - Quad Laser Turrets ( 5 points) - H9 Turbolasers ( 8 points) = 113 total ship cost Interdictor-class Combat Refit (93 points)- Interdictor ( 3 points) - Wulff Yularen ( 7 points) - Projection Experts ( 6 points) - Targeting Scrambler ( 5 points) = 114 total ship cost [ flagship ] Victory I-Class Star Destroyer (73 points)- Admiral Motti ( 24 points) - Dominator ( 12 points) - Ruthless Strategists ( 4 points) - Quad Laser Turrets ( 5 points) - Assault Concussion Missiles ( 7 points) = 125 total ship cost 2 YV-666s ( 30 points) 2 TIE Bomber Squadrons ( 18 points) Card view link Fleet created with Armada Warlords Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 29, 2016 This does look threatening. I would move admiral from Dominator to a Kallus ship (as it seems to be better protected, especially against bombing runs). Also you need to think about a strategy against fast ships. Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted July 29, 2016 This does look threatening. I would move admiral from Dominator to a Kallus ship (as it seems to be better protected, especially against bombing runs). Also you need to think about a strategy against fast ships. Admiral and Kallus can't be on the same ship, since the Admiral takes up the officer slot, right? Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 29, 2016 This does look threatening. I would move admiral from Dominator to a Kallus ship (as it seems to be better protected, especially against bombing runs). Also you need to think about a strategy against fast ships. Admiral and Kallus can't be on the same ship, since the Admiral takes up the officer slot, right? Nope. The fleet commander does not use officer slot, so he can be on any ship. Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted July 29, 2016 This does look threatening. I would move admiral from Dominator to a Kallus ship (as it seems to be better protected, especially against bombing runs). Also you need to think about a strategy against fast ships. Admiral and Kallus can't be on the same ship, since the Admiral takes up the officer slot, right? Nope. The fleet commander does not use officer slot, so he can be on any ship. If that's the case, wouldn't the admiral be better off on the Interdictor with the higher hull and in the center of the formation? That also evens out the points a bit better. Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 29, 2016 My worry in this case is bombing runs, so I tend to put Admiral on QLT-equipped ship. And Warlord/H9/QLT/Kallus means that any attacking squadron will suffer at least 1 hit back from QLT. Quote Share this post Link to post Share on other sites
SoonerTed 376 Posted July 29, 2016 My worry in this case is bombing runs, so I tend to put Admiral on QLT-equipped ship. And Warlord/H9/QLT/Kallus means that any attacking squadron will suffer at least 1 hit back from QLT. In this case, a non-unique squadron attacking at range 1 on the warlord could suffer 2 hits (1 from Relentless Strategists if engaged). A unique one will average 2.75 damage if they attack from range 1. Rhymerball wouldn't take that damage though, so eliminating Rhymer would be the top priority. Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 29, 2016 My worry in this case is bombing runs, so I tend to put Admiral on QLT-equipped ship. And Warlord/H9/QLT/Kallus means that any attacking squadron will suffer at least 1 hit back from QLT. In this case, a non-unique squadron attacking at range 1 on the warlord could suffer 2 hits (1 from Relentless Strategists if engaged). A unique one will average 2.75 damage if they attack from range 1. Rhymerball wouldn't take that damage though, so eliminating Rhymer would be the top priority. Exactly! Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted July 29, 2016 If you ever find spare points, ig88 can help with that bigtime. Quote Share this post Link to post Share on other sites