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SoonerTed

Motti's Phalanx

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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.

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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

 

YV-666s ( 30 points) 

Card view link

Fleet created with Armada Warlords

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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.

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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 by Mad Cat

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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).

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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.

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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?

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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

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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)

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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.

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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 by Drasnighta

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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?

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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.

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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.

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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

 

YV-666s ( 30 points) 
TIE Bomber Squadrons ( 18 points) 

Card view link

Fleet created with Armada Warlords

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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.

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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?

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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.

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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.

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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.

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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.

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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!

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