Madaghmire 7,277 Posted August 22, 2016 Trying to decide between a few fleets to run during my next armada night. Appreciate thoughts and critiques as to all lists, and please let me know which one you think I should go with. If I get a few responses and people show interest in the outcome, I'll do a batrep. First List: Tarkin Fireball Author: Madaghmire Faction: Galactic Empire Points: 398/400 Commander: Grand Moff Tarkin Assault Objective: Precision Strike Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions Gozanti-class Cruisers (23 points) - Suppressor ( 4 points) - Bomber Command Center ( 8 points) = 35 total ship cost Gozanti-class Cruisers (23 points) - Vector ( 2 points) - Flight Commander ( 3 points) - Jamming Field ( 2 points) = 30 total ship cost [ flagship ] Victory I-Class Star Destroyer (73 points) - Grand Moff Tarkin ( 38 points) - Spinal Armament ( 9 points) - Assault Proton Torpedoes ( 5 points) = 125 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 83 total ship cost 1 "Mauler" Mithel ( 15 points) 1 Darth Vader ( 21 points) 1 Major Rhymer ( 16 points) 1 Dengar ( 20 points) 1 TIE Bomber Squadron ( 9 points) 1 Boba Fett ( 26 points) 1 Soontir Fel ( 18 points) Comments: I love Tarkin, but I rarely manage to find fun ways of getting him into the game. Here, he enjoys having formur ships to pass along his tokens to, creating an extremely reactive fleet (I hope). Squadrons and Demolisher allow for hard strikes at relatively high mobility, and the squadron ball backed by jamming field and the Legion of ****** should very effective. The victory with spinal provides a jaw and respectable long range support, and can afford to spam nav since it isnt needed to push squadrons. If it closes, it packs a punch. I'm concerned that this fleet might want to go first more than it wants to play its objectives and needs to be trimmed down some. Not sold on Hyperspace Assault over Contest Outpost, but I'm so tired of playing contested outpost. List Two: Dark Lord of the Dict Author: Madaghmire Faction: Galactic Empire Points: 400/400 Commander: Darth Vader Assault Objective: Opening Salvo Defense Objective: Fleet Ambush Navigation Objective: Minefields Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 79 total ship cost Imperial I-Class Star Destroyer (110 points) - Devastator ( 10 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Spinal Armament ( 9 points) = 143 total ship cost [ flagship ] Interdictor-class Suppression Refit (90 points) - Darth Vader ( 36 points) - Wulff Yularen ( 7 points) - Projection Experts ( 6 points) - G7-X Grav Well Projector ( 2 points) - Targeting Scrambler ( 5 points) = 146 total ship cost 4 TIE Fighter Squadrons ( 32 points) Wanted to see if the interdoctor can make devestator somewhat more survivable, and use said survivability to murder all the people. Vader acts as rerolls for demo's blacks as well as allowing the ISD roll protection and a faster method of discarding tokens. The fighters are there strictly to be a speedbump. I do think this list could have some fun with objective play. List three: Dicktory Class Alt Cards Author: Madaghmire Faction: Galactic Empire Points: 393/400 Commander: Darth Vader Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] Victory I-Class Star Destroyer (73 points) - Darth Vader ( 36 points) - Warlord ( 8 points) - Sensor Team ( 5 points) - Quad Turbolaser Cannons ( 10 points) = 132 total ship cost Victory I-Class Star Destroyer (73 points) - Dominator ( 12 points) - Spinal Armament ( 9 points) - Assault Proton Torpedoes ( 5 points) = 99 total ship cost Gozanti-class Cruisers (23 points) - Bomber Command Center ( 8 points) = 31 total ship cost 1 "Mauler" Mithel ( 15 points) 1 Major Rhymer ( 16 points) 1 Dengar ( 20 points) 2 Firespray-31s ( 36 points) 1 Soontir Fel ( 18 points) 1 Boba Fett ( 26 points) Managed to get my hands on some alt cards from gencon by selling my body on the street. I have no regrets, but I wanted to make a list that runs them all while testing out that warlord QTC sensor combo someone had mentioned in another thread. Vader is there again to make crappy red dice less crappy. Could toss apts on warlord, and sacrifce the bid i dont really need all that much. All comments are appreciated, unless you are Andy. Andy, you should have averted your eyes, you filthy cheat! Don't make me throw my super secret special list at you! 1 CaribbeanNinja reacted to this Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted August 22, 2016 Why Vader with Devestator? That ship also dearly loves x17s. Quote Share this post Link to post Share on other sites
Madaghmire 7,277 Posted August 22, 2016 Vader is there to help burn through my defense tokens gink. And it does love Xi7's but I'm tossing spinal on everything until I'm done experimenting with it. I'm hoping vader creates consistent enough reds and the extra blues from devestator and intel officer combine to provide the accuracies and annoyance factor to brute force their tokens. Quote Share this post Link to post Share on other sites
MandalorianMoose 1,862 Posted August 23, 2016 (edited) Devastator has really started to shine for me in wave 3/4. With the Interdoctor there to help heal and provide defense with scramblers, it can take more of a beating to get off more shots. I've found that tagge and ECM does even more for survivability though. You can mitigate much more damage and burn defense tokens to power up your return volley, then recover your token for the next round (assuming you timed it right). Plus, Vader will do nothing for Devastator once you have burned through all your defense tokens. This has been my Devastator build the last few weeks (149 pts) Imperial II-class Star Destroyer (120 pts)Devastator (10 pts) Captain Needa (2 pts) Electronic Counter Measures (7 pts) XI7 Turbolasers (6 pts) Leading Shots (4 pts) Edited August 23, 2016 by MandalorianMoose 1 Madaghmire reacted to this Quote Share this post Link to post Share on other sites
LordStroyer 3 Posted August 23, 2016 Here is my takin ball, I'm gonna test in a casual tournament. Appreciate thoughts and critiques. Shall i stay with BC or get jamming field and another bomber? Fleet ambush could work against low ship bulids very well but loses its potential against flimsy fleets. Fleet Summary (395 of 400 pts) Faction: The Empire Commander: Grand Moff Tarkin (38 pts) Flagship: (77 pts) Victory I-class Star Destroyer (73 pts) Boosted Comms (4 pts) Fleet Ship 1: (77 pts) Victory I-class Star Destroyer (73 pts) Boosted Comms (4 pts) Fleet Ship 2: (51 pts) Raider I-class Corvette (44 pts) Instigator (4 pts) Agent Kallus (3 pts) Fleet Ship 3: (31 pts) Gozanti-class Cruisers (23 pts) Bomber Command Center (8 pts) Squadrons (121 of 134 pts): 3x Tie Advanced Squadron (36 pts) 5x Tie Bomber Squadron (45 pts) 1x Major Rhymer Tie Bomber Squadron (16 pts) 2x JumpMaster 5000 (24 pts) Objectives: Precision Strike , Contested Outpost , Superior Positions Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted August 23, 2016 Mad, there is no rule against using contain tokens needlessly. You just need to be shot twice in one round to ditch 3 tokens. Vader is a bit of a waste 1 Madaghmire reacted to this Quote Share this post Link to post Share on other sites
Madaghmire 7,277 Posted August 23, 2016 Is there not? I assumed I needed something to contain in order to spend the token. Probably flip that overt to screed, motti or special K then. Maybe Tagge to get brace back? Put OE, leading shots on their respective ships for modification. Of course, then I would have to rename the list. Any thoughts on the other lists? Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted August 23, 2016 I found the third list dull, basically wave 2 triple vic. Personally I would switch the vic in list 1 to something more maneuvetable, maybe a glad. And then you have multiple lightweight carriers which can make use of nav, cf, or squad tokens in unison. There is never a reason for boba. Never Quote Share this post Link to post Share on other sites
MandalorianMoose 1,862 Posted August 23, 2016 (edited) There is never a reason for boba. Never False. I've recently started taking him (he's my favorite sw character), and he's pretty beast. Think of him as a mini mauler. So many times I would activate in the scrum and kill a guy with one health, or send someone from 2 to 1 as a set up for mauler. Edited August 23, 2016 by MandalorianMoose Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted August 23, 2016 Unlike Ginkapo, I like the third list most of all, but I'm an old school Imperial who has little truck with these new fangled ways ;-) I might be tempted to find 5 points to get APT's on Warlord. Maybe drop the Quads down to Xi-7's or Heavy Turbolaser Turrets. Quote Share this post Link to post Share on other sites
Madaghmire 7,277 Posted August 23, 2016 I found the third list dull, basically wave 2 triple vic. Personally I would switch the vic in list 1 to something more maneuvetable, maybe a glad. And then you have multiple lightweight carriers which can make use of nav, cf, or squad tokens in unison. There is never a reason for boba. Never I can see what you are saying about it being dull, but fleet three's main focus is to test the vic with the new turbolasers and dice manipulation, and to put my new alt cards on the table. So I mean while I agee its base ships are boring, I think theres some fun stuff in there. I think you might be a bit hard on Boba. He gets a considerable upgrade from the traditional firespray for the points invested, and in this particular list he adds even more antisquad auto damage as well as a black anti-ship for BCC. If I wasn't so gung ho to try the QTT/Warlord thing, I would swap in gunnery teams/h9 on warlord for the anti squad autohits. In fact, I may have to try that anyway. Will consider a glad for list one if I find that the vic has issues joining the fight. But then I'm throwing Tarkin on a glad, which is an extremely fragile platform for a 38 pt commander, or a gozanti. It does seem to lend itself better to the flavor of the list though, and it shakes free a few points. Quote Share this post Link to post Share on other sites
Madaghmire 7,277 Posted August 23, 2016 Unlike Ginkapo, I like the third list most of all, but I'm an old school Imperial who has little truck with these new fangled ways ;-) I might be tempted to find 5 points to get APT's on Warlord. Maybe drop the Quads down to Xi-7's or Heavy Turbolaser Turrets. Yeah I wanted to find those five points too. As I've said, a focus of this list is the opportunity to test those Quad turrets combined with warlord, but I definetely agree thats where the points would/should come from. Quote Share this post Link to post Share on other sites
Madaghmire 7,277 Posted August 23, 2016 Revised version of list 2, swapping vader for tagge, including reroll upgrades; You can quickly copy/paste this export in any forum/email/social network Name Tagge Author: Madaghmire Faction: Galactic Empire Points: 400/400 Commander: General Tagge Assault Objective: Opening Salvo Defense Objective: Fleet Ambush Navigation Objective: Minefields Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 83 total ship cost Imperial I-Class Star Destroyer (110 points) - Devastator ( 10 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Spinal Armament ( 9 points) - Leading Shots ( 4 points) = 147 total ship cost [ flagship ] Interdictor-class Suppression Refit (90 points) - General Tagge ( 25 points) - Interdictor ( 3 points) - Wulff Yularen ( 7 points) - Projection Experts ( 6 points) - Targeting Scrambler ( 5 points) - G7-X Grav Well Projector ( 2 points) = 138 total ship cost 4 TIE Fighter Squadrons ( 32 points) Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted August 23, 2016 A gladiator with engine techs and a permanent supply of nav tokens is very hard to pin down... I have run a tagge deveststor in a similar build. Its glorious with brace abuse keeping it alive quite well. Quote Share this post Link to post Share on other sites
Madaghmire 7,277 Posted August 23, 2016 A gladiator with engine techs and a permanent supply of nav tokens is very hard to pin down... I have run a tagge deveststor in a similar build. Its glorious with brace abuse keeping it alive quite well. Yeah you and Moose had the right of it, I think Tagge works better in this build. Side benefit of making Demo more survivable as well by allowing more reckless abuse of tokens. Quote Share this post Link to post Share on other sites
MandalorianMoose 1,862 Posted August 23, 2016 The one problem I see you having is that if your opponent has an accuracy heavy build (which are becoming more prevalent with flotillas), you may have trouble using/discarding tokens, especially your brace. And if you can't burn grouch your brace, why are you taking tagge/Devastator? 1 Madaghmire reacted to this Quote Share this post Link to post Share on other sites
Madaghmire 7,277 Posted August 23, 2016 Yeah I was looking at that also. Im thinking the impstar needs to be a 2 to get ecms on it. Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted August 23, 2016 Yeah I was looking at that also. Im thinking the impstar needs to be a 2 to get ecms on it. Thats what Cactus has. Quote Share this post Link to post Share on other sites
Madaghmire 7,277 Posted August 23, 2016 So, in upgrading to the 2 theres a lot of points lost, which pretty much had to come from the kind of me squadron ball I had. Since i wound up with all of 25 points, i figured i may as well just add an activation; Name Tagge Author: Madaghmire Faction: Galactic Empire Points: 400/400 Commander: General Tagge Assault Objective: Opening Salvo Defense Objective: Fleet Ambush Navigation Objective: Minefields [ flagship ] Interdictor-class Suppression Refit (90 points) - General Tagge ( 25 points) - Interdictor ( 3 points) - Wulff Yularen ( 7 points) - Projection Experts ( 6 points) - G7-X Grav Well Projector ( 2 points) - Targeting Scrambler ( 5 points) = 138 total ship cost Gladiator I-Class Star Destroyer (56 points) - Demolisher ( 10 points) - Ordnance Experts ( 4 points) - Engine Techs ( 8 points) - Assault Proton Torpedoes ( 5 points) = 83 total ship cost Imperial II-Class Star Destroyer (120 points) - Devastator ( 10 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 154 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost Thoughts? Quote Share this post Link to post Share on other sites
MandalorianMoose 1,862 Posted August 23, 2016 It's almost identical to my Devastator build haha. But your going to have fun with that. It's beast. Just hope they don't have yavvy... (400 of 400 pts) Faction: The Empire Commander: General Tagge (25 pts) Flagship: (113 pts)Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) G7-X Grav Well Projector (2 pts) Targeting Scrambler (5 pts) Fleet Ship 1: (149 pts) Imperial II-class Star Destroyer (120 pts) Devastator (10 pts) Captain Needa (2 pts) Electronic Counter Measures (7 pts) XI7 Turbolasers (6 pts) Leading Shots (4 pts) Fleet Ship 2: (90 pts) Gladiator I-class Star Destroyer (56 pts) Demolisher (10 pts) Intel Officer (7 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts) Fleet Ship 3: (23 pts) Gozanti-class Cruisers (23 pts) Squadrons (0 of 134 pts): Objectives: Advanced Gunnery , Contested Outpost , Intel Sweep Quote Share this post Link to post Share on other sites