Deadshane 710 Posted November 21, 2016 Critique is fine by me. I've never really played the Imperials before with any dedication but I may seriously try this if it works out.... Tagge (maybe Motti if the SD dies too quick) Imperial Star Destroyer I -Relentless -Skilled First Officer -Gunnery Team -Boosted Comms -Expanded Hangers -Spinal Armament Gozanti Cruiser -Comms Net Gozanti Cruiser -Comms Net Raider ! -Impetuous -Agent Kallus 14x Tie Fighter 2x Tie Interceptor 399pts (398 w/Motti) Most Wanted Ambush Minefields Lots of fighters, but not necessarily designed to get superiority...just tie you up. SPREAD THEM OUT! Use Agent Kallus to kill off Jan OR Dengar (or Mauler for crissakes) if possible, and you should have enough of a fighter screen to barrel Relentless in there and blast smaller ships with 9/10 dice each salvo. If the enemy just has a token force of fighters, you can send in 14 (max activation) bases to plink away sheilds and soften them up before Relentless charges in. 1 Norell reacted to this Quote Share this post Link to post Share on other sites
Truthiness 5,428 Posted November 21, 2016 Oh man, this just screams for Howlrunner.... 4 eViL dAvE, LordTesla, Sasajak and 1 other reacted to this Quote Share this post Link to post Share on other sites
Moore1980 233 Posted November 21, 2016 Ugh.. I can't even get on board with Imperial-I's... Quote Share this post Link to post Share on other sites
Ardaedhel 10,807 Posted November 22, 2016 Relentless/SFO is fantastic, especially when you might be having to swap in pushing squadrons. Command 1 ISD? YES. 3 Norell, eViL dAvE and Green Knight reacted to this Quote Share this post Link to post Share on other sites
Jondavies72 575 Posted November 25, 2016 What about 10 tie fights and 6 bombers, same number of bases, gives you a bit more hull and makes those ships take note. 1 eViL dAvE reacted to this Quote Share this post Link to post Share on other sites
Green Knight 8,822 Posted November 25, 2016 But what's the point? This build will win you 0 games. Quote Share this post Link to post Share on other sites
Church14 2,325 Posted November 28, 2016 12xTIE Fighter Howrunner Rhymer Roughly same points, better anti-squad. Less bad anti-ship. 13 blue dice without bomber adds up 1 Green Knight reacted to this Quote Share this post Link to post Share on other sites
TheCallum 742 Posted November 30, 2016 You don't have enough squadron commands for that many fighters. What point efficiency you are gaining using basic TIEs is lost because even on a good turn, a third of them aren't able to move and shoot, and also have to wait for the squadron phase, giving the opponent a chance to kill them. Low hull fighters work best when they shoot first. Drop a couple, and upgrade as many as you can. Quote Share this post Link to post Share on other sites
Ardaedhel 10,807 Posted November 30, 2016 You don't have enough squadron commands for that many fighters. What point efficiency you are gaining using basic TIEs is lost because even on a good turn, a third of them aren't able to move and shoot, and also have to wait for the squadron phase, giving the opponent a chance to kill them. Low hull fighters work best when they shoot first. Drop a couple, and upgrade as many as you can. Ties are going to die quick anyway so you really should just judge their activations on the alpha strike, that is, with tokens. With tokens you're only 2 activations short--drop the Comms Nets and Downgrade the Interceptors to vanilla TIEs and you're good on activations. Quote Share this post Link to post Share on other sites
Deadshane 710 Posted December 7, 2016 But what's the point? This build will win you 0 games. Well, I've won 2 so far. Quote Share this post Link to post Share on other sites
Green Knight 8,822 Posted December 8, 2016 But what's the point? This build will win you 0 games. Well, I've won 2 so far. Good for you. Still, not a good build. Quote Share this post Link to post Share on other sites