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Ardaedhel

The Doomhammer

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So, basically every imp that I've talked to about RLB has cackled in their sleeves about this. Has anybody actually put it on the table yet? Set it up right and that's 3 reds, 3 blacks, and 17 blues in one activation...

Doomiest of Doomhammers (388/400)
===================================
Imperial I-class Star Destroyer (110 + 21)
    + Flight Commander (3)
    + Ordnance Experts (4)
    + Rapid Launch Bays (6)
    + Expanded Hangar Bay (5)
    + Relentless (3)
Gozanti-class Cruisers (23 + 20)
    + Admiral Ozzel (20)
Gozanti-class Cruisers (23 + 7)
    + Slicer Tools (7)
Gozanti-class Cruisers (23 + 2)
    + Comms Net (2)
Gozanti-class Cruisers (23 + 2)
    + Comms Net (2)
5 x VT-49 Decimator (22)
2 x Jumpmaster 5000 (12)

Edited by Ardaedhel
Anti-squadron != anti-ship, durr

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I think that the amount of dice in a doomsday device is an important quality, but it is not the only quality. Therefore I present

 

Doomsday Device Competition Entry 

Faction: Galactic Empire
Points: 391/400  

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

 

Imperial I-Class Star Destroyer (110 points)
 Avenger  ( 5  points) 
-  Weapons Liaison  ( 3  points) 
-  Ordnance Experts  ( 4  points) 
-  Expanded Hangar Bay  ( 5  points) 
-  Rapid Launch Bays  ( 6  points) 
-  X17 Turbolasers  ( 6  points) 
-  High-Capacity Ion Turbines  ( 8  points) 
= 147 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points) 
= 25 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points) 
= 25 total ship cost

 

[ flagship ] Gozanti-class Cruisers (23 points)
-  Admiral Motti  ( 24  points) 
= 47 total ship cost

 

Raider-I Class Corvette (44 points)
= 44 total ship cost

 

1 Boba Fett ( 26 points) 
1 Colonel Jendon ( 20 points) 
1 Maarek Steele ( 21 points) 
1 Major Rhymer ( 16 points) 
1 Dengar ( 20 points) 

Card view link

Fleet created with Armada Warlords

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Funny, here's what I came up with, which I have yet to try out:

 

ISD RLB troll 
 

Faction: Galactic Empire
Points: 391/400  

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Superior Positions

 

Imperial I-Class Star Destroyer (110 points)
 Avenger  ( 5  points) 
-  Flight Commander  ( 3  points) 
-  Ordnance Experts  ( 4  points) 
-  Rapid Launch Bays  ( 6  points) 
-  X17 Turbolasers  ( 6  points) 
-  High-Capacity Ion Turbines  ( 8  points) 
= 142 total ship cost

 

[ flagship ] Gozanti-class Cruisers (23 points)
-  Moff Jerjerrod  ( 23  points) 
= 46 total ship cost

 

Gozanti-class Cruisers (23 points)
 Suppressor  ( 4  points) 
-  Comms Net  ( 2  points) 
= 29 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Bomber Command Center  ( 8  points) 
= 31 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points) 
= 25 total ship cost

 

1 Captain Jonus ( 16 points) 
1 Boba Fett ( 26 points) 
1 Dengar ( 20 points) 
1 Colonel Jendon ( 20 points) 
1 Maarek Steele ( 21 points) 
1 Zertik Strom ( 15 points) 

Edited by Gowtah

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Can I play? 

Faction: Galactic Empire
Points: 394/400  

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

 

Imperial I-Class Star Destroyer (110 points)
-  Flight Commander  ( 3  points) 
-  Flight Controllers  ( 6  points) 
-  Rapid Launch Bays  ( 6  points) 
-  Expanded Hangar Bay  ( 5  points) 
-  Leading Shots  ( 4  points) 
= 134 total ship cost

 

Arquitens-class Light Cruiser (54 points)
-  Reinforced Blast Doors  ( 5  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
= 64 total ship cost

 

[ flagship ] Gozanti-class Cruisers (23 points)
-  Moff Jerjerrod  ( 23  points) 
-  Comms Net  ( 2  points) 
= 48 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Bomber Command Center  ( 8  points) 
= 31 total ship cost

 

1 Colonel Jendon ( 20 points) 
1 Major Rhymer ( 16 points) 
1 Maarek Steele ( 21 points) 
1 Morna Kee ( 27 points) 
1 Tempest Squadron ( 13 points) 
1 Whisper ( 20 points) 

Card view link

Fleet created with Armada Warlords

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Nice, but I find that VT-49s, lacking the Bomber keyword, are lacklustre compared to Firesprays, which are also rogue anyway. See it like this: for 4 points upgrading a Firespray to a VT-49, you gain only 2 hull points and counter 1, your net ship damage is the same, and you sacrifice the following:

  • Bomber command center buff to reroll accuracies (that many small attacks after means any defense token is wasted anyway, especially after attacks from the mothership)
  • Critical effects resolution (Always a PITA, they may serve to secure the double-critical from Maarek by forcing the opponent to spend its defensive tokens if you have too many criticals before he attacks and gives a second serving with Jendon)
  • Speed buffs (Vector and Corrupter both can bump the speed of the Firesprays to 4 but not the VT-49)

Also, having Rhymer in the ball means you can still slingshot around your own ship and eventual enemy fighters, so I would question the use of Rapid Launch Bays here, since it also means your activated squadrons don't attack until the squadron phase, unless you deploy-and-activate each squadron, effectively reducing your squadron value in half. Also, your opponent may saturate space with squadrons you may overlap and hence he can reposition them around your ship. So I guess it is better to keep the squadrons in flight.

I believe this kind of list is best used second player, so that the opponent throws itself in range of the hammer. Plus you get the choice of the objective, and yours are never taken :P

So here is my entry:

Ultimate slap

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Salvage Run

 

Imperial II-Class Star Destroyer (120 points)
Relentless  ( 3  points)
-  Flight Commander  ( 3  points)
-  Gunnery Team  ( 7  points)
-  Expanded Hangar Bay  ( 5  points)
-  Electronic Countermeasures  ( 7  points)
-  X17 Turbolasers  ( 6  points)
-  SW 7 Ion Batteries  ( 5  points)
= 156 total ship cost

 

Gozanti-class Assault Carriers (28 points)
-  Bomber Command Center  ( 8  points)
= 36 total ship cost

 

[ flagship ] Gozanti-class Assault Carriers (28 points)
-  Moff Jerjerrod  ( 23  points)
= 51 total ship cost

 

Gozanti-class Assault Carriers (28 points)
= 28 total ship cost

 

2 Firespray-31s ( 36 points)
1 Tempest Squadron ( 13 points)
1 Maarek Steele ( 21 points)
1 Colonel Jendon ( 20 points)
1 Major Rhymer ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 TIE Fighter Squadron ( 8 points)

Card view link

Fleet created with Armada Warlords

Let's count:

4 reds+4 blues from the ISD (twice if the gunnery team can trigger), 4 blues and 2 blacks from the firesprays, Tempest and Rhymer, with 2 blues and 2 blacks reroll available from the Gonzo BCC. Then comes the Maarek double tap for 2 criticals plus 2 rerollable blues.

Throw in assault versions of the Gozantis for additional firepower or flak with Mauler and a TIE for even deployments.

Also, first post. Greetings everybody ! ^.^

Edited by DoctorJanus

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Lol, I love it.

I wasn't necessarily saying it's a good fleet, I just keep hearing "HAHA, JUST WAIT FOR MY FIVE UNSTOPPABLE DECIMATORS TO WRECK YOU!!", and I don't quite buy it.

That said, if we're playing the Single Activation Of Doom game, I propose something like:

Doom 2 (390/400)
===============
Imperial I-class Star Destroyer (110 + 37)
    + Flight Commander (3)
    + Ordnance Experts (4)
    + Rapid Launch Bays (6)
    + Expanded Hangar Bay (5)
    + Leading Shots (4)
    + Dual Turbolaser Turrets (5)
    + Devastator (10)
Gozanti-class Cruisers (23 + 23)
    + Moff Jerjerrod (23)
Gozanti-class Cruisers (23 + 8)
    + Bomber Command Center (8)
Gozanti-class Cruisers (23 + 8)
    + Bomber Command Center (8)
Gozanti-class Cruisers (23)

Morna Kee (27)
Boba Fett (26)
Maarek Stele (21)
Colonel Jendon (20)
Firespray-31 (18)

Activates 259 points all at once. With a heavy bid for first and 5 activations, it's even possible you could pull a last/first and wreck up the place. With Jerry, approach at speed 2 with a token means your location is unpredictable enough that you might just be able to slip the squadron pile past a fighter screen. Devastator, DTT, and LS will give you enough hitting power at range to soften up the target before you jump in and drop the squadrons off.

You're also going to get seriously trashed by anything resembling a serious list. :)

I kind of want to put this on the table now, just for laughs.

Edited by Ardaedhel

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On ‎22‎/‎02‎/‎2017 at 7:18 PM, Gowtah said:

That's nice, but this thread is about using RLB on an ISD to last/first anything into oblivion, I believe.

Well I did notice mention of RLB, but I wanted to present the opposite point of view (it's actually easy and safe for a-wings, also easy but less safe for TIEs, to swamp your carrier's whereabouts to prevent deployed squadrons from attacking during first turn of double-tap through the second one).

Plus there was no explicit mention of last/firsting, especially with no definitive bid to ensure that (DeMSU would outbid it, even if it's not on the tables that much anymore. I wonder what a bid of 12 amounts to...). Thanks for pointing it. Actually if you want to last/first I think it'd be more lulz to use rebels to do that :

  • Flotillas are notoriously cheaper on the Rebel side for initiative bid (5 points less each ! And the more expensive ones are only 1 point more costly than cheapest gonz).
  • Using a scurrgs-loaded MC-80 CC which is the equivalent to ISD:
    • 4 scurrgs deal nearly as much average damage as 5 Firesprays (scurrgs: 4*1.75=7, compared to 5*1.5=7.5)
    • The MC-80 has access to engine techs to "jump from speed 1 to 3" with a nav token at last moment
    • It's dirt-cheap (187 points compared to ISD-I-based 214) with an astounding 70 points remaining for dogfighters or rogue support (you can use Han Solo to double-tap too !) compared to only 40 points empire-side.
  • But then it's difficult to get those dice to the target since they are not rogue nor they have Rhymer ...

Well, at least just food-for-thought ^^

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On ‎2‎/‎19‎/‎2017 at 0:06 AM, Ardaedhel said:

So, basically every imp that I've talked to about RLB has cackled in their sleeves about this. Has anybody actually put it on the table yet? Set it up right and that's 3 reds, 3 blacks, and 17 blues in one activation...

Doomiest of Doomhammers (388/400)
===================================
Imperial I-class Star Destroyer (110 + 21)
    + Flight Commander (3)
    + Ordnance Experts (4)
    + Rapid Launch Bays (6)
    + Expanded Hangar Bay (5)
    + Relentless (3)
Gozanti-class Cruisers (23 + 20)
    + Admiral Ozzel (20)
Gozanti-class Cruisers (23 + 7)
    + Slicer Tools (7)
Gozanti-class Cruisers (23 + 2)
    + Comms Net (2)
Gozanti-class Cruisers (23 + 2)
    + Comms Net (2)
5 x VT-49 Decimator (22)
2 x Jumpmaster 5000 (12)

Have you considered dropping a single VT-49 for Steele?

He is a bombing and anti squadron beast. He is also not Heavy, so enemy squadrons will not be targeting your ISD for at least one turn if you have to unload the VT's for squadron killing duty...

Edited by Englishpete

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On February 22, 2017 at 1:26 PM, Ardaedhel said:

Hadn't given it a single thought, heh.

Maybe AG, Fighter Ambush, and Dangerous Territory?

I keep thinking Hyperspace Assault. You plop your ISD down, and RLB onto someone. But then, between that and an Advanced Gunnery ISD-1, I would think that 99% of sane people would take dangerous territory. 

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12 minutes ago, Darth Tam said:

I keep thinking Hyperspace Assault. You plop your ISD down, and RLB onto someone. But then, between that and an Advanced Gunnery ISD-1, I would think that 99% of sane people would take dangerous territory. 

I would do AG, Planetary Ion Cannon for Avenger and Solar Corona for deployment (which is huge for the list like this)

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13 minutes ago, Darth Tam said:

Oh crap I forgot. 

That said, we did get to see what this looks like in a CC All Out Assault this weekend.

It was a thing of beauty.

Pimped out ISD1 Avenger with tractor beams on one hyperspace point, double-arcing Gallant Haven at point blank; this (well, similar) ISD1 party bus on another hyperspace point, double arcing into Yavaris' side arc. We called the game on round 2 when the Rebellion's entire squadron game fell apart with the loss of both.

There is a very good reason you can't put ISD's in hyperspace. :)

Edited by Ardaedhel

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9 minutes ago, Ardaedhel said:

That said, we did get to see what this looks like in a CC All Out Assault this weekend.

It was a thing of beauty.

Pimped out ISD1 Avenger with tractor beams on one hyperspace point, double-arcing Gallant Haven at point blank; this (well, similar) ISD1 party bus on another hyperspace point, double arcing into Yavaris' side arc. We called the game on round 2 when the Rebellion's entire squadron game fell apart with the loss of both.

There is a very good reason you can't put ISD's in hyperspace. :)

Well then, do it with a Vic. 

 

Idk, something like Gunnery Teams, Expanded Launchers, and Ordnance Experts. The Vic's low speed doesn't matter when it drops on your head. 

Edited by Darth Tam

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I played a modified version of the aforementioned list at our regionals this weekend, and mostly lost badly :P

Had to switch two Goz for a raider because I lack the figs and I was out-activated all day. It also turns out the BCC would have been useful, I probably rolled 75% of my bomber dice into blanks or accuracies, which allowed a Motti lifeboat to escape on a drop, changing the whole following game.

I managed the drop once, and it did work very well.  The jendon/rhymer/maarek/boba ball worked mighty well, and killed more ships than the ISD itself over the course of the day. It crushes squads too with initiative and relayed gozanti activations.

I need more play time :unsure:

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45 minutes ago, Gowtah said:

I played a modified version of the aforementioned list at our regionals this weekend, and mostly lost badly :P

Had to switch two Goz for a raider because I lack the figs and I was out-activated all day. It also turns out the BCC would have been useful, I probably rolled 75% of my bomber dice into blanks or accuracies, which allowed a Motti lifeboat to escape on a drop, changing the whole following game.

I managed the drop once, and it did work very well.  The jendon/rhymer/maarek/boba ball worked mighty well, and killed more ships than the ISD itself over the course of the day. It crushes squads too with initiative and relayed gozanti activations.

I need more play time :unsure:

And more Gozantis!

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