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Blail Blerg

Help BB git gud: Interdictor + Strategic

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Made this list this week. Hoping to try soon. It probably needs refining as looking to do to much. Here is the first attempt:

 

Interdictor shenanigans 
Author: gmeista

Faction: Galactic Empire
Points: 398/400  

Commander: Admiral Konstantine

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Minefields

 

Victory I-Class Star Destroyer (73 points)
-  Phylon Q7 Tractor Beams  ( 6  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 84 total ship cost

 

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

 

Gladiator I-Class Star Destroyer (56 points)
 Demolisher  ( 10  points) 
-  Ordnance Experts  ( 4  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 75 total ship cost

 

Interdictor-class Suppression Refit (90 points)
 Interdictor  ( 3  points) 
-  G7-X Grav Well Projector  ( 2  points) 
-  G-8 Experiemental Projector  ( 8  points) 
= 103 total ship cost

 

2 Lamda-class Shuttles ( 30 points) 
1 Ciena Ree ( 17 points) 
1 Captain Jonus ( 16 points) 
1 Black Squadron ( 9 points) 
1 Soontir Fel ( 18 points) 

To note my meta no one really runs MSU. Lots of mixed fleets and a heavy focus on squads. Not always 134 but most people bring around 100.

Edited by Gmeista

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10 hours ago, Blail Blerg said:

But I definitely can see the control faction in the 2nd.  Do you mind explaining it a bit more and how to make use of those strengths?  

Needed a long response.

Konstantine - Two interpretations.
"I have multiple medium ships so am sure it will be useful to keep them moving slow at long range"
"You shall not move without my say so!"

I prefer the latter. This means I need slicer tools and tractor beams. No one gets to use a navigation command that I didnt already approve. Tractors take away nav tokens, slicers take away nav dials (and squadron dials helpfully in some cases). Konstantine himself chooses the opponents speed. Notice I am not saying slow down, Konstantine can also speed up if it should help. Tends to be best to split a fleet up by slowing some down and speeding others up. Just put Admo up to speed 4 and chuck it out the other side of the fight. Not worth the hassle.

The result, highly predictable opponent movement. Think facing lots of arquittens, we know they are going in a straight line, so easy to intercept. And how do we capitalise on that? An ISD down the throat!

The interdictor flys slightly ahead in the early game so your opponent has to commit to taking on the Interdictor first with its eng 5.... Then the ISD hits the gas and blows everything up. Gozanti clear the path with some early activations (round 3 normally), to take away opponents control at the right moment.

The squadrons: Mauler, Saber, Jendon can one activation kill any enemy squadron, no exceptions. This means their intel unit, relay unit, rhymer/norra, or whatever the lynchpin of their squadron list is dies. You have just destroyed their entire plan. The soul of your opponent is crushed. Zertik can then hold the fort with Mauler and Sabers help whilst Maarek and Jendon get to work wherever needed. Note, I have had issues with killing corvettes before, Maarek makes killing them easier.

The whole list is about taking your opponents gameplan, and going "Screw you, we arent doing that".

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This is a big help to figure out your list thanks.  It makes more sense.  You'd think I'd realize that the slicer tools could do that but apparently it just doesn't add up when everything else in the list is also being looked at.  

I'm a little skeptical you can kill any squadron with just those three.  If you can get to Jan then that's good, but with escort and good positioning it might be harder.  

Where do you tend to deploy?  Across from them?  wide or narrow? 

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7 minutes ago, Blail Blerg said:

This is a big help to figure out your list thanks.  It makes more sense.  You'd think I'd realize that the slicer tools could do that but apparently it just doesn't add up when everything else in the list is also being looked at.  

I'm a little skeptical you can kill any squadron with just those three.  If you can get to Jan then that's good, but with escort and good positioning it might be harder.  

Where do you tend to deploy?  Across from them?  wide or narrow? 

Deploy turtled in a corner, fortressed in. If they choose not to fight that is their choice. Take your 80pts and go home. (Except Salvage Run where you deploy in the middle)

If someone has that many escorts, they are probably harmless. :D

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On April 11, 2017 at 3:29 AM, ovinomanc3r said:

On the other hand. If you want fight fire with fire:

Midway (394/400)
===============
Victory I-class Star Destroyer (73 + 32)
    + Moff Jerjerrod (23)
    + Boosted Comms (4)
    + Corrupter (5)
Victory I-class Star Destroyer (73 + 20)
    + Admiral Chiraneau (10)
    + Flight Controllers (6)
    + Boosted Comms (4)
Gozanti-class Cruisers (23 + 8)
    + Bomber Command Center (8)
Gozanti-class Cruisers (23 + 8)
    + Bomber Command Center (8)
Maarek Stele (21)
3 x TIE Defender Squadron (16)
Major Rhymer (16)
Tempest Squadron (13)
4 x Tie Bomber Squadron (9)
Precision Strike
Fighter Ambush
Superior Positions

Its achievements: 9-2 (even loosing the two victories and 1 Gozanti; first try against Ackbar and JJ played wrong dealing damage cards not damage), 10-1 and 10-1  (both times a lost only tempest and 1 defender; both against Madine... JJ < Madine in theory, not in the real world. Hail JJ!!)

I didn't like Corrupter (in fact I didn't use it) so remove it and put another FC. I am wondering to take Hyperspace Assault rather than Fighter Ambush. I only played it once and the feelings were weird. I will probably try it more.

I'm also very tempted to try something like it.  It seems odd to not have an Intel source.  I tend to run one in case my opponent does something tricky I don't expect.  Which can mean I'm not experienced enough to have seen it (getting less likely) or I'm planning to have a hard game where I expect my opponent to attempt to outwit me.  

How do you deal with mass squadrons Rieekan Rebel?  Like Bwings which can double purpose as AA fighters?  Do you get the bombers to attack their fighters too?  Noted to grab another FC instead of corrupter.  I'm noticing no gunship upgrades at all, so I'm expecting relatively poor fire from the VSDs up until I get a 2nd close range black shot for redundancy of RNG.  

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2 hours ago, Blail Blerg said:

I'm also very tempted to try something like it.  It seems odd to not have an Intel source.  I tend to run one in case my opponent does something tricky I don't expect.  Which can mean I'm not experienced enough to have seen it (getting less likely) or I'm planning to have a hard game where I expect my opponent to attempt to outwit me.  

How do you deal with mass squadrons Rieekan Rebel?  Like Bwings which can double purpose as AA fighters?  Do you get the bombers to attack their fighters too?  Noted to grab another FC instead of corrupter.  I'm noticing no gunship upgrades at all, so I'm expecting relatively poor fire from the VSDs up until I get a 2nd close range black shot for redundancy of RNG.  

Not tried against Riekan Aces. I know what you can says cause it happens to me too but defenders with FC can easily kill everything. I play with Chirpy cause is far when I used him and I think is perfect as an "intel source" without wasting squadron points on a non bomber. The 2 FC are for attack with the bombers if necessary (usually is not). Off course against mass squadrons you will have to play more precisely. The VSD don't do much at long range but JJ and speed 2 now are more than something. 

What I do:

- Deploy on formation GVVG at speed 2. I am going to try VGGV. Against Ackbar or other fleets with powerful long range attacks I would try something "less imperial" line flying around until I could turn (thanks JJ) safely. Goz could fly at speed 3 if necessary. 

- Looking for an alpha with the bombers in the first round. Activating at least one Goz first to have BCC on range. If it is not possible save some squadrons tokens. It is possible to do this alpha with 2 Goz if the opponent have many squad. This way you could provoke some mistakes without activating too many squadrons. Tempest is crucial here.

- Keeping the defenders back. The alpha usually provoke an answer of the enemy. If he goes after the bombers I will engage him with the defenders with FC from the second VSD. If he doesn't just wait. They way I engage defenders is as follows: 1 defender engage as squadrons as possible. Maarek and the others focus on engage one squadron trying to kill it. This way they are free to engage where they were needed. I easily kill 1 squadron and engage another keeping 2 defenders free this way. Actually 3 cause Maarek has grit.

- While engaged I used bombers and defenders with BCC. The opponents usually noticed about Chirpy so speed 2 could be not enough to disengage an shoot ships. So I shoot with bombers against the squadrons and disengage flying back. The station and other obstacles help here. Te defenders hold position killing whatever and engaging or disengaging depending of the board situations. Chirpy help to escape from ships AA

- Goz go with the squadrons if I think there will be a hard squadron battle in order to help with the black die.

It is hard do say more cause I change my play a lot depending on the opponent feet and the objective. But the main points are:

1. I don't bring intel and my bomber damage is heavy enough to wast rounds so wipe out the enemy squadron force. I don't need too many rounds to destroy ships with my bombers. 

2. JJ VSD are awesome. Speed up and and the backs won't be wasted anymore. 

EDIT: I should add something. I run thus fleet three times with some differences.

The first time was 2 VSD1 with FC and DTT. No Chirpy. And I dealt damage card with JJ (long story...). I had a bad time with Ackbar and this probably made me thing DTT were a waste of points and I could be wrong.

The secondary time was 1 VSD1 and 1 VSD2 just one FC. The blue dice help. But playing JJ right and having more experience with JJ's VSD I saw black dice worked. Two paths from here: 2 VSD2 without FC or going back to 2 VSD1 and make them work. I chose the second one.

The third time was back to VSD1. I added Chirpy and Corrupter with the points from DTT and FC. Black dice worked so I didn't miss blue dice and DTT too much. Just one FC made some asymmetrical squadron activation I didn't enjoy (it conditioned my play a lot) and Corrupter was wasted so Corrupter will go out and the second FC will come back. As a note I will probably try 2 VSD2 in the nearly future.

Edited by ovinomanc3r

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If I was running against that many rebel fighters, I'd take my standard anti-fighter load out of Howlrunner, Dengar, and 3 Interceptors, run off an ISD with flight controllers.  Add in a couple TIE Advanced for the escort, just coming in at the end of he activation, or off a Gozanti command, and you're golden vs pretty much any rebel fighter screen.  The fighters come in just under 100 points (depending on how many Advanced you take).

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