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Ardaedhel

IIIn for a Tourney Tomorrow

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So I want to take something fresh and new to the tourney tomorrow. I know there will be all kinds of MSU and squadron builds there, so I need to bring at least some answer to those. But I kinda want to just show up, play my own game, and see how it goes.

Also, I've never gotten to fire an ISD's turbolasers in anger at a tourney, so I think this is the time. :)

The TIEs should buy me one round of survival against bombers, to give the ISDs time to make their money Before I lose one. Brought the GSR Interdictor for objectives shenanigans.

My biggest weakness is that the ISDs' upgrades are completely external, so while they themselves are largely throwaways, they also fall apart if the Interdictor goes down. I'll of course be spamming engineering on the Interdictor, but I'm not sure how well it'll survive if it gets focused. I think this can be tactically mitigated by positioning the ISDs, also.

Feedback is welcome.

 

What's A Meta? (393/400)
=======================
Interdictor Suppression Refit (90 + 51)
    + Darth Vader (36)
    + Targeting Scrambler (5)
    + Grav Shift Reroute (2)
    + Ion Cannon Batteries (5)
    + Interdictor (3)
Imperial I-class Star Destroyer (110)
Imperial I-class Star Destroyer (110)
4 x Tie Fighter Squadron (8)
Station Assault
Contested Outpost
Dangerous Territory

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[ EMPIRE FLEET (393 points)
1 • Interdictor Suppression Refit - Moff Jerjerrod - Grav Shift Reroute - Targeting Scrambler - Interdictor (123)
2 • Imperial I-class Star Destroyer - Ordnance Experts - XI7 Turbolasers (120)
3 • Imperial I-class Star Destroyer - Ordnance Experts - XI7 Turbolasers (120)
4 • Valen Rudor TIE Fighter Squadron (13)
5 • Ciena Ree TIE Interceptor Squadron (17)

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7 minutes ago, Ginkapo said:

Jonus.....

 

Like sensor teams..... just better

Motti forever! ;)

I feel that with doing a lot of Nav, motti may be a better fit. Also points permitting I would try to put SFO on both ISDs

Another interesting play is to bump up Interdictor to a combat refit and put Agent Kallus there.

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Just now, pt106 said:

Motti forever! ;)

I feel that with doing a lot of Nav, motti may be a better fit. Also points permitting I would try to put SFO on both ISDs

Another interesting play is to bump up Interdictor to a combat refit and put Agent Kallus there.

So, I stripped the SFOs off the ISDs to afford the ICB  while keeping a bid.  If I dropped Vader to Konnie or JJ, I might switch back (no rerolls on the Int decreases the value of the ICB) and do OE/SFO on both ISDs.

Motti is boring, so I'm not keen on going that direction.  I love Konnie but I don't think this list leverages him very well.  I do love me some Jerry, though...

I'm pretty happy with the TS/GSR combo on the Support, so I'm hesitant to go support -> combat, but I'll take a look at that.

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So, what about the Jerry variant?

What's A Meta? (390/400)
=======================
Interdictor Suppression Refit (90 + 33)
    + Moff Jerjerrod (23)
    + Targeting Scrambler (5)
    + Grav Shift Reroute (2)
    + Interdictor (3)
Imperial I-class Star Destroyer (110 + 10)
    + Skilled First Officer (1)
    + Ordnance Experts (4)
    + Avenger (5)
Imperial I-class Star Destroyer (110 + 5)
    + Skilled First Officer (1)
    + Ordnance Experts (4)
4 x Tie Fighter Squadron (8)
Contested Outpost
Dangerous Territory
Advanced Gunnery

 

Rerolls on the ISDs are only OE now, but they do pick up SFO. Dropped rerollless ICB for Avenger which let me go for AG, though also looking at Projection Experts/Station Assault instead of Avenger/AG.

Big gains here are the SFOs on the ISDs, decentralized rerolls (Interdictor is less of an Achilles heel), and Jerry maneuverability. Also the unpickable Avenger/AG combo. Particularly with regards to deployment curve... though realistically, I'm pretty much always going to have to deploy defensively anyway, with only 5 deployments.

Small overall damage decrease for losing Vader rerolls, especially on the reds. Also losing ICB's utility effect. In practice, you want ICB's utility early in the match anyway though, so it's effectively just the +dmg that I'm losing here.

And, man, I want Jonus. I want him bad. Maybe TIE -> Jonus instead of PE or Avenger? Or just accept losing bid? Jonus would give me a red to replace AG, since i could take CRIS, but that seems like a much more fragile setup than Avenger/AG.

Thanks for the feedback guys, I appreciate it!

Edited by Ardaedhel

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Have you considered Veteran Gunners instead of just ordnance experts? At least ths way you can keep your accuracies and re-roll a bad attack pool all together? This would also work well with Jonus cause you could mod the die to accuracy that you need, spend the accuracy, then re-roll all the dice in case of poor attack.

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14 hours ago, CaribbeanNinja said:

[ EMPIRE FLEET (393 points)
1 • Interdictor Suppression Refit - Moff Jerjerrod - Grav Shift Reroute - Targeting Scrambler - Interdictor (123)
2 • Imperial I-class Star Destroyer - Ordnance Experts - XI7 Turbolasers (120)
3 • Imperial I-class Star Destroyer - Ordnance Experts - XI7 Turbolasers (120)
4 • Valen Rudor TIE Fighter Squadron (13)
5 • Ciena Ree TIE Interceptor Squadron (17)

That's MY fleet!

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21 hours ago, Ardaedhel said:

So, what about the Jerry variant?

What's A Meta? (390/400)
=======================
Interdictor Suppression Refit (90 + 33)
    + Moff Jerjerrod (23)
    + Targeting Scrambler (5)
    + Grav Shift Reroute (2)
    + Interdictor (3)
Imperial I-class Star Destroyer (110 + 10)
    + Skilled First Officer (1)
    + Ordnance Experts (4)
    + Avenger (5)
Imperial I-class Star Destroyer (110 + 5)
    + Skilled First Officer (1)
    + Ordnance Experts (4)
4 x Tie Fighter Squadron (8)
Contested Outpost
Dangerous Territory
Advanced Gunnery

 

Rerolls on the ISDs are only OE now, but they do pick up SFO. Dropped rerollless ICB for Avenger which let me go for AG, though also looking at Projection Experts/Station Assault instead of Avenger/AG.

Big gains here are the SFOs on the ISDs, decentralized rerolls (Interdictor is less of an Achilles heel), and Jerry maneuverability. Also the unpickable Avenger/AG combo. Particularly with regards to deployment curve... though realistically, I'm pretty much always going to have to deploy defensively anyway, with only 5 deployments.

Small overall damage decrease for losing Vader rerolls, especially on the reds. Also losing ICB's utility effect. In practice, you want ICB's utility early in the match anyway though, so it's effectively just the +dmg that I'm losing here.

And, man, I want Jonus. I want him bad. Maybe TIE -> Jonus instead of PE or Avenger? Or just accept losing bid? Jonus would give me a red to replace AG, since i could take CRIS, but that seems like a much more fragile setup than Avenger/AG.

Thanks for the feedback guys, I appreciate it!

The prospect of AG on an I-1 is enough I wouldn't do CRIS but I might still spring for Jonus. He's effectively three sets of H-9, for the cost of two without the hit requirement. 

I would be severely tempted to grab Leading Shots for the front arc shot, but you either have to drop OE or your bid, and you have to be really confident in your objective play to do the latter.

Is Dangerous Territory to exploit GSR? Solar Corona lets you have deployment advantage, and anti-acc to go with Targeting Scrambler.

For commanders, it all comes down to play style. Screed will help you up bad rolls, JJ means you can hand-brake turn, and Motti means all your points are tied up in even tougher hulls. And Konstantinos gives you a small amount of control. Totally up to where you want to go with it. 

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So, I ended up bringing this, for #3/14.

 

What's A Meta? (390/400)
=======================
Interdictor Suppression Refit (90 + 33)
   + Moff Jerjerrod (23)
   + Targeting Scrambler (5)
   + Grav Shift Reroute (2)
   + Interdictor (3)
Imperial I-class Star Destroyer (110 + 10)
   + Skilled First Officer (1)
   + Ordnance Experts (4)
   + Avenger (5)
Imperial I-class Star Destroyer (110 + 5)
   + Skilled First Officer (1)
   + Ordnance Experts (4)
4 x Tie Fighter Squadron (8)
Contested Outpost
Dangerous Territory
Advanced Gunnery

 

Got rekt by an MC80 in my first game cause I got outmaneuvered (the dude knew his MC80 piloting), 1-10 on his MW. Then won my last two with 9-2's, both on the other guy's Contested Outpost, one against a titled Liberty bombers fleet, the other against an Avenger/Raider/Arq/Goz bomber fleet.

In every game, I won bid and took first. Highlights of the day: the despair in my opponents' eyes when I yoinked their outposts all the way across to my side of the board and won them every turn.

Overall, was a lot of fun to play, especially as I got better at flying it in later games. I'm not sure I'd call it ultra competitive, but certainly not a pushover either.

Edited by Ardaedhel

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Congrats on the great showing at the tourney!

I'm trying hard to make an Interdictor list work as well. Even won my first 'dictor battle recently using a list based off @Drasnighta's Nose Punch. :D

I'm curious, how did you pull the outpost all the way to your side? I thought GSR only allowed you to move something distance 2.

Edited by Democratus

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2 minutes ago, Democratus said:

Congrats on the great showing at the tourney!

I'm trying hard to make an Interdictor list work as well. Even won my first 'dictor battle recently using a list based off @Drasnighta's Nose Punch. :D

I'm curious, how did you pull the outpost all the way to your side? I thought GSR only allowed you to move something distance 2.

Distance 2 is a long way when they're already on  your side of the board to start with. :D

I mean, its his outpost, its already on his side of the board.

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Just now, Democratus said:

Wait...how could it be his outpost if he was 1st player in every game?

I'm sure I am missing something here.

No, I missed that one.

 

But that being said, some players will place the Station at the midway point, so they ahve something to move forward to and contest, rather than leave something hanging back.

That would then yoink it to your side.

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Yeah, I was exaggerating how far it moves a little bit. :) Though it does end up pretty well smack in the middle if not a little toward my side, since they can't place it closer than distance 5 from their side, and the upper limit for my movement is "within distance 2 of that obstacle's current location," so no closer to me than distance 2 of the nearest edge of the station. Figure the station is roughly distance 1 across, add distance 5 from their edge and distance 2 for GSR, and that puts it just about exactly in the middle of the table, assuming they placed it as close in as possible.

Which means you can pretty easily put an ISD in range to capture it turn 1.

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