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KrisWall

No Frills Imperial Might

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On 7/11/2017 at 2:43 AM, Karneck said:

Kriswall,

Your list has inspired me to craft something similar. I'm not quite sure what your tactics would be in dealing with bomber heavy or MSU MC30's or Corvette spam.
My fear is that those ships will simply speed 4 past you, drop speed and stick on your rear where you can't out turn them, even with Moff J.

here's something I cooked up to try and use some hammer and anvil tactics using your list as a base.

10 point bid for 1st. I think going 1st is the biggest benefit you can get out of a list like this. However, if out bid for 1st and going 2nd, I feel like these objectives will be better for it, I'm still torn on Dangerous Territory or Superior Positions for the nav Objective.

Advanced Gunnery because none of the Destroyers will have a gunnery team, this gives you great strength to the ISD, or hell even the Vic 2, if your opponent is silly enough to choose it. 
Fleet Ambush to get some ships to start closer to you. Allowing you to get to work.
Dangerous Territory so you don't have to worry about crashing into obstacles and pulling the damage or a face up card if it's an asteroid. Obstacles will not protect your opponent, go barrel right into them.

As discussed, Squadron turn one for the token, Moff J is going to give you the yaw clicks when you need them without having to waste nav commands for them, instead being able to use Con Fire or Repair when needed.
Token fighter force to provide some ability to lock down enemy fighters/bombers from chasing capital ships once their carriers are dead. They are meant to sacrifice themselves to buy time to table your opponent. 

The ISD 1 is the nose punch, it should be deployed facing the juiciest, largest ship, or the ship that is absolutely going to give you the most trouble out of the fleet. This is your hammer. I feel like if it is possible, attempt to deploy on the outside of your ship formation and start it at speed 2 or 3 depending, while deploying the vics out to one side or the other to help cover one of the ISD's flanks, and to also be in place for when that ISD does drive the enemy's ships towards them.
The Vic 2 is meant to provide long range fire support for follow up damage if the Avenger couldn't kill its target, or to harass ships on the flank or jumping over the ISD to hit it's rear. Middle placement in the formation so it can support either the ISD or the Vic 1 as needed. Likely fly at speed 2, anything trying to jump past the ISD is GOING to be going faster than speed 2, or it'll just get blasted apart by the ISD.
The Vic 1 is the Anvil, If anything wants to try and skirt around this bad boy, or if the opponent thinks he can just throw a few flankers at him to chew him up fast they will be in for a surprise.  Rocking him at speed 1 or speed 2, he's the solid edge of your screen formation. Nothing must get past him or he should be able to badly hurt it when it does. Tossing out reasonable fire to soften up ships on approach, or anything that is avoiding him and diving straight at the Vic 2.

As for the Goz, depending on spacing and if you're facing an MSU or a bomber heavy fleet, have him block a flank for either your ISD or your Vic 1 so an MC30 or Demo can't get into a double arc, or be there to toss AA dice at squadrons.

Place the fighters with whatever ship that seems like it will be swarmed with bombers. If it's possible to use a Vic to activate them to move them if you want, otherwise keep them to the squadron phase. I'd rather have all the ships Con firing early on, and then spamming repairs to stay in the game for later rounds.
 

Moff J nose punch 
Author: Karneck

Faction: Galactic Empire
Points: 390/400  

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory

 

[ flagship ] Imperial I-Class Star Destroyer (110 points)
-  Moff Jerjerrod  ( 23  points) 
 Avenger  ( 5  points) 
-  Minister Tua  ( 2  points) 
-  Boarding Troopers  ( 3  points) 
-  Reinforced Blast Doors  ( 5  points) 
-  Leading Shots  ( 4  points) 
= 152 total ship cost

 

Victory II-Class Star Destroyer (85 points)
-  Disposable Capacitors  ( 3  points) 
-  Quad Battery Turrets  ( 5  points) 
= 93 total ship cost

 

Victory I-Class Star Destroyer (73 points)
-  Ordnance Experts  ( 4  points) 
-  Quad Battery Turrets  ( 5  points) 
-  External Racks  ( 3  points) 
= 85 total ship cost

 

Gozanti-class Cruisers (23 points)
= 23 total ship cost

 

3 TIE Fighter Squadrons ( 24 points) 
1 Valen Rudor ( 13 points) 
= 37 Points

Ran this list last weekend and absolutely destroyed with it. 1st game won by a few points my mistake missed the boarding troopers, 2nd game tabled him. Lotta fun

Edited by Darknet

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Glad you had fun with it! I've yet to have a chance to fly it, although I've been working on another list using the ISD, Demo, double raiders and a Goz. That list I tabled my opponent and only lost a Raider and the Goz. 

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On 7/10/2017 at 6:44 AM, Visovics said:

I may be as crazy as you on that one, I would have Blockade Run, Fleet Ambush and Minefields as objectives

Never minefields without strategic or squadron cover.  You'll lose your first ISD to 6 mines.  Squall and a Lambda can move a mine beyond distance 5 in one activation, and a regular Strategic squad without any pre-move can move it beyond distance 3 in one activation.  Adar, Fighter Control Teams, and a VCX-100 can potentially move it all the way to distance 5+2-3.

If you really want a Maneuver objective for ISDs, I recommend either Dangerous Territory or Solar Corona with you stacked up on one side of the board.

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