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E-Man720

I need some advice.

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20 minutes ago, E-Man720 said:

So basically how do I counter a fleet of trc90s with intel officer?

 

Particularly when run with home one?

As an Imp player.

Tie bombers with a little intel? Gunnery teams. 

How many squads are they running? You want to outdeploy this fleet. 

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1 minute ago, Ginkapo said:

Tie bombers with a little intel? Gunnery teams. 

How many squads are they running? You want to outdeploy this fleet. 

Typically A Wings and YT-1300s.

And for 400 points normally a home one 3 trc90s.

For me to out activate means using raiders or arquitens? 

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Use as many bombers as you have with DJ Rhymer. If you dont have enough add some Tie Advanced. Now add Dengar and a jumpmaster to the mix.

Do not waste time killing his YT1300's or Awings. Go straight for the corvettes. You can use Quasar, Gozanti, VSD or ISD as carriers for this. 

Ideally add a tanked up Demo to take out unprotected corvettes or should the opportunity arise, triple tap home one. Last activation move in and broadside. First activation double arc. If you bring your own intel oficer home one will be dead or near dead.

Fill out the list with gozanti and arqs. 

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On 12/27/2017 at 3:43 AM, E-Man720 said:

So basically how do I counter a fleet of trc90s with intel officer?

 

Particularly when run with home one?

As an Imp player.

This is one of those super risky matchup-dependent fleets--awesome against some things, vulnerable to others. TRC90's love big ships with no evades. Easy to double arc from range, no evades to negate large amounts of their damage, easy to put multiple overlapping arcs on.

I'll second the Demolisher idea, but it's non-trivial to pull it off post-nerf. Demolisher eats CR90's like tasty food if you can get its shots in. The trick is to keep it out of threat range so it eats as few overlapping CR90 shots as possible before you jump it into the middle of them and threaten 2-3 simultaneously. Ideally what you'll do on the turn when you dive in is weaken two that have already activated: a broadside to one and a ram (or double ram) to a second. Then as early as possible the next turn, Demo again to finish off one or both of those and scoot along after another.

If he's bringing a fighter screen and TRC/IO on all of them, then he only has 4 CR90's, and they are the bulk of his firepower. Also, very very brittle. You manage to knock down two or three of them early and mostly unscathed, and it will put a very significant dent in his damage output and give you an opening to push the rest of your fleet in.

Or, just eat them with bombers or Sloane fighters. The minimum bones of this fleet as you've described it, assuming Home One on a command pickle and 4 TRC/IO CR90's, puts it at 345 before admiral and any squadrons at all: anything he can put into those 25-35 points of squadrons won't slow down a Sloane wing or Intelled bombers for long enough to matter. The only way I see to really give this fleet adequate squadron coverage is to drop to 3 CR90's, which then substantially reduces the threat and drops him to just 4 activations.

Baseball bats to the kneecaps in the parking lot work well too, if you're bigger than @DrakonLord.

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5 hours ago, Ardaedhel said:

This is one of those super risky matchup-dependent fleets--awesome against some things, vulnerable to others. TRC90's love big ships with no evades. Easy to double arc from range, no evades to negate large amounts of their damage, easy to put multiple overlapping arcs on.

I'll second the Demolisher idea, but it's non-trivial to pull it off post-nerf. Demolisher eats CR90's like tasty food if you can get its shots in. The trick is to keep it out of threat range so it eats as few overlapping CR90 shots as possible before you jump it into the middle of them and threaten 2-3 simultaneously. Ideally what you'll do on the turn when you dive in is weaken two that have already activated: a broadside to one and a ram (or double ram) to a second. Then as early as possible the next turn, Demo again to finish off one or both of those and scoot along after another.

If he's bringing a fighter screen and TRC/IO on all of them, then he only has 4 CR90's, and they are the bulk of his firepower. Also, very very brittle. You manage to knock down two or three of them early and mostly unscathed, and it will put a very significant dent in his damage output and give you an opening to push the rest of your fleet in.

Or, just eat them with bombers or Sloane fighters. The minimum bones of this fleet as you've described it, assuming Home One on a command pickle and 4 TRC/IO CR90's, puts it at 345 before admiral and any squadrons at all: anything he can put into those 25-35 points of squadrons won't slow down a Sloane wing or Intelled bombers for long enough to matter. The only way I see to really give this fleet adequate squadron coverage is to drop to 3 CR90's, which then substantially reduces the threat and drops him to just 4 activations.

Baseball bats to the kneecaps in the parking lot work well too, if you're bigger than @DrakonLord.

Baseball bat wouldnt work, who the **** would verse him then? Hey @E-Man720! You could be a regular opponent of cam! Hahahahahaha

Edit: also he probably should of mentioned, we normally play higher point matches around the 600-800 mark. The minimum points being a CC with 500pt fleets. So H1, 4TRC90s, 150/200pts sqd, 2flots in 600pts in this scenario is more likely

Edited by DrakonLord

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5 minutes ago, DrakonLord said:

we normally play higher point matches around the 600-800 mark.

Oh, that's a whole other ball of wax. AOE effects--in particular Home One, limited as it normally is by the high cost of the platform--scale out of balance very fast in higher-point games, so I'm not surprised you're doing well with it.

Still, the Demolisher advice stands and should work--though it'll require a squadron escort at those point levels--as should an Intelled Rhymerball. Because another AOE effect that scales super fast is BCC.

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