Uhuru 4 Posted April 14, 2018 (edited) Hey guys, new player here. Looking for some help making a rebel vs imperial 400 points list. Played a few 300 points games and had enough fun to to try and get to 400. Just playing casually with a few friends so I just want to make sure the list it fun and balanced. I think I may be putting too many points on the capital ships but I don't think I've got any great upgrades for the Arquiten/Corvette. Would love some feedback. Faction: Imperial Commander: Grand Admiral Thrawn Assault: Most Wanted Defense: Hyperspace Assault Navigation: Intel Sweep ISD Cymoon 1 Refit (112) • Grand Admiral Thrawn (32) • Wulff Yularen (7) • Intensify Firepower! (6) • Gunnery Team (7) • Quad Battery Turrets (5) = 169 Points Victory I (73) • Quad Battery Turrets (5) = 78 Points Arquitens Light Cruiser (54) = 54 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • Bossk (23) • 6 x TIE Fighter Squadron (48) = 71 Points Total Points: 397 vs. Faction: Rebel Commander: Leia Organa Assault: Most Wanted Defense: Contested Outpost Navigation: Intel Sweep MC75 Armored Cruiser (104) • Leia Organa (38) • Caitken and Shollan (6) • Electronic Countermeasures (7) • Enhanced Armament (10) • Profundity (7) = 172 Points Nebulon-B Support Refit (51) • Dual Turbolaser Turrets (5) = 56 Points CR90 Corvette A (44) = 44 Points Hammerhead Torpedo Corvette (36) • External Racks (3) • Garel's Honor (4) = 43 Points Squadrons: • Han Solo (26) • 3 x X-wing Squadron (39) • Scurrg H-6 Bomber (16) = 81 Points Total Points: 396 Edited April 14, 2018 by Uhuru Quote Share this post Link to post Share on other sites
Stefan 732 Posted April 17, 2018 Imperial list: - Give the Arquitens Dual Turbolaser Cannons. Cheap and increases damage output. - Make the VSD a VSD 2 and give it Disposable Capacitators, too. You want to go slow and hit on long and medium range. - If you're not wedded to Thrawn, I'd simply use Motti. Saves a lot of points that can go into making the other ships deadlier. - Drop Bossk and fly the TIEs as minimal fighter cover. - I'm unsure what the role of the Arquitens is. If it leaves the main fleet, it can easily be picked off. It can drop from Hyperspace if the opponent chooses Hyperspace Assault, or it can be the Objective ship for Intel Sweep, but be careful with it and always navigate. Like so: Quote Name: Untitled Fleet Faction: Imperial Commander: Admiral Motti Assault: Most Wanted Defense: Hyperspace Assault Navigation: Intel Sweep ISD Cymoon 1 Refit (112) • Admiral Motti (24) • Wulff Yularen (7) • Intensify Firepower! (6) • Gunnery Team (7) • Quad Battery Turrets (5) • XI7 Turbolasers (6) = 167 Points Victory II (85) • Gunnery Team (7) • Disposable Capacitors (3) • Quad Battery Turrets (5) = 100 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Arquitens Light Cruiser (54) • Dual Turbolaser Turrets (5) = 59 Points Squadrons: • 6 x TIE Fighter Squadron (48) = 48 Points Total Points: 399 Rebel fleet: - You have too few ships for Leia. She's extremely expensive and thrives on many Command 1 ships. - Synergy in this fleet is a problem. You essentially give the Imperial what he wants: you coming directly at him, slow and steady (at least with the Neb). I'd try to go for faster things, especially since your Hammerhead and CR90 are running in risk of getting sniped by the Cymoon. I'm keeping your ships and changing the upgrade suite a bit. - I'm also unsure as to what's the plan with the squadrons is. Han is on his own, doing stuff. I'd commit to a X-Wing ball. Clear the TIE and then bomb. - The Profundity is supposed to take the Hammerhead? Possible, but I'm unsure as to whether it's worth the points. The Cruiser should have Gunnery Teams, since it's likely you will only have a clear shot from the side. Like so: Quote Name: Untitled Fleet Faction: Rebel Commander: General Dodonna Assault: Most Wanted Defense: Hyperspace Assault Navigation: Solar Corona Nebulon-B Support Refit (51) • Slaved Turrets (6) • Salvation (7) = 64 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points Hammerhead Torpedo Corvette (36) • External Racks (3) • Garel's Honor (4) = 43 Points MC75 Armored Cruiser (104) • General Dodonna (20) • Gunnery Team (7) • Electronic Countermeasures (7) • Leading Shots (4) • Enhanced Armament (10) = 152 Points Squadrons: • 4 x X-wing Squadron (52) • Biggs Darklighter (19) • Jan Ors (19) = 90 Points Total Points: 400 1 Uhuru reacted to this Quote Share this post Link to post Share on other sites
Uhuru 4 Posted April 18, 2018 Thanks for the help, really appreciate the input. Definitely change some things up. I've only got a few expansions so far so I'm a little limited on some choices. Quote - I'm also unsure as to what's the plan with the squadrons is. Han is on his own, doing stuff. My squadrons are a bit over the place haha. I haven't bought any squadrons other than rogues and villains so I thought Bossk v Han could be fun. Figured if I keep the squadrons around the same points I could get away with a weird list that wouldn't normally work. My friends also wanted to try using some dedicated bombers to see how they played. Quote - The Profundity is supposed to take the Hammerhead? Possible, but I'm unsure as to whether it's worth the points. The Cruiser should have Gunnery Teams, since it's likely you will only have a clear shot from the side. Just wondering how the MC75 is meant to be flown? I didn't take Gunnery teams because I thought it'd like to get in the middle of the fight to deploy Garel's Honor and would have a good chance to fire front/side or side/side. Is it meant to stay at more of a range? Would taking Profundity on the Ordnance Cruiser make more sense? 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted April 18, 2018 2 minutes ago, Uhuru said: Thanks for the help, really appreciate the input. Definitely change some things up. I've only got a few expansions so far so I'm a little limited on some choices. My squadrons are a bit over the place haha. I haven't bought any squadrons other than rogues and villains so I thought Bossk v Han could be fun. Figured if I keep the squadrons around the same points I could get away with a weird list that wouldn't normally work. My friends also wanted to try using some dedicated bombers to see how they played. Just wondering how the MC75 is meant to be flown? I didn't take Gunnery teams because I thought it'd like to get in the middle of the fight to deploy Garel's Honor and would have a good chance to fire front/side or side/side. Is it meant to stay at more of a range? Would taking Profundity on the Ordnance Cruiser make more sense? Profundity is a good title, or Aspiration is great too. With the MC75, double-arcing things is the name of the game. 1 Uhuru reacted to this Quote Share this post Link to post Share on other sites
Stefan 732 Posted April 18, 2018 The thing is: you want to get the jump on Star Destroyers. Therefore, the Garel's Honor should NOT jump in its front arc. That was my thinking. But I just realized that it's only Raddus forbidding you to activate the jumped-in ship first, so it's not totally out of the question. But: if you want to fly towards the ISD and jump in the Hammerhead, you give it the shot against the cruiser at least. So you would want to stay at long range and jump the Hammerhead in at basically medium. This, however, negates the black dice of the Hammerhead. Ideally, you'd want the Hammerhead to jump in the side or even rear of its target, but your Profundity would very surely be in its front... 1 Uhuru reacted to this Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted April 18, 2018 3 minutes ago, Stefan said: The thing is: you want to get the jump on Star Destroyers. Therefore, the Garel's Honor should NOT jump in its front arc. That was my thinking. But I just realized that it's only Raddus forbidding you to activate the jumped-in ship first, so it's not totally out of the question. But: if you want to fly towards the ISD and jump in the Hammerhead, you give it the shot against the cruiser at least. So you would want to stay at long range and jump the Hammerhead in at basically medium. This, however, negates the black dice of the Hammerhead. Ideally, you'd want the Hammerhead to jump in the side or even rear of its target, but your Profundity would very surely be in its front... You can be at long range with the cruiser and short range with Garel’s Honor. Distance 1 + the length of a small base bridges the gap. It’s a nice trick, but it takes precision and for someone new to the MC75, Aspiration is probably the better title (ideally w/ Lando and ECM): that way you can simply trap them, comfortably survive an ISD front arc, and punch back. 1 Uhuru reacted to this Quote Share this post Link to post Share on other sites
Uhuru 4 Posted April 18, 2018 1 hour ago, Stefan said: But: if you want to fly towards the ISD and jump in the Hammerhead, you give it the shot against the cruiser at least. So you would want to stay at long range and jump the Hammerhead in at basically medium. This, however, negates the black dice of the Hammerhead. Ideally, you'd want the Hammerhead to jump in the side or even rear of its target, but your Profundity would very surely be in its front... Would making it more worth it for the Profundity to get into close range be better? MC75 Ordnance Cruiser (100)• General Dodonna (20)• Electronic Countermeasures (7)• Expanded Launchers (13)• External Racks (3)• Profundity (7)= 150 Points Or should I just abandon the idea rushing into an ISD's front? Be a spectacular way to lose at least. Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted April 18, 2018 In answer to the fleets in your first post. Those are balanced against each other. 3 The Jabbawookie, Uhuru and eViL dAvE reacted to this Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted April 18, 2018 (edited) Rushing into an ISD’s front is usually, yes, exactly the wrong thing to do. Certain fleets, specifically Raddus, plant the MC75 squarely in the front arc to trap it if they’re confident they can kill it while sustaining acceptable losses. What Raddus offers is the knowledge you won’t eat more than one front arc before shooting. Dodonna is a great choice with the MC75, but he doesn’t offer that certainty. A clever opponent with first player can hit twice uninterrupted. So you’d want to practice not just double arcing, but avoiding the front; luckily both skills are important to learn anyway. Expanded Launchers should go for Assault Proton Torpedoes, which is better even without Dodonna but becomes insanely good with him. This is well into optimization territory, though. As Ginkapo pointed out, the initial fleets are well-balanced and fun looking. Edited April 18, 2018 by The Jabbawookie 1 Uhuru reacted to this Quote Share this post Link to post Share on other sites
Uhuru 4 Posted April 18, 2018 Haha, fair enough. Thanks for the help guys, really helped me out. 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites