Bertie Wooster 1,857 Posted April 28, 2018 The idea is the Gozantis feed tokens for the fleet commands each round. With MJJ and EF! I shouldn't need to navigate much, leaving my command dials free for other options. The lambdas are there just for strategic in case I'm playing my sensor net or against someone else's list that wants to go second. H9 is on one ship and X17 on another, because...well actually, I'm not sure if that's such a great idea, because the Cymoon may not produce enough damage to make H9 worth it, depending on the rolls. Hmm. Well anyway, let me know your thoughts! MJJ Cymoons Author: DomanskiFilm Faction: Galactic Empire Points: 399/400 Commander: Moff Jerjerrod Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Sensor Net Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Moff Jerjerrod ( 23 points) - Minister Tua ( 2 points) - Gunnery Team ( 7 points) - Early Warning System ( 7 points) - H9 Turbolasers ( 8 points) - Dual Turbolaser Turrets ( 5 points) - Entrapment Formation! ( 5 points) = 169 total ship cost Imperial Star Destroyer Cymoon 1 Refit (112 points) - Devastator ( 10 points) - Intel Officer ( 7 points) - Dual Turbolaser Turrets ( 5 points) - X17 Turbolasers ( 6 points) - Intensify Firepower! ( 6 points) = 146 total ship cost Gozanti-class Cruisers (23 points) - Suppressor ( 4 points) - Comms Net ( 2 points) = 29 total ship cost 2 Lambda-class Shuttles ( 30 points) = 30 total squadron cost Card view link Fleet created with Armada Warlords Quote Share this post Link to post Share on other sites
Alpharius18 41 Posted May 5, 2018 (edited) Would not recommend sensor net because you only have 4 activations and not enough squadrons to let your lambdas have free reign. I personally prefer ECMs to EWS as its better for ship v ship combat, and you usaully want a double arc with the ISD. Maybe try and get the relentless title on one of the ISD's. Something like this... Gozanti class cruiser: 23pts comms net 2pts Gozanti class cruiser: 23pts comms net 2pts ISD Cymoon 1: 112pts Moff Jerjerrod 23pts Minister Tua 2pts ECM 7pts Gunnery team 7pts Dual Turbolasers 5pts Entrapment Formation 5pts Quad battery turrets 5pts ISD Cymoon 1: 112pts Intel officer 7pts Dual Turbolsers 5pts XI7's turbolasers 6pts Intensify Firepower 6pts Relentless 3pts Squadrons 4 TIE Interceptors 44pts Objectives: Advanced Gunnery Contested outpost Solar corona 399/400pts A hard hitting squadron screen for stalling anything your opponent might bring, solar corona will give you a decent deployment advantage and a slightly better defence. Command ship is a bit more tanky, and the other ISD is a hard hitter that is easier to command. Hope this helps Edited May 5, 2018 by Alpharius18 1 Bertie Wooster reacted to this Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted May 5, 2018 How do you intend to do damage with red dice ships with minimal dice modifications? 4 Bertie Wooster, Norell, Ardaedhel and 1 other reacted to this Quote Share this post Link to post Share on other sites
Hawkwing 125 Posted May 6, 2018 23 hours ago, Ginkapo said: How do you intend to do damage with red dice ships with minimal dice modifications? Highroll all the way 1 3 TTC, mhd, Muelmuel and 1 other reacted to this Quote Share this post Link to post Share on other sites
ovinomanc3r 4,437 Posted May 7, 2018 (edited) As I said I played my last games with triple Cymoons. The more I played the more I figuring out how different are both archetypes (double and triple). However I will try to help from my little experience. First of all: you need gunnery team on both ISDs. It is curious how having 112 extra points your fleet is not any better than mine against squadrons. Gunnery team is an awesome anti-squad upgrade. I know you want to make that Advanced Gunnery and scary choice and that's my second point: Advanced Gunnery is not a good idea. As someone else already pointed, two lambdas are gonna be engaged quickly stopping incoming cash but you could find yourself playing AG. 5 red dice not modificable are not so impressive. Of course you're going to punish someone with Devastator but it doesn't work for both attack and we are talking about a ton of points. When I loose 1 ISD I loose 1/3 of my power and less than 1/3 of my fleet. In your case would be 1/2 of tour power (technically more thanks to AG boost), more than 1/3 of your fleet actually giving 300 points. I known, Most Wanted turned out boring at this point but is also better. Navigation is key and JJ help that. But you could do the same with Entrapment Formation and without it using just the token you're already giving. I was able to make IF work with any token supplier so I imagine you could do the same with two comms-net-gozantis at the same time you provide nav token to navigate. Entrapment Formation seems just excessive to me or to be more precise: you will have several problems to spend too many resources on only this. More consistency than the natural roll is needed. I am not sure yet about what is the correct level of dice manipulation. I think IF+DTT could work fine but that makes 16 points. H9 is useful but it eats one of those valuable damages you try to get. I strongly recommend Vader. He will save you 5 points (DTTx2 + H9) even 6 more with IF if you needed them. He is able to fish accuracies pretty consistently. I usuall go for damage but when I want that accuracy (flotilla or something else I could one-shot) I reroll almost every die. 10 red dice will give you the accuracy you need almost guaranteed. Also you have room for other token mitigation stuff I don't, like xi7 or intel officers. Of course if you take Vader, Jerjerrod goes out. You will need good command planning (that's how I am working) but maybe you could add skilled first officers to help. With three activation I don't see the point to get another one through SAd but if you already have four I would try to get te fifth or at least try it. ECM or EWS is a dilemma. I think EWS cover one weakness (squadronsles) but ECMs is the beat I think. I don't use any defensive retrofit so I let that up to you. I will add a suggestion fleet: Fleet 260 (365/400) ================== Imperial II-class Star Destroyer (120 + 57) + Darth Vader (36) + Skilled First Officer (1) + Gunnery Team (7) + Electronic Countermeasures (7) + XI7 Turbolasers (6) Cymoon 1 Refit (112 + 26) + Strategic Adviser (4) + Gunnery Team (7) + Intensify Firepower! (6) + XI7 Turbolasers (6) + Relentless (3) Gozanti-class Cruisers (23 + 2) + Comms Net (2) Gozanti-class Cruisers (23 + 2) + Comms Net (2) Most Wanted Contested Outpost Solar Corona With room for plenty customization. Edited May 7, 2018 by ovinomanc3r 2 1 Admiral Calkins, eViL dAvE and Bertie Wooster reacted to this Quote Share this post Link to post Share on other sites
ovinomanc3r 4,437 Posted May 7, 2018 I changed to an ISDII in order to keep good range with the defensive retrofit as long as Tua's place was occupied by the SFO who will help you to have the navigation at time (or engineering) as Relentless does the same with the other. For anything else: navigation tokens. Also a little bid is helpful also. At least with triple ISDs. It requires a really good plane, usually different each time, so being able to choose first or second is a good start. Not a crazy bid though, 5 is fine. 1 eViL dAvE reacted to this Quote Share this post Link to post Share on other sites
Bertie Wooster 1,857 Posted May 8, 2018 On 5/7/2018 at 6:59 AM, ovinomanc3r said: I will add a suggestion fleet: Fleet 260 (365/400) ================== Imperial II-class Star Destroyer (120 + 57) + Darth Vader (36) + Skilled First Officer (1) + Gunnery Team (7) + Electronic Countermeasures (7) + XI7 Turbolasers (6) Cymoon 1 Refit (112 + 26) + Strategic Adviser (4) + Gunnery Team (7) + Intensify Firepower! (6) + XI7 Turbolasers (6) + Relentless (3) Gozanti-class Cruisers (23 + 2) + Comms Net (2) Gozanti-class Cruisers (23 + 2) + Comms Net (2) Most Wanted Contested Outpost Solar Corona With room for plenty customization. I like this a lot. I tried to improve on it, but all that I did was add Ciena/Valen, giving me a 5 point bid. Question about SAd though: Couldn't it "telegraph" my activation order a little too much? Quote Share this post Link to post Share on other sites
ovinomanc3r 4,437 Posted May 8, 2018 1 hour ago, Bertie Wooster said: I like this a lot. I tried to improve on it, but all that I did was add Ciena/Valen, giving me a 5 point bid. Question about SAd though: Couldn't it "telegraph" my activation order a little too much? Yes and that's one of the reasons I don't use it. However activation order is usually obvious enough. What is at risk? What will have a shot? What needs a token? Etc. Use him just to control engagement. Right now I don't remember if SAd force you whichever ship you activate next though. I think it doesn't but I could be wrong. Quote Share this post Link to post Share on other sites
Tiberius the Killer 465 Posted May 8, 2018 2 hours ago, ovinomanc3r said: Yes and that's one of the reasons I don't use it. However activation order is usually obvious enough. What is at risk? What will have a shot? What needs a token? Etc. Use him just to control engagement. Right now I don't remember if SAd force you whichever ship you activate next though. I think it doesn't but I could be wrong. It doesn't. The ship the SAd is on just can't have been activated yet. Quote Share this post Link to post Share on other sites
Bertie Wooster 1,857 Posted May 9, 2018 I also made a list that keeps the double Cymoon / Devastator theme I originally had in mind, but influenced by feedback in this thread. You're right that I dislike Most Wanted, but not as much as I dislike losing, so I'll keep it. I really hope they come out with new, good red objectives in Wave 8. Vader 3 Author: DomanskiFilm Faction: Galactic Empire Points: 392/400 Commander: Darth Vader Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Solar Corona Imperial Star Destroyer Cymoon 1 Refit (112 points) - Relentless ( 3 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) = 126 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Darth Vader ( 36 points) - Devastator ( 10 points) - Minister Tua ( 2 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Intensify Firepower! ( 6 points) = 186 total ship cost 1 Ciena Ree ( 17 points) 1 Valen Rudor ( 13 points) = 30 total squadron cost Quote Share this post Link to post Share on other sites
ovinomanc3r 4,437 Posted May 9, 2018 7 hours ago, Bertie Wooster said: I also made a list that keeps the double Cymoon / Devastator theme I originally had in mind, but influenced by feedback in this thread. You're right that I dislike Most Wanted, but not as much as I dislike losing, so I'll keep it. I really hope they come out with new, good red objectives in Wave 8. Vader 3 Author: DomanskiFilm Faction: Galactic Empire Points: 392/400 Commander: Darth Vader Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Solar Corona Imperial Star Destroyer Cymoon 1 Refit (112 points) - Relentless ( 3 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) = 126 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Darth Vader ( 36 points) - Devastator ( 10 points) - Minister Tua ( 2 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Intensify Firepower! ( 6 points) = 186 total ship cost 1 Ciena Ree ( 17 points) 1 Valen Rudor ( 13 points) = 30 total squadron cost I know is not thematic but move Vader to Relentless. You want Devastator taking shots leading your attack so rebalance the points distribution. SAd ISD will be working as reinforcement to make that officer work. It does nothing if you are forced to activate it the first losing your extra activation. 1 Bertie Wooster reacted to this Quote Share this post Link to post Share on other sites
Bertie Wooster 1,857 Posted May 9, 2018 3 hours ago, ovinomanc3r said: I know is not thematic but move Vader to Relentless. You want Devastator taking shots leading your attack so rebalance the points distribution. SAd ISD will be working as reinforcement to make that officer work. It does nothing if you are forced to activate it the first losing your extra activation. Good point. Quote Share this post Link to post Share on other sites
Khyros 4,236 Posted May 9, 2018 Not to say that I have much experience with dual ISDs, but I would start somewhere along here: Cymoon 1 Darth Vader Tua GT IF Spinals XI7 Devastator ECM ISD2 Pryce GT ECM XI7 Avenger Gozanti Hondo Comms Net Suppressor TIE Interceptor x2 Most Wanted, Contested Outpost, Solar Corona Logic: Vader helps you not only with rerolls, but also with Devastator. Furthermore, Tua+ECM helps with Devastator to ensure that you *can* spend your defense tokens. GTs on both because you truly do need to maximize those front arcs. Spinals for the same reason. IF as further red dice protection, and it also ensures that your Gozanti can do 2 damage if you so choose. XI7 is basically a free accuracy (or double accuracy on double redirects). ECMs to ensure you can always use that brace. Devastator because you wanted it, I probably wouldn't put it in, but that's okay. Pryce to ensure that critical round you get to shoot with your ISD2 at medium range of everything for maximum effect. Plus with only 3 activations, it's an easy way to go last. Avenger because it's like an auto include on an ISD imo. Hondo on the Gozanti is surprisingly useful, but is primarily so you can feed IF easily (one turn Cymoon tokens for it, one turn Hondo for it, one turn discard. You only have to be concerned about it if you want 4 turns of use, which I would recommend against with dual ISDs). Comms net because reasons. Suppressor to help out Avenger - you need to put the Suppressor in the line of fire to make it useful, but in all honesty, a shot at it is a shot not at your ISDs, so I'm okay with that. Small ships can't reliably do damage due to scatter, and large ships really want to be shooting at your large ships. Double interceptor because it seemed like the best use of the remaining 22 points, though I might consider Valen and a Bomber just to get a Scatter Ace in there. Objectives because reasons that I don't need to state. Quote Share this post Link to post Share on other sites
Bertie Wooster 1,857 Posted June 2, 2018 (edited) I tweaked this fleet a lot after our discussion, and decided on this: Faction: Galactic Empire Points: 393/400 Commander: Darth Vader Assault Objective: Most Wanted Defense Objective: Contested Outpost Navigation Objective: Solar Corona Imperial Star Destroyer Cymoon 1 Refit (112 points) - Relentless ( 3 points) - Minister Tua ( 2 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - Spinal Armament ( 9 points) - X17 Turbolasers ( 6 points) - Intensify Firepower! ( 6 points) = 152 total ship cost [ flagship ] Interdictor-class Suppression Refit (90 points) - Darth Vader ( 36 points) - Interdictor ( 3 points) - Captain Brunson ( 5 points) - Engine Techs ( 8 points) - Disposable Capacitors ( 3 points) - Heavy Ion Emplacements ( 9 points) - G7-X Grav Well Projector ( 2 points) - Targeting Scrambler ( 5 points) = 161 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 1 Ciena Ree ( 17 points) 1 Valen Rudor ( 13 points) = 30 total squadron cost I played it against a friend last night. He had a Raddus fleet with an MC75, LMC80, CR90B (with Raddus) and GR-75. I chose first player and picked his Capture the VIP. I think it was wise not to go with double Cymoons, at least in this case. The grav well token saved the game for me--my opponent Raddus'd his MC75 where I couldn't hit him with my ISD's front arc, so he chose to deploy at speed 0 in order to get into close range of the ISD. Then I proceeded to hit him with 1. the side arc of my ISD, 2. a double-arced Gozanti with Concentrate Fire, 3. the DCaps side arc of my Interdictor. All this took him down to one hull. I finished him off with a side/back arc of my ISD next round. It ended up being a 6-5 victory for me I think (one Gozanti, Ciena/Valen died, and he got the VIP.) Edited June 2, 2018 by Bertie Wooster 1 ovinomanc3r reacted to this Quote Share this post Link to post Share on other sites
Bertie Wooster 1,857 Posted June 2, 2018 Also forgot to mention that Captain Brunson and Targeting Scramblers totally saved my Interdictor. Quote Share this post Link to post Share on other sites