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LordCola

6 Activations ISD Demo

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This list isn't the best list ever but a very fun list and I hope you can help improve it.

 

The idea was that I wanted a six activation list so that I get a good chance at first-lasting with a Demo. I also wanted an ISD (because ISDs are fun!).

So for cheap activations I went for SAd and 2x Goz. For the sixth activation I chose an Arquitens over a cheaper Raider (I don't like Raiders).

I also wanted some Squads and at least a 10 point bid. This is what I came up with:

 

 

Quote

 

6 Activations, ISD, Demo, Motti
Author: LordCola

Faction: Galactic Empire
Points: 388/400

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

 

[ flagship ] Imperial II-Class Star Destroyer (120 points)
-  Admiral Motti  ( 24  points)
-  Strategic Adviser  ( 4  points)
-  Gunnery Team  ( 7  points)
-  Early Warning System  ( 7  points)
-  Leading Shots  ( 4  points)
= 166 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
= 25 total ship cost

 

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

 

Arquitens-class Light Cruiser (54 points)
-  Slaved Turrets  ( 6  points)
= 60 total ship cost

 

Gladiator I-Class Star Destroyer (56 points)
Demolisher  ( 10  points)
-  Ordnance Experts  ( 4  points)
-  Assault Proton Torpedoes  ( 5  points)
= 75 total ship cost

 

1 TIE Advanced Squadron ( 12 points)
1 TIE Interceptor Squadron ( 11 points)
2 TIE Fighter Squadrons ( 16 points)
= 39 total squadron cost

Card view link

 

 

 

Please offer suggestions within the above stated restrictions or if you really want to chance something about them explain why.

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They are two squadron aces that for 30 points are the best imperial light squadron wing. 

Valen is a tie ace that can't be targeted if an enemy squadron is engaged with another squadron. 

Ciera is an interceptor ace who is permanently obstructed

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34 minutes ago, LordCola said:

Could you elaborate a little more?

Valen and Ciena in and what goes out?

they replace all your squads.

additionally, consider spending points for assault concussion missiles on demo. Without xi7 they help put damage in through redirect. A second comma net or boosted comms is also worth considering on the second goz.

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If you ever want to go to 7 activations... here is a reference

Tagge 
Author: Ginkapo

Faction: Galactic Empire
Points: 400/400  

Commander: General Tagge

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

 

Gladiator I-Class Star Destroyer (56 points)
-  Ordnance Experts  ( 4  points) 
-  External Racks  ( 3  points) 
= 63 total ship cost

 

Gladiator I-Class Star Destroyer (56 points)
-  Ordnance Experts  ( 4  points) 
-  External Racks  ( 3  points) 
= 63 total ship cost

 

Gozanti-class Cruisers (23 points)
 Suppressor  ( 4  points) 
-  Minister Tua  ( 2  points) 
-  Electronic Countermeasures  ( 7  points) 
-  Slicer Tools  ( 7  points) 
= 43 total ship cost

 

[ flagship ] Raider I-Class Corvette (44 points)
-  General Tagge  ( 25  points) 
= 69 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Slicer Tools  ( 7  points) 
= 30 total ship cost

 

Raider I-Class Corvette (44 points)
-  Darth Vader  ( 3  points) 
-  External Racks  ( 3  points) 
= 50 total ship cost

 

Gladiator I-Class Star Destroyer (56 points)
 Demolisher  ( 10  points) 
-  Captain Brunson  ( 5  points) 
-  Ordnance Experts  ( 4  points) 
-  Assault Concussion Missiles  ( 7  points) 
= 82 total ship cost

 

Two Glads could become a SAd ISD.

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...Tagge ? ?

To be constructive : I rrecently played against a similar list, it's an excellent fleet.

I agree with the recommendation made on the squadron (Ciena and Valen) and the TRC. I play a lot of small ships with TRC, the reliability of damage is priceless.

Edited by Coranhann

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[ flagship ] Imperial II-Class Star Destroyer (120 points)
-  Admiral Motti  ( 24  points)
-  Strategic Adviser  ( 4  points)
-  Gunnery Team  ( 7  points)
-  ECM  ( 7  points)
-  Leading Shots  ( 4  points)
XI7 (6pts)
= 172 total ship cost

 

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
= 25 total ship cost

 

Gozanti-class Cruisers (23 points)
Comms Net (2 pts)
= 25 total ship cost

 

Arquitens-class Light Cruiser (54 points)
-  DTT (5pts)
= 59 total ship cost

 

Gladiator I-Class Star Destroyer (56 points)
-  Demolisher  ( 10  points)
-  Ordnance Experts  ( 4  points)
-  Assault Proton Torpedoes  ( 5  points)
Brunson (5 pts)
80 total ship cost

 

Valen
Cienna
= 30 total squadron cost

 

 

This comes out to 391, which violates your 10pt bid... If you truly wanted to keep it to 10pts, then I would drop Brunson and add SFO to the Demo and Hondo to a Gozanti/Arquitens.  Or I guess you could drop the second Comms Net... Actually, that might be the best place to drop points if you must maintain a 10 point bid.  Your second Gozanti is either going to be off to the side and literally exclusively being an extra activation, or will be pushing your two squads and maybe taking a CF to finish off a ship, either way it's not going to be passing tokens that much.  The advantage to having both have Comms Net is that it's easier to determine which one passes each round.  

But overall changes... The same squad changes as everyone else made.  These will be more effective and cost less.  Your fleet had 2 points to start with, and this frees up 9 extra points, allowing for 11pts of upgrades.  DTT basically gives you a free reroll on your Arq, which should be useful throwing 3-4 reds, it's not as good as TRC, but it's also quite a bit cheaper (since you really want Needa + TRC for 9 points instead of 5).  If you wanted TRC, then drop Brunson to pick up the points.  Comms net on the second Gozanti for the reasons above (but also if you wanted to get rid of it for the bid, whatever).  And then swapping out EWS for ECMs, and adding XI7s to push the damage through.  EWS just doesn't make a lot of sense to me in general, but I know others swear by it, so I could just not be playing it right.  Given there are plenty of games where I don't use ECMs... but the games that I do use it, it saves 3-4 damage each round for 3-4 rounds.

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