Death004 5 Posted December 18, 2018 Ok, here is the list: SHIP: Interdictor Suppression Refit (90) UPGRADES PTS +Taskmaster Grint (5) +Projection Experts (6) +Disposable Capacitors (3) +Grav Shift Reroute (2) +G7-X Grav Well Projector (2) Total Points: 110 SHIP: Imperial Star Destroyer Cymoon 1 Refit (112) UPGRADES PTS +Grand Admiral Thrawn (32) +Gunnery Team (7) +XI7 Turbolasers (6) +Spinal Armament (9) Total Points: 166 SHIP: Interdictor Suppression Refit (90) UPGRADES PTS +Wulff Yularen (7) +Projection Experts (6) +Disposable Capacitors (3) +G7-X Grav Well Projector (2) +Targeting Scrambler (5) +Heavy Ion Emplacements (9) Total Points: 122 Total Fleet Points: 398 I kinda need help with choosing the objectives, and any other tips you can give. Like changes, edits, suggestions, and general advice on the build. For example, should I run Konstantine instead of Grand Admiral Thrawn? Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted December 18, 2018 HIEs and XI7s clash. The point of XI7s is to kill them with shields still on the sides. The point of HIEs is to remove most or all of their shields before they can redirect a meaningful amount of damage. The Cymoon needs dice control. The average damage is 4.5 at long, 6 closer, but it will be swingy and liable to blanks and accuracies with only five sides of a red die dealing damage. For this and to trigger HIEs (if you keep them,) I highly recommend Vader. If not, IF! is a good replacement for QLTs, which don’t have great AA options to support them. Quote Share this post Link to post Share on other sites
Death004 5 Posted December 18, 2018 5 minutes ago, The Jabbawookie said: HIEs and XI7s clash. The point of XI7s is to kill them with shields still on the sides. The point of HIEs is to remove most or all of their shields before they can redirect a meaningful amount of damage. The Cymoon needs dice control. The average damage is 4.5 at long, 6 closer, but it will be swingy and liable to blanks and accuracies with only five sides of a red die dealing damage. For this and to trigger HIEs (if you keep them,) I highly recommend Vader. If not, IF! is a good replacement for QLTs, which don’t have great AA options to support them. I agree with you about the HIE and XI7's, on the topic of Vader, I think Thrawn is still a better commander in this case because he would allow me to do double engineering, or double concentrate fire. I could add the "intensify firepower" fleet command card to the Cymoon, that would add some dice mitigation. Also, sorry... but I don't know what you are referencing when you talk about IF, is that supposed to be a card? And I don't have QLTs (Quad Laser Turrets... Right?) in this build right now so... Thank you for your advice though. How do you think this build will fare against squadrons? The interdictors are supposed to be healing the heavy hitter ISD, and ideally none of my ships should take any damage to their hull. Still, Morna Kee with Colonel Jendon seems pretty scary. Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted December 18, 2018 (edited) 19 minutes ago, Death004 said: I agree with you about the HIE and XI7's, on the topic of Vader, I think Thrawn is still a better commander in this case because he would allow me to do double engineering, or double concentrate fire. I could add the "intensify firepower" fleet command card to the Cymoon, that would add some dice mitigation. Also, sorry... but I don't know what you are referencing when you talk about IF, is that supposed to be a card? And I don't have QLTs (Quad Laser Turrets... Right?) in this build right now so... Thank you for your advice though. How do you think this build will fare against squadrons? The interdictors are supposed to be healing the heavy hitter ISD, and ideally none of my ships should take any damage to their hull. Still, Morna Kee with Colonel Jendon seems pretty scary. My bad on the Quad Laser Turrets, mixed it up with a different Cymoon list. IF! is short for Intensify Firepower, proving great minds think alike.😉 Thrawn doesn't allow two of the same command dial, just a dial + token or two different commands. Grint and Yularen already give you repair tokens, so he would probably be around for confire or nav. Both of which are alright, just not as good as rerolls imo. When you face squads, they will hurt. The game becomes whether you can table them in time before they kill you. Everything else is an extension of that; your range gives you a decent shot. Edited December 18, 2018 by The Jabbawookie 1 Death004 reacted to this Quote Share this post Link to post Share on other sites
Death004 5 Posted December 18, 2018 5 minutes ago, The Jabbawookie said: My bad on the Quad Laser Turrets, mixed it up with a different Cymoon list. IF! is short for Intensify Firepower, proving great minds think alike.😉 Thrawn doesn't allow two of the same command dial, just a dial + token or two different commands. Grint and Yularen already give you repair tokens, so he would probably be around for confire or nav. Both of which are alright, just not as good as rerolls imo. When you face squads, they will hurt. The game becomes whether you can table them in time before they kill you. Everything else is an extension of that; your range gives you a decent shot. Ok, so you don't think the interdictors will be able to mitigate the damage done by the enemy? I went up against a rebel version of this build (2 MC80 Home One's) once and got destroyed so... 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted December 18, 2018 Just now, Death004 said: Ok, so you don't think the interdictors will be able to mitigate the damage done by the enemy? I went up against a rebel version of this build (2 MC80 Home One's) once and got destroyed so... They'll do a good job for a while. Interdictors regenerate shields like crazy and rarely take a natural crit. Their weakness is that single redirect; targeted bomber strikes will burn through 1-2 hull zone's worth of shields quicker than you'd think to start hitting hull. Even when you're recovering shields, the hull damage is tougher to repair and engineering is timing-dependent, meaning they can hit late in one round and early the next to really lay on pressure. They're still good though, don't get me wrong. It's just that in this game it's unreliable to win solely by tanking, and most fleets barring Sloane and two-ship will be racing against a well-flown bomber list. 1 Death004 reacted to this Quote Share this post Link to post Share on other sites
Death004 5 Posted December 18, 2018 7 minutes ago, The Jabbawookie said: They'll do a good job for a while. Interdictors regenerate shields like crazy and rarely take a natural crit. Their weakness is that single redirect; targeted bomber strikes will burn through 1-2 hull zone's worth of shields quicker than you'd think to start hitting hull. Even when you're recovering shields, the hull damage is tougher to repair and engineering is timing-dependent, meaning they can hit late in one round and early the next to really lay on pressure. They're still good though, don't get me wrong. It's just that in this game it's unreliable to win solely by tanking, and most fleets barring Sloane and two-ship will be racing against a well-flown bomber list. Cool (thanks for your help BTW), for objectives, what do you think I should pick? I was thinking Most Wanted... But I don't know 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted December 18, 2018 (edited) 6 minutes ago, Death004 said: Cool (thanks for your help BTW), for objectives, what do you think I should pick? I was thinking Most Wanted... But I don't know Normally great, but you have nothing good to put it on. Given the two G7s, Grav Shift Reroute and the potential to slow-roll, Station Assault is a solid choice here. Alternatively, Blockade Run will seriously narrow the playing field and hinder flanking. You also get to place all the obstacles before moving them, which is great, and have the choice to try for a (kinda cheap) automatic 6-5 against slow fleets by forcing them to deploy far back with G7s and dropping to 0 yourself at the back of your deployment zone. Edited December 18, 2018 by The Jabbawookie 1 Death004 reacted to this Quote Share this post Link to post Share on other sites
Death004 5 Posted December 18, 2018 15 hours ago, The Jabbawookie said: Normally great, but you have nothing good to put it on. Given the two G7s, Grav Shift Reroute and the potential to slow-roll, Station Assault is a solid choice here. Alternatively, Blockade Run will seriously narrow the playing field and hinder flanking. You also get to place all the obstacles before moving them, which is great, and have the choice to try for a (kinda cheap) automatic 6-5 against slow fleets by forcing them to deploy far back with G7s and dropping to 0 yourself at the back of your deployment zone. Cool, Thank you so much for your help! 😀 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites