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DrJonesJnr

Task Force Inferno - Building the Imp MSU

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Gday All, 

I enjoy the fast strike capability of the Raiders so I wanted to put together something different than my usual large ship lists. Of course, this needs a plan (I just need some time and some money). Imp MSU lists are not easy, but if the synergy is there with enough flexibility, it’ll work.

 

Name: Task Force Inferno 
Faction: Imperial
Commander: Admiral Screed

Most Wanted/Hyperspace Assault/Solar Corona

 

Flagship: GSD1 - Screed, Ord Exp, ACM   (OR   Arq Lt Cruiser – Screed, Blast Doors, TRC)

GSD1 – Intel Off, Ord Exp, ACM, Demo

Raider1 - Ord Exp, ACM 

Raider1 - Ord Exp, ACM 

Raider1 - Ord Exp, ACM 

 

Squads: Ciena, Valen, Mauler

 

Total Points: 390(389)/400

 

Screed is there purely for the Crit-fest to go with bulk ACMs. Raiders can strike from the flanks of the target and/or assist with squads. GSD is the punchiest, obviously, with the Kitten throwing reds from the back.

Questions:

1. Power - Assuming it is flown well, can it put out enough damage on a large target?

2. Ordnance - X-Racks on the Raiders? APTs?

3. Super-size - Ditch squads, add a raider/goz?

4. Commander - Rely on the dice (lol) and use Ozzel instead, for speed control? Or drop all the Ord Exp and use points to add Vader for rerolls? (why not both? *fiesta*)

 

Cheers team, fly casual

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I’d switch to ExRax on the Raiders.  The synergy with ACMs is still respectable and it gives you the points for two sets of Engine Techs, which Gladiators need a pretty good reason not to include.  It makes them much more unpredictable.  And a Glad is probably a good choice over an Arquitens, even for a flagship.  Although it means getting into the fray, the damage is much higher.  I’d also drop Ciena and Valen for a naked/comms net Gozanti and a strengthened bid. You want to go first, and that sixth activation makes the triple tap more reliable and Most Wanted better.  Mauler would still complement the Raider flak.

Good luck!

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I agree about getting that Gozanti, and the Sixth Activation, these days an Average list will run 5 activations thanks to Strat advisor and Flottila's and if you don't out activate a Squad heavy list or the Large Ship  brawlers, your raiders are going to get Destroyed.

 

With Carful flying Raiders and GSDs are definitely capable of Destroying other fleets but you will find this fleet very fragile. Cymoons, And Raddus and the Like may be difficult to go up against but if your up for the Challenge it should be fun!

 

 

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Thanks very much guys, and agreed on all points. Particularly the 6th activation. I'm fairly ****-bent on making an Imp MSU work, but the burden of execution becomes the sticking point for the most part. I can do all the manoeuvring training on a table or in Vassal, but one mistake can unravel it all.

Focussed firepower on one large target or high value unit like Rieekan/Yavaris is usually the key to picking apart any list with MSU, the trick is bringing it all to bear after making the appropriate sacrifice to the dice gods. As for the big-rigs, double Cymoons would present a real challenge, requiring extreme outflanking and/or high speed hit n run tactics which could potentially be won or lost at deployment. This speed may indeed require Ozzel instead, perhaps using the points for Brunson on one of the GSDs.

The idea of swapping in a Vader-Raider for the same cost as the kitted out Raider1s was also floated by a mate, which would be a very annoying, yet fun, inclusion.

I'll give this a couple of cracks next casual chance I get and see how it rolls against a Rieekan Aces and Vader Double Cymoon. If it falls flat on its face, I'll go back to my fav Thrawn Interdoctor List again.

TF Inferno - 386/400

  • GSD1: Screed, OE, ET, ACM
  • GSD1: Intel Off, OE, ET, ACM, Demo
  • 3x Raider1: OE, X-Racks
  • Goz Cruisers: Comms Net
  • Mauler
  • Most wanted/HS Assault/Solar corona

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BLUF: I like this MSU list now. It hits hard if time it right and am going to keep running it until driving it around and round timing becomes natural.

I gave my Screed MSU its first run this week and it went ok, but the burden of execution was high... very high. I ended up tweaking it a bit afterwards as follows:

Task Force Inferno 387/400

GSD1 - Screed, OE, ET, ACM (101)
GSD1 - Intelo, OE, ET, ACM, Demo (92)
Raider1 - OE, X-Racks (51)
Raider1 - OE, X-Racks (51)
Raider1 - Kallus, OE, Flechettes, Instigator (58) - Anti-Sqn
Jerk Gozanti - ST, Suppressor
Obj - MW, PIC, SC

Aggressive bid helped secure 1st player and opponent hadn't seen an Imp MSU before (heavy two-ship meta around here), so I also out-deployed his 3 ship. Only after bulk training manoeuvring runs/scenarios in Vassal, I managed to get my play book down pat in focussing on one target with Demo leading, Screed in trail, raiders flanking. Instigator engaged his Shara/Tycho and had them sorted. Jerk gozantis just followed Demo causing confusion and delay. I like Screed now too, would be more use if I had torps on the raiders, but then I'd lose my disgusting bid.

Good times - Thrawn's Interdoctor list is still my fav though. 

 

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Ok this list is growing on me - I'll put a BATREP on the other forum should I get a chance, but too be short: It did very well.

Deploying Raiders on one flank (Instigator on the inside) and GSDs on the other, Goz in the centre against a Farkin Tarkin VSD Carrier/Demo/BCC Goz/Rhymer Ball list. Instigator did its job, didn't get a shot off, but kept the Rhymer Ball from closing the hitters long enough for them to form a pincer on each while all the opposing ships dived into the centre. It is for this reason, I'll the small changes as follows:

TF Inferno (387/400):

GSD1 - Screed, OE, ET, ACM (101)
GSD1 - Intelo, OE, ET, ACM, Demo (92)
Raider1 - OE, X-Racks (51)
Raider1 - OE, X-Racks (51)
Raider1 - Kallus, OE, Flechettes, QLT, Instigator (63) - Anti-Sqn
Slightly-less-jerky Gozanti - Comms, Suppressor (29)
Obj - MW, PIC, SC 

I even managed to drive them all without driving them all into each other. I do have my moments. Not many, but I do have them.

Edited by DrJonesJnr

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I'm partial to Jer Jerrod for MSU's.  A raider can flank and cut in hard for the attack run, or at speed 4 U turn to get outta dodge.    I find him a little more useful than ozzel.   I mean,  speed 4 with 6 clicks of yaw after a nav command.  Ship placement is so easy. 

Darth Vader as a boarding team is essential.   Plug him onto a raider.   You lose the oe re rolls.   But, you roll in last, then first remove that critical upgrade from an enemy before unloading and running. 

Bye bye admonition, now eat this apt/acm.  Bye yavaris.  Oh, goodbye Demo, goodluck killing anything.  Best 3 points ever.  5, if you include hondo for the anytime token so you don't waste a dial triggering Vader.  

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On ‎2‎/‎18‎/‎2019 at 1:32 PM, Englishpete said:

The likelihood of not getting a crit with those OE rerolls is very slim.

Why not use Ozzel for complete control of your speed?

 

Sure, it's definitely an option. However, after 7 games playing with this list (6W:1L - **** Rieekan) I have come to really appreciate Screed a lot. OE  does increase my liklihood of getting those crits on the reroll, but Screed guarantees it. Even with Xrax, if i get blanks, I reroll first and then if another blank comes up, I screed it to change a black to a hit/crit face (the best part about Screed-ing black dice). I work it so it either breaks even with a crit or increases damage by at least 1 with a crit. It works for me anyway. Speed control is also integral to this list; however, planning my run and banking nav tokens at the beginning gives me the edge I need to be flexible on my approach. BUT putting damage on targets and triggering ALL the crits has definitely not been my problem with this list (strong GSD double-arcing skills help). All that being said - Ozzel could give me more pts to play with to help fix some issues

The two main problems I've come across are: (a) Getting Instigator into squads to do his work, as they avoid me like the plague; and (b) focussing too many of the ships on one target, therefore creating a converging friendly collision risk. 

Firstly, (b) is largely fixed now that I have the confidence in which of my ships must be committed and at what speed to ensure destruction of various targets, from Mc80As, Ls, 75s, down to Peltas, Nebs, etc.

(a) Needs work. Maybe I'm trying too hard to chase the squads down and just need to focus on the escort role instead. Station Instigator on the quarter of one of the GSDs as the Squad defence goalkeeper unit? Could also mop up the GSDs target if it fails?

17 hours ago, Dupy said:

I'm partial to Jer Jerrod for MSU's.  A raider can flank and cut in hard for the attack run, or at speed 4 U turn to get outta dodge.    I find him a little more useful than ozzel.   I mean,  speed 4 with 6 clicks of yaw after a nav command.  Ship placement is so easy. 

Darth Vader as a boarding team is essential.   Plug him onto a raider.   You lose the oe re rolls.   But, you roll in last, then first remove that critical upgrade from an enemy before unloading and running. 

Bye bye admonition, now eat this apt/acm.  Bye yavaris.  Oh, goodbye Demo, goodluck killing anything.  Best 3 points ever.  5, if you include hondo for the anytime token so you don't waste a dial triggering Vader.  

OR as suggested above, make it a Vader-Raider and delete that critical upgrade right before the GSD pain-train arrives. I like this idea too... but then I have more points to play with - prob for Monty/Brunson on some of the others? Maybe just do away with the Anti-Sqn Raider completely and add a Goz and two VT49s? This would keep the 6 activations, but also provide some anti-ship capable squad cover - but theyre heavy, so no engagement. Pointless?

Jerry is a fav still and does give amazing control of manoeuvres, but I dont think I need it for this one. The raiders are pretty strong (at sp2) and eng techs gives me what i need for the GSDs. Aside from that, I couldnt afford to take that damage (unles I land on the station), as I usually escape with 1 hull remaining on at least half of the ships during a lot of these games.

SO, I'm going to take one of the following to Regionals this weekend:

TF Inferno - Mustafar Division (386/400):

GSD1 - Screed, Brunson, OE, ET, ACM (106)
GSD1 - Intelo, OE, ET, ACM, Demo (92)
Raider1 - OE, X-Racks (51)
Raider1 - OE, X-Racks (51)
Raider1 - Montferrat, Vader (BP), X-Racks (55)
Slightly-less-jerky Gozanti - Hondo, Comms, Suppressor (31)
Obj - MW, PIC, SC 

OR

The Rule of Two (387/400)

 

GSD1 - Screed, OE, ET, ACM (101)
GSD1 - Intelo, OE, ET, ACM, Demo (92)
Raider1 - OE, X-Racks (51)
Raider1 - OE, X-Racks (51)
Gozanti - (23)
Gozanti - Comms (25)

2x VT-49 Decimator (44)
Obj - MW, PIC, SC 

 

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I'd have to go with option number one.   The raiders still offer solid aa fire.   And vader!

For option 2, the vt's don't seem the way to go.   Heavy doesn't protect your ships and the 3 blues aren't a huge anti ship threat.   For anti squad, you could swap those out for 2 aggressors and 2 ties.  Anti ship wise,  2 firesprays with bomber are a bigger threat,  imo, than two vt's.  

Otherwise,  very solid. 

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This is the latest iteration of my Imperial MSU. If you want a bigger bid, drop either Slicer Tools and Insideous or an Aggressor. I find the squadron build to be effective against other squadrons and even more so with the anti-squad Raider. In my area, 5 activations is usually enough. The list is flexible and sacrifices a little raw damage for flexibility.

Faction: Galactic Empire
Points: 397/400

Commander: Admiral Ozzel

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

 

Gladiator I-Class Star Destroyer (56 points)
Demolisher  ( 10  points)
-  Ordnance Experts  ( 4  points)
-  Engine Techs  ( 8  points)
-  Assault Proton Torpedoes  ( 5  points)
= 83 total ship cost

 

Raider I-Class Corvette (44 points)
-  Agent Kallus  ( 3  points)
-  Ordnance Experts  ( 4  points)
-  Flechette Torpedoes  ( 3  points)
= 54 total ship cost

 

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

 

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
-  Admiral Ozzel  ( 20  points)
Insidious  ( 3  points)
-  Ordnance Experts  ( 4  points)
-  Engine Techs  ( 8  points)
-  Assault Proton Torpedoes  ( 5  points)
= 96 total ship cost

 

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

 

1 Dengar ( 20 points)
4 Aggressor Assault Fighters ( 64 points)
= 84 total squadron cost

Edited by Englishpete

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Ok, thanks all.

So, I rolled into my first Regionals (and last of the Aus season) and pulled up 4th out of 13 players (Woo! Dice!) with this mob:

 

The Rule of Two (385/400)

 

GSD1 - Screed, OE, ET, ACM (101)
GSD1 - Intelo, OE, ET, ACM, Demolisher (92)
Raider1 - OE, X-Racks (51)
Raider1 - OE, X-Racks (51)
Gozanti - (23)
Gozanti - (23)

Boba Fett (26)

Firespray-31 (18)
Obj - MW, PIC, SC 

 

Agree, the Decimators wouldn’t have been right for the job, went with Boba and his mate. Didn’t really end up doing much at all as we had a majority Rebel MSU meta on the day, but prob still did better than VT-49s would have.

I already had Demo in there, as I am (as always have been) an epic fanboi since he first arrived on the scene. He was definitely MVP on the day, taking out both an MC-80A and -80L alone with the triple-tap in consecutive games. My 15pt bid was maybe overkill, but ensured I had 1st player and my driving/double-arc game for all ships was straight 100.

Won against a Mon Mothma MSU and Raddus Lib-Bomb. Lost against Cracken Aces for W2/L1/TP20/MoV374 overall.

What would I change to really strengthen this Imp MSU?

Swap in APT for ACM on Demolisher.

Add Brunson and Insidious to Screed GSD.

Drop Firesprays and a Gozanti, add a third OE/Xrax Raider1 OR a Vader Raider

Add Slicers and Suppressor back on the Jerk-Gozanti.

 

Now, after 4 years of playing Imps, it’s time to defect to the Rebels lol.

Edited by DrJonesJnr

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