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MDeliso

Imperial MSU

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Still newer to the game, been playing with a squadronless Imperial 6 ship revolving around a Kuat, wanted to try something different.  Can I get some constructive criticism on this list please?

Imperial MSU (384/400)
=====================
Arquitens-class Light Cruiser (54 + 38)
    + Admiral Screed (26)
    + Captain Brunson (5)
    + Turbolaser Reroute Circuits (7)

Gladiator I-class Star Destroyer (56 + 19)
    + Ordnance Experts (4)
    + Assault Proton Torpedoes (5)
    + Demolisher (10)

Gladiator I-class Star Destroyer (56 + 9)
    + Ordnance Experts (4)
    + Assault Proton Torpedoes (5)

Raider I-class Corvette (44 + 7)
    + Ordnance Experts (4)
    + Flechette Torpedoes (3)

Raider I-class Corvette (44 + 7)
    + Ordnance Experts (4)
    + Flechette Torpedoes (3)

Gozanti-class Cruisers (23 + 2)
    + Comms Net (2)

Gozanti-class Cruisers (23 + 2)
    + Comms Net (2)

Advanced Gunnery
Hyperspace assault
Dangerous Territory

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Looks quite nice.  You might consider dropping that seventh activation for upgrades; Engine Techs are pretty bread-and-butter for a Gladiator (generally for better positioning and speed control, but outright ram-killing MC30s/CR90s that still have shields can be great,) and Intel Officer makes Demolisher’s triple tap much scarier.

 Flechettes aren’t amazing if they’re the sole antisquadron plan you have; they force your order of activation and thus hinder approaches like hitting carriers as hard as possible with Demo, which is probably what you want to do.  External Racks might get more done, even if you go one of each.  Alternatively, Kallus is cheap and will help the flechettes trigger even more reliably/force more damage on aces.  Or Instigator prevents them from just being left unactivated on a key round to dodge your Raider during the squadron phase after it approaches.

Good luck!

Edited by The Jabbawookie

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I have to say I'm loving all this Imp MSU love!

Fully agree with the above from @The Jabbawookie. Eng Techs for positioning is key for the GSD and also helps them be that little bit more unpredictable. Six activations is still excellent and the extra points will leave room for some more goodies.

Let us know how you go with the list and running the Arq! I've been wondering about how I'd go dropping one into my list too, just to change it up a bit tactically from just a pure brawler rage cage of black dice.

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I would love to see screed, but honestly Vader will give you better rolls with your list. double rerolls is pretty brutal, and it will allow your red dice to be rerolled when they are blank. I also think that TRCs are very dangerous on your capital ship, and you should be trying to keep defense tokens on that. However, I do see it getting in the mix, so you can use vader on it. The list below hurts your bid a lot, but I think you could manage without one at all...

Faction: Galactic Empire
Points: 397/400  

Commander: Darth Vader

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Minefields

 

[ flagship ] Arquitens-class Light Cruiser (54 points)
-  Darth Vader  ( 36  points) 
-  Captain Brunson  ( 5  points) 
-  Dual Turbolaser Turrets  ( 5  points) 
= 100 total ship cost

 

Gladiator I-Class Star Destroyer (56 points)
 Demolisher  ( 10  points) 
-  Intel Officer  ( 7  points) 
-  Ordnance Experts  ( 4  points) 
-  Engine Techs  ( 8  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 90 total ship cost

 

Gladiator I-Class Star Destroyer (56 points)
-  Intel Officer  ( 7  points) 
-  Ordnance Experts  ( 4  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 72 total ship cost

 

Raider I-Class Corvette (44 points)
 Instigator  ( 4  points) 
-  Ordnance Experts  ( 4  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 57 total ship cost

 

Raider I-Class Corvette (44 points)
-  Ordnance Experts  ( 4  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 53 total ship cost

 

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

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