Jump to content
donaldo_duck

Mottis Decis - Some Tips for a possible tournament list

Recommended Posts

Posted (edited)

I search a list for my next(second) tournament.  My idea at the moment is to fly a fleet around Motti with rogue squadrons.


Mottis Decis
Author: donaldo_duck

Faction: Galactic Empire
Points: 393/400

Commander: Admiral Motti

Assault Objective: Station Assault
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

 

[ flagship ] Imperial II-Class Star Destroyer (120 points)
-  Admiral Motti  ( 24  points)
Relentless  ( 3  points)
-  Strategic Adviser  ( 4  points)
-  Gunnery Team  ( 7  points)
-  Electronic Countermeasures  ( 7  points)
-  XI7 Turbolasers  ( 6  points)
-  Leading Shots  ( 4  points)
= 175 total ship cost

 

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

 

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

 

1 Morna Kee ( 27 points)
1 Dengar ( 20 points)
3 VT-49 Decimators ( 66 points)
= 113 total squadron cost

Card view link

 

How this shoud work:

  • The ISD is a standard build and with relentless to reduce the command deal stack and rerolls with "Leading Shots".
  • GSD is a flanker and should support the ISD.
  • The squadrons are rogue
    • No squadron command required to move and attack
    • Dengar should increase the counter attack value
    • 12 Black dice against squadrons and 12 Blue dice against ships(Decis)

My ideas to optimize the fleet:

  • Change the ISD2 to a Cymoon ISD
  • Replace a Deci with a IG-88
  • Change the GSD to another ship(Quasar or Arquitens)  and add a squadron(Deci, Firespray.. (should be a rogue squadron))

Can this fleet work?? Any suggestions??

Edited by donaldo_duck

Share this post


Link to post
Share on other sites

It looks a good fleet. All the individual units look good and aren't wasting any points but lets see if we can increase the overall efficiency.....

Motti: Good for large and medium ships but you probably want to be getting at least 7+ extra hull to truly benefit from him. 3+1+1 isn't that decisive and you may be better swapping for Jerjerrod. He is my favourite Imperial commander. You can turn sharply getting you into great firing positions or out of enemy arcs. 

ISD, Classic design. Relentless is good for beginner players but Avenger has its uses and is probably better once you get a little more practice.

GSD: Perfect. 

Gozanti: Nice and cheap.

Fighters. Hmm you have an ISD-II and it has a squadron value of 4 so don't rely on rogue key rule all the time. Plotting a squadron command on turn 2 and/or 3 can be decisive stopping your squads from having to endure getting alpha struck. I like Mona, Decimators are good but I always take Mona first, then Bossk and finally more Decimators. Bossk is only one point more than a VT-49 but isn't heavy and is a little more killy. One less hull is made up for by that brace and the auto accuracy rule could fill a nasty weakness your black dice have against scatter aces. 
Dengar won't survive against heavy squadron opposition. No opponent will decide to chew through all your counter (2) squadrons first. They just shoot Dengar. Some Escort may help or just keep him back from the action and fling him into the fight to free up the squads. With an ISD-II I would take Dengar, Mauler, 2 escorts like Tempest and black squadron and then look to adding Rogues. The ISD can command them, Dengar should last a while and Mauler - if he gets 2 or 3 ramming attacks in a game - will thrash squads for you. 57 points so you have plenty for 2-3 rogues. Finally have a think about Vector on the flotilla. Rogues can still be activated and it can be a nasty surprize to an unsuspecting opponent to see the decimators at speed 4 or Mauler speed 5. 

APTs and XI7s: XI7s are great at punching through shileds. 2 big volleys shooting the same hull zone with them can kill even large targets quickly. Problem is that Demolisher and your squadrons can't shut down redirects easily so the chosen victim could just redirect non ISD damage to the sides then let your XI7s hit his fresh front shield. As a lot of your fleets firepower is of the non piercing variety I would ditch them for points or an XX9 or DTT. If you are going this route why not change APTs for ACMs and just not care about too much redirecting. APTs can cause anoying crits but ACMs just kill things faster.

Objectives: Most wanted is great for the red mission. Station assault is ok but the enemy may just kill one station to neutralise the points and you get very little other advantage. Be careful with your other two missions. These are usually reserved for fleets with 134 points of fighters and maybe some other squad boosting upgrades like Flight controllers, BCC, Tallon etc. You could get caught out. Plaet Ion Cannon, Hyperpace assault, Salvage Run and Solar Corona are good alternatives. 

 

Share this post


Link to post
Share on other sites

I'm with MadCat on a lot of what they said. I worry about your squadron composition most of all, because that's a lot of squadrons that can't hit scatter aces. Sure, you can overheat their scatter tokens, but if your opponent has a couple of scatter aces, that's a lot of wasted attacks, I think. What do you want your squadrons to do? I know you broke down their dice, but what function do they serve in your fleet? Are they tying up opposing squadrons? Are they meant to go after ships? What do you want them to accomplish? From there, I think we can come up with better ideas for your squadron component.

Share this post


Link to post
Share on other sites

In general, I agree with Mad Cat.

Your squadrons would be great if you were using them as anti-ship, but I think you want to change them to be more JoaT

To That end, I would drop the three generic VT's and pick up Steele and 2 Defenders, I would also add Valen Ruder. He has the same 3 black dice as a VT.

Add either expanded hangar bay or boosted comms as you see fit to the ISD.

That should give you a flexible and effective squadron force.

Share this post


Link to post
Share on other sites

Thanks for you tips.

I have changed my fleet and tested the fleet last thursday against a Ackbar fleet with generic squadrons(2x CR90, GR-75, Home One, VCX, some YT-2400).

My changes were:

  • missions: Most wanted, Hyperpace assault, Salvage Run.
  • Added Vector to Gozanti
  • Change APT to ACM

We played Salvage Run and I won the game. The decimators were very good(benifited of Vector). They destroyed fast the squadrons and one CR-90.   The ISD, GSD and Gozanti did thier jobs.

@Irate PookaThe squadrons were very good against squadrons and ships. The idea was independent of the isd coomand dial stack and enough hit points to fight against squadrons/ships.

@Englishpete When I change to Steele, 2 Defenders,Valen Ruder - Is Sloane than a better commander for me ? A combination of

  • Dengar
  • Colonel Jendon
  • Maarek Stele
  • Mauler" Mithel
  • Valen Rudor
  • Ciena Ree

can be very good or?

For the next game I will change my squadrons to combination of Dengar, Mauler, 2 Escorts, Boosk and a FireSpray or IG-88. The admiral will be Jerjerrod.

 

Share this post


Link to post
Share on other sites
9 minutes ago, donaldo_duck said:

Thanks for you tips.

I have changed my fleet and tested the fleet last thursday against a Ackbar fleet with generic squadrons(2x CR90, GR-75, Home One, VCX, some YT-2400).

My changes were:

  • missions: Most wanted, Hyperpace assault, Salvage Run.
  • Added Vector to Gozanti
  • Change APT to ACM

We played Salvage Run and I won the game. The decimators were very good(benifited of Vector). They destroyed fast the squadrons and one CR-90.   The ISD, GSD and Gozanti did thier jobs.

 

Hah, that Ackbar fleet seems familiar... :P

I had to take first player, and we decided to take Salavage Run mainly because be both never played it before. The game didn't go too well for me. Snatching victory points with my CR90s supported by the single VCX  turned out pretty well, but I'm still too cautious with my MC80, and never managed to do enough damage... from my perspective the YT-2400s did their jobs ok, but not great - they slowed down the Decis but got shot down pretty quickly... the lack of defense token really hurt...

Share this post


Link to post
Share on other sites
14 hours ago, donaldo_duck said:

We played Salvage Run and I won the game. The decimators were very good(benifited of Vector). They destroyed fast the squadrons and one CR-90.   The ISD, GSD and Gozanti did thier jobs.

I may just be misinterpreting what you're saying here, but Vector won't do anything for generic Decimators. Vector only increases the speed of non-heavy squads and the standard VT-49 Decimator has the heavy keyword.

Share this post


Link to post
Share on other sites
3 hours ago, Akhrin said:

I may just be misinterpreting what you're saying here, but Vector won't do anything for generic Decimators. Vector only increases the speed of non-heavy squads and the standard VT-49 Decimator has the heavy keyword.

Change one VT-49 into Bossk who isn't heavy, Neither is Mona. Now Vector rocks.

Share this post


Link to post
Share on other sites
19 hours ago, Mad Cat said:

Change one VT-49 into Bossk who isn't heavy, Neither is Mona. Now Vector rocks.

Yeah, that'll do it! I do like Vector, though it's been a while since I've actually fit it into a list. May need to revisit it...

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...