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I ws mulling this a bit, and it occurred to me that Expanded Launchers finally has a good place to be, which is on a VSD1 Harrow.  With Engine Techs It can close fast enough to get multiple uses.  Putting ordnance experts on gives you the rerolls that make the 5 black dice out the front really valuable. . How is everyone using their Harrows?

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Posted (edited)

Well, it's a cheaper Kuat ISD...  but Kuat ISD with Leading shots is only 15pts more...

I prefer VSD 2 Harrow with DCaps and Gunny. Try to go last and find a good spot to pop DCaps shot next round.

Edited by Constantine Valdor

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I tend to run a Triple Vics list.  My new plan with Harrow on the board is as follows...

  • Vic2 #1 - Disposable Caps/DTTs
  • Vic2 #2 - Disposable Caps/DTTs
  • Vic2 #3 - Disposable Caps/DTTs/Motti/Taskmaster Grint/Harrow/Projection Experts
  • Gozanti #1 - Repair Crews
  • Gozanti #1 - Repair Crews
  • TIE Fighters x2
  • Advanced Gunnery/Contested Outpost/Solar Corona
  • 387 points

I probably need to shave a bit because this list really wants second player. 

The Vics deploy in formation, with the flagship on whichever side will take fire last.  I fly multiple Vics a lot and it's my experience that you almost never lose all three - almost always at least one, sometimes two.  Grint takes an Engineering Token, allowing the flagship to project two shields forward and then repair those same shields using an Engineering Command.  The Gozantis repair damage once the shooting starts and also give me the option to intentionally self bump for better positioning.  I prefer Repair Crews to Comms Net because you're generally repairing 2-3 damage per Gozanti over the course of the game.  That's an extra 4-6 hull the opponent has to eat through for 8 points.  The TIEs aren't intended to do anything meaningful.  They're just there to buy my a round or two against Bombers.  I'll generally send them in one at a time.

As to missions...  Advanced Gunnery improves my shooting.  That's a win.  Contested Outpost is almost an auto-win.  Solar Corona gives me deployment advantage AND makes the fleet even more durable.  My favorite mission to play, and the one that everyone seems to pick because it feels like the best chance for an opponent, is Solar Corona.  It's a trap.  I think Advanced Gunnery is what most opponents should pick.

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Diversify your points, Put Harrow and Motti on different ships. 

This is my take on a Harrow list:

Triple VSD

Faction: Galactic Empire
Points: 392/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Salvage Run

 

Victory II-Class Star Destroyer (85 points)
 Harrow  ( 3  points)
-  Intel Officer  ( 7  points)
-  Gunnery Team  ( 7  points)
-  Engine Techs  ( 8  points)
-  Disposable Capacitors  ( 3  points)
-  Quad Battery Turrets  ( 5  points)
-  Leading Shots  ( 4  points)
= 122 total ship cost

 

Victory II-Class Star Destroyer (85 points)
-  Captain Brunson  ( 5  points)
-  Gunnery Team  ( 7  points)
-  Disposable Capacitors  ( 3  points)
-  Quad Battery Turrets  ( 5  points)
-  Leading Shots  ( 4  points)
= 109 total ship cost

 

[ flagship ] Victory II-Class Star Destroyer (85 points)
-  Moff Jerjerrod  ( 23  points)
-  Minister Tua  ( 2  points)
-  Gunnery Team  ( 7  points)
-  Disposable Capacitors  ( 3  points)
-  Electronic Countermeasures  ( 7  points)
-  Quad Battery Turrets  ( 5  points)
-  Leading Shots  ( 4  points)
= 136 total ship cost

 

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

 

= 0 total squadron cost

Card view link

Edited by Norell

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I played a pre-Harrow version of this list a while ago but with more fighters and no flotila.

I kind of like the extra threat of the potentially fast Harrow with the nasty close range punch. Two long range 6-8 Dice D-Cap shots will soften up 1-2 targets nicely. 

400/400, Most Wanted, Contested Outpost, Solar Corona

VSD-II, GTs, D-Caps, LS, QBT, Motti - 128
VSD-II, GTs, D-Caps, LS, QBT - 104

VSD-I, QBT, OE, E-Rax, Harrow, Engine Techs - 96

Gozanti, Comms Net, Reserve Hangar Bay - 28
4 TIE-Interceptors - 44

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