grunnax93 87 Posted October 15, 2019 So my mates and myself are preparing to set up a Rebellion in the Rim Campaign. So I will be running on the Imperial side, and I wanted to do a build around Corrupter and see if I could also push for combat on turn 1 while still being able to be in range to issue squadron orders on turn 2 as well. So here is my start of Campaign list and the list I am planning on trying to build into. Name: Task Force CorrupterFaction: ImperialCommander: Admiral G. Aurelius Trait 1: Master Coordinator I • After fleets are deployed, you may gain 1 Squadron token. • When you resolve a Squadron command, if you spent a Squadron token, it may activate 1 additional squadron.Trait 2: N/ATrait 3: N/ATrait 4: N/A Victory I (73) • Admiral G. Aurelius (0) • Expanded Hangar Bay (5) = 78 Points Gozanti Cruisers (23) = 23 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • Maarek Stele (21) • Major Rhymer (16) • 4 x TIE Bomber Squadron (45) = 73 Points Total Points: 199 Bellow is what I am going to attempt to fully build into.Name: Task Force CorrupterFaction: ImperialCommander: Admiral G. Aurelius Trait 1: Master Coordinator III • After fleets are deployed, each friendly ship may gain 1 Squadron token. • When a friendly ship resolves a Squadron command, the squadron it activates can be at close-long range. • If that ship spent a Squadron token, it may activate 1 additional squadron.Trait 2: Rapid Deployment • While deploying fleets, your fleet's squadrons can be placed at distance 1-3 of a friendly ship.Trait 3: Fighter Group Leader • When a friendly ship resolves a Squadron command, each squadron that ship activates may reroll 1 die while attacking until the end of its activation.Trait 4: Command Staff • You gain 1 additional Officer icon in your upgrade bar. Victory I (73) • Admiral G. Aurelius (0) • Admiral Chiraneau (10) • Flight Commander (3) • Flight Controllers (6) • Expanded Hangar Bay (5) • Corrupter (5) = 102 Points Gozanti Cruisers (23) = 23 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: • Maarek Stele (21) • TIE Defender Squadron (16) • Major Rhymer (16) • 5 x TIE Bomber Squadron (45) = 98 Points Total Points: 248 Rhymer is required to make this work. As you can see, without rapid deployment, if an opponent deploys a large ship full rear, you will not be in range with a turn 1 squadron activation. As you can see, with rapid deployment, if an opponent deploys a large ship full rear, you will be in range with a turn 1 squadron activation. Start of turn 2 Resolve squadron command after moving with flight commander on turn 2 with the Victory I-class Star Destroyer at speed 2. Keep in mind i have not moved the enemy ship from turn 1, just wanted to show that the Vic can get in squad control range on turn 2. Tell me what you guys think of this bizarre idea of sending 6 TIE Bombers on their face at turn 1. Quote Share this post Link to post Share on other sites
Cap116 191 Posted October 15, 2019 Unfortunately I don't think the commander tiers work that way. The way I read the rules is that you can have a total of 4 tiers (of which Master Coordinator III takes up 3), leaving you with only 1 additional tier 1 commander ability available to be filled. Quote Share this post Link to post Share on other sites
Darth Lupine 1,556 Posted October 15, 2019 5 minutes ago, Cap116 said: Unfortunately I don't think the commander tiers work that way. The way I read the rules is that you can have a total of 4 tiers (of which Master Coordinator III takes up 3), leaving you with only 1 additional tier 1 commander ability available to be filled. Correct. Total of four tiers combined. Sox bombers will get held up by a couple squadrons.....a couple defenders will do. Quote Share this post Link to post Share on other sites
Drasnighta 27,027 Posted October 16, 2019 41 minutes ago, Darth Lupine said: Sox bombers will get held up by a couple squadrons.....a couple defenders will do. Its why nose punch always had to invest in Intel, even if just a Generic Jumpmaster. 1 Darth Lupine reacted to this Quote Share this post Link to post Share on other sites
grunnax93 87 Posted October 16, 2019 replaces, do you not just adjust the roster rank up when you up a rank instead of taking another trait slot? Quote Share this post Link to post Share on other sites
grunnax93 87 Posted October 16, 2019 55 minutes ago, Darth Lupine said: Correct. Total of four tiers combined. Sox bombers will get held up by a couple squadrons.....a couple defenders will do. Thats what Chiraneau, Corrupter and Rhymer are for, re-position and bomb. Speed 3 and short range is very doable. Quote Share this post Link to post Share on other sites
RobertK 709 Posted October 16, 2019 12 hours ago, grunnax93 said: replaces, do you not just adjust the roster rank up when you up a rank instead of taking another trait slot? Sure. But going up in rank means that trait is now also at a higher tier. The important limit you appear to be missing is that if you add the total "tiers" of the traits your commander has, that number can't exceed 4. The only way to have 4 traits is if they are all tier 1 traits. 1 1 grunnax93 and Bertie Wooster reacted to this Quote Share this post Link to post Share on other sites
Tayloraj100 428 Posted October 16, 2019 So maybe replace your Fighter GroupLeader ability with a BCC on the other Goz, then see if you get more mileage out if Rapid Deployment vs Command Staff. 1 grunnax93 reacted to this Quote Share this post Link to post Share on other sites
grunnax93 87 Posted October 16, 2019 6 hours ago, Tayloraj100 said: So maybe replace your Fighter GroupLeader ability with a BCC on the other Goz, then see if you get more mileage out if Rapid Deployment vs Command Staff. Name: Task Force CorrupterFaction: ImperialCommander: Admiral G.Aurelius Trait 1: Master Coordinator ITrait 2: Command StaffTrait 3: ? Victory I (73) • Admiral G.Aurelius (0) • Taskmaster Grint (5) • Flight Commander (3) • Expanded Hangar Bay (5) • Corrupter (5) = 93 Points Gozanti Cruisers (23) • Boosted Comms (4) = 27 Points Gozanti Cruisers (23) • Bomber Command Center (8) = 31 Points Squadrons: • Zertik Strom (15) • TIE Advanced Squadron (12) • JumpMaster 5000 (12) • Major Rhymer (16) • 5 x TIE Bomber Squadron (45) = 100 Points Total Points: 249 Maybe I run something like this? Sadly won't have rapid deployment. JumpMaster 5000 to sit with the BCC and sent in when repositioning of squads is required. Really want Maarek, but will probably need to settle for Strom and Stock Advanced. Quote Share this post Link to post Share on other sites
Tayloraj100 428 Posted October 16, 2019 1 hour ago, grunnax93 said: Name: Task Force CorrupterFaction: ImperialCommander: Admiral G.Aurelius Trait 1: Master Coordinator ITrait 2: Command StaffTrait 3: ? Victory I (73) • Admiral G.Aurelius (0) • Taskmaster Grint (5) • Flight Commander (3) • Expanded Hangar Bay (5) • Corrupter (5) = 93 Points Gozanti Cruisers (23) • Boosted Comms (4) = 27 Points Gozanti Cruisers (23) • Bomber Command Center (8) = 31 Points Squadrons: • Zertik Strom (15) • TIE Advanced Squadron (12) • JumpMaster 5000 (12) • Major Rhymer (16) • 5 x TIE Bomber Squadron (45) = 100 Points Total Points: 249 Maybe I run something like this? Sadly won't have rapid deployment. JumpMaster 5000 to sit with the BCC and sent in when repositioning of squads is required. Really want Maarek, but will probably need to settle for Strom and Stock Advanced. Can you use Tempest Squadron instead of a regular Advanced? I don’t know RitR rules regarding non-ace/non-generic squads. Quote Share this post Link to post Share on other sites
grunnax93 87 Posted October 16, 2019 1 hour ago, Tayloraj100 said: Can you use Tempest Squadron instead of a regular Advanced? I don’t know RitR rules regarding non-ace/non-generic squads. Can only take upto 2 unique squadrons Quote Share this post Link to post Share on other sites
Bertie Wooster 1,905 Posted October 17, 2019 It feels like this list is investing too much to command all nine squadrons (Command Staff, Grint, EHB). If you replace two TIE Bombers with one Firespray I think it'll feel more free. 2 grunnax93 and Mad Cat reacted to this Quote Share this post Link to post Share on other sites
grunnax93 87 Posted October 17, 2019 (edited) 1 hour ago, Bertie Wooster said: It feels like this list is investing too much to command all nine squadrons (Command Staff, Grint, EHB). If you replace two TIE Bombers with one Firespray I think it'll feel more free. Maybe, still gonna try it, I'm used to flying my squad builds where squads do 95% of the work. Edited October 17, 2019 by grunnax93 Quote Share this post Link to post Share on other sites
jbrandmeyer 128 Posted October 17, 2019 5 hours ago, grunnax93 said: Can only take upto 2 unique squadrons You start with 2 in your initial fleet. But if you play the campaign objective then you can get a unique squadron as the location reward. 1 grunnax93 reacted to this Quote Share this post Link to post Share on other sites
grunnax93 87 Posted October 17, 2019 (edited) Name: Task Force YavarisFaction: RebelCommander: Admiral G.Aurelius Trait 1: Master Coordinator IITrait 2: Command Staff Nebulon-B Escort Frigate (57) "4 Squad Activations" • Admiral G.Aurelius (0) • Ray Antilles (7) • Flight Commander (3) • Yavaris (5) = 72 Points GR-75 Medium Transports (18) "4 Squad Activations" • Adar Tallon (10) • Bomber Command Center (8) • Boosted Comms (4) = 40 Points GR-75 Medium Transports (18) "Comms Net Squad Tokens to other GR-75" • Comms Net (2) = 20 Points Squadrons: • HWK-290 (12) • 3 x X-wing Squadron (39) • 4 x Scurrg H-6 Bomber (64) = 115 Points Total Points: 247 This i what I was thinking of running if I went rebels, but i think this is un-necessary amounts of damage in 250 point games. Edited October 17, 2019 by grunnax93 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
The Jabbawookie 5,771 Posted October 18, 2019 9 hours ago, grunnax93 said: Name: Task Force YavarisFaction: RebelCommander: Admiral G.Aurelius Trait 1: Master Coordinator IITrait 2: Command Staff Nebulon-B Escort Frigate (57) "4 Squad Activations" • Admiral G.Aurelius (0) • Ray Antilles (7) • Flight Commander (3) • Yavaris (5) = 72 Points GR-75 Medium Transports (18) "4 Squad Activations" • Adar Tallon (10) • Bomber Command Center (8) • Boosted Comms (4) = 40 Points GR-75 Medium Transports (18) "Comms Net Squad Tokens to other GR-75" • Comms Net (2) = 20 Points Squadrons: • HWK-290 (12) • 3 x X-wing Squadron (39) • 4 x Scurrg H-6 Bomber (64) = 115 Points Total Points: 247 This i what I was thinking of running if I went rebels, but i think this is un-necessary amounts of damage in 250 point games. I like how you think. This is evil. 1 grunnax93 reacted to this Quote Share this post Link to post Share on other sites