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grunnax93

RitR Squad Focused Imperial

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So im looking to build a squad focused list for Imperials, kind of a pain in the *** to make compared to Rebels. I have considered Master Coordinator II with Twin Arquitens Command Cruisers or Multiple Boosted Raiders etc... Just not really sure what to run.
Here is what I am currently planning / what I would be starting with, just need some opinions on anything weather its new list or tweaking, just feel incredibly constrained in 200 - 250 points.

Trait 1: Master Coordinator I
Trait 2: Fighter Group Leader
Trait 3: ???

Quasar Fire I (54)
• Taskmaster Grint (5)
• Boosted Comms (4)
= 63 Points

Quasar Fire I (54)
• Flight Controllers (6)
• Boosted Comms (4)
= 64 Points

Squadrons:
• JumpMaster 5000 (12)
• 3 x TIE Advanced Squadron (36)
• Maarek Stele (21)
• Major Rhymer (16)
• 4 x TIE Bomber Squadron (36)
= 121 Points

Total Points: 248
______________________________________________________________________________________

Trait 1: Master Coordinator I

Quasar Fire I (54)
• Boosted Comms (4)
= 58 Points

Quasar Fire I (54)
• Boosted Comms (4)
= 58 Points

Squadrons:
• JumpMaster 5000 (12)
• TIE Advanced Squadron (12)
• Maarek Stele (21)
• Major Rhymer (16)
• 2 x TIE Bomber Squadron (18)
= 79 Points

Total Points: 195
_______________________________________________________________________________________

This is also being considered

Trait 1: Master Coordinator I

Imperial I (110)
= 110 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Major Rhymer (16)
• 4 x TIE Bomber Squadron (36)
• JumpMaster 5000 (12)
= 64 Points

Total Points: 199

 

Edited by grunnax93

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Id see what aces you can cut, as they are shared by the team so if they are needed you may have to fight for them.

Otherwise I would look into the victory it makes a good battle carrier if you can get the hang of it. 

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Here is something I threw together.

[ flagship ] Victory I-Class Star Destroyer (73 points)
-  X-Custom Commander  ( 0  points) 
= 73 total ship cost

Gozanti-class Cruisers (23 points)
-  Bomber Command Center  ( 8  points) 
= 31 total ship cost

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

4 TIE Bomber Squadrons ( 36 points) 
4 TIE Fighter Squadrons ( 32 points) 

= 68 total points

total ships and squadrons 197/200

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My main issue with a VSD with a pair of Goz is that once it dies, lost game, where as the pair of Quasar can speed 3 kite if needed, or in the case of the ISD1 can take more of a beating than the VSD and also leaves the option of building into BTA.

I like the Idea of the ISD1 being able to Sling 6 Bombers and the JumpMaster at full build with EHB + Token to weaken ships on T1/T2 and finish with the ISD. Whereas the Quasars I feel like Im going to be chewing on things for a while.

Also I have decided against Maarek to leave MJ combo open for one of the other team members, but we have already confirmed I am taking Rhymer.

Trait 1: Master Coordinator I

Victory I (73)
• Flight Commander (3)
= 76 Points

Gozanti Cruisers (23)
• Bomber Command Center (8)
= 31 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Major Rhymer (16)
• 3 x TIE Bomber Squadron (27)
• JumpMaster 5000 (12)
• TIE Advanced Squadron (12)
= 67 Points

Total Points: 199
_______________________________________________________________________________________

Trait 1: Master Coordinator III
Trait 2: Rapid Deployment

Victory I (73)
• Flight Commander (3)
• Ordnance Experts (4)
• Expanded Hangar Bay (5)
• External Racks (3)
• Corrupter (5)
= 93 Points

Gozanti Cruisers (23)
• Bomber Command Center (8)
= 31 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Major Rhymer (16)
• 5 x TIE Bomber Squadron (45)
• JumpMaster 5000 (12)
• 2 x TIE Advanced Squadron (24)
= 97 Points

Total Points: 246
_______________________________________________________________________________________

Trait 1: Master Coordinator I
Trait 2: Fighter Group Leader
Trait 3: ???

Imperial I (110)
• Minister Tua (2)
• Boarding Troopers (3)
• Expanded Hangar Bay (5)
• Leading Shots (4)
• Avenger (5)
• Electronic Countermeasures (7)
= 136 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Major Rhymer (16)
• 5 x TIE Bomber Squadron (45)
• Dengar (20)
= 81 Points

Total Points: 242

The rest of the team suggested getting Tua for the ECM on the VSD1 would be an important upgrade to chase to improve its survivability, and to take Dengar to make my source of Intel harder to drop.

Edited by grunnax93

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1 hour ago, grunnax93 said:

My main issue with a VSD with a pair of Goz is that once it dies, lost game

Technically that's up to the other players and you, since "only flotillas = tabled" is a tournament regulation and doesn't necessarily apply to campaign games.

At least CC didn't. I don't have RitR yet and since we're still in the middle of a campaign, it'll be a while until we're able to start the next...

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29 minutes ago, R4Pi3R said:

Technically that's up to the other players and you, since "only flotillas = tabled" is a tournament regulation and doesn't necessarily apply to campaign games.

At least CC didn't. I don't have RitR yet and since we're still in the middle of a campaign, it'll be a while until we're able to start the next...

Thats fair, will need to discuss with the whole crew about it.

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My group and i don't apply the regulations, because we see why it is handled that way for tournaments, but the restrictions bar a lot of viable, funny and/or thematic builds from a campaign. You can still have some houserules that handle such situations.

We experimented with a special objective a player could get from "flotillatabling" his opponent.

Abandoned Payload

Setup: Before deploying fleets, the defender deploys a flotilla of the enemy faction in the setupzone, beyond distance 5 of his edge and facing the attacker's edge. The flotilla is not considered allied to any player and cannot be attacked.

End of Round: The flotilla must execute a speed 1 maneuver with a yaw value of "-" 

Special rule:

Attacker: When one of the attacker's ships at range 1 of the flotilla reveals a commanddial, it may discard that dial to execute a speed 2 maneuver with the flotilla and the attacker gains a victory token. If the flotilla leaves the play area on the attacker's edge, he gains 2 victorytokens.

Defender: While one of your ships is attacking a ship, that discarded it's commanddial to move the flotilla, if the defender was dealt at least one damage, gain a victorytoken.

15pts

It favors MSU lists on either side, and isn't completely balanced, as we hadn't played it more than a few times, but it's a fun little scenario 

 

Edited by R4Pi3R
Facing wrong Side...

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@R4Pi3R just going to be a bit tricky playing Imp squads at low points, used to Rebel squads. The reason Im not Rebels for this campaign is I have a alot of experience playing rebel squads, and the most seasoned player in the group, and did not want to give myself a silly advantage, as if I was Rebels, this would have been my build plan.

Trait 1: Master Coordinator II
Trait 2: Command Staff

Nebulon-B Escort Frigate (57)
• Ray Antilles (7)
• Flight Commander (3)
• Yavaris (5)
= 72 Points

GR-75 Medium Transports (18)
• Adar Tallon (10)
• Bomber Command Center (8)
• Boosted Comms (4)
• Bright Hope (2)
= 42 Points

GR-75 Medium Transports (18)
• 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: 249

Edited by grunnax93

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What about this? 

Name: RitR Campaign Fleet
Faction: Imperial
Commander:

Assault:
Defense:
Navigation:

Imperial I (110)
= 110 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Gamma Squadron (10)
• Captain Jonus (16)
• JumpMaster 5000 (12)
• 3 x TIE Bomber Squadron (27)
= 65 Points

Total Points: 200

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Fighter build works,  a little too well if you ask me.
(might not be the best choice if you are running a friendly campaign)

I'm part way through a Ritr campaign at the moment

Started with:

Quasar 1 (54)
Boosted comms (4)

Arquitens command cruiser (59)
Custom admiral (0)
Linked turbolaser towers (7)

Maarek Steele (21)
Colonel Jendon (20)
2x TIE Defender (32)

Total 197
(starting admiral ability was the one that allows you to deploy squadrons at distance 3)

 

We've just finished act 1,  and I'm actually retiring the fleet.  Not because it's doing badly, but because it's doing a little bit too well. (and I want there to be an Act II & III)

It did take me a couple of games to find my feet with this list - you have to approach your games a little differently because you are so badly outgunned on the capital side of things,  & it's a bit harder to keep distance on a 3x3 area.  But once you work those things out a lot of the 200 point lists just can't deal with the fighters.

 

So yeah,  Squadron lists work very well.  But use with caution depending on how competitive/experienced your playgroup is.

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