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Richard Deane

Sure, happy to use the arquiten list. I'll have a quick review of it and see if I want to change anything before re-posting it here.

Richard Deane

Just a couple minor bits of shuffling with the characters. Here's the final list.

Arquiten command cruiser with turbo-laser reroute circuits and engine techs.
Arquiten command cruiser with turbo-laser reroute circuits and engine techs.
Arquiten command cruiser with turbo-laser reroute circuits and engine techs.
Arquiten command cruiser with turbo-laser reroute circuits and engine techs.
Gozanti class cruiser with suppressor title, admiral Monferrat and repair crews
Gozanti class cruiser with repair crews, admiral Titus and Grand Moff Tarkin.

399pts Total

Mission cards are Targeting beacons, Fire lanes and Intel sweep.

Plan is still to form a line and broadside the crap of stuff but this time with the engine techs and Tarkin to ensure I've the appropriate tokens the aim is to avoid getting caught by your nippy frigates and instead position to keep my distance. Will be interested to see if the gozanti with Montferrat and suppressor title do anything because that ability to exhaust tokens could be brutal.

Alex

The engine tech-ing Arqs will be brutal! This looks like a seriously fun list to play against.

Went to Bristol tournament today, won 2 (one of the a 10-1, one a 6-5) and lost one (a 10-1, but the guy eventually finished second or third so not so bothered! ). The 6-5 was against the 4th place guy so was very pleased ( I finished 6th). He ran a fast Rebel fleet with Cracken as admiral (basically Monferrat for the whole fleet) - being on the receiving end of a tooled up MC30 was an experience!

Two secs and i'll see if i can upload pics. If not, i took notes so can do summaries.

Alex

Ok, cant work out how to upload phots so will do summary.

I ran the usual MC30 list with a few changes. Both the usual MC30s were there plus an additional one with H9s (generates an accuracy), APTs and Ord.Exp. I dropped fancy lasers from the other two due to cost. With these were 2 transports, one for Mothma and one with Boosted Comms, along with 2 A Wings, Shara and Tycho as a token fighter presence. Came in at 387 (the highest bid of the day was 19 points! A list of 381).

First game was against the high finisher. His fleet was a tooled up Demolisher, a naked VSD and three Gonzantis with Jendon, Marek (this combo was very popular today), Rhymer, Mauler, a Jump Master, Jonus and 2 Defenders.

Mission was targeting scramblers, basically second player gets to set two tokens opposite each other anywhere at a certain distance with shooting through this halved, rounding down. Fortunately enough I've lost the page of notes for all but turn 6, which conveniently prevents me on elaborating on what a hiding i got!

Turn 6 began with Foresight MC30 alone amongst the enemy fleet, double arcing the VSD. My only other ship was Mothma's transport legging it on the other side of the table. The VSD has a single damage card, so fancied my chances with a double arc and APTs... However with a combined total of 4 damage and two crits hitting the shields, and only three cards making it through it wasn't to be. After this i went for the ram as i knew Foresight was done for.

By this point he had five squadrons left, Maarek, Rhymer, Jonus, a Defender and the Jumpmaster. These swarmed Foresight stripping shields, quickly followed up by a double arc from the VSD (inc. front at close range... yet she was still standing when the flashes of laser fire cleared! However, not for long - Demolisher came in and, using Jonus' special ability, accuracy'd my last (vital) defence token and mullered me.

Alex

2nd game could not have ended any more differently. Another Imperial player, also with a tooled up Demolisher, 2 Arquittens, a Gozanti, 6 Ties, Rhymer and 3 Firesprays. Admrial was Ozzel (JeJerrod was the game one Admiral.

Mission played was Hyperspace assault, whereupon my opponent readied Demolisher to speed in at any one of three premarked points after turn 1, with me having first player. Turn 1 was spent moving, with my MC30 all speeding at 4 towards the Arqs and Gozanti with their targets forming a gun line to receive them.

TURN 2: After moving up to just out of firing range, fighters began to engage with a generic A Wing going down to massed Tie fire. Unfazed, my untitled MC30 (from hereon called Gen.) ploughed on ramming the Gozanti which had activated the Ties and setting up an excellent double arc. Foresight flew toward the first Arq in the conga line, with Admonition (Admo) bearing down on the second with ordnance range for next turn. By chance I saw that Tycho, unengaged, was in a perfect position to lock down all his bombers before they attacked, preventing a run on Gen.

Just as it looked like things were overwhelmingly in my favour, Demolisher hyperspaced in behind Admonition, sandwiching the ship between it and an Arq. This pretty much confirmed Admo as my first move next turn!

TURN 3: Admo activated, giving an APT crit to the Arq and 2 damage to Demolisher before pulling just to front left of the Arq ready to catch it next turn. Gen., putting a huge amount of flak into the now raging squadron battles to her port and starboard surged forward through red dice fire, effectively trapping the wounded Arq and leaving it with nowhere to run. Demolisher gave chase, speeding after Admo and volleying ordnance into her for a crit and some lost shields.. it was looking potentially bad for Admo - but then Foresight decided to join the party! Setting up a double arc on the side of Demolisher and having a broadside on the now swarmed Arq, I had a lot of options for next turn.

TURN 4: A flurry of torpedo and laser fire flew from Admo's starboard broadside into the wounded Arq (which at this point i realised had Admiral Ozzel on board), however despite savaging and leaving her a burning wreck, the Arq crawled on. Admo jumped ahead, anticipating its target's progress and subsequently weathering massed red dice fire from the second Arq attempting to save the flagship.

My opponent fluffed his activation here, or maybe anticipated Demolisher weathering the storm. Either way, Gen. strafed her for 3 as she hurtled by, with Foresight's double arc blasting her apart for an effortless coup de grace.

However, it was not all one sided, with Tycho finally succumbing to massed laser fire from the bombers. With only Shara Bey left slugging out with two Ties, Rhymer and the two remaining Firesprays were now free to roam.

TURN 5: Admo activated first and unleashed a furious double arc into Ozzel's limping flagship, finally destroying what had proved a remarkably durable vessel. Realising there was little friendly fighter cover left, she quickly sped away from the ruins of the Arq and the vengeful bombers, Mothma and the second transports coming in to cover the retreat and take out a damaged Firespray, with Shara destroying the last Tie. The second Arq, untouched, glided along the right hand edge and away from ebbing fray.

TURN 6: With Admo, Foresight and the remaining Arq flying clear of the fight, Gen. and Shara moved in take shots at Rhymer and the now lone Firespray, exchanging fire with the bombers to little effect.

Game ended with approximately a 280 point margin of victory! (my best in a tournament yet).

Alex

Game 3 was against a fast Rebel fleet led by General Cracken. The fleet has two TRC Corvettes, its own tooled up Admonition (Now known as Bad Admo. - Ord.Exp., APTs, H9s), a Nebulon B (Neb) with Salvation title and Slaved Turrets along with a transport for Cracken, 3 YT2400s, Corran Horn and Jan.

Both our fleets were tied for first at a 13 point bid each, so we rolled a D6 whereupon i won and confirmed first player. Given a rum batch of missions to choose from i picked Hyperspace Assault again, the Neb going in reserve.

TURN 1: My ships hurtled forward with his being a little more cautious. Gen. with her H9s began stalking Cracken's transport with Foresight setting up to catch Bad Admo as she loped in. The Neb suddenly appeared at the rear of my fleet, threatening both Gen. and Admo.

TURN 2: Activated by their transport, Tycho led the two generic A Wing squads in an early strike in the centre of the dispersed enemy fighters, all three raking Jan with fire and reducing her to a single point of damage and defence token. The Neb activated, and using its Salvation title put 6 damage onto Gen.! Though able to mitigate much of this, shields were taken down whose loss would be keenly felt later.

Bad Admo., suddenly finding herself at speed with Foresight barring her way (having activated) crashed headlong into my frigate, leaving both with a card (and me with a nice broadside set up for next turn). Gen. sped toward the fleeing Cracken and lined up a perfect double arc for next turn... only to then find herself swarmed with newly freed bombers using Jan! Gen. is left with 2 hull and two defence tokens with only Shara entering the fray preventing further bombing runs.

TURN 3: Realising Foresight is caught in Bad Admo's double arc, she activates first and thus gives Cracken a reprieve. Broadsiding her opponent for a crit and shields, she nipped forward, intending to catch Cracken as he fled Gen. Cracken escapes Gen, but she still has a Corvette in range, being unlucky to finish it in one broadside (here Cracken's ability, as it did throughout, saved my opponent much damage).

Bad Admo fired a broadside at Foresight for one damage before moving into a better fire position... only to be met by my Admo hammering towards it. Both ships ended up nose to nose, each with a double arc. Things were looking good.. until the second Corvette TRC'd Gen. out of the fight! This was a big blow, leaving me pretty much unable to guarantee killing Cracken.

Squadrons, Shara killed Jan before being swamped by YTs, giving each of her killers 3 points of counter damage. Tycho quickly followed, leaving the YTs and Corran Horn pinned by a lone A Wing.

TURN 4: Admo activated, firing a broadside at Gen's killer and blasting it out of the sky. The second broadside launched into Bad Admo, doing severe damage but failing to kill her. In return, Bad Admo broadsided Foresight, stripping her shields but leaving the hull unscathed and then... attacked my transport? (i think my opponent wanted to reduce my activations and Admo was too hard a target). Pinning my scatter with H9s his roll result meant certain death... until i used my evade reroll and he got a blank! Bad Admo slunk off, receiving a crit from Foresight as she went. Foresight quickly followed her, pulling along side to administer a final broadside.

The last of my A Wings succumbed, leaving Corran and the YTs free to engage my ships.

TURN 5: Foresight activated, ruining Bad Admo with a great roll that needed no adjustment. The rest of my fleet quickly dispersed as did Cracken, but Foresight quickly found herself the subject of bombing runs, burning her shields some tokens with the Neb, absent for most of the battle, hoving into range.

TURN 6: With the bombers on her tail, Foresight destroyed a YT2400 and gave the remainder the slip. The Neb fired with its main armament, but Foresight easily dodged the damage with Major Derlin mitigating the remainder.

Game ended with my 174 points to my opponent's 138!

Richard Deane

Sounds like you had a good time. Thanks for the write ups. Interesting to see what other lists are out there.

Richard Deane

Thanks very much for the games. I must apologise though, because after coming home and looking at the list again I noticed that the Arquiten command cruisers have red & blue in the front and rear. I know I was using red & black during our game.

I forgot to flip the cards on the base of the stands so although I did remember that the anti-squadron value was different failed to notice the difference for the front and rear arcs. I'm very sorry for the mistake. The broadsides are the same so at least that part was correct.

Alex

Ha ha, absolutely no worries - I'm very sure this would not have changed the course of the games!

Trying out some hard counters to your list on Kirton Games Rob tonight (I cant bring myself to use your list on him - he has a small child :D ).

The first is a Dodonna crit list with 8 bombers (trying out the Lancer pursuit craft for the first time - hopefully they live up to their name!) supported by an MC30 and Ramstrosity CR90B. The second is a souped up Mothma list to chase down your 'Quittens (I've named them respectively Dodonna and Mothma's 'Quitten Killers!).

Richard Deane

Nice to know the quittens haven't left too much of an impression on you. Heh heh heh...

I'd taken a look at what you can do to replicate it in rebels and found you can manage a quite close approximation with Ackbar and 5 CR90a corvettes. Ackbar ups their broadsides from a single red to 3 (plus a blue) making them about the equal of the arquitten in terms of firepower. Of course they don't have the token cycling trick but you can get some token tricks in and they are all speed 4 base anyway!

As I mentioned on Tuesday I've come up with a 3 ISD list that I'd like to try at some point.

ISD 2 with Admiral Konstantine, Admiral Titus, Gunnery team and quad laser turrets
ISD 1 with tractor beams and quad laser turrets
ISD 1 with tractor beams and quad laser turrets

399

Missions are Station assault, Fleet ambush and Dangerous territory.

Alex

Ackbar corvettes were my first thought - potential for seven in a list!

Definitely need to give the three ISD list a go next week. Could you ask Dom to bring one his ISDs to make up the third please?

Domo

Sure, no problem :)

:: Aspect of Aleph ::
Playing:
Infinity WarmaHordes Batman/Marvel
Star Wars X-Wing/Armada

Richard Deane

Thanks Dom.

Whatever happens with the ISD list, games are likely to be fairly quick.

Alex

Cheers Dom.

Writing lists up now to counter it! As an aside how many Y Wings do you have? :D

Domo

Just the two from a single squadron pack.

:: Aspect of Aleph ::
Playing:
Infinity WarmaHordes Batman/Marvel
Star Wars X-Wing/Armada

Domo

Just FYI, Alex - Next week (2nd) if you turn up and there is no one there, don't panic! Because I may not be there, we might not be opening up until later...

:: Aspect of Aleph ::
Playing:
Infinity WarmaHordes Batman/Marvel
Star Wars X-Wing/Armada

Alex

:D No worries, i think yesterday was a one-off! Ill aim to be usual time, 1745/1800 ish.

Alex

Richard, this is along the lines of what Im looking at running next week. Want to dust off the Assault Frigates and lay off the Torpedo frigates for a while. Also looking at a double Ackbar cruiser list.

1 • Assault Frigate Mark II B - Major Derlin - Gunnery Team - Expanded Hangar Bay - Electronic Countermeasures - XI7 Turbolasers - Gallant Haven (112)

2 • Biggs Darklighter X-wing Squadron (19)
3 • X-wing Squadron (13)
4 • X-wing Squadron (13)
5 • X-wing Squadron (13)
6 • X-wing Squadron (13)
7 • X-wing Squadron (13)
8 • X-wing Squadron (13)

9 • Jan Ors Moldy Crow (19)

10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures - H9 Turbolasers (94)

11 • GR-75 Medium Transports - Admiral Ackbar - Comms Net (58)

12 • GR-75 Medium Transports - Comms Net (20)

Richard Deane

That is a lot of X-wings... Far too many hit boxes for my liking, particularly with Jan Ors. Will be very curious to see what happens.

Here's the tweaked list I told you about last night.

ISD 1st class with Admiral Konstantine, Admiral Montferrat, Avenger title, flight controllers, expanded hanger bays, spinal armament.
Interdictor suppression refit with Admiral Titus, Interdictor title, engine techs, Q7 tractor beams, G7-X gravity well projector, G8 experimental projector

Darth Vader
Dengar
Mauler Mithel
Maarek Stele
Colonel Jendon
Whisper

Alex

With the Gallant Haven title it further reduces fighter damage by 1 - if they're at range one, which does make it a bit of a large potato of a target!

Richard Deane

So you're saying I should focus on killing it as fast as possible. I'll try to.

I think it's going to be an interesting game of cat and mouse to be honest. I'm very interested to see what impact (if any) the grav-well projector has. The usual speed control tricks will hopefully provide some fun too.

Alex

Im giving tractor beams some serious thought as well...

Richard Deane

It's definitely one of the quainter aspects of my control lists. Interdictor with the G-8 projector, tractor beams and Konstantine do give it the potential to completely scupper a fast ship from doing what it expected.

For the sake of clarification, when a card refers to size class, is it talking about the command value or the size of the base? I'm assuming the base but it's always good to check these things. (The interdictor is a bit odd in that regard since it's on the biggest base but is command 2.

Alex

Base size, so Interdictor is (strangely) a medium ship to the ISD/MC80's large (AFs are medium).

Richard Deane

Alex, what are you initial thoughts on the squadrons I've chosen this time round? I remember you said Vader wasn't all that popular, which I find surprising considering his special ability. I suspect he won't last long though since escort makes him The prime target. Although braces and counter from Dengar ought to make him quite punishing to take down. Mauler Mithel seems powerful but very fragile, even with the scatter it feels like he won't get more than one, maybe two chances to do his thing.

I forgot to mention missions for the list I posted. Those are Precision strike, Contested outpost and Intel sweep. The list totals 399pts.

Alex

The Dengar/ Mauler combo is good, allowing the latter to constantly do his thing. I think Vader maybe isn't too popular because of the escort ability - in this blob he'll be taking the bulk of fire and hasn't got a scatter to help mitigate some of that. With a 21 point price tag and 5 hull he may fold a little too quickly. Similar problem with Luke funnily enough.

Of course, Jendon and Maarek with Whisper along are good. You could add another Advanced to lessen the weight on Vader, or double down and get Fel to max out damage on squads targeting Vader?

Richard Deane

Thanks for the feedback, I see what you're getting at about Vader going down too quickly and in the light of your massed squadron threat think Soontir Fell wil be an excellent addition to the blob. Just adding him takes me over the limit for squadrons though so with reluctance I'm dropping Whisper and also the interdictor title as well as the ISD's spinal armament so I can add Zertik Strom who also has escort and two braces to ensure he stays in the fight a decent while. He's also got an interesting 3 red dice for his anti-squadron armament giving some interesting potential for damage.

These changes mean the list is 400pts on the nose and potentially very interesting for the squadron vs squadron fight.

ISD with avenger title, admiral Konstantine, Admiral Montferrat, Expanded hanger bay, Flight controllers.
Interdictor suppression refit with admiral Titus, engine techs, tractor beams, G-8 Experimental projector, G-7 Grav well-projector

Darth Vader
Dengar
Colonel Jendon
Maarek Stele
Zertik Strom
Mauler Mithel
Soontir Fel

Vader with Counter 1, escort and Soontir Fel does seem to be an excellent combo, especially with Jendon to let Vader attack twice.

I'm looking forward to this next game.

Alex

I've got a second (Ackbar) list im working on that is more Cruiser than fighter heavy - still trying to figure it out. Getting two tooled up MC80s in a list is proving difficult...

Richard Deane

Ha ha... That going to be fun and interesting. I'm already missing my phantoms with their 2 red dice against ships but it'll be fun to see you with a big cruiser list again.

Richard Deane

Alex, are you coming to club next Tuesday (16th)?

Here's the re-jigged Arquiten list

Gladiator 2nd class with demolisher title, Admiral Montferrat, Engine techs, ordinance experts and proton torpedoes.
Arquiten command cruiser with engine techs and turbo-laser reroute circuits
Arquiten command cruiser with Grand moff Tarkin, engine techs and turbo-laser reroute circuits
Arquiten command cruiser with Admiral Titus, engine techs and turbo-laser reroute circuits

Boba Fett
Firespray 31

Total 400

Alex

Hi Richard, unfortunately i've got to head off to Skye that very evening! :(

However, will be back and down for a game on the 23rd if you're about?

I played a game using a couple of Slicer flotillas against Yavaris the other day - managed to kill it without it ever getting a squadron command in! I may add a couple to my MC30 list for upcoming tournaments but not sure yet.

The new list looks tasty, esp. with Demolisher - will have to try the MC80s and 30s out against it!

Richard Deane

No worries, will put the game back till the 23rd then.

Slicer tools seem very powerful unless the opponent has an officer or some other trick to counter it. On the other hand those transports are quite fragile and have to get close so it's quite dangerous for them if the opponent can nullify their scatter.

Alex

Yeah, the slicer flot i used only survived til about turn 3, but was enough to bump off Yavaris (plus i had it charging straight at it!)

There's two tournaments in July if you're interested btw - the Kirton one on the 15th and one at Firestorm in Cardiff. The latter should be very well attended, 40+ players.

Alex

Richard, Dom,

FFG just previewed the new Imperial Assault Carrier - potentially 6 squadron activations a turn, plus boarding teams!

Richard Deane

I do like the look of boarding teams and the new ships does have some very good looking ship titles.

The disposable capacitors also look quite good with a Victory II class star destroyer.

Alex

Aye, the title where Swarm fighters count as obscured is amazing for 5 points! Combined with the new Admiral, regular Tie swarms could become a thing.

I think disposable capacitors is another card almost specifically dedicated to getting Vics back in the game, along with Jerjerrod.

Just waiting on the Hammerhead preview next week!

Richard Deane

That does look amazing but wondering about people just ignoring the squadrons and killing the ship. Very interesting upgrade bars though.

Maybe I should be looking at fielding more squadrons...

Richard Deane

I decided to follow a white rabbit of an idea and would be curious to hear your thoughts on this list. I'm really not sure what to make of it but it seems tempting to put on the table.

Gladiator II class with demolisher title, Admiral Montferrat, Grand Moff Tarkin, ordinance experts, engine techs, assault proton torpedoes

Gladiator II class with ordinance experts, engine techs, assault proton torpedoes

Raider I class corvette, Agent Kallus, impetuous title, ordinance experts, quad laser turrets, expanded launchers

Boba Fett
5x Firespray 31

I also have a question about whether agent Kallus works with counter 1 granted by the quad laser turrets against unique squadrons.

Regardless it's a lot more squadron firepower than I normally run and all of it with quite a bit of anti-ship firepower since they all have bomber and more than one die.

Alex

Have done some research, and it appears yes, QLTs and Kallus are a big thing, esp on the Raider (Flechette torpedoes seem to be a common useful add aswell)

Richard Deane

Flechette torpedoes did occur to me but I'm quite in love with the expanded launchers, it's almost like having another gladiator if you can get that front arc.

I also noticed the ordinance experts just says you can re-roll your black dice which seems to mean it can re-roll it's anti-squadron fire. (2 black dice!) Which seems rather good.

The fun bit of the squadrons is that, since they are all rogue they can chase after ships quite effectively and between them total 12 dice (and they have bomber) so ought to be quite threatening to ships.

Alex

Had an interesting game with a twin Lib fleet last night - i think this may be the new archetype ill be practising after im done with MC30s. Had some great shots with them!

Richard Deane

Good to hear you're having some good games with that list. It's good some intimidating firepower. Although having seen the response to your question regarding the space station on the Armada forums I'm a little taken aback by that particular absurdity.

I also have yet another list idea to try out after the fun I had with the swarm of firesprays and Boba proved so interesting.

ISD with avenger title, Grand Moff Tarkin, Flight commander, Flight controllers, expanded launch bays, rapid launch bays, leading shots and spinal armament

Raider I clase corvette with Impetuous title, agent Kallus, Ordnance experts, quad laser turrets, expanded launchers

Gozanti carrier with suppressor title, minister Tua, electronic countermeasures and slicer tools.

Boba Fett
4x Firespray 31

Simple plan, the ISD carries the squadrons right into the heart of the opposing fleet and lets them bomb the crap out of them, preferably after it's shot them up with a volley of fire and ideally spent a token due to suppressor. Really interested to see how that works out to be honest. The ECM ought to make it a lot more survivable against big ships and a single volley but will have to see.

Really loving the Raider, that little thing is proving to be quite fun in my eyes.

Alex

The Raider is such a great lil' ship, with multiple possibilities. Another much maligned one (you seem to be good at getting the best out of sidelined stuff! )

No Mothma next week (except for when Im at the tournament obviously). Branching out with a twin Lib Madine list and a Sato list (admittedly with 3 MC30s, but the other variant this time!)

Richard Deane

I look forward to seeing some different commanders. Somewhat scared by the sound of your trio of MC30s but that's because they're so damned tough.

Alex

These will have a lot less defence on them due to other considerations (currently they've got APTs, Reinforced Blast Doors and Ord.Exps plus one with Foresight).

Im currently standing at 3 MC30s like this, plus two transports and some A Wings. May even ditch the third MC30 to add some CR90s.

The Lib list is a 100% MC30 free zone!

Richard Deane

I look forward to it. Although this week coming I'd like to get a warmachine game in at the start of the evening. (There'll still be plenty of time for a couple of armada games.)

As far as sidelined stuff goes, I've always held to the thought that people prepare for things and the best way to avoid get caught out in that game is to not bring what's expected. Dark horsing is a difficult strategy because often the stuff is genuinely less powerful/easy to use compared to other options but the fact that opponents are either unfamiliar with what it does and/or will have a list poorly equipped to counter it innately means that it's a gamble that can pay off.

I'm realising that rapid launch bays is an excellent way to ensure Boba get's his free damage at the start of his activation so long as I time the launch right.

Alex

No worries, have been hitting the Armada pretty hard!

Im currently trying to put together an Imperial list to try out. Aiming to get Victories to work but isnt quite happening yet!

Alex

This is the Imperial list i've come up with. In keeping with the spirit of using stuff that rarely gets used, I've got two Victories in there! Jerjerrod should help them their turning issues, plus he'll give the Glad two yaw (as opposed to zero) at the first notch of speed three. If nothing else its a break from MC30s!

[ EMPIRE FLEET (394 points)
1 • Gladiator I-class Star Destroyer - Skilled First Officer - Ordnance Experts - Engine Techs - Assault Proton Torpedoes - Demolisher (84)
2 • Gozanti-class Cruisers - Slicer Tools - Suppressor (34)
3 • Victory I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes - Spinal Armament (91)
4 • Victory I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes - Spinal Armament (91)
5 • Gozanti-class Cruisers - Moff Jerjerrod - Admiral Titus (48)
6 • Soontir Fel TIE Interceptor Squadron (18)
7 • Valen Rudor TIE Fighter Squadron (13)
8 • Zertik Strom TIE Advanced Squadron (15)
9 • Objectives - Opening Salvo - Planetary Ion Cannon - Dangerous Territory (0)

Richard Deane

That is a very interesting list, I'm fascinated by your choice of victories, I would have thought the class II might have held slightly more appeal due to the better range and considering their lack of speed, even with the help of Jerjerrod, I'll want to see how easy/difficult it will be to get them into position.

The fighter ball is interesting too. Fragile but some good tricks so that it'll do work before it goes down. Zertik's not going to last long but he'll take a beating before he does and they are all reliable against other squadrons.

On the subject of which, I'm really in love with that Firespray mob with Boba, not so hot against other squadrons but good enough and with bomber and 2 dice each they can do such a lot of work against ships. Rogue helps too.

Does make me interested in the quasars and Sloane. Nice to see they trying so hard to bring back the other squadrons. I noticed that she makes all the non-rogue squadrons much more effective and interesting. Being able to spend an enemy defence token might prove both powerful and obnoxious. Particularly when setting up for a big salvo.

Alex

Yeah, Sloane with a Tie horde would be quite something. Also, i'm wondering if her ability would stack with Boarding Troopers. If so, it would be possible to get rid of almost all of a big ship's defence tokens. Even if not, combined with Avenger it'll be lethal.