Hi All,
I've played a list that I haven't lost with yet, but it's had a limited base of opponents. I call it Imperial Fists and revolves around a Shuttle, Defender, and Interceptor. I want to keep those ships, but maybe tweak it a little bit. I'm set on some things, such as those ships, but not on some of the upgrades. I'd love some input.
Here's the list so far:
Lambda Shuttle
w/ Weapons Eng, Engine Upgrade, FCS, Tactician
Col. Vessery
w/ Vet. Inst.
Turr Phennir
w/ PTL, Shield Upgrade
* Italics means unsure.
I had given Turr a Hull Upgrade and then had Rebel Captive on the Shuttle (instead of Tactician), but I realized that I don't own the Hull Upgrade card. I don't know anyone at the store I'm going to, so I'm not sure if I can borrow one. If I can, I think it's a stronger build. That way the Shuttle is causing stress even if it can't fire at anyone. I'd be happy with that list.
I've tried HLC on Col. V, but find it's not worth giving up the upgrade on Interceptor.
I've found VI on Col V helps a decent amount, but not a "must have". Would it be better to drop that for the Rebel Captive?
As for the Shuttle, I have found it pretty important to have the Weapons Eng. to give Col V more targets. Engine Upgrade is also important or else it's not getting back into the fight. I've used Vader, but find the need to fire on the target to be a hardship. I don't need FCS, but it helps ensure that I've got the TL at the end of the first firing turn. The Lambda doesn't get a TL when first approaching, so getting to fire and then put two TL out at the end of the turn helps the Defender in the next. I can also just stop the next turn to ensure I've got people in my sights and have the TL. Gunner is nice, but what to drop to get points for it? I find myself then needing to have people in my forward arc to make it work and that doesn't always happen. That's why I like Rebel Captive better.
Overall flight plan is to have Shuttle and Defender approach together. Have the Interceptor on a flank. Adjust speeds so that the Interceptor isn't going to face off against the enemy. Try to use Turr's ability to fire and then Boost + Barrel Roll out of any firing arcs. That helps limit his damage. I also would rather let him get hit than have someone nail the shuttle too hard. The Interceptor can dodge and evade if it gets too hurt, but the Shuttle can't. I like to try to have my opponent split his shots while I focus fire.
So.....I'm interested to see if anyone suggests anything different than what I have listed above. No, I don't want to change ships. No, I don't want to change the overall composition much.
Thanks!