Hi all, I was just wondering what you guys will think of these builds. Each of them will have a specified tactic at the end of the build that should help put things in perspective.
Neb-B Support refit - 51
X17 Turbolasers - 6
Salvation - 7
Neb-B Support refit - 51
X17 Turbolasers - 6
Neb-B Support refit - 51
X17 Turbolasers - 6
Neb-B Support refit - 51
X17 Turbolasers - 6
Neb-B Support refit - 51
X17 Turbolasers - 6
Totals to 292 pts. Arguably the missing fighters will put people off but since the aim of this list is to knock out an important ship with an alpha strike, it may actually pay off. Frontal facing and close packed formation (a straight line, side by side) should give the 5 ships enough space to direct all firepower onto the first sorry ship that crosses its frontal arc. The build starts with speed 3, T1 maneuver (for pivots)/ T1 concentrate fire (If you want the reroll token) and T2 Concentrate firepower. I haven't tested if the ship can actually make it to the enemy by turn 2 at full speed but if it does, then you should have 4 red dice per ship that will eat through the frontal arc of any ship. VSD's can't redirect all of its shots so you should be able to pound it to bits. Alternatively, you could replace the X17s on the last 3 ships with an Intel officer so that if he uses any of his defensive tokens, it gets discarded. The job of this list is to wipe the enemy capitals before the fighter swarms get you and perhaps if the enemy is focusing on anti-fighter swarms, you may have more time.
What is noticeable here is that if you knock out an enemy ship that focuses on squadron support, you may actually be able to outrun the squadrons since they always activate after you move. Unless your opponent can predict where your Speed 2-3 ship will be the next round, you may be able to avoid most of the fighters.
Initiative is important in this list since you'd want to throw everything you have got into the first ship you decide to focus on. The best part: After 1 round of 20 red dice shooting with extra damage from the salvation, you can end it all with a massive 5 ship ram fest. Taking a stock VSD, your hopefully 20 red dice should wittle it down to less than 5 hull which is just enough for you to ram it to death and watch your opponent's jaw drop.
Death or glory!
Now, the next list is a little more normal but focuses on a drawn out fight with good fighter support. Since the Assault frigate comes in the cheapest per squadron value when compared to all Starter and Wave 1 ships, the list goes something like this.
Assault Frigate Mk II B - 72
Expanded hangers - 5
X wing - 13
Y wing - 10
Y wing - 10
A wing - 11
Assault Frigate Mk II B - 72
Expanded hangers - 5
X wing - 13
Y wing - 10
Y wing - 10
A wing - 11
Neb-B Support refit - 51
Salvation - 7
Total 300 pts. Basic concept is to pincer move the assault frigates while spamming squadron until all your squadrons are dead. X and A wings are there for bomber escort and the Neb-B will be your long range artillery support. You should be able to last quite a while if you keep to long range and slingshot your fighters but I haven't really tested it out yet. Alternatively, you can replace some fighters and expanded hangers for enhanced armament for more pew. I haven't given much thought to this list but point for point, the assault frigate should be the cheapest squadron slingshot at 19.25 pts/ squadron value including expanded hangers but only marginally beating the VSD with hangers.
Looking forward to the death or glory build and will definitely try it when I get enough expansions to make the list.
Thanks for reading!