So - more than anything, this is playing to my own weaknesses - but there is a plan behind my seemingly random purchases.
Every game so far I've suffered from an unexpected amount of damage from enemy bombers. I've also struggled to bring my black dice into range.
To that mind - I've built squadrons specifically to kill other squadrons. Interceptors with their 4 blue dice and Advanced to soak up the damage and tie up enemy fighters until the interceptors have lasted until the end of turn 3.
The Gladiator is built to bring it's front arc onto the enemy as often as possible by using Demolisher to move then fire & Expanded Launchers to throw 4 black and two red dice when it does.
Victory II serves as the carrier, activating whoever has the best chance of a kill nearby and increasing the already useful 4 blue die on an interceptor to 5. The overload pulse is there specifically to deal with the frustrations of getting a great roll with high damage, only to see it chipped away to 1 glancing shield blow with defence tokens. With 3 blues on the front arc, I'm hoping togged 50/50 from there.
Flagship: (125 pts)
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Victory II-Class Star Destroyer(85 pts)
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Admiral Screed (26 pts)
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Flight Controllers (6 pts)
- Overload Pulse (8 pts)
Fleet Ship 1: (85 pts)
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Gladiator II-Class Star Destroyer(62 pts)
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Expanded Launchers (13 pts)
- Demolisher (10 pts)
Squadrons (90 of 100 pts):
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2x Tie Advanced Squadron (24 pts)
- 6x Tie Interceptor Squadron (66 pts)
Objectives:
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Most Wanted
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Fleet Ambush
- Superior Positions
Thoughts feedback and suggestions?
I was going to have XX-9 turbo lasers on the Victory as well as Dominator to really make it a ship killer, but wimped out and put the points into anti squadron as I was so badly pasted by bombers last game.
Huge thanks - Glory To The Emperor.