Hi All,
I am looking for advice on this list or recommended changes I could make. I potentially could be miles off track.
A few things when reading my list:
- I have never played before, and only just got the core set last week. I have read the rule book once, but madly spammed you tube for battle reports and advice.
- I only have the core figures, plus a Gladiator and Imperial Squad pack (yet to arrive), so I ripped the card info from you tube clips to know their effects.
- I am new to the forums and haven't studied every post yet.
- I have a game pending and didn't want to totally suck. I will be running test games before then to get the flow.
FLAGSHIP
Victory II - Admiral Screed, Expanded Hanger Bay, Nav. Team. 120 POINTS
OTHER SHIPS
Gladiator I - Demolisher, Admiral Chiraneau, Engine Techs, Assault Con. Missiles. 91 POINTS
SQUADRONS - 88 POINTS
Howl Runner 16 POINTS
3 x Tie Fighters 24 POINTS
1 x Tie Advanced 12 POINTS
2 x Tie Bomber 18 POINTS
1 x Sontir Fell 18 POINTS
FLEET TOTAL = 299
OBJECTIVES - Clueless...? haven't had time to study them yet.
IDEAS
- The flagship can command 4 squads, so would probably take Howl and fighters, leaving the Advanced, Bombers and Sontir with the Gladiator, who can use 2 at a time. I figured it best to have Howl and fighters all staking their bonuses together and seizing the initiative to attack first. Once engaged with the enemy Sontir and Advanced biff it out, while bombers help the gladiator smash capitals. With Admiral Chiraneau, i can break them off engagements as needed to either save the bombers from enemy fighters or get a better positioning. As the Gladiator is designed for evil purposes, with excellent movement / attack options, it should be able to get into a effective position to do this, and unleash its assault missiles for even more nastiness to defenders redirecting shield damage. I figure this backed up with bombers in one outright attack could take out one of the smaller rebel ships if successful. The Victory II would give covering fire and follow up the Gladiator, who would aim to wrecking ball the unfortunate Rebel ship placed closest to it. Probably max speed first couple of turns for positioning for both ships, collecting nav. tokens to slow them down around turn 3.