Just an approach to do things a bit different:
8 Tie Fighter Squadrons
4 Tie Bomber Squadrons
= 100 Points
You have 200 Points left. How would you complete this list?
Just an approach to do things a bit different:
8 Tie Fighter Squadrons
4 Tie Bomber Squadrons
= 100 Points
You have 200 Points left. How would you complete this list?
I'd drop a TIE to upgrade one Bomber to Rhymer ideally! Would also be nice to fit in Howlrunner. But assuming you're set on that list of squads what about this:
(298 of 300 pts)
Flagship: (105 pts)
As for objectives, Superior Positions is crazy good with a squad-heavy build, you'll get plenty of chances to put damage into rear arcs. Contested Outpost means you can sit on the outpost and force them to come to you, letting your squads act as a screen. Precision means you've got plenty of dice to throw at flipping damage into crits once you get the first hit through their shields.
Only 2 ships, so Motti's important to keep them alive. Chirpy and Corrupter mean you can take your Bombers out of combat, and have the speed to get them into that range 1 you'll need without Rhymer.
Rhymer would really make your entire fighter and bomber wings more effective.
As for the 200:
Akhrin is dead on. Two victories with expanded hangers. Admiral chir is a good choice though to be honest out of all the times i've brought him, he has yet to help my bombers out.
Rhymer would really make your entire fighter and bomber wings more effective.
As for the 200:
Akhrin is dead on. Two victories with expanded hangers. Admiral chir is a good choice though to be honest out of all the times i've brought him, he has yet to help my bombers out.
Yeah, he's so dependent on the matchup that he'll often sit there the whole game doing nothing. Easy money in a job like that! But I've had a few times he's been essential to escape a TIE swarm or some hunting X-Wings, so I try and fit him in where I can. Sounds like you're in much the same situation; rather have him and not need him than need him and not have him!
That'll likely change once I get my hands on Rogues and Villains as Intel should do the same job in most (though not all) cases, with the added bonus of an extra squad on the table firing shots, and no slow-down of the squads moving this way.
Why not take Rhymer?
Why not take Mauler, seeing as you've too many squadrons and have Chirry in there?
Maybe swap out something for 1-2 Advanced with Escort if you do.
I think that would add up to a stronger, more flexible and less predictable fleet.
That said, your fleet has one HUGE flaw. 2 ships and no initiative. You'll get punished for that. A lesser, but still important flaw is the lack of ship-based firepower.
Leaves you with 12 pts to play around with. Vet captain, Corrupter, Flight Controllers, initiative bid etc.
Variant that doesn't rely solely on squadrons