I think that I may be trying to do too many things. I initially wanted at least three ships and some squadrons as back up. What suggestions would you make? Thanks so much in advance!
I think that I may be trying to do too many things. I initially wanted at least three ships and some squadrons as back up. What suggestions would you make? Thanks so much in advance!
As a Carrier, there's no need to have a Victory II, as you have no upgrades that need the Ion slot, so a Victory I would suffice as a carrier only. That's 12 points regained.
You could, again, probably recoup some more points with an Imperial I instead of an Imperial II... I guess its really how much you're wedded to the Advanced Projectors - if you want them, I guess too bad that way - you'll have to look at cutting Squadrons - maybe the TIE Interceptor, or downgrading Soontir, or something like that.
Drop Howlrunner and Sontir Fel and add a second regular interceptor. Fel works best with an Advanced and seems kind of hohum to me otherwise (plus you need the points). Howl wants a heck of a lot more swarm fighters around to be effective. As was already stated, drop the Victory down to a Victory I. I would also drop the title. You're fast enough at speed 4, especially with Rhymer giving you range. Speed 5 is really just a luxury. Finally, drop the Devastator title. Boom, 2 points under the limit.
This is a point of preference, but I would also go with Electronic Countermeasures in place of Advanced Projectors. With the nerf to APs and the volume of dice being thrown around in this wave, you NEED that brace. ECM ensures that brace is always going to be there for you when you need it most.
Edited by TruthinessThanks. What objectives do you think work with this build?
50 points over -laughs- don't I know the feeling.
Alright, first of all we can clear up a little bit of the points by answering one simple question: what did you want your squadrons to accomplish? Chiraneau sets the stage to either get bombers effective again or have Mithel getting tossed around, where as Soontir doesn't really gain as much out of it unless paired with another Equal opportunity target like Mithel or an Advanced for protection. I understand the Corrupter Bomber+Interceptor Speed 5 thing, but as it stands, Howl's still at Speed 4. I'm not about some sort of efficiency or optimization or other 'cool guy' buzz words, we're just trying to exercise the list a bit, you know... getting the points pants to fit.
So, because we don't have all that many points to work with, did you want to go for bombing runs or close air protection? Right now it looks like a mix; it doesn't mean that it's bad bad, it's just pricy. If you want to keep with that, then we'll have at our options too. Your Imperial II and Demolisher are both hefty damage dealers, the question mostly revolves around things that change the Victory-class. If you're worried about landing solid blows by sapping shields, then that bomber wing is good. If you just want to let your fighters take out your opponent, then you can try to massage the Victory into a role as a gun platform. Lets look at a bit of a potential list here that's similar enough to the initial one:
Flag- 124
Victory I- 73
Vader- 36 (An Imperial II “Needevastator” is going to be a primary assault ship and it's most likely to be lost. There's not a big need to lose you even more points than what's at stake there. I'd be fitting Vader on this still doughy Victory I If they're focusing on Vader, they ideally aren't firing at the Imperial II or the Demolisher)
admiral Chiraneau- 10
Expanded Hangar Bay- 5
Ship 1- 139 or 145
Imperial II- 120
Devastator- 10
Needa- 2
Gunnery Team- 7
Advanced Projectors-6 (Given the use of Vader and Devastator it seems sorta counter intuitive to me, but ECM is solid to get the ever-important Brace, so as to mostly ensures that this sponges half the damage away rather than just stashing it somewhere nearby like an angry squirrel).
Ship II- 71 or 75
Gladiator I- 56
Demolisher- 10
Assault Proton Torpedoes- 5
Ordnance Experts- 4 (Somewhat clashes with Vader's ability, it may be just a waste of 4 points, and if we have to cut points from somewhere, this is a decent spot)
We have 334 or 344 point spent so far
Squadrons-
Supported Bomber Wing- 58
Rhymer- 16
3X TIE Sa- 27
Mithel-15
That way, you have your usual damage dealers and Mithel is working with the good Admiral to flail around and cause a bit of additional damage while the bombers are shuffling into position. And you're still locking your opponents down with Mithel. He won't last too long, but it might be all you need.
Fighter Wing- 64
Soontir Fel-18
TIE In-11
Mithel-15
Dengar-20 (You might wish to remove Chiraneau to gain an additional 10 points and toss in an additional Interceptor for the savings, given that Dengar grants Intel which is functionally similar to the good Admiral. If you don't want to go with rogues, then an Advanced and another TIE Ln can work)
And here we see the not-so-subtle 'I'mma gonna getcha' sans le Vader... 'cause you can't have two, or I'd have tossed him in. It's going to maybe scratch the paint on a corvette, but yeah, more about making sure squadrons are hurting.
Light Fighter Support-52 (more keyed to freeing up points for upgrading ships)
Soontir Fel-18
2X TIE In- 22
TIE Ad-12
then you have the options to...
remove Chiraneau +10
add gunnery teams 7
add ECM to the Imperial II 7
add Tractor beam to Imperial II 6
Objective wise... Red- Precision strike maybe, or most Wanted as none of your ships are incredibly brittle. Up until Wave 2 Advanced Gunnery would be good, but with the MC80's prowling around, and other ISD's, It's a tra...uh, ade off and I'd be wary of it
As for defence/yellow objectives, Contested Outpost might be okay. You have some decent firepower there and you'll know where your opponent has get to, so it helps the wlos moving Victory, and you have at least a decent 8 command rating potential and that way your squadrons can have a destination to draw your opponents to (so you should be able to get a consistent number of attacks by dictating the battlefield's focal point).
As for blue/white Navigation objectives, it's your choice. Minefields is nice if you're in it to try to deny a flank and draw an opponent into your guns. Superior positions is a nice one less for its victory points, and more because you can see how your opponent deploys. Given that you have only 3 ships and 5ish deployments total, it's not a terrible idea.
They're just ideas from one gamer to another, take from them what you wish and best of luck, mate! ![]()
How does this look now?
Looks good.
I've only 2 comments:
1. Consider swapping 1 INT for one ADV. The Escort thingy really helps Soontir - both his ability and staying alive.
2. Tractor beam. Will one tractor be enough to make a difference? Could be very handy - or not. Not sure. Must try it out.
I could certainly spend the extra point to get a TIE adv instead of another interceptor. If I needed a second tractor beam, I would then have to find five more points. Any suggestions?
I could certainly spend the extra point to get a TIE adv instead of another interceptor. If I needed a second tractor beam, I would then have to find five more points. Any suggestions?
You could drop hanger bay. Without it you still have squadron command up to 9 and only 4 squadrons.
Thanks so much, everyone. Here is where I am at: