Vader vs Ackbar 400 points. . . Those dang TRC90's

By Lyraeus, in Star Wars: Armada

Played Vader tonight with. I played against an Admiral with a strong Ackbar MC80 and TRC90 list. I was extremely worried about this list and only have 2 ships. . . Well without further ado, the lists!

+++ ISD testing (399pts) +++

Kitted out Imp deuce - Imperial II-Class Star Destroyer (176pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), XI7 Turbolasers (6pts), •Darth Vader (36pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (140pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), XI7 Turbolasers (6pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Now the Rebels!

+++ Ackbar's TRC90's (396pts) +++

++ Rebel Fleet (Standard) (396pts) ++

+ CR90 Corvette (153pts) +

TRC90 - CR90 Corvette A (51pts) [Turbolaser Reroute Circuits (7pts)]

TRC90 - CR90 Corvette A (51pts) [Turbolaser Reroute Circuits (7pts)]

TRC90 - CR90 Corvette A (51pts) [Turbolaser Reroute Circuits (7pts)]

+ MC80 Cruiser (187pts) +

MC80 Command Cruiser (187pts) [boosted Comms (4pts), Engine Techs (8pts), Engineering Captain (6pts), Leading Shots (4pts), Redundant Shields (8pts), XI7 Turbolasers (6pts), •Admiral Ackbar (38pts), •Home One (7pts)]

+ Squadrons (56pts) +

A-Wing Squadron (11pts)

X-Wing Squadron (13pts)

X-Wing Squadron (13pts)

•Jan Ors (19pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fleet Ambush]

Navigation Objective [superior Positions]

Sadly no pictures. I am sorry. Did not think about it (I am as bad as Dano with pictures)

My Rebel opponent chose me to be first player and I choose Superior Positions. Now you would think this is a bad choice with ISD's vs CR90's but I never got hit in the rear once.

So setup has my 2 ISD's in the center is of the board going speed 1 with about a squadron base and a half of room between them. He has the MC80 near the back edge at a 45 degree in the center facing my right. His CR90's were in a rough line facing the same way in front of the MC80. One to the front area one to the rear and one for forward on my right.

Now I had set up speed 1 and he was speed one with the MC80 and the TRC90's were all speed 2.

Turn 1

I set up my first 3 dials on both ships to navigate and went flagship first (who was on my left so the furthest from the rebel turn area) so I sped up to 2 and turned hard to my right (2 click, 1 click) and think immediately. . . Frak. . . Going to ram myself (this will come into play in a bit)

So he activates his lead TRC90 and it grabs a nav token (all his ships do first turn) and moves on speed 2. Nothing big.

I activate my second ship that is still speed 1, take a nav token and do a 1 click turn to the right and BARLEY avoid the ram.

My squadrons move next to my flag ship and his move out to medium long range of the MC80. It's expected.

Turn 2

Remember that ram I wait would happen, well, I thought about it and I actually want to ram! Crazy I know but hear me out. Ramming put me in a better position to catch the TRC90's later on and it forced one of them to move with no shot so win for me. Well I ram, no biggie. He activates his MC80 with a squadron command and moves his 4 squadrons into attack position swinging at the TIE Advanced (my good ole buddy!) he died but did a bit of counter damage in the process which is all he is there for, 12 point pawn that has yet to disappoint me.

Well he moves the MC80 up and I activate my non flagship ISD, I shoot 4 reds at 2 of the TRC90's dealing 2 to 3 damage each with Lord Vader's assistance and thanks to the magiks of XI7 Turbolasers crush an entire shield zone.

He gets shots back with 2 of the 3 TRC90's (same 2 that I shot) and they do 5 damage total. I saved my ECM's during the first shot since it was just 3 points and moved that to my port side, we'll 2 points of it. Then the second did 2 double hits and a crit with an accuracy so I ECM there and move the same damage to my starboard side.

In the end he moves 2 of the TRC90's into medium range. . . Muhahahaha

Squadrons! I activate first well all actually, I move Dengar in to provide Intel and then Mithel to hot all 4 squadrons. Next I sent both Firesprays after a single X-Wing. Oddly enough, Jan Ors was never used this game. . . I whittled everything down by a point at a time, just many attacks.

Turn 3

Flagship activates and has no targets. . . Except these pesky squadrons! Well, since Jan and an X-Wing were in a double arc I could not really refuse so shoot at them. In the end, Jan is down to 1 HP and so is the A-Wing, Jan did use a brace against one of the ISD attacks.

I then move at speed 1 (you are now thinking "wait didn't you ram last turn?!" Yes I did and I did so again. Once again for the same reason and I stayed on the squadrons a bit longer)

He moves one of the 3 in danger TRC90's and does some damage but not enough to really be memorable. I think he stripped my remaining starboard shields and 1 on the front of the non flagship ISD.

Mmm this turn. . . What does an ISD love more than 1 full power front attack? 2 attacks from the front at full potential! Thus was requested and thus Vader granted.

Now the 2 attacks from the non flagship ISD were BRUTAL! Vader was not used here but we are talking 7+ damage with an accuracy on the first roll and the second roll was 2 double reds and all hits and crits for the other 6 dice so 10 there. . . Those TRC90's died horrible horrible deaths.

With my Nav command I did speed up to 2 and got into range of the MC80's side arc finally.

His MC80 activates a squadron command hitting only Jan Ors who attacks Mithel and gets 2 accuracy and a hit. Yay!

He then shoots the non flagship (NF) ISD with all reds and strips the front shields off the ISD after my use of ECM's. When he moves he is in a double arc of the NF ISD.

Squadrons! Mithel moves, finishing off Jan and the A-Wing. Dengar shoots damaging an X-Wing with 2 damage bringing it down to 2. One X-Wing hits a Firespray and does 1, the other attacks Mithel and I scatter the 2 damage FAST. The Firesprays finish off the X-Wings and are free to do their thing.

Turn 4

By now my non flag ISD is hurting. Thankfully I was able to activate him first and get an engineering command, which I used to move my 2 rear shields to the fore and add another to the fore (mistake but meh, should of added one to my starboard)

I then shoot at the MC80 with my side Arc doing 4 damage prior to the brace and he moves 1 to the fore and takes 1 in the starboard.

I then shoot my 8 dice at him and deal 9 damage pre brace which he burns FAST! he still redirects 1 to the fore and takes a damage card thanks to contain.

My speed 2 puts me right next to the rear of his arc

He moves the MC80 next and pounds my side arc but I brace and go to 7 damage cards plus a crit (he had 3 Accuracies).

My flagship moves 1 which brings it just shy of the last TRC90.

He moves the TRC90 and my squadrons get ready to pounce next turn on the MC80!

Turn 5

This turn I move the NF ISD again since it can't stand firepower of that magnitude again. Just my luck the rear arc is JUST in arc of my fore arc. . .Muhahahaha! I shoot my starboard and fore arc bringing the mighty MC80 down to 1 HP left!

When I move I am JUST out of that dreaded broadside!

At this point we call the game. The Firesprays did get in and dealt 2 damage to the rear of the MC80 and the last TRC90 was going to be in medium range of my flagship front arc with 1 shield on the fore and 0 shields on starboard.

Great game!

Edited by Lyraeus

This was an Imperial victory of 460 points to 12.

After Action Thoughts

This game was a toss up for me. I felt I made a bad mistake early on with the predicted dams but I turned that into a bonus for me.

Much of our rolls came down to triple accuracy rolls and my opponent used Leading Shots once. I used Vader as often as I need him and it paid off exponentially for me.

I wonder what would have happened if I had started off at a higher speed or he tried to slash. . .

Edited by Lyraeus

Comment away! I am sure I forgot a few details somewhere.

How does a Tie Advanced counter? Interesting...

How does a Tie Advanced counter? Interesting...

Dengar

How does a Tie Advanced counter? Interesting...

Dengar

Mithel got a counter as well but I forgot his swarm so I did not kill Jan Ors until I moved him

How did you ECM twice? The card gets exhausted after use.

It gets exhausted, not discarded.

How did you ECM twice? The card gets exhausted after use.

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

Another issue with a 2 ship build like this is that I can't have Telegraphed activations. This is an issue with an Overload Pulse set up.

Vader averages about 8 damage. Mixed XI7 Turbolasers that is at least 3 damage or better if the brace can not be dealt with, while 8 damage kills a CR90 at medium range every time.

Your version has the benefit of being 16 points under points.

+++ ISD testing: mobow213 edit (384pts) +++

Imperial I-Class Star Destroyer (133pts) [Gunnery Team (7pts), SW-7 Ion Batteries (5pts), XI7 Turbolasers (6pts), •Avenger (5pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (168pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Overload Pulse (8pts), •Admiral Screed (26pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Edited by Lyraeus

Where the hell is Major Rhymer?

Where the hell is Major Rhymer?

^_^

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

While an interesting idea I am not sure I like the ISD 1 outside the roll of a carrier. The reason for this is that getting to black dice range is not garenteed and I am not sure I like the idea of being nearly out gunned at medium range when facing a CR90.

Another issue with a 2 ship build like this is that I can't have Telegraphed activations. This is an issue with an Overload Pulse set up.

Vader averages about 8 damage. Mixed XI7 Turbolasers that is at least 3 damage or better if the brace can not be dealt with, while 8 damage kills a CR90 at medium range every time.

Your version has the benefit of being 16 points under points.

+++ ISD testing: mobow213 edit (384pts) +++

Imperial I-Class Star Destroyer (133pts) [Gunnery Team (7pts), SW-7 Ion Batteries (5pts), XI7 Turbolasers (6pts), •Avenger (5pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (168pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Overload Pulse (8pts), •Admiral Screed (26pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

I think the fighter group would benefit 100% by his inclusion. Drop Mauler, he really isn't that useful.

Edited by Darth Ruin

I think the fighter group would benefit 100% by his inclusion. Drop Mauler, he really isn't that useful.

Really? You think he was not useful? Hmmm well I guess the 8 points of damage he dealt in the 2 times he moved while engaged was not that great. . . You know Rhymer is still far more expensive though and 15 points is just not enough to put in Rhymer. . . Though I guess the threat Mauler provides with his ability, plus Dengar, a Scatter a rerollable counter. . . hmmm not that useful it seems. . .

Now kidding aside. I do enjoy adding in Rhymer, I am not sure if Mauler is going to be that easy to drop. I face a heavy squadron meta in my area (thanks to Mikael and myself though mostly him) and routinely see 4 to 6 enemy squadrons. Mauler allows me to drop those squadrons FAST! From weaker TIE swarms to the heavier Y-Wing Swarms, he has yet to feel like a waste. . .

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

While an interesting idea I am not sure I like the ISD 1 outside the roll of a carrier. The reason for this is that getting to black dice range is not garenteed and I am not sure I like the idea of being nearly out gunned at medium range when facing a CR90.

Another issue with a 2 ship build like this is that I can't have Telegraphed activations. This is an issue with an Overload Pulse set up.

Vader averages about 8 damage. Mixed XI7 Turbolasers that is at least 3 damage or better if the brace can not be dealt with, while 8 damage kills a CR90 at medium range every time.

Your version has the benefit of being 16 points under points.

+++ ISD testing: mobow213 edit (384pts) +++

Imperial I-Class Star Destroyer (133pts) [Gunnery Team (7pts), SW-7 Ion Batteries (5pts), XI7 Turbolasers (6pts), •Avenger (5pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (168pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Overload Pulse (8pts), •Admiral Screed (26pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

While an interesting idea I am not sure I like the ISD 1 outside the roll of a carrier. The reason for this is that getting to black dice range is not garenteed and I am not sure I like the idea of being nearly out gunned at medium range when facing a CR90.

Another issue with a 2 ship build like this is that I can't have Telegraphed activations. This is an issue with an Overload Pulse set up.

Vader averages about 8 damage. Mixed XI7 Turbolasers that is at least 3 damage or better if the brace can not be dealt with, while 8 damage kills a CR90 at medium range every time.

Your version has the benefit of being 16 points under points.

+++ ISD testing: mobow213 edit (384pts) +++

Imperial I-Class Star Destroyer (133pts) [Gunnery Team (7pts), SW-7 Ion Batteries (5pts), XI7 Turbolasers (6pts), •Avenger (5pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (168pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Overload Pulse (8pts), •Admiral Screed (26pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

[ EMPIRE FLEET (399 points)

1 • Imperial II-class Star Destroyer - Admiral Screed - Gunnery Team - Electronic Countermeasures - SW-7 Ion Batteries - Avenger (170)

2 • Imperial II-class Star Destroyer - Gunnery Team - Electronic Countermeasures - Overload Pulse (142)

3 • Major Rhymer TIE Bomber Squadron (16)

4 • TIE Bomber Squadron (9)

5 • TIE Bomber Squadron (9)

6 • TIE Bomber Squadron (9)

7 • TIE Advanced Squadron (12)

8 • TIE Advanced Squadron (12)

9 • TIE Advanced Squadron (12)

10. Tie fighter 8

Which ISD can activate 4 squadrons so either the bombers 1st of the advances which have black anti ship dice.

Edited by mobow213

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

While an interesting idea I am not sure I like the ISD 1 outside the roll of a carrier. The reason for this is that getting to black dice range is not garenteed and I am not sure I like the idea of being nearly out gunned at medium range when facing a CR90.

Another issue with a 2 ship build like this is that I can't have Telegraphed activations. This is an issue with an Overload Pulse set up.

Vader averages about 8 damage. Mixed XI7 Turbolasers that is at least 3 damage or better if the brace can not be dealt with, while 8 damage kills a CR90 at medium range every time.

Your version has the benefit of being 16 points under points.

+++ ISD testing: mobow213 edit (384pts) +++

Imperial I-Class Star Destroyer (133pts) [Gunnery Team (7pts), SW-7 Ion Batteries (5pts), XI7 Turbolasers (6pts), •Avenger (5pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (168pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Overload Pulse (8pts), •Admiral Screed (26pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

While an interesting idea I am not sure I like the ISD 1 outside the roll of a carrier. The reason for this is that getting to black dice range is not garenteed and I am not sure I like the idea of being nearly out gunned at medium range when facing a CR90.

Another issue with a 2 ship build like this is that I can't have Telegraphed activations. This is an issue with an Overload Pulse set up.

Vader averages about 8 damage. Mixed XI7 Turbolasers that is at least 3 damage or better if the brace can not be dealt with, while 8 damage kills a CR90 at medium range every time.

Your version has the benefit of being 16 points under points.

+++ ISD testing: mobow213 edit (384pts) +++

Imperial I-Class Star Destroyer (133pts) [Gunnery Team (7pts), SW-7 Ion Batteries (5pts), XI7 Turbolasers (6pts), •Avenger (5pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (168pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Overload Pulse (8pts), •Admiral Screed (26pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Went with 2 ISD II like this

[ EMPIRE FLEET (399 points)

1 • Imperial II-class Star Destroyer - Admiral Screed - Gunnery Team - Electronic Countermeasures - SW-7 Ion Batteries - Avenger (170)

2 • Imperial II-class Star Destroyer - Gunnery Team - Electronic Countermeasures - Overload Pulse (142)

3 • Major Rhymer TIE Bomber Squadron (16)

4 • TIE Bomber Squadron (9)

5 • TIE Bomber Squadron (9)

6 • TIE Bomber Squadron (9)

7 • TIE Advanced Squadron (12)

8 • TIE Advanced Squadron (12)

9 • TIE Advanced Squadron (12)

10. Tie fighter 8

Which ISD can activate 4 squadrons so either the bombers 1st of the advances which have black anti ship dice.

You still have an issue of telegraphed moves.

If I know how you are going to move I have control over you in the way that I can just move something that you cant touch after your first move or even being first player and making so that anything that I dangle in front of you vanish around your side.

This is a major reason why 2 ships did not work well in wave 1. Not to mention that there just was not enough firepower being pushed to justify things like Xi7 Turbolasers and such.

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

While an interesting idea I am not sure I like the ISD 1 outside the roll of a carrier. The reason for this is that getting to black dice range is not garenteed and I am not sure I like the idea of being nearly out gunned at medium range when facing a CR90.

Another issue with a 2 ship build like this is that I can't have Telegraphed activations. This is an issue with an Overload Pulse set up.

Vader averages about 8 damage. Mixed XI7 Turbolasers that is at least 3 damage or better if the brace can not be dealt with, while 8 damage kills a CR90 at medium range every time.

Your version has the benefit of being 16 points under points.

+++ ISD testing: mobow213 edit (384pts) +++

Imperial I-Class Star Destroyer (133pts) [Gunnery Team (7pts), SW-7 Ion Batteries (5pts), XI7 Turbolasers (6pts), •Avenger (5pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (168pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Overload Pulse (8pts), •Admiral Screed (26pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Look at dropping the x17 and vader for screed and put overload pulse on 1 ISD and sw-7 and avenger on the other.

Overload pulse ISD shuts down their tokens while avenger means thry can be used for it shot. And sw7 ion turn all accuracy into dmg. Which mean the avenger fron dmg from 4r/4b is a min of 5 max of 12 with no defense token for the target as screed ensures you get a blue crit with the overloaf pulse

While an interesting idea I am not sure I like the ISD 1 outside the roll of a carrier. The reason for this is that getting to black dice range is not garenteed and I am not sure I like the idea of being nearly out gunned at medium range when facing a CR90.

Another issue with a 2 ship build like this is that I can't have Telegraphed activations. This is an issue with an Overload Pulse set up.

Vader averages about 8 damage. Mixed XI7 Turbolasers that is at least 3 damage or better if the brace can not be dealt with, while 8 damage kills a CR90 at medium range every time.

Your version has the benefit of being 16 points under points.

+++ ISD testing: mobow213 edit (384pts) +++

Imperial I-Class Star Destroyer (133pts) [Gunnery Team (7pts), SW-7 Ion Batteries (5pts), XI7 Turbolasers (6pts), •Avenger (5pts)]

Kitted out Imp deuce - Imperial II-Class Star Destroyer (168pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Overload Pulse (8pts), •Admiral Screed (26pts)]

+ Squadrons (83pts) +

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Went with 2 ISD II like this

[ EMPIRE FLEET (399 points)

1 • Imperial II-class Star Destroyer - Admiral Screed - Gunnery Team - Electronic Countermeasures - SW-7 Ion Batteries - Avenger (170)

2 • Imperial II-class Star Destroyer - Gunnery Team - Electronic Countermeasures - Overload Pulse (142)

3 • Major Rhymer TIE Bomber Squadron (16)

4 • TIE Bomber Squadron (9)

5 • TIE Bomber Squadron (9)

6 • TIE Bomber Squadron (9)

7 • TIE Advanced Squadron (12)

8 • TIE Advanced Squadron (12)

9 • TIE Advanced Squadron (12)

10. Tie fighter 8

Which ISD can activate 4 squadrons so either the bombers 1st of the advances which have black anti ship dice.

You still have an issue of telegraphed moves.

If I know how you are going to move I have control over you in the way that I can just move something that you cant touch after your first move or even being first player and making so that anything that I dangle in front of you vanish around your side.

This is a major reason why 2 ships did not work well in wave 1. Not to mention that there just was not enough firepower being pushed to justify things like Xi7 Turbolasers and such.

Which is why I recommend if you're going with a double ISD list that you bid for initiative and concede first player so that you force your opponent to pick from objectives that make them come to you.

You still have an issue of telegraphed moves.

If I know how you are going to move I have control over you in the way that I can just move something that you cant touch after your first move or even being first player and making so that anything that I dangle in front of you vanish around your side.

This is a major reason why 2 ships did not work well in wave 1. Not to mention that there just was not enough firepower being pushed to justify things like Xi7 Turbolasers and such.

Which is why I recommend if you're going with a double ISD list that you bid for initiative and concede first player so that you force your opponent to pick from objectives that make them come to you.

On top of that they have the option to shoot and scoot with a ship every turn. This means they can activate a ship as last activation, get it into position and then activate it first which means they can get out of range asap!

That is what I meant by "dangle in front of you and vanish"

Wave 2 with fleets like this feels like a knock back to wave 0 when the Imperial forces had the big ship and the Rebels had the little ships. Back then you has situations where there were 2 VSD's vs 3 or even 4 ships. Many of the Tactics from back then work again now.

So, here is a question. . . Since I won the game. . . Why is everyone rushing to tell me I need to change the list?

I don't quite understand.

Not sure mate.

But I'm unsure why your opponent was eager to get his TRC90s so aggressively into the battle as second player. He should be playing the more defense game.

Also, how does he not have ECMs on that MC80.. it's so painful to see :<

Everyone plays different I don't run many upgrades on. My ships and some people run a lot neither is better it's just what fits each person.

Not sure mate.

But I'm unsure why your opponent was eager to get his TRC90s so aggressively into the battle as second player. He should be playing the more defense game.

Also, how does he not have ECMs on that MC80.. it's so painful to see :<

When you are not dealing with ISD 2's, you really can handle the damage output. ISD 1's need to be super close to get the most damage out of them and most other Imperial ships just don't have the damage potential that an ISD 2 with XI7's has. So really, at least to me, I can see why he did not use ECM's.

What I think occurred was he did not expect the level of damage that an ISD rolls on average. He considered my 10 damage roll as amazing when in my experience it is at the upper level of average on an ISD 2.