Hello guys !
So, on Thursday I'm having a training game with a newbie (it's going to be his second game), so I can show him the ropes of the game. He has both Wave 1 and Wave 2 ships, and I settled on a 300 points game to teach him how to specialize his ships into a role rather than going full upgrades at 400 points.
He wants to play Rebels, and although I'm primarily a Rebel player I really hate mirror matches... And because I might want to go into Wave 2 as an Imperial and I have something like 2 Imperial Games under my belt, I really need the practice as well
I only have Wave 1 ships and upgrade cards (one of each expansion), so my list is going to be very limited
I wanted your opinion on whether my list is shooting myself in the foot or if it's workable
Here it goes !
Commander : Tarkin
Victory 2 SD - Tarkin, Warlord, Weapons Liaison
Victory 2 SD - Defense Liaison, Flight Controllers
Howlrunner
TIE Fighter
TIE Fighter
Darth Vader
TIE Bomber
TIE Bomber
299 points
Objectives : Most Wanted, Contested Outpost, Minefields
So, yeah, this list might not be rocket science or purely innovative, but remember that I'm a newbie Imperial player
Here's my logic overall : First, I want to play Tarkin because I like him the most of the Imperial Commanders and he favours ships that can perform multiple roles, so 2 Victories seemed like a good idea ! Secondly, I picked Victory 2 simply for the added range Victory I to have more of board control.
Because the Tarkin likes ships that can perform multiple roles when combo'd with the liaisons, the idea was to have both Victory IIs have the ability to command squadrons, with 2 flight groups: One fighter screen whose goal is to stop/attack enemy squadrons when needed, and the second one being a Bomber Wing capable of contributing to the general fight against squadrons if needed or if they are intercepted.
The Warlord will manage the fighter screen with Howlrunner, and I picked the Weapons Liaisons to basically give me the flexibility of choosing between Squadron or Concentrate Fire (to synergize better with his title) when needed, while spamming Navigate early game and Engineering later game. If the Howlrunner wing manages to get the drop on a few squadrons to thin them down and take them in the return fire, then all the better.
The unnamed Victory 2 will manage Vader and his Bombers and almost exclusively spam Squadron Commands with the Liaison allowing for engineering or navigate commands in a pinch when squadron Commands are unnecessary. I put Flight Controllers in there to buff up the anti-squadron damage of the Bombers and Vader is they get caught (after all, Flight Controllers doubles the damage of TIE Bombers and adds 0.75 damage to Vader).
In terms of objectives, because the VSDs are slow, I wanted both yellow and blue obejctives to control the enemy fleet's movements. I'm really not sure about Most Wanted, but due to the lack of maneuvrability of VSD and the fact that you can choose after deployment which ship is going to be the target, I thought it would give me quite a bit of flexibility to pick one ship and double its points for an early game advantage, while allowing me to protect the objective ship. Advanced Gunnery was another choice as well to synergize with the Warlord and double tap on targets, but I was afraid to give a free Gunnery team to nastier ships. Precision strike is out of the equation due to the lack of Bo
Anyways, thanks for the help !
Edited by MoffZen