Hey, folks!
I had a blast at regionals, despite getting completely owned in most of my games. I brought 1 ISD , 2x Raider II, and 2x Raider I. Having never flown Raiders, I learned over and over that they are built to die quickly. Every game I lost at least 1 Raider before Round 2 activation. Even with good showings from my Overload Pulse/Avenger combo, by round 3 I was inevitably left with just my ISD and devastating activation/MoV disadvantage. With the ISD being the only thing left to shoot at, it went down in a couple games for a total route.
I learned a lot, though, and the OP/Avenger combo dealt some really fast death to a few ships. I'm thinking that swapping the Raider I's for a Vic II would give me a bit more of a robust fleet with enough staying power to kick the Overload Pulse/Avenger combo in rounds 3 and possibly 4, rather than the "everyone's dead by round 3" I was experiencing.
Screed's Black and Blue Bruisers
400 Fleet Points
ISD II - Screed
Avenger
Gunnery Team
Electronic Countermeasures
SW-7 Ion Batteries
XX-9 Turbolasers
[175 points]
VSD II
Intel Officer
Gunnery Team
Overload Pulse
XI7 Turbolasers
[113 points]
and two of:
Raider II
Overload Pulse
[56 points each]
Objectives:
Red - Advanced Gunnery
Yellow - Hyperspace Assault
Blue - Minefields
Here's the play:
Round 1: scream out the gate with the raiders and the ISD to cover ground quickly and limit rounds of bomber fire
Round 2: tag as many ships as possible with the Raiders/Overload Pulse to exhaust defense tokens. Screed guarantees a blue crit. Raiders blow up. Activate the Victory 3rd and wait for Overload Pulsed ships to close on Avenger. Deal 6-9 damage each on two hull zones that have to eat it because of Avenger. Slam on the brakes with Avenger to maintain arc.
Round 3:
Activate Victory (which is finally in range of something) to Overload Pulse as many ships as possible. Intel officer for good measure (the Avenger follow-up encourages spending the token anyway).
Round 4, 5, 6:
Repeat, as appropriate and possible.
As a side note, I love playing Hyperspace Assault with the raiders. People usually pick it because staring at an Advanced Gunnery or a Mine Funnel going straight into the teeth of an ISD are both horrifying, and letting me drop a raider doesn't seem so bad. Then, round 2 or 3, I drop the raider double-arcing the rear of something that hasn't taken much fire. Side arc exhausts all the defense tokens, then front arc hits with 3 Blue, 2 Black (CF) and lands 5 or 6 damage +crit. Ram for good measure. Avenger to polish off.
Edited by shipsNchips