What the imperial often play:
Aces; Soontir with rage or PTL. Vader with Squad Leader. And Inquisitor.
Tie Swarm.
Raider and Gonzanti
Palpmobile.
What the imperial often play:
Aces; Soontir with rage or PTL. Vader with Squad Leader. And Inquisitor.
Tie Swarm.
Raider and Gonzanti
Palpmobile.
Hmm.....doesn't seem particularly harsh...as long as you can stay away from the Raider's firing arc. Here's what I would do:
- Stay out of Raider's firing arc and try to get around them. I'd probably put just a Single Turbo Laser on the front of the CR-90 and Ordnance Tubes with Assault Missile on the rear section. I'd go with an Engineering team for bonus energy for going straight. You will want to go fast and straight often enough.
-Ignore the Aces. They are there to sucker you into firing at them. Don't do it. They can't do that much damage on their own in such a list. CR-90 should focus fire at the Raider from a distance.
-Use Reinforce Action against the Tie Swarms. It's hard for Tie Fighters to cut through the Reinforce action with only 2 dice.
-Rebel Transport that is meant to smash into Tie Swarms is a great idea! If you combine it with Ion Torpedoes, then it's even more viscous. I can even see going with Wedge with Veteran Instincts to ensure that Wedge can fire an Ion Torpedo at some scrub Tie Fighter and get it through. Then, the Rebel Transport can try to smash through all the Ionized ones.
-Assault Missiles are great to take out Tie Swarms. You might even splash the aces, as well. The CR-90 with Assault Missile in the rear section can continue to try to get out of the way and hit enemy Tie Fighters with Assault Missiles. Maybe 2 Y-wings with TLT's would be great to keep around the CR-90's rear and plink away at damaged Tie Fighters. Once the swarm takes an Assault Missile or two, you can clean up Tie Fighters with TLT shots.
-A-wings with Assault Missiles, PTL, and Guidance Chips should do great to hit Tie Swarms. If you had 3 of them able to fire first at a swarm, they could kill all Tie Fighters in R1 of each other before they fire (depending on PS). Or don't do Guidance Chip and go with Auto Thrusters, but maybe Predator for the re-rolls on low PS Tie Fighters.
-Send a squad of X-wings around to get to the Raider, Gozanti, or Lambda. Give them Plasma Torpedoes if you have the points. Send them off to cripple the epics without fighter escort. Keep them away from the Tie Swarms. Even just 3 of them can do it.
Well....that's what I'd do.
Edited by heychadwickI can honestly say the Seattle Area Regional Single Player Epic Tournament was won using a Tantive IV in the list.
Do believe that Huge Ships should get one additional action.
What the imperial often play:
Aces; Soontir with rage or PTL. Vader with Squad Leader. And Inquisitor.
Tie Swarm.
Raider and Gonzanti
Palpmobile.
I have a hard time getting Aces and Swarm to survive multiple arcs of fire--try to give glass cannons nowhere to hide while you soak up the damage on shields. Get worried again when they discover the TIE Defender/x7.
Edited by Darth Meanie
Here's an idea for a highly mobile Rebel Transport centered list with a mix of anti-epic ordnance and control elements to help against swarms:
Epic Example
300 points
GR-75 Medium Transport (30), Bright Hope (5), Toryn Farr (6), Sabine Wren (2), Backup Shield Generator (3), Engine Booster (3), Automated Protocols (5)
Red Squadron Veteran (31)
x 3
T-70 X-Wing (26), R2 Astromech (1), Plasma Torpedoes (3), Crack Shot (1), Integrated Astromech (0)
Green Squadron Pilot (27)
x 3
A-Wing (19), A-Wing Test Pilot (0), Ion Pulse Missiles (3), Push the Limit (3), Autothrusters (2), Adaptability (0)
Guardian Squadron Pilot (36)
x 2
K-Wing (25), Twin Laser Turret (6), Thermal Detonators (3), Ion Bombs (2), Long Range Scanners (0)
GR-75 Medium Transport (30)
Intelligence Agent (1)
Raymus Antilles (6)
Slicer Tools (7)
Tibanna Gas Supplies (4)
Comms Booster (4)
Combat Retrofit (10)
Bright Hope (5)
CR90 Corvette (Fore) (50)
Tactician (2)
Ion Cannon Battery (6)
Flechette Torpedoes (2)
Gunnery Team (4)
Sensor Team (4)
Backup Shield Generator (3)
Weapons Engineer (3)
Ordnance Experts (5)
Ordnance Tubes (5)
Tantive IV (4)
CR90 Corvette (Aft) (40)
Tactician (2)
Ion Cannon Battery (6)
Engineering Team (4)
Engine Booster (3)
Automated Protocols (5)
Airen Cracken (19)
Veteran Instincts (1)
Assault Missiles (5)
Guidance Chips (0)
Lieutenant Blount (17)
Veteran Instincts (1)
Assault Missiles (5)
Guidance Chips (0)
Jan Ors (25)
Decoy (2)
Twin Laser Turret (6)
Lando Calrissian (3)
Shield Upgrade (4)
Moldy Crow (3)
Green Squadron Pilot (19)
Adaptability (0)
Chardaan Refit (-2)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Adaptability (0)
Chardaan Refit (-2)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Chewbacca (42)
Determination (1)
XX-23 S-Thread Tracers (1)
"Leebo" (2)
R2-D2 (Crew) (4)
Experimental Interface (3)
Millennium Falcon (1)
Total: 400
View in Yet Another Squad Builder
There's a problem with that CR90. It's got 2 modifications, ordnance tubes and automated protocols, but can only have 1.
2 sections, but still only 1 ship.
What the imperial often play:
Aces; Soontir with rage or PTL. Vader with Squad Leader. And Inquisitor.
Tie Swarm.
Raider and Gonzanti
Palpmobile.
Ok, can you pare this down a bit? 298pts, with no upgrades on any ship (excpt Palp in the shuttle) and assuming a 4 academies for the 'Tie Swarm'.
Or is it 400pts? In which case, there still aren't going to be many upgrades on these and any list packing a lot of firepower should win easily.