I'm really struggling to place Needa. He would be an insane upgrade on Rebel large ships thanks to Mothma. Bit there aren't any Imperial ships that aren't trying to rapidly close that gap.
Imperial Lack of Diversity
I'm really struggling to place Needa. He would be an insane upgrade on Rebel large ships thanks to Mothma. Bit there aren't any Imperial ships that aren't trying to rapidly close that gap.
My ISD 2's don't like gap closing too fast.
I'm really struggling to place Needa. He would be an insane upgrade on Rebel large ships thanks to Mothma. Bit there aren't any Imperial ships that aren't trying to rapidly close that gap.
I would take him 9.9/10 on the Interdictor. It's a support ship, so it should be treated as such. The Evade will mitigate so much damage over the course of the game over double Contains that it's not even a question at this point. Put those 5 Engineer to use and hug that Avenger so you can keep pounding while Scrambling return fire.
Trying out some of the new stuff
Author: tenchi2a
Faction: Galactic Empire
Points: 394/400
Commander: Admiral Konstantine
Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions
[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Fighter Coordination Team ( 3 points)
- G-8 Experiemental Projector ( 8 points)
- G7-X Grav Well Projector ( 2 points)
= 129 total ship cost
Imperial I-Class Star Destroyer (110 points)
- Devastator ( 10 points)
- Wing Commander ( 6 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
- Leading Shots ( 4 points)
= 145 total ship cost
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Major Rhymer ( 16 points)
3 TIE Bomber Squadrons ( 27 points)
1 Dengar ( 20 points)
1 Boba Fett ( 26 points)
going to try this one
Edited by tenchi2a
I'm really struggling to place Needa. He would be an insane upgrade on Rebel large ships thanks to Mothma. Bit there aren't any Imperial ships that aren't trying to rapidly close that gap.
My ISD 2's don't like gap closing too fast.
Yup. This is one of the biggest misconceptions is that you should immediately close. Fishfood for Ackbar whereas a more controlled approach is always better.
I'm really struggling to place Needa. He would be an insane upgrade on Rebel large ships thanks to Mothma. Bit there aren't any Imperial ships that aren't trying to rapidly close that gap.
My ISD 2's don't like gap closing too fast.
Yup. This is one of the biggest misconceptions is that you should immediately close. Fishfood for Ackbar whereas a more controlled approach is always better.
Correct. Timing the jump in and watching ranges is what keeps ships alive. Let them come to you, don't be afraid to waste a few turns doing so.
Imperials are all about timing the attack. It's one reason I don't mind the VSD-I, slow roll turns 1-3, then just close and shoot, It's hard to kill a VSD with Eng commands in 3 turns without really concentrating on it.
Imperials are all about timing the attack. It's one reason I don't mind the VSD-I, slow roll turns 1-3, then just close and shoot, It's hard to kill a VSD with Eng commands in 3 turns without really concentrating on it.
Many people just don't get that and that messes with them and they think that those ships are trash.
I feel people ignore ships on the Imperial side. Like the GSD 2, the VSD 2 and even the Raider 2.
They don't seem optimal to people it seems and sometimes I agree but some styles of lists like them. I think we may see more of each in the future.
This is very different from my area, the I's are the ones that almost nobody uses.
Rebel ships synergize better
Imperial squads synergize better. IMO
Maybe I'm the crazy one, but why do people dislike squadrons so much. Its like half the game and what seperates it from x-wing. Rant over.
...
I would say because the Tie Fighter/Interceptor suck so bad. Just this last week end I used max Tie Fighters, they all died within two turns (only one survived the to the second turn). My ships did a better job of taking out his fighters than my fighters did. So I keep trying them every now and then, but every time I do they just suck so bad, I go back to either ship only or use the Scum who can survive long enough to do something.
I am not going to lie, I was very disappointed with the wave 4 Imperial Admiral, especially when compared to the Rebel one.
Rebels already had a huge maneuverability advantage over Imperials, increasing that capability is a solid benefit.
Konstantine seems like a gimmick, you have to have 2 Medium/Large base ships, Victory/ISD/IDR, which is going to represent a serious chunk of your build, just getting him and 2 of them ships into your fleet, minimum 169pts, max 263pts, and if you lose one, he does nothing, so ideally you want 3 ships to safeguard him becoming useless, again ramping the points needed to have him in command. it is not a precedent I like.
So unless we see some real magic, that I cannot foresee, and I mean magic enough to counterbalance the min med/large ship reqs for him to be effective, I aint feeling him at all.
Madine on the other hand, wow! hes worth every single point, in a game where movement is often the decider between death or glory, dang isn't he just a beauty. add in the ability to ship Nav tokens around, either with Tantive or comms net and we are going to see some Rebel ships dancing like never before.
I must admit I am mighty green over the wave3/4 stuff that rebels just got, I have no doubt they feel the same about Interdictors.
I am right there with you. I was so excited when they announced that they were releasing the Interdictor, but to me it is just way to expensive for what you get, and when you add stuff to it it is even more. I think that we (the empire) are paying points for the possibility to pay more with upgrades as the ship stats to me do not justify its cost. Will it have uses? Maybe, but I do not think it will be used much as the cost of the ship and its upgrades will just make it so that you can not get the rest of the fleet that you need. It is supposed to a fleet support ship, not the main ship of the fleet that its cost makes it become.
How did you use the TIE's? did you just throw them out there? Keep them back?
I have found that a lot of TIE squadron deaths are form people tossing them out or they are second player and did not think of jumping into the opponent to get the jump on them.
I have tried jumping them out, I have tried keeping them back. I keep trying different things, but with only three hits they die so fast they do not get anything done. When most enemy ships have two anti-squadron dice, and then the fact that the rebels fighters are so much better. It just show how much they suck.
All of you are wrong
Lack of diversity is due to the emperor's racist anti alien bias.
I have tried jumping them out, I have tried keeping them back. I keep trying different things, but with only three hits they die so fast they do not get anything done. When most enemy ships have two anti-squadron dice, and then the fact that the rebels fighters are so much better. It just show how much they suck.How did you use the TIE's? did you just throw them out there? Keep them back?This is very different from my area, the I's are the ones that almost nobody uses.I feel people ignore ships on the Imperial side. Like the GSD 2, the VSD 2 and even the Raider 2.
They don't seem optimal to people it seems and sometimes I agree but some styles of lists like them. I think we may see more of each in the future.
Rebel ships synergize better
Imperial squads synergize better. IMO
Maybe I'm the crazy one, but why do people dislike squadrons so much. Its like half the game and what seperates it from x-wing. Rant over.
...
I would say because the Tie Fighter/Interceptor suck so bad. Just this last week end I used max Tie Fighters, they all died within two turns (only one survived the to the second turn). My ships did a better job of taking out his fighters than my fighters did. So I keep trying them every now and then, but every time I do they just suck so bad, I go back to either ship only or use the Scum who can survive long enough to do something.
I am right there with you. I was so excited when they announced that they were releasing the Interdictor, but to me it is just way to expensive for what you get, and when you add stuff to it it is even more. I think that we (the empire) are paying points for the possibility to pay more with upgrades as the ship stats to me do not justify its cost. Will it have uses? Maybe, but I do not think it will be used much as the cost of the ship and its upgrades will just make it so that you can not get the rest of the fleet that you need. It is supposed to a fleet support ship, not the main ship of the fleet that its cost makes it become.I am not going to lie, I was very disappointed with the wave 4 Imperial Admiral, especially when compared to the Rebel one.
Rebels already had a huge maneuverability advantage over Imperials, increasing that capability is a solid benefit.
Konstantine seems like a gimmick, you have to have 2 Medium/Large base ships, Victory/ISD/IDR, which is going to represent a serious chunk of your build, just getting him and 2 of them ships into your fleet, minimum 169pts, max 263pts, and if you lose one, he does nothing, so ideally you want 3 ships to safeguard him becoming useless, again ramping the points needed to have him in command. it is not a precedent I like.
So unless we see some real magic, that I cannot foresee, and I mean magic enough to counterbalance the min med/large ship reqs for him to be effective, I aint feeling him at all.
Madine on the other hand, wow! hes worth every single point, in a game where movement is often the decider between death or glory, dang isn't he just a beauty. add in the ability to ship Nav tokens around, either with Tantive or comms net and we are going to see some Rebel ships dancing like never before.
I must admit I am mighty green over the wave3/4 stuff that rebels just got, I have no doubt they feel the same about Interdictors.
I have found that a lot of TIE squadron deaths are form people tossing them out or they are second player and did not think of jumping into the opponent to get the jump on them.
Actually most ships don't.
The CR90, VSD, Support Frigate, MC30, GSD 1, Assault Frigate Mark IIB, Star Cruiser, Interdictor Suppression Refit, Gozanti and GR75 all have 1 die.
The MC80 Cruiser, MC80 Battlecruiser, ISD, Raider, GSD 2, Assault Frigate Mark IIA, and Escort Frigate do have 2 Anti-squadron dice.
This means out of 26 ship variants, only 10 have 2 Anti-squadron dice.
They do die fast, that is sort of their point. He question is your goal with them.
Clearly you haven't seen the films...

The Empire doesn't like Diversity...
I have tried jumping them out, I have tried keeping them back. I keep trying different things, but with only three hits they die so fast they do not get anything done. When most enemy ships have two anti-squadron dice, and then the fact that the rebels fighters are so much better. It just show how much they suck.
How did you use the TIE's? did you just throw them out there? Keep them back?
This is very different from my area, the I's are the ones that almost nobody uses.I feel people ignore ships on the Imperial side. Like the GSD 2, the VSD 2 and even the Raider 2.
They don't seem optimal to people it seems and sometimes I agree but some styles of lists like them. I think we may see more of each in the future.
Rebel ships synergize better
Imperial squads synergize better. IMO
Maybe I'm the crazy one, but why do people dislike squadrons so much. Its like half the game and what seperates it from x-wing. Rant over.
...
I would say because the Tie Fighter/Interceptor suck so bad. Just this last week end I used max Tie Fighters, they all died within two turns (only one survived the to the second turn). My ships did a better job of taking out his fighters than my fighters did. So I keep trying them every now and then, but every time I do they just suck so bad, I go back to either ship only or use the Scum who can survive long enough to do something.
I am right there with you. I was so excited when they announced that they were releasing the Interdictor, but to me it is just way to expensive for what you get, and when you add stuff to it it is even more. I think that we (the empire) are paying points for the possibility to pay more with upgrades as the ship stats to me do not justify its cost. Will it have uses? Maybe, but I do not think it will be used much as the cost of the ship and its upgrades will just make it so that you can not get the rest of the fleet that you need. It is supposed to a fleet support ship, not the main ship of the fleet that its cost makes it become.I am not going to lie, I was very disappointed with the wave 4 Imperial Admiral, especially when compared to the Rebel one.
Rebels already had a huge maneuverability advantage over Imperials, increasing that capability is a solid benefit.
Konstantine seems like a gimmick, you have to have 2 Medium/Large base ships, Victory/ISD/IDR, which is going to represent a serious chunk of your build, just getting him and 2 of them ships into your fleet, minimum 169pts, max 263pts, and if you lose one, he does nothing, so ideally you want 3 ships to safeguard him becoming useless, again ramping the points needed to have him in command. it is not a precedent I like.
So unless we see some real magic, that I cannot foresee, and I mean magic enough to counterbalance the min med/large ship reqs for him to be effective, I aint feeling him at all.
Madine on the other hand, wow! hes worth every single point, in a game where movement is often the decider between death or glory, dang isn't he just a beauty. add in the ability to ship Nav tokens around, either with Tantive or comms net and we are going to see some Rebel ships dancing like never before.
I must admit I am mighty green over the wave3/4 stuff that rebels just got, I have no doubt they feel the same about Interdictors.
I have found that a lot of TIE squadron deaths are form people tossing them out or they are second player and did not think of jumping into the opponent to get the jump on them.
Actually most ships don't.
The CR90, VSD, Support Frigate, MC30, GSD 1, Assault Frigate Mark IIB, Star Cruiser, Interdictor Suppression Refit, Gozanti and GR75 all have 1 die.
The MC80 Cruiser, MC80 Battlecruiser, ISD, Raider, GSD 2, Assault Frigate Mark IIA, and Escort Frigate do have 2 Anti-squadron dice.
This means out of 26 ship variants, only 10 have 2 Anti-squadron dice.
They do die fast, that is sort of their point. He question is your goal with them.
Let me clarify most of the ships that people put on the table have two dice, yes I know that most overall do not, but they are not used much. At least not in this area. As for goal, I would like them to be able to do something, right now they are just free points for the other side. The only time the see the table in my area is when I am trying something new, kind of the same with the Mk. I's of most ships. So I was agreeing that there is not a lot of diversity in the Empire, most do not use the VSD at all (I am the exception to that), leaving you only three ships as like I said most do not use the Mk. I's so you have the Mk. II's of the ISD, GSD, and Raider, not a lot of diversity. Then I was talking about fighters no one uses the empire fighters any more, Rymier some (lots of us do not use it on purpose), this leaves us the Scum fighters again not a lot of diversity.
I'm really struggling to place Needa. He would be an insane upgrade on Rebel large ships thanks to Mothma. Bit there aren't any Imperial ships that aren't trying to rapidly close that gap.
If you have a bomber/motto isd list there are missions where you would want to keep you motti isd back a bit and let the bombers Score the points, that evade is golden then.
I'm really struggling to place Needa. He would be an insane upgrade on Rebel large ships thanks to Mothma. Bit there aren't any Imperial ships that aren't trying to rapidly close that gap.
If you have a bomber/motto isd list there are missions where you would want to keep you motti isd back a bit and let the bombers Score the points, that evade is golden then.
I've lost count of how many damage Needa's saved for me on ISDs...
Clearly you haven't seen the films...
The Empire doesn't like Diversity...
The times they are a-changin'

Imperials are all about timing the attack. It's one reason I don't mind the VSD-I, slow roll turns 1-3, then just close and shoot, It's hard to kill a VSD with Eng commands in 3 turns without really concentrating on it.
Many people just don't get that and that messes with them and they think that those ships are trash.
Yep, they do. Another fine use of the Interdictor is to make it a 'repair' ship for a VSD. They both have speed two and with a potential 8 engineering points a turn you can use Projection Experts to fuel Dominator or just run repairs, add in a Gozanti with repair crews and you have the basis of a very hard to kill core. If you add in Expanded Launchers on the VSD-I and Suppressor on the Gozanti, the VSD-I has the most powerful front arc in the game to date.
If you use Tagge (the best new Imperial card this release cycle) as your Admiral, you have one tough, hard hitting fleet core.
People have to think outside the box with Imperials to gain the synergies needed to make them work.
The major issue Imperials are actually going to face in wave 3/4 is Slicer Tools, as they are far more dial dependent than the Rebels. (I actually think Slicer Tools could be a game breaking card as it is so easy to field and there is no real defense against it and it changes, in the wrong way for me, a fundamental dynamic of the whole game)
As an example of what I am talking about see the fleet below.
Tagge's Grinders
Faction: Galactic Empire
Points: 392/400
Commander: General Tagge
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Minefields
[ flagship ] Victory I-Class Star Destroyer (73 points)
- General Tagge ( 25 points)
- Dominator ( 12 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- X17 Turbolasers ( 6 points)
- Expanded Launchers ( 13 points)
= 140 total ship cost
Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Quad Laser Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
- G-8 Experiemental Projector ( 8 points)
- G7-X Grav Well Projector ( 2 points)
= 126 total ship cost
Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Repair Crews ( 4 points)
= 31 total ship cost
Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Flight Commander ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Slicer Tools ( 7 points)
= 40 total ship cost
1 Bossk ( 23 points)
2 Aggressor Assault Fighters ( 32 points)
Edited by EnglishpeteI ran Tagge with Devestator, 3 Gozanti with bombers this week on Vassal.
Early days, but that has potential to be a sensational list. The synergy is immense and damage is amazing. Suffers from a lack of a second threat ship to shepherd into Devestators front arc though.
Yes, this list has Rhymer, but its so much more than just a rhymerball, so think it qualifies as diverse.
I ran Tagge with Devestator, 3 Gozanti with bombers this week on Vassal.
Early days, but that has potential to be a sensational list. The synergy is immense and damage is amazing. Suffers from a lack of a second threat ship to shepherd into Devestators front arc though.
Yes, this list has Rhymer, but its so much more than just a rhymerball, so think it qualifies as diverse.
Tagge is money with Gozanti. Spending your Scatter to negate 2 attacks and then getting it back is nuts. If carefully managed, killing the Gozanti's will be a futile waste of the enemy's fire.
Can you imagine making it the 'Most Wanted' ship?
Even if it does die, it's so few points...
Edited by EnglishpeteI think the real problem is the point cost of good ships. As drop-dead gorgeous as the Interdictor is, I doubt I'll ever fly one after the first week. They are just too expensive. To use an Interdictor you've pretty much gotta also use one of it's new upgrades, so for the cost of all that I might as well just field an ISD instead. And an ISD is ALWAYS going to be a better option. And when you are fielding ships that cost 90-120 points each you are probably going to end up with a 3 ship list - which is garbage.
Meanwhile on the rebel side, I'll be fielding a 6 ship list, each one can do nearly as much, if not MORE damage than an ISD at long range, and in same cases just way more damage all around, (MC30 Torpedo Frigate + Enhanced Armament = all 3 color dice) - toss on Ackbar and now your MC30s are throwing out the same amount of dice from their side arcs and an ISD1's front arc, but they cost only 63+10=73 points each and have greater maneuverability! Or toss on Mon Mothma and make them so much more difficulty to kill it's just insane. And compliment that build with a couple CR-90s with TRC and you have serious long-range threats to the Imperials for a small fraction of the cost. Plus, you can easily get at least 6 activations this way, so that is another huge advantage.
The Arquittens better be awesome, that's all I'm saying. I love me some Imps but I need something cheap and nasty. The Vic COULD have been that ship but it is lacking almost every-single thing it needs to shine. No Evade for TRC, no Defensive slot, can't even give them engine techs. I WANT to use Vics more, I really do...
I think the real problem is the point cost of good ships. As drop-dead gorgeous as the Interdictor is, I doubt I'll ever fly one after the first week. They are just too expensive. To use an Interdictor you've pretty much gotta also use one of it's new upgrades, so for the cost of all that I might as well just field an ISD instead. And an ISD is ALWAYS going to be a better option. And when you are fielding ships that cost 90-120 points each you are probably going to end up with a 3 ship list - which is garbage.
Meanwhile on the rebel side, I'll be fielding a 6 ship list, each one can do nearly as much, if not MORE damage than an ISD at long range, and in same cases just way more damage all around, (MC30 Torpedo Frigate + Enhanced Armament = all 3 color dice) - toss on Ackbar and now your MC30s are throwing out the same amount of dice from their side arcs and an ISD1's front arc, but they cost only 63+10=73 points each and have greater maneuverability! Or toss on Mon Mothma and make them so much more difficulty to kill it's just insane. And compliment that build with a couple CR-90s with TRC and you have serious long-range threats to the Imperials for a small fraction of the cost. Plus, you can easily get at least 6 activations this way, so that is another huge advantage.
The Arquittens better be awesome, that's all I'm saying. I love me some Imps but I need something cheap and nasty. The Vic COULD have been that ship but it is lacking almost every-single thing it needs to shine. No Evade for TRC, no Defensive slot, can't even give them engine techs. I WANT to use Vics more, I really do...
Eh, the Empire has it nice. Their ships don't want to be over upgraded. The Interdictor is expensive but the game is so much more than points. You bring up the Ackbar30's but neglect to show Ackbar in the points. sure the ship is 73 but Ackbar is not cheap either.
This will sound critical I think but I think the only one stopping you from playing these things is yourself. You are thinking solely of numbers but seem to be ignoring the tactical side of things.
Edited by LyraeusClearly you haven't seen the films...
The Empire doesn't like Diversity...
I can almost field this picture :-)