#ackbarsucks
In most cases just moved your front reds to the side and limits your threat zone......
I'm not sayin I'm just sayin
#ackbarsucks
In most cases just moved your front reds to the side and limits your threat zone......
I'm not sayin I'm just sayin
#ackbarsucks
In most cases just moved your front reds to the side and limits your threat zone......
I'm not sayin I'm just sayin
One way to handle non gunnery teams ackbar lists is to give them too many choices and vary up the lead target so that they cant always focus fire. You might end up with an obstructed shot but if that CR90 is obstructed then they cant hit you.
Never dis my main fishman.

Well, by definition we (the Imperials) have fewer options. We have one less ship than the Rebels do. Also, if you want more options you're doing it wrong. You are to adhere to Imperial naval doctrine. Anything else is disloyalty, perhaps even treason.
[...], I game the challenge to Mikael Hasselstein to play without Rhymer or Demolisher and so far he has been doing good.
Yes, it's been great fun, though I've also just been playing against players with less experience. I've been running an MSU list (3 Glad IIs; 2 Raider Is, with Ozzel; 6 TIEs).
I've also just been in fun-mode for months now, not giving excessive (or even adequate) thought to what might eke out the best possible matchups and/or efficiency out of a list.
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.
Also keep playing stuff you dont like till you get something you like. Also if your like me and play one person 90% of the time this could lead to stale building.
For example, Tirion hates ackbar. Now i could never see builds built around that strategy, which could cause me to never build around dealing with ackbar.
Heads up. I got a tip from a reliable source that the ISB were clued into this conversation. Might wanna skiddadle before they get here.
/hides-in-shadows
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 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.
That is your mindset then. It will limit your list building and what you design and play.
I think the Interdictor is amazing! Controlling objectives, limiting speed advantages, and more just seem powerful to me. Then again I am looking at people stealing Contested Outpost stations, people moving around obstacles to block Fire Lane tokens, the list goes on.
With objectives coming out like Station Assault and such, I think you are just thinking far too short term and in terms of hard numbers. Not tactical versatility.
Konstantine is AMAZING! Tried him on vassal and he is outstanding. So much control.
Konstantine is AMAZING! Tried him on vassal and he is outstanding. So much control.
I had him used against me. . . so many things to watch for. . . such a pain!
Konstantine is AMAZING! Tried him on vassal and he is outstanding. So much control.
Obviously I have not had chance to try him out yet, but he will get a fair run out, so I can decide for myself.
Just saying on paper, I am not sure I like the limitations on his use.
Konstantine is AMAZING! Tried him on vassal and he is outstanding. So much control.
Obviously I have not had chance to try him out yet, but he will get a fair run out, so I can decide for myself.
Just saying on paper, I am not sure I like the limitations on his use.
You build around him.
I've had a few as Konsy - and against. He's a really funny admiral to have on the table. So many tools.
But yeah, you need them 3 Big Unz. So far I've tried 2 Vic, 1 Inty and Gozanti. Ginkapo has one that's even better than mine. I also had a lot of fun with ISD n 2 Intys.
If you build for him, you have complete control of your opponents speed with tractors and slicers. Including potentially sending them of the table....
Faction: Galactic Empire
Points: 391/400
Commander: Admiral Konstantine
Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory
Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost
Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost
Interdictor-class Suppression Refit (90 points)
- Skilled First Officer ( 1 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 95 total ship cost
Victory I-Class Star Destroyer (73 points)
- Skilled First Officer ( 1 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 80 total ship cost
[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Konstantine ( 23 points)
- Skilled First Officer ( 1 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 103 total ship cost
1 "Mauler" Mithel ( 15 points)
1 Soontir Fel ( 18 points)
1 Dengar ( 20 points)
Card view link
Fleet created with Armada Warlords
If you build for him, you have complete control of your opponents speed with tractors and slicers. Including potentially sending them of the table....
Faction: Galactic Empire
Points: 391/400
Commander: Admiral Konstantine
Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory
Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost
Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost
Interdictor-class Suppression Refit (90 points)
- Skilled First Officer ( 1 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 95 total ship cost
Victory I-Class Star Destroyer (73 points)
- Skilled First Officer ( 1 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 80 total ship cost
[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Konstantine ( 23 points)
- Skilled First Officer ( 1 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 103 total ship cost
1 "Mauler" Mithel ( 15 points)
1 Soontir Fel ( 18 points)
1 Dengar ( 20 points)
Card view link
Fleet created with Armada Warlords
I like the look of this, should make Lyr delighted at the thought of me running a VSD fleet. ![]()
I like it but I would take out Fel and put in an Advance
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.
I think the Interdictor is a great addition. It's going to be a steep learning curve for sure, but being able to mess up enemy movement and dial usage is just plain golden. I think it synergizes so well with the VSD. I have a 2 VSD, Interdictor, Gozanti, Tie list I am dying to try. I'm trying to scrape out enough points for a second Gozanti with Slicer tools. I may drop the VSD's to VSD-I's
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.
Here is where I am with the Interdictor. I may strip down the Interdictor some for extra ties/ints.
'Konstant' Control
Author: Englishpete
Faction: Galactic Empire
Points: 400/400
Commander: Admiral Konstantine
Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Minefields
Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost
Victory I-Class Star Destroyer (73 points)
- X17 Turbolasers ( 6 points)
= 79 total ship cost
[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Medical Team ( 1 points)
- SW 7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- G-8 Experiemental Projector ( 8 points)
= 142 total ship cost
Victory I-Class Star Destroyer (73 points)
- X17 Turbolasers ( 6 points)
= 79 total ship cost
Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost
5 TIE Fighter Squadrons ( 40 points)
Edited by EnglishpeteThere are lots of imp lists to play:
3ids lists
2isd lists
1isd lists
0isd lists
See lots of variety........
Edited by Jondavies72Oh we're submitting Imperial Control lists?
http://lkhero.blogspot.com/2016/07/armada-imperial-control.html
Also, some of these lists with the Interdictor boggles my head.
Suppressor is a godlike title on the Gozanti. Especially with Avenger. Titus is basically begging for a cheap transport officer slot. Needa is must-take on a Interdictor because it prolongs his well-being for a Contain. G-8 is overlooked, but it's incredibly strong since you can use the Interdictor title with it. MS-1 Ion Cannons are also great for controlling, and can work with Avenger.
And you say Imperials are lacking options. TEHEHEHE.
Edited by HERONot sure putting Needa on an Interdictor is a must. Having 2 contains, means you can stop 4 bomber crits in one round, or you can stop a Luke+Yavaris double crit and not have to burn a def token, and were about to see Bomber Commands, Rebels get lots of Bombers.
The issue is 2 ships behind, lack of TL slots or Def Slots, I mean we just got 4 new marks of ship, and we still only have the ISD II that can take a Def slot upgrade, meaning a single accuracy is good to negate 11/12 Imperial ships best Def token. I mean VSD/ISD only for TL upgrades...4 out of 12 ships.
Things like this add to the sensation that Imperials are lacking in choice. I dread to think how bad wave 1 and 2 would have been for Imperials sans Demolisher/Rhymer. its already a giant pita trying to get stuff into black dice range, or all dice front arc shots.
Hopefully wave 4 will see some changes.
Not sure putting Needa on an Interdictor is a must. Having 2 contains, means you can stop 4 bomber crits in one round, or you can stop a Luke+Yavaris double crit and not have to burn a def token, and were about to see Bomber Commands, Rebels get lots of Bombers.
The issue is 2 ships behind, lack of TL slots or Def Slots, I mean we just got 4 new marks of ship, and we still only have the ISD II that can take a Def slot upgrade, meaning a single accuracy is good to negate 11/12 Imperial ships best Def token. I mean VSD/ISD only for TL upgrades...4 out of 12 ships.
Things like this add to the sensation that Imperials are lacking in choice. I dread to think how bad wave 1 and 2 would have been for Imperials sans Demolisher/Rhymer. its already a giant pita trying to get stuff into black dice range, or all dice front arc shots.
Hopefully wave 4 will see some changes.
You're saying you'd rather have double Contain over an Evade?
On a ship with no defensive retrofits and mainly fielded as a support ship? Oh man.
PS - Take Tagge, sleeper commander 2016. Mitigates more damage than Motti, gets around IO and makes you forget you don't have a defensive retrofit so you can burn all day for big plays on key rounds.
Edited by HERO