Requiem to Enthuse a Lot

By Darth Meanie, in X-Wing

Yeah, same idea. Looking for the bestest build on the Gozanti Requiem. I've run it a couple to time like this:

Title, Docking Clamps, Auto Protocols, Ordnance Experts, Dual Laser Turret. (59 points)

She carried 4x Scimitar Sqdn with Plasma Torps, Assault Missiles, Thermal Detonators, and GC, with the idea the Torp or Missile would be used for a "surprise" alpha strike.

What is every body else idea of the primo build, assuming the Requiem title's use?

Edited by Darth Meanie

I'm going to give this some more thought, but I think Targeting Coordinator will be on mine. That way the bomber can focus, then get a TL. I guess Coordinate action or Comms Booster could be equally good. I'll post my build a little later.

You might want to put the text for Requiem in your main post, too, just for reference.

I think you're right that with Requiem you don't pay for extra PS on the bombers. I'm a little nervous about dumping a bunch of ordnance on them, so I think Extra Munitions and one Missile/Torpedo will suffice. So here's my take:

Gozanti-Class Cruiser (40)
Automated Protocols (5)
Fleet Officer (3)
ยท Requiem (4)
Ordenance Experts (5)
Docking Clamps (0)
Dual Laser Turret (5)
Scimitar Squadron Pilot (16) x4
Extra Munitions (2)
Concussion Missiles (4)
Guidance Chips (0)
-- TOTAL ------- 150p. --

You can only launch two bombers each round, so Fleet Officer is enough to guarantee they both have TL + focus, making the Concussion Missiles ridiculously accurate.

...But I'm not sure that's what I would do. This totals 150 points. Let's say you had a TIE interceptor swarm flying nearby, PS 4. Wouldn't it be great to use XX-23 S-Thread Tracers to give all those guys TLs on a single target, like a huge ship? Or even a large ship? Could be fun. But what if the opponent has a bunch of swarmy low-health ships? Assault Missiles are golden here.

So I think the "optimal" Requiem build would need to be a tool box with different ordnance to answer different threats. So, one damage warhead (Proton/Plasma Torpedoes or Concussion/Homing Missiles) and a control warhead like Assault Missiles or Ion Torpedoes. Maybe? I'm kind of making this up as I go along.

P.S. I've been burned by blanking out with ordnance with no built-in modifiers, so I'm leery of those at the moment.

7 hours ago, Parakitor said:

You can only launch two bombers each round, so Fleet Officer is enough to guarantee they both have TL + focus, making the Concussion Missiles ridiculously accurate.

...But I'm not sure that's what I would do. This totals 150 points. Let's say you had a TIE interceptor swarm flying nearby, PS 4. Wouldn't it be great to use XX-23 S-Thread Tracers to give all those guys TLs on a single target, like a huge ship? Or even a large ship? Could be fun. But what if the opponent has a bunch of swarmy low-health ships? Assault Missiles are golden here.

So I think the "optimal" Requiem build would need to be a tool box with different ordnance to answer different threats. So, one damage warhead (Proton/Plasma Torpedoes or Concussion/Homing Missiles) and a control warhead like Assault Missiles or Ion Torpedoes. Maybe? I'm kind of making this up as I go along.

P.S. I've been burned by blanking out with ordnance with no built-in modifiers, so I'm leery of those at the moment.

Like the fleet officer idea.

My loadout was designed for the "hmmm. . .what's in the neighborhood?" approach. The first volley would be plasma torps if it was a tanky shielded ship, or assault missiles in a target rich environment. Next turn, dump the bomb, and hit something else with the other set of ordnance. 2 turns, tubes empty.

P.S. Oddly I favor cluster missiles for this reason. Since I throw dice twice, having no ability to mod the dice saves me the anguish of "which throw should I modify?" ;)

2 hours ago, Darth Meanie said:

Like the fleet officer idea.

My loadout was designed for the "hmmm. . .what's in the neighborhood?" approach. The first volley would be plasma torps if it was a tanky shielded ship, or assault missiles in a target rich environment. Next turn, dump the bomb, and hit something else with the other set of ordnance. 2 turns, tubes empty.

P.S. Oddly I favor cluster missiles for this reason. Since I throw dice twice, having no ability to mod the dice saves me the anguish of "which throw should I modify?" ;)

I worry about Thermal Detonators because no matter what position your bombers launch to, if you drop your detonators during the following activation phase, you will hit the Gozanti.

Really good point about Cluster Missiles. Since Guidance Chips can change only one die, Ordnance Experts can help to modify the second roll. I like that.

Edited by Parakitor
22 minutes ago, Parakitor said:

I worry about Thermal Detonators because no matter what posiyour bombers launch to, if you drop your detonators during the following activation phase, you will hit the Gozanti.

Oi. Well, I either need a different munition, or I need 3 turns for empty tubes. . .

I've recently gone through the Gozanti campaign. I usually take Suppressor but as you have to take the Broadcast Array I thought I'd be choosing between Jam and Target Lock all the time so took Requiem. It also made me look at a ship I've never rated previously - the TIE Advanced. I was so wrong about that ship! It's so tough. As well as the usual advantage of being the last thing on the board to move allowing you to set up near perfect shot and target locks with Requiem you get to fire very early on as well. Mission one setup below. In mission 2 I took Cluster missiles.

Mission G1 (110)

Gozanti-class Cruiser (60) - Gozanti-class Cruiser
Agent Kallus (2), Moff Jerjerrod (2), Dual Laser Turret (5), Broadcast Array (2), Docking Clamps (0), Requiem (4), Automated Protocols (5)

Tempest Squadron Pilot (25) - TIE Advanced
Ion Pulse Missiles (3), TIE/x1 (0), Twin Ion Engine Mk. II (1), Accuracy Corrector (3)

Tempest Squadron Pilot (25) - TIE Advanced
Ion Pulse Missiles (3), TIE/x1 (0), Twin Ion Engine Mk. II (1), Accuracy Corrector (3)