My friend and I were talking about silly lists and stumbled upon one that might actually be somewhat effective in a real game.
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"Death by a Thousand Cuts" (388 Points)
- Raider I-class Corvette w/Darth Vader (44 w/36)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Gozanti-class Assault Carrier (28)
- Fleet Ambush, Opening Salvo, Solar Corona
First off, the Raider is a 44 point life boat whose job is to fly fast to the emptiest, safest part of the board. Losing Vader hurts too much. If I wasn't worried about losing Vader, I'd probably have dropped a Gozanti and upgraded to a Glad or Arq.
The idea is to just do massed amounts of small, but reliable damage. With a Concentrated Fire dial and Vader's effect, each of the 11 Gozantis rolls 2 re-rollable red dice at long range. Statistically, that's 2 damage per attack. Pick the meanest looking target and focus your attacks on that target. The target's defense tokens won't mean much. Unless you roll 4 damage on the 2 red, a Brace is only saving 1 damage. Redirects still work, but will be redirecting only 2 damage, on average. Contain doesn't help against amount of damage, which is what we're aiming for. Evade is sort of the same as Brace. If you evade one of two dice, any remaining Brace tokens are probably useless on the other die ("I'll brace the 1 down to 1").
At long range and with Vader, it's very likely that you'll roll 2 damage on 2 red dice. Versus an ISD, you'll get the below as Gozantis fire. Massed Assault Carriers come super close to killing an ISD, on average - assuming they all get to fire. With slightly better than average rolling (1 extra damage across 22 dice), they WILL kill an ISD. That ISD will probably not kill even 1 Gozanti back at long range between the Evade and Scatter tokens. If it does kill a Gozanti, the player gets a measly 28 points and you lose 2 red dice going forward. Such is life. This isn't a list that aims for a 400-0 win.
- 2 damage, brace to 1, redirect to side A
- 2 damage, burn brace token to brace to 1, burn redirect token to redirect to side B
- 2 damage, redirect to side A
- 2 damage, burn redirect token to redirect to side B
- 2 damage, take it on the front (2 shields left)
- 2 damage, take it on the front (0 shields left)
- 2 damage, take it on the front (9 hull left)
- 2 damage, take it on the front (7 hull left)
- 2 damage, take it on the front (5 hull left)
- 2 damage, take it on the front (3 hull left)
- 2 damage, take it on the front (1 hull left)
Speaking of an ISD... yeah, they're intimidating, but at best, a large ship with amazing shooting is killing 1 (maybe 2) Gozantis a turn. At long range, big ships can't reliably kill a flotilla. Red dice just don't roll enough accuracies. When they do, they're rolling less damage. 4 red dice at long range need either 2 accuracies and 4 damage (1/4096 chance) or 1 accuracy and 6 damage (1/4096 chance). An ISD has a 1/2048 chance, or a 0.05% chance of killing a Gozanti at long range. Now, that number obviously goes up dramatically at short or medium range, but my point is that Assault Gozantis overwhelmingly win the long range game when you have so many Gozantis. Once you hit medium range, the Gozantis go down quicker, but also get a second attack with a blue die. That's a 75% chance for an extra damage that has to be token'd away or taken.
There is a 12 point bid to hope for second player. Opening Salvo is probably pretty self explanatory. Adding in 2 black dice to the first shot of each Gozanti ups the average damage from 2 to 4-5. No sane person gives this list Opening Salvo. Solar Corona gives me deployment advantage and helps to eliminate those Scatter killing accuracies from my opponent's shots. I'm not sure about Fleet Ambush, but felt like it would force the opponent to split his fleet and let me shoot at the 'sacrificial' ships before the others come in to shoot back. I'm not a huge fan of any of the yellow objectives for this list.
Squadrons... I'm actually not sure how this list does against squadrons. The Gozantis fire a blue die against squadrons... and there are a lot of Gozantis. Flying them in fairly close formation means any squadrons close enough to attack will probably be eating 3-4 blue dice of flak per turn. This flak doesn't take away from the Gozantis front arc shooting either. Plus, I'd just eat the first 3 points of damage and then use and burn the Scatter token on the next 2. That means it would take 6 points of damage from average squadrons to kill a Gozanti. That will absolutely happen, but it'll take time and a full turn to do so.
By no means a take all comers list and I'm not expecting to see massed Gozantis with no upgrade cards in the entire fleet dominating the meta anytime soon, but what do you think? Is this viable? I can see it being extraordinarily frustrating to play against. I'm looking for genuine feedback. The plan is to tweak the idea this week and then try it against my buddy this weekend. He's a solid player (multiple store championships plus highly placed at both the NA and National Championships this year), so I think it'll be a good test.
Thoughts?!?!