Hey folks, here's the list:
ISD 2: Flagship
- Ozzel
- Gunnery Team
- ECMs
- Leading Shots
- XI7s
Gladiator 2:
- Agent Kallus
- Ordnance Experts
- Assault Concussion Missiles
- Demolisher
Raider 1:
- Ordnance Experts
- External Racks
Raider 1:
- Ordnance Experts
- External Racks
Jonus
3 x Tie Fighters
Objectives: Station Assault, Hyperspace Assault, Dangerous Territory
List comes out to 392 points, which seems to be plenty in my group as we're all still pretty new and large bids are uncommon. I have yet to not go first with this list.
So the idea is that the ISD presents a huge threat area. The raiders abuse Ozzel's ability to change speeds very quickly, staying out of range before jumping ahead to get a last/first type of thing off. Ditto demolisher. I took the Glad2 and Jonus for the gimmick of getting those auto accuracies, but also for the extra flak which is useful considering how little squadron coverage I have.
I really love Ozzel's ability. Every ship in the fleet is very unpredictable and I've been able to catch people off guard by dropping from 3 to 0 forcing them to come into my range first. I also love the raiders. They don't usually survive the battle, but I had one land a hilarious 8 damage + accuracy on an ISD in my last game, so that was a lotta fun.
I'm torn on the squadrons. The Jonus gimmick has worked in that it's gotten me some accuracies, but he never lives long. The TIEs always die but I figure if they buy me even one turn of not-getting-bombed then they've done their job.
Any input on things I should change? I'm thinking Jonus might be worth dropping, but man when you get a last/first demolisher off with his ability it's pretty devastating.
All tips are much appreciated, thanks!
Edited by duck_birdupdatin'