I bought the core set yesterday and Imp fighters I today. I'm loving the game. I come from an X-wing background, which has far fewer decisions that are much harder to make, in comparison to Armada's plethora of choices with every ship each turn. I've got numerous players around my FLGS with tons of both rebel and Imperial ships, so I've got plenty of access to all cards and ships until I can build up my own collection.
What I'm trying to do is exercise my strategic understanding of the fleet building aspect of the game. So I present to you, Defensive Offense:
Points: 394/400
Commander: Grand Admiral Thrawn
Assault Objective: Targeting Beacons
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions
[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Grand Admiral Thrawn ( 32 points)
- Avenger ( 5 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- XX-9 Turbolasers ( 5 points)
- Spinal Armament ( 9 points)
= 182 total ship cost
Quasar Fire II-class Cruiser-Carrier (61 points)
- Taskmaster Grint ( 5 points)
- Boarding Troopers ( 3 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 82 total ship cost
4 TIE Defender Squadrons ( 64 points)
1 Maarek Steele ( 21 points)
1 Major Rhymer (16 Points)
2 JumpMaster 5000s ( 24 points)
1 TIE Fighter Squadron ( 8 points)
The basic premise is that the combination of Thrawn, Taskmaster Grint, Boosted Comms, Flight Controllers and the Quasar's immense squadron value combine to allow 5 squadrons to activate first each turn, and an additional 5 on each Thrawn turn (I'm thinking 2 squadron and 1 engineering on him). The defender's are the go-to for the first activation, since they're so utterly devasting - 3 blue dice and 2 black dice against squadrons. The JM5Ks utilise intel to allow the rest of the list to get past any fighter screen, for a single turn, at least. Rhymer gives the Defenders a massive boost to their ultimate goal - destroying ships like there's no tomorrow.
The Quasar itself dedicates pretty much all its attacks to anti-squadron volleys, given its unique red die in that department. It also carries boarding troopers for the Avenger.
The ISD carries Thrawn, naturally. Given the Cymoon refit's tendency to blast away at long range from its front hull zone, Spinal armaments, Gunnery Team and XX-9 turbolasers make for some brutal salvos, especially with coordinated fire commands. Quad Laser turrets discourage squadron attacks, especially from lower-hull squadrons. Intel Officer
The ideal crucial turn is the Quasar to trigger its boarding troopers, exhausting all defense tokens of a major enemy flagship (another ISD or MC-80) while blocking their maneuvering options. Then the Avenger activates with a coordinated fire command, massively damaging the enemy flagship.
I'm wondering what the flaws in the list are, and how they can be improved.
Edited by Astech