In light of the merry age old question that now has 5 pages of discussion, what's been recently fun to play for both parties?
What have you (and your opponent) been having fun playing?
Suprisingly sato.
And massed ACM HHs with sato...
Thrawn with a bomber fleet. Also had a blast doing the 3x Cymoon this weekend using the fleet that was posted in the forums
Edited by jpersons73
2 hours ago, DrakonLord said:Suprisingly sato.
And massed ACM HHs with sato...
I love the Sato HH ATPs. But it’s been a few weeks since I’ve played with them.
Now I am enjoying Madine Liberty with bail organa and C&S.
One guy I regularly play against has made a nasty indestuctable Interdictor list which has been fun to play against.
12 minutes ago, Tiberius the Killer said:I love the Sato HH ATPs. But it’s been a few weeks since I’ve played with them.
Now I am enjoying Madine Liberty with bail organa and C&S.
One guy I regularly play against has made a nasty indestuctable Interdictor list which has been fun to play against.
Hehehe. I never really liked APTs, i mean bypassing shields is nice, but with 3+ acm shots per round on a ship shields dont tend to matter anyway i found.
Madine +bail lib sounds interesting, and i know those indestructable interdictor lists quite well, also had a guy who was fond of them
My Raider swarm!!!
Face od my opponent is always priceles no matter the score.
Edited by NairoDThrawn TIE Bomber swarm as well.
6 minutes ago, Cremate said:Thrawn TIE Bomber swarm as well.
I dont use thrawn but motti on bomber swarm (had 14 of them in roster)
Triple Cymoon recently. I love rolling dice, the more dice the better. And turn a 3 damage roll into a 7 damage roll with accuracy is priceless.
11 minutes ago, ovinomanc3r said:Triple Cymoon recently. I love rolling dice, the more dice the better. And turn a 3 damage roll into a 7 damage roll with accuracy is priceless.
Imma check this out.
Also funny to see so much consensus on Thrawn bombers. Do we mean real literal OG Tie Bombers, or villain mess like Firesprays?
Thrawn with VSDs and TIE Advanced have been the core of my fun lists recently.
5 minutes ago, Blail Blerg said:Also funny to see so much consensus on Thrawn bombers. Do we mean real literal OG Tie Bombers, or villain mess like Firesprays?
For me it's because bombers get no use from Sloane's ability, but being able to stack Thrawn squad commands still allows a viable squad component to lists without giving up your ship's command stack. Especially on ISDs/VSDs that want to use other commands.
3 hours ago, Akhrin said:being able to stack Thrawn squad commands still allows a viable squad component to lists without giving up your ship's command stack. Especially on ISDs/VSDs that want to use other commands.
It’s also slicer proof
you can now CF on a dcap quasar while also commanding squads (you can get a third command in there with pursuant)
4 hours ago, Blail Blerg said:Do we mean real literal OG Tie Bombers, or villain mess like Firesprays?
I think you mean rogues like Firesprays. The data shows that the rebels are the real villains.
I've been running this number off and on and it's pretty fun.
A bad case of the "VTs"
Author: Darth Sanguis
Faction: Galactic Empire
Points: 398/400
Commander: Admiral Screed
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory
[ flagship ] Imperial Star Destroyer Kuat Refit (112 points)
- Admiral Screed ( 26 points)
- Strategic Adviser ( 4 points)
- Fire-Control Team ( 2 points)
- Electronic Countermeasures ( 7 points)
- Heavy Ion Emplacements ( 9 points)
- Assault Concussion Missiles ( 7 points)
= 167 total ship cost
Quasar Fire I-class Cruiser-Carrier (54 points)
- Taskmaster Grint ( 5 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 74 total ship cost
Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost
6 VT-49 Decimators ( 132 points)
= 132 total squadron cost
I still love running varrients of my Tarkin/Sovereign list but I recently had a fun weekend running Raddus/Profundity lists. One added benefit with Raddus is that win or lose it is almost always a quick game.
19 hours ago, DrakonLord said:Suprisingly sato.
And massed ACM HHs with sato...
This. Played it a second time. Sato might actually good now y'all.
Jerry ISD & Raiders vs. Madine Liberty & Hammer Heads was quite a game. Just crazy turns and dips all over the damned place. hilarious.
30 minutes ago, Truthiness said:This. Played it a second time. Sato might actually good now y'all.
Ive always liked MSU fleets ya know? So my normal fleet was TRC90s, maybe a salvation neb, peltas, etc.
Then i thought lets try sato acm HHs, and holy ****, watching a untouched imp star go down in one round at long range to 4HHs was incredible.
What's the exact list? And why is Sato good now, as opposed to previously not being good?
Also, long range HH? Do you mean the torpedo version? Or are you strapping spinals onto something? It seems like against a Cymoon that sounds very difficult to do.
8 minutes ago, Blail Blerg said:What's the exact list? And why is Sato good now, as opposed to previously not being good?
Also, long range HH? Do you mean the torpedo version? Or are you strapping spinals onto something? It seems like against a Cymoon that sounds very difficult to do.
Exact list? Changes every time really, but for example heres one i was thinking of running
Against nick 400 (400/400)
=========================
Nebulon-B Escort Frigate (57 + 40)
+ Commander Sato (32)
+ Veteran Captain (3)
+ Yavaris (5)
Hammerhead Torpedo Corvette (36 + 14)
+ Ordnance Experts (4)
+ Disposable Capacitors (3)
+ Assault Concussion Missiles (7)
Hammerhead Torpedo Corvette (36 + 14)
+ Ordnance Experts (4)
+ Disposable Capacitors (3)
+ Assault Concussion Missiles (7)
Hammerhead Torpedo Corvette (36 + 14)
+ Ordnance Experts (4)
+ Disposable Capacitors (3)
+ Assault Concussion Missiles (7)
Hammerhead Torpedo Corvette (36 + 14)
+ Ordnance Experts (4)
+ Disposable Capacitors (3)
+ Assault Concussion Missiles (7)
Jan Ors (19)
2 x YT-2400 (2 x 16)
4 x YT-1300 (4 x 13)
Opening Salvo
Fighter Ambush
Superior Positions
My usual version might have a salvation neb or IF! Pelta instead. Tycho more often then not gets invited as well but heres an example.
Why is sato good now? The hammer heads are are a perfect platform, cheap and spammable compared to other potential platforms such as the pelta (too slow for this purpose), the mc30 (good but i found expensive) or the mc75 (it can be used to support HHs though)
By long range i meant sato changing red dice to black. Torpedo HH with ACMs, ord exp and Dcaps.
Cymoons are a pest.... a pain in the *** to destroy with the MSU fleets i like to fly, often i have to either play the activation game or hope im good at arc dodging (heres a hint: im not
)
(As you may also guess, im stuck running big ships most of the time cause of Sad Vader Cymoons...
)
5 minutes ago, DrakonLord said:As you may also guess, im stuck running big ships most of the time cause of Sad Vader Cymoons...
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Be the murderous change you wish to see in the world, use that MSU plan
We haven’t been having any fun at all when we play lately.
I think an article from FFG would help that...
2 hours ago, Blail Blerg said:What's the exact list? And why is Sato good now, as opposed to previously not being good?
Also, long range HH? Do you mean the torpedo version? Or are you strapping spinals onto something? It seems like against a Cymoon that sounds very difficult to do.
There are two factors that are making me like him in our current meta. First is the flotilla nerf. When you're tooling your list expressly to trigger long range black critical effects, you really really suck at killing flotillas with any kind of efficiency. Post-errata, you don't have to. You can ignore them and go for the tabling.
Second is the reduction in MSU. Sato can strike HARD on turn two with those long range black critical effects. Evades massively screw that up. Luckily for Sato, traditional evade-heavy MSU, such as the Crackenator or Clonisher, has been hunted to near extinction at the top tables during wave 6 and early wave 7. A lot of that had to do with flotillas stripping away their much needed activation advantage, so post-errata this is something that could return and serve as a hard counter to Sato builds. For now, however, MSU is still recovering.
My current build looks like this:
Sato (400/400)
=============
MC75 Ordnance Cruiser (100 + 60)
+ Commander Sato (32)
+ Bail Organa (7)
+ Ordnance Experts (4)
+ Electronic Countermeasures (7)
+ External Racks (3)
+ Assault Concussion Missiles (7)
Hammerhead Torpedo Corvette (36 + 14)
+ Ordnance Experts (4)
+ Disposable Capacitors (3)
+ Assault Concussion Missiles (7)
Hammerhead Torpedo Corvette (36 + 14)
+ Ordnance Experts (4)
+ Disposable Capacitors (3)
+ Assault Concussion Missiles (7)
Hammerhead Torpedo Corvette (36 + 14)
+ Ordnance Experts (4)
+ Disposable Capacitors (3)
+ Assault Concussion Missiles (7)
GR-75 Medium Transports (18)
Han Solo (26)
Tycho Celchu (16)
2 x VCX-100 Freighter (2 x 15)
Most Wanted
Fire Lanes
Intel Sweep
I should also add that getting Hammerheads and the MC75 Ordnance were also pivotal for Sato. One offers a very cheap Ordnance slot and Weapons Team slot with long range capability. Those HHs might look pricey, but they pack a huge punch. The MC75 provides the heavy anchor for Sato that the Lib and H1 just don't.
Truthi, I have played a Sato list that is almost identical but I have been using generic A-Wing's for squads and TFO for rerolls and have rapid reload on the 75 instead of racks. It's been fun! Really prone to succeeding off of nice rolls, but fishing for crits can be frustrating when the dice won't cooperate.
However, my main guy right now is Thrawn - as I guess so many others have also found out - he can be really nice. However, I run him a fair bit differently with this fleet:
Thrawn Buddies
Author: Brobafett
Faction: Galactic Empire
Points: 394/400
Commander: Grand Admiral Thrawn
Assault Objective: Close-Range Intel Scan
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions
[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Grand Admiral Thrawn ( 32 points)
- Relentless ( 3 points)
- Governor Pryce ( 7 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 189 total ship cost
Quasar Fire I-class Cruiser-Carrier (54 points)
- Squall ( 3 points)
- Captain Brunson ( 5 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 75 total ship cost
1 Dengar ( 20 points)
1 Colonel Jendon ( 20 points)
1 Captain Jonus ( 16 points)
1 Maarek Steele ( 21 points)
2 TIE Defender Squadrons ( 32 points)
1 "Mauler" Mithel ( 15 points)
1 Black Squadron ( 9 points)
= 133 total squadron cost
I think by now people are used to this pattern from me - The fleet looks pretty bad, until you start to unpack all the ways it can dismantle you (Ackbar Says, "Close Range Intel Scan is a trap!"). It's my normal mix of sneaky damage, flexible initiative choice, and trick after trick it can pull out of it's sleeve. Wins so far outnumber losses maybe 3 or 4 to 1, and I'm probably a solid 15 games deep with this fleet already since I've been having so much fun with it. Hard to explain how it plays, but it just works for me.