So my mates and myself are preparing to set up a Rebellion in the Rim Campaign. So I will be running on the Imperial side, and I wanted to do a build around Corrupter and see if I could also push for combat on turn 1 while still being able to be in range to issue squadron orders on turn 2 as well. So here is my start of Campaign list and the list I am planning on trying to build into.
Name:
Task Force Corrupter
Faction:
Imperial
Commander:
Admiral G. Aurelius
Trait 1:
Master Coordinator I
• After fleets are deployed, you may gain 1 Squadron token.
• When you resolve a Squadron command, if you spent a Squadron token, it may activate 1 additional squadron.
Trait 2:
N/A
Trait 3:
N/A
Trait 4:
N/A
Victory I (73)
• Admiral G. Aurelius (0)
• Expanded Hangar Bay (5)
= 78 Points
Gozanti Cruisers (23)
= 23 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
Squadrons:
• Maarek Stele (21)
• Major Rhymer (16)
• 4 x TIE Bomber Squadron (45)
= 73 Points
Total Points: 199
Bellow is what I am going to attempt to fully build into.
Name:
Task Force Corrupter
Faction:
Imperial
Commander:
Admiral G. Aurelius
Trait 1:
Master Coordinator III
• After fleets are deployed, each friendly ship may gain 1 Squadron token.
• When a friendly ship resolves a Squadron command, the squadron it activates can be at close-long range.
• If that ship spent a Squadron token, it may activate 1 additional squadron.
Trait 2:
Rapid Deployment
• While deploying fleets, your fleet's squadrons can be placed at distance 1-3 of a friendly ship.
Trait 3:
Fighter Group Leader
• When a friendly ship resolves a Squadron command, each squadron that ship activates may reroll 1 die while attacking until the end of its activation.
Trait 4:
Command Staff
• You gain 1 additional Officer icon in your upgrade bar.
Victory I (73)
• Admiral G. Aurelius (0)
• Admiral Chiraneau (10)
• Flight Commander (3)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Corrupter (5)
= 102 Points
Gozanti Cruisers (23)
= 23 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
Squadrons:
• Maarek Stele (21)
• TIE Defender Squadron (16)
• Major Rhymer (16)
• 5 x TIE Bomber Squadron (45)
= 98 Points
Total Points: 248
Rhymer is required to make this work.
As you can see, without rapid deployment, if an opponent deploys a large ship full rear, you will not be in range with a turn 1 squadron activation.
As you can see, with rapid deployment, if an opponent deploys a large ship full rear, you will be in range with a turn 1 squadron activation.
Start of turn 2
Resolve squadron command after moving with flight commander on turn 2 with the Victory I-class Star Destroyer at speed 2.
Keep in mind i have not moved the enemy ship from turn 1, just wanted to show that the Vic can get in squad control range on turn 2.
Tell me what you guys think of this bizarre idea of sending 6 TIE Bombers on their face at turn 1.