We'll play an epic 4person, many hours long game with 1000 points per team on a 6x3 mat, empire vs rebels with at least one huge ship each. We settled on the Raider, and there are some other constraints like 6 strikers or at least one phantom. And of course a limited number of ships. Here's what I have:
Outer Rim Patrol (146)
Plasma Torpedoes (9)
Mag-Pulse Warheads (6)
Ordnance Tubes (1)
Ion Cannon Battery (5)
Admiral Sloane (9)
Bombardment Specialists (6)
Damage Control Team (3)
Optimized Power Core (6)
Corvus (3)
Striker Wing:
“Duchess” (42)
Marksmanship (1)
Dreadnought Hunter (6)
5x Black Squadron Scout (34), Marksmanship (1)
Defender Wing:
3x Delta Squadron Pilot (67) Veteran Wing Leader (2)
Inferno Wing:
“Howlrunner” (46)
Swarm Tactics (4)
Veteran Wing Leader (2)
Seyn Marana (30)
Marksmanship (1)
Del Meeko (30)
“Wampa” (29)
“Mauler” Mithel (31)
Gideon Hask (30)
Wing Defense Force:
2x Cutlass Squadron Pilot (36) Trajectory Simulator (6) Proton Bombs (5)
The Heroine:
“Whisper” (57), Juke (7), Passive Sensors (3), Fifth Brother (11)
Total: 996
View in Yet Another Squad Builder 2.0
The thoughts behind the choices:
- The two punishers are there to hurt other wings, simple as that. I'm for sure not the first person with that idea and it might go horribly wrong.
- 6 Strikers are a must-have. But I want to go with the dreadnaught hunter because we will have huge ships, and marksmanship should allow me to shut it down pretty easily if I understood precise shot correctly.
- Defender Wing is apparently pretty good, and I'd want to use them as fighter screen. They should draw shots and chase ships around the raider.
- Inferno Wing because I had points and not too many ships left... and I would like another wing.
- Whisper is an auto include
-
The Raider:
- I am aware that plasmas and mag pulses might look a bit tame. But plasmas because all rebels have shields, and mag pulses can then throw a crit in there at large range. The jam and deplete are less interesting. The alternative are concussions.
- Ion battery mainly because I have no idea which ones are good. They all look a bit bad to me. Turbolaser is tempting but looks like a trap, and point defense seems to be energy draining. Targeting battery does not allow the range 5 lock, and that would have been my only interest in it.
- Speaking of range 5 locks, I have Bombardment specialists for long and shortrange ordnance. And corvus to give me an extra calculate. The only reason I would take the assailer is 5th brother crew, but he goes with Whisper.
- Ordnance team for the eventual reload is missing as I went with the damage control instead. I think I prefer range 5 ordnance in the beginning and then we'll see. Sensor experts are also incredibly tempting, but might be another trap. No clue.
- Admiral Sloane because we have 18 small ships on the table!
- And finally the power core. Again, no idea.
Ships I have left:
- 2x x1
- 1x v1
- 3x Interceptors
- 1x Gunboat
- 2x Aggressor
- 2x Bomber
- 1x Reaper
- 1x Decimator
- 1x Lambda
- 3 more phantoms (how does the decloak in a wing work*?! The same as ailerons I guess? Or is it a difference because one is systems and the other activation phase?)
- 1x Gozanti
I would love an interceptor wing, but I'd think that they just melt. They could simply replace the punishers, points wise.
Super excited to finally play another epic game!
edit: *I just saw this blog by @Stefan, thanks for that: http://thenerdstreamera.blogspot.com/2020/01/musings-about-epic-action-stations.html
Is it correct that dreadnaught hunter applies to the entire wing? Do I even have a wing without veteran wing leader? Because I won't use it then, of course. And that frees up 20 points because then I don't need black scouts+marksmanship. Maybe the scouts, but definitely not marksmanship.
Edited by GreenDragoonforgot reaper and lambda





