Never thought about flying CIS. But it seems to me most people don't like the pricepoint of the HMP Gunship atm.
Because of the unique movement and the look of these thing I am very interested in flying a swarm. I want at least 5 in a list.
I already posted the list here :
DGS-047 (35)
Repulsorlift Stabilizers (3)
Baktoid Drone (34)
Ion Missiles (3)
Repulsorlift Stabilizers (3)
Baktoid Drone (34)
DRK-1 Probe Droids (5)
Repulsorlift Stabilizers (3)
Baktoid Drone (34)
K2-B4 (5)
Repulsorlift Stabilizers (3)
Baktoid Drone (34)
Repulsorlift Stabilizers (3)
Total: 199
View in Yet Another Squad Builder 2.0
I went with those upgrades because:
- 5 ships/40hp
- all have the same initiative. I1 is nice because you want avoid getting blocked
- the DRK-Probe Droid is an absolute no brainer for this list because it activates Network Aim (ship ability gives you rerolls)
- K2-B4 could help your defense and keep them on the board longer (but the lack of Network Calculation is a downside). More importantely your opponent has to make decisions what I really like.
- DGS-047 is really strong. Shoot first with him, acquire a lock and everybody gets a reroll against the same target.
- Ion Missiles could be strong considering all the rerolls you have
I am not sure if this archetype will be any good.
Vs Boba + Guri
Setup: Red is DGS, Green has DRK, Blue has Ion Missiles and brown has K2. Setting up red at range 2 from the board edge gives you the option of 2 banking right and then sideslip right. I launched DRK in the end phase
As you can see the HMP basically moved a bit forward and to the right. You can fortress with these things if you want to (like Starvipers can). As you can see Guri has a ton of locks. She destroyed the DRK in the engagement phase. I deployed the second one.
I decided to two bank to create a wide firing arc.
Guri went in way to aggressive and payed the price. Blue took a ton of damage in return.
I am able to sideslip right (with a turn or bank). Both moves are strong because boba can't escape and has to defend against all the Gunships.
Blue died. Green locked Boba and DGS acqiured a lock after his attack.
I dialed in a 0 stop maneuver to sideslip behind Boba the upcoming round. A stop maneuver gives me 4 shots on Boba as well.
Made it through the shields. Now the HMP's can sideslip with a blue turn, clear the stress and calculate.
Boba disengaged.
Went straight and fired without an effect.
It took a couple of rounds to get rid of Boba because he's so tanky but I managed to kill him in the end.
It was a fun game and it showed how high the time on target is. Looking forward for more games.