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Made in gb
Mindless Spore Mine





London, UK

Hey everybody,

I'm looking for some suggestions on the next purchases for my Imperial fleet. Currently, I've got the contents from 2xstarter set (my buddy's rolled Rebel), a standalone TIE pack and a TIE Advanced pack.

I've ordered a TIE Interceptor, but I like to have some redundancy in any list I'm building (learned this the hard way from 40K), so I rather think I should have bought a second. This prompted me to think about where I would like to be further down the line, rather than just making ad hoc purchases, and to set myself a target. Currently, I think I want my base fleet to eventually look like something like this:

TIE Fighter x 4
TIE Advanced x 2 (will need to purchase a second)
TIE Interceptor x 2 (will need to purchase a second)
TIE Bomber x 2 (will need to purchase both)
Slave 1 (will need to purchase)

Therefore, my questions are:

Is this a good all round fleet base to start with?
Does this provide me with tailorable options for building decent lists that are different at around the 100 to 150 point game bracket?
Is the second TIE Advanced even necessary?

I appreciate any feedback/opinions/critque of my plan.

This message was edited 3 times. Last update was at 2013/10/13 10:06:30


 
   
Made in us
Douglas Bader






The second TIE advanced is redundant, you won't use even one very often, and only as Vader. The other ones just aren't worth it. Instead I'd get 4x interceptors since there are interesting lists that use that many. You might also want a third or fourth bomber, since they have a character that encourages spamming them.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in za
Raw SDF-1 Recruit




Durban-South Africa. Like schwow man!

I'm going to second Peregrine on his observations. I will add that a double Interceptor pack with alternate paint schemes is coming out in December, so if you can wait that long, pick one up. I think it comes with some very useful upgrade cards too (2 x Push the Limit is always worth it!).
   
Made in gb
Mindless Spore Mine





London, UK

Thanks for your responses guys, and for confirming the doubts I had around getting a second TIE Advanced - can now sink the money into getting more Interceptors and Bombers.

I omitted to include an additional question in my OP that I had concerning cards: do you only get the push the limit card in the A-Wing pack?
   
Made in us
Major




In a van down by the river

Currently only in the A-wing box. The squadron builder at Voidstate shows where each upgrade card comes from in addition to being pretty nice.

On ship purchases, you may want to get a couple more TIE fighters in case you want to try a swarm list which are typically 6-8 fighters. If one of your friends wants to go in on another starter that might be the way to go. Other than that, "what Peregrine said."
   
Made in gb
Mindless Spore Mine





London, UK

Thanks for the pointer Krinsath, I'll give it a try
   
Made in us
Fresh-Faced New User




 Peregrine wrote:
The second TIE advanced is redundant, you won't use even one very often, and only as Vader.


That was true in Wave 2, but now with Wave 3 out, the Tie/Ad is starting to find a new lease on life. In some cases it's a better missile boat then the bombers are, because it can drop it's ord, but still be an effective dogfighter, something the bombers aren't real good at.

2 Tie/Ad plus say Jonus or Rhymer can make an effective list. You could even go as far as...

3x Tempest Squad w/Conc Missile
Jonus w/Squad leader

Jonus lets every tempest squad pilot re-roll 2 of the 4 dice.

   
Made in us
Douglas Bader






Vanor wrote:
In some cases it's a better missile boat then the bombers are, because it can drop it's ord, but still be an effective dogfighter, something the bombers aren't real good at.


It also costs an extra five points a model, enough to add a second missile shot on the bomber.

3x Tempest Squad w/Conc Missile
Jonus w/Squad leader


Now how about instead of this we take 3x bombers, freeing up enough points to give Jonus a missile (and even PTL if you want it) and put seismic charges on everyone. That's a better alpha strike and the maneuver-denying bombs, all for a slight loss in maneuverability.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Fresh-Faced New User




 Peregrine wrote:
Now how about instead of this we take 3x bombers, freeing up enough points to give Jonus a missile (and even PTL if you want it) and put seismic charges on everyone. That's a better alpha strike and the maneuver-denying bombs, all for a slight loss in maneuverability.


That would work too, in fact someone on a different board has much the same list and he has reported a lot of success with it.

But you're giving up more then a slight loss in maneuverability. You're giving up 2 shield vs the 3 hull, which means you're more susceptible to crits. Which could mean losing your ord before you fire it. You also lose a defense dice. 2 shields, 3 hull, 3 defense is going to be more survivable then 6 hull and 2 defense dice.

Jonus with a missile is good, but he can't help himself.

So again the 4 bomber list does look quite good. It's been used to win a lot of games already from what I've seen. But I still think 3 Tie Advanced with Jonus could make an effective list as well.
   
 
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