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Made in us
Trigger-Happy Baal Predator Pilot






Baal

Hey guys,

Just picked up Wave 1 and wanted to see what sort of 300 pt fleets people are coming up with. For both Imps and Rebels.

cheers,
Falco


8700+ 4750 1800 550

X-Wing and Armada!!


For Commission work and quotes: https://www.facebook.com/vigilanteminiatures?ref=bookmarks

 
   
Made in us
Enginseer with a Wrench






Here's one I just wrote up that Im really looking forward to trying. I like the gladiator but I like the idea of two traditional SDs with ties a lot more. It feels so much more like classic empire.

[ EMPIRE FLEET (300 points)
1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Weapons Liaison - Flight Controllers - Expanded Hangar Bay (137)
2 • Victory II-class Star Destroyer - Weapons Liaison - Flight Controllers - Expanded Hangar Bay (99)
3 • TIE Fighter Squadron (8)
4 • TIE Fighter Squadron (8)
5 • TIE Fighter Squadron (8)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)
9 • TIE Fighter Squadron (8)
10 • TIE Fighter Squadron (8)
   
Made in us
Trigger-Happy Baal Predator Pilot






Baal

I like this alot. The Weapons Liaison is awesome for sure. I am can't fin the Flight Controllers in Battle Scribe (all my cards are at home atm). What does that do again?

No Howlrunner?

I would almost want to run 2 Gladiators and drop some TIES.. Here is what I am thinking:

Victory II - Tarkin, Expanded Hangers, Weapons Liaison
Gladiator II - Weapons Liaison, Sensor Team, Assault concussion Missiles
TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron
Howl Runner
TIE Interceptor Squadron
Soontir Fel


8700+ 4750 1800 550

X-Wing and Armada!!


For Commission work and quotes: https://www.facebook.com/vigilanteminiatures?ref=bookmarks

 
   
Made in us
Enginseer with a Wrench






 Falco wrote:
I like this alot. The Weapons Liaison is awesome for sure. I am can't fin the Flight Controllers in Battle Scribe (all my cards are at home atm). What does that do again?

No Howlrunner?

I would almost want to run 2 Gladiators and drop some TIES.. Here is what I am thinking:

Victory II - Tarkin, Expanded Hangers, Weapons Liaison
Gladiator II - Weapons Liaison, Sensor Team, Assault concussion Missiles
TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron
Howl Runner
TIE Interceptor Squadron
Soontir Fel


you dont really need howlrunner since the flight controllers do the same thing but better and for the same cost. They add an extra blue die to each squadron you activate with the squadron command. I wanted the 2 SDs so they could sit stationary making the enemy come to me with a solid tie fence protecting from fighters. Once the squadrons came into range the ties would engage on a squadron command increasing all of there damage outputs by one. That's 8 additional blue dice on a turn where use squadron from both SDs. The SDs can also be used to block each others rear arcs or they can sit against the edge protecting their rear. They will also be close enough that they can unload double onto target which I think should be enough firepower to really cripple most enemies.

The fighters are important since SDs really dont have much in the way of squadron defense. They can collect tokens the first few turns and then begin moving towards the end once the enemy capitol ships start to close in so they will have the use of their defensive tokens. Im really curious to see how the list will do. I like the gladiator, but its weaker and suffers from short range firing which is exactly the opposite of the SD which can sit back and unload as it makes you come to them.

This message was edited 1 time. Last update was at 2015/05/18 16:13:33


 
   
Made in us
Trigger-Happy Baal Predator Pilot






Baal

I never really thought of sitting back a few turns at speed 0. Thats a good idea as your probably just fine for at least 2 turns from shooting.


8700+ 4750 1800 550

X-Wing and Armada!!


For Commission work and quotes: https://www.facebook.com/vigilanteminiatures?ref=bookmarks

 
   
Made in us
Dakka Veteran





Here's the Empire fleet I'll try out first:

Victory II (85) - Admiral Screed (26?) - Dominator (12) - Overload Pulse (8), Gunnery Team (7) , Expanded Hangar Bay (5)
Gladiator II (62) - Demolisher (10) - Engine Techs (8), Assault Concussion Missiles (7)
Fighters:
Soontir Fel (18)
Howlrunner (16)
Tie Advanced (12)
Tie Squadron (8)
Tie Squadron (8)
Tie Squadron (8)
Total: 300

It's just what I'm working with right now. I may try to switch up a few things to try to fit in Vader and/or Rayner + Bombers, but my goal is a good fleet for cheap that makes use of the Demolisher + Vic II + Screed + Overload Pulse combo.
   
Made in us
Trigger-Happy Baal Predator Pilot






Baal

Arcanis161 wrote:
Here's the Empire fleet I'll try out first:

Victory II (85) - Admiral Screed (26?) - Dominator (12) - Overload Pulse (8), Gunnery Team (7) , Expanded Hangar Bay (5)
Gladiator II (62) - Demolisher (10) - Engine Techs (8), Assault Concussion Missiles (7)
Fighters:
Soontir Fel (18)
Howlrunner (16)
Tie Advanced (12)
Tie Squadron (8)
Tie Squadron (8)
Tie Squadron (8)
Total: 300

It's just what I'm working with right now. I may try to switch up a few things to try to fit in Vader and/or Rayner + Bombers, but my goal is a good fleet for cheap that makes use of the Demolisher + Vic II + Screed + Overload Pulse combo.


I like this too, but dont think the 6 squadrons will last very long. Maybe dropping the Gunnery Team and Howlrunner for a Flight controller would be good? That leaves you 17 points to add more squadrons.


Automatically Appended Next Post:
Okay, got 2 more Imp lists I am considering trying out this evening.

Fleet 1:

Gladiator II - Demolisher - Engine techs - Expanded Launchers
Victory II - Tarkin - X17 Turboblasters - Sensor Team
Rhymer
Vader
TIE Advanced Squadron
TIE Interceptor Squadron
TIE Interceptor Squadron

If I am reading Rhymer's rules correctly he will allow the Interceptors to do some nasty work with 5 Blue Dice at Close-Medium range (same thing with the Advanced Squadrons). Please Correct me if I am wrong.

Fleet 2:

VC II - Admiral Screed - Overload Pulse - XX-9 Turbolasers - Dominator
VC II - Wulff - Expanded Hanger Bay - Flight Controllers
7x TIE Fighter Squadrons


Thoughts?



Automatically Appended Next Post:
Here are the Rebel Builds I came up with:

Fleet 1:

Assault Frigate Mark IIA - General Dodonna
CR90 Corvette A - Raymus Antilles, Engine Techs, Tantive IV
Nebulon-B Escort Frigate - XX-9 Turbo Lasers - Yavaris
Tycho Celchu
A-Wing Squadron
Wedge Antilles
Y-Wing Squadron
Y-Wing Squadron

Fleet 2: (Squadron Support)

Assault Frigate Mark IIA - General Dodonna - Expanded Hanger Bay - Raymus Antilles - Enhanced armament - Flight Controllers
Nebulon-B Escort Frigate - Yarvis - Adar Tallon

2x B-wing Squadrons
Wedge Antilles
X-Wing Squadron
Dutch
2x Y-wing Squadrons

Dutch/Wedge Combo combined with Yarvis and Adar should be fun

This message was edited 2 times. Last update was at 2015/05/19 17:22:32



8700+ 4750 1800 550

X-Wing and Armada!!


For Commission work and quotes: https://www.facebook.com/vigilanteminiatures?ref=bookmarks

 
   
Made in us
Perfect Shot Dark Angels Predator Pilot






I'm curious to see how you guys like the assault frigate.
   
Made in us
Guarding Guardian



Southern California

My first game with the assault frigate was pretty fun. I find that in general it wants to skirt around the opponent plastering him with its side cannons at long range. My build was pretty heavy on the fighters. I gave my frigate gallant haven, extra parking spaces, that guy that let's a fighter you activate stay at its other activation, and expanded armament. My fighters were crushing and rebel fighters are much more multi purpose than imperial ones. All of them are dangerous to both other fighters and capital ships with some support.

I was crazy once... 
   
Made in us
[MOD]
Solahma






RVA

 Falco wrote:
If I am reading Rhymer's rules correctly he will allow the Interceptors to do some nasty work with 5 Blue Dice at Close-Medium range (same thing with the Advanced Squadrons). Please Correct me if I am wrong.
Yep you are wrong. Here's Rhymer's ability:
Friendly squadrons at distance 1 can attack enemy ships at close-medium range using all dice in their battery armament.
TIE Interceptors have a single blue die against ships.

And where were you getting five blue dice? (no flight controller in that list)

This message was edited 2 times. Last update was at 2015/05/20 14:59:12


   
Made in us
Trigger-Happy Baal Predator Pilot






Baal

 Manchu wrote:
 Falco wrote:
If I am reading Rhymer's rules correctly he will allow the Interceptors to do some nasty work with 5 Blue Dice at Close-Medium range (same thing with the Advanced Squadrons). Please Correct me if I am wrong.
Yep you are wrong. Here's Rhymer's ability:
Friendly squadrons at distance 1 can attack enemy ships at close-medium range using all dice in their battery armament.
TIE Interceptors have a single blue die against ships.

And where were you getting five blue dice?


Thanks for the clarification. The way I was reading Rhymer, I thought it meant ALL the squadrons dice, both anti-squad and capital ship. You are correct though and after talking with some other buddies we came to the same conclusion rather quickly.

Now, the real question lies within the black anti-capital ship dice. Does Rhymer allow for that dice to be used at Medium range? RAW I would have to say yes.


8700+ 4750 1800 550

X-Wing and Armada!!


For Commission work and quotes: https://www.facebook.com/vigilanteminiatures?ref=bookmarks

 
   
Made in us
[MOD]
Solahma






RVA

 Falco wrote:
Does Rhymer allow for that dice to be used at Medium range?
Sure, that's the point of his power.

If you want a really aggressive bomber list, consider combining with Chiraneau (with or without Corrupter).
 Tagony wrote:
I'm curious to see how you guys like the assault frigate.
Unsurprisingly, for assault. I keep reading that people are circling the edge at long range, a tactic that wastes (a) one of the ship's most powerful arcs (whichever side not presenting) and (b) the tankiness of the ship.

This message was edited 2 times. Last update was at 2015/05/20 15:55:39


   
Made in us
Dakka Veteran





 Manchu wrote:
Unsurprisingly, for assault. I keep reading that people are circling the edge at long range, a tactic that wastes (a) one of the ship's most powerful arcs (whichever side not presenting) and (b) the tankiness of the ship.


I don't think people will charge into the fray with the Assault Frigate until they see the potential of Alliance Bomber fighters and realize it may be a good idea to use Gallant Haven as a shield for them.
   
Made in us
[MOD]
Solahma






RVA

That seems to be the sole point of Gallant Haven.

Paragon is also geared towards getting stuck in.

This message was edited 1 time. Last update was at 2015/05/20 21:15:04


   
Made in us
Perfect Shot Dark Angels Predator Pilot






Thanks for the heads up, next weekend I finally get to have some hands on and can contribute to some lists.
   
Made in us
Regular Dakkanaut




I'm going to try the all big ship route...see where that can go.
VSD1+Motti+Expanded Launchers+XX9 Turbos
VSD2+Isard+Overload Pulse+XX9 Turbo
GSD2+Expanded Launchers+Insidious title.

Essentially the VSDs move towards the target fleet in a standard beat face movement while the GSD works its way around to dump 2red+4black dice at medium range on rear arcs. If the mission is a token grab the GSD has the speed to get out their and get the loot while hurting any Nebs or 90s that come out to play.
At 400 pts (once Wave 2 comes out) I can upgrade this list with squadrons, add either another VSD or 2 GSDs, OR...see what the new Raider has to offer.
   
Made in us
Perfect Shot Dark Angels Predator Pilot






I'm surprised nobody is just chomping at the bit for home one like me lol. I sincerely hope it is going to be decent in the meta.
   
Made in us
Trigger-Happy Baal Predator Pilot






Baal

I really am looking forward to Home One for sure. Admiral Akbar in particular.


8700+ 4750 1800 550

X-Wing and Armada!!


For Commission work and quotes: https://www.facebook.com/vigilanteminiatures?ref=bookmarks

 
   
Made in us
Regular Dakkanaut




Ackbar Upgrade:
Upon moving into short range of any enemy ship, the opposing player may change your facing in either direction by up to 90 degrees.
ITS A TRAP!
   
Made in us
[MOD]
Solahma






RVA

 Falco wrote:
I really am looking forward to Home One for sure. Admiral Akbar in particular.
I'm more eager to see what Ackbar can do than what the MC80s can.

   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Do you guys really prefer Screed to Tarkin?

That extra token seems to really add some flexibility, for me anyway. The ability to consistently shift shields around or repair them each turn while still maintaining steady firepower seems really good. And for every ship in the fleet!

Or focus on repairs and still get a reroll on shots.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
[MOD]
Solahma






RVA

Tarkin is great but expensive; his cost becomes more efficient with larger fleets. Keep in mind that Screed's ability is not limited to your flagship, either, nor does it even have any range restriction.

   
Made in gb
Fixture of Dakka







I do want to use Screed but Tarkin is so amazingly flexible. I was playing with my Rebel Assault Frigate for the first time last week where I didn't have any Tarkin / Leia etc type cards and I found it really difficult to use just by the virtue of having a 3 command ship without the Tarkin token safety net.

Although, I can see it being one of those things that is immensely useful for people while they are unfamiliar with the game, but as they become more familiar, there is less of a need to have Tarkin pulling your butt out of the fire.
   
Made in us
[MOD]
Solahma






RVA

Garm Bel Iblis and the Liasons can help with Assault Frigates.

   
Made in us
Trigger-Happy Baal Predator Pilot






Baal

I was able to play this list last night:
Assault Frigate Mark IIA - General Dodonna - Paragon
CR90 Corvette A - Raymus Antilles, Engine Techs, Tantive IV
Nebulon-B Escort Frigate - Yavaris
Tycho Celchu
A-Wing Squadron
Wedge Antilles
Y-Wing Squadron
Y-Wing Squadron

It worked out okay. The Y-wings didnt do anything as they got locked up by themselves with some interceptors. The capital ships did pretty well. Dodonna was a waste of points and should have gone with Mon. Paragon didnt come into effect at all as I was activating the Assault Frigate first every turn. We were playing the Most Wanted objective and that was the ship that was tagged as double points.

Wedge is good, but needs to be paired with Dutch for full effect. Yavaris title is amazing especially when the A-wings and Wedge engaged capital ships. The corvette dishing off tokens to the Nebula worked really well.


8700+ 4750 1800 550

X-Wing and Armada!!


For Commission work and quotes: https://www.facebook.com/vigilanteminiatures?ref=bookmarks

 
   
Made in gb
Fixture of Dakka







I think Dodonna is the rebel equivalent of Screed. He can be really useful and amazing, but you sort of need to build your fleet around him. Probably involving, say, Luke and Dodonna's Pride, for example.
   
 
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