Revenge of the Non-Avenger
In keeping with our theme of fleet building in the new 1.5 meta, we're going to take a slight tangent this time, and look at lesser used ship titles for the mainstay of Imperial fleets, ISDs. Avenger was the king of ISD titles, particularly when it was matched with Sloane or Boarding Teams. With the change in 1.5, the title has been reduced in potency, making it situational at best.
Chimaera
Grand Admiral Thrawn's flagship (and the only Imperial ship ever allowed to have markings), Chimaera, gives the non-Cymoon ISDs access to fleet commands. However, unlike the Cymoons, Chimaera lets you flip out the fleet command mid-game (more than once) giving you the flexibility to take Evasion Action in the early rounds and then Intensify Firepower when you engage in combat. All that and only four points makes this a very attractive title.
Fleet commands are very helpful if fleet is built around a certain command (like squadrons or regeneration) or if you are lacking in a certain department (navigation or dice modification). Fleet commands are also more effective when you are taking several ships, spreading the value of the potentially 10 point investment (4 for Chimaera, plus 5-6 for the Fleet Command). Chimaera works best in a fleet with a single ISD and then multiple smaller ships that can benefit from the Fleet Command.
Imperial II (120)
• Chimaera (4)
• Entrapment Formation! (5)
= 129 Points
Arquitens Light Cruiser (54)
= 54 Points
Arquitens Light Cruiser (54)
= 54 Points
Arquitens Light Cruiser (54)
= 54 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
In the above example, the ISD II Chimaera would start the game with Entrapment Formation, relying on the Gozanti to provide tokens to power the Fleet Command. The ability to position the ISD II and Arquitens in the early rounds (with or without navigation commands) sets up a potential "kill box." The ISD can then change out for Intensify Firepower in the later rounds and guarantee extra damage from those fickle red dice. You just need to make sure you have that token before going into the round you need it for the fleet command; once you toss the card, Chimaera can't get it, or any other fleet command, back.
Devastator
Sometimes, the best defense is a good offensive. Devastator allows you to have both; or at least situationally. The personal flagship of Lord Vader, Devastator works well with that Admiral's carefree, defense token tossin' style. Basically, every time you lose a defense token--from spending exhausted tokens or some other effect--you get another blue die for your front arc (and only your front arc). This could potentially lead you to rolling 12 dice out of your front; although this is highly situational and you would be very vulnerable to blowing up.
Devastator can be a very reactionary upgrade if Vader isn't getting rid of your tokens. Is your local meta filled with Sloane, Intel Officers, or commander Palpatine (ok, maybe not that last one)? Then maybe Devastator is the right kind of counter. If nothing else, it might discourage your opponent from trying to dump your tokens if it makes your ISD's offense more potent or helps you activate an ion upgrade (HIEs, NK-7s, etc.). Speaking of, the Devastator/Vader combo does allow your ISD's Ion Cannon slot more flexibility since you aren't relying on the most common ion upgrade, Leading Shots, for the reroll.
Imperial I (110)
• Darth Vader (36)
• Intel Officer (7)
• Weapons Battery Techs (5)
• Heavy Ion Emplacements (9)
• Devastator (10)
= 177 Points
This (very expensive) use of Devastator is built on trying to guarantee that HIEs go off by adding a blue die to the front arc and still have a reroll. After you roll your normal attack pool, use Intel Officer to target your contain (yes, you can target your own defense tokens), have Vader spend the token for the reroll (thus discarding it), and add your extra blue die before the reroll. If you don't get any blue crits, you can use the Weapons Battery Techs to change an accuracy (which you probably have by now) to a crit for the HIE. That said, this is a pretty pricey build for an effect that could be done for cheaper. In the end, Devastator has limited utility unless you are going for the all or nothing alpha strike. If you're that kinda of Admiral, here's the Devastator build for you:
ISD Kuat Refit (112)
• Darth Vader (36)
• Intel Officer (7)
• Fire-Control Team (2)
• Heavy Ion Emplacements (9)
• Assault Concussion Missiles (5)
• Devastator (10)
= 181 Points
Relentless
• Admiral Konstantine (23)
• Commander Vanto (7)
• Gunnery Team (7)
• Expanded Hangar Bay (5)
• Electronic Countermeasures (7)
• Relentless (3)
= 172 Points
Imperial I (110)
• Grand Moff Tarkin (28)
• Wulff Yularen (7)
• Sovereign (4)
= 149 Points
Gladiator I (56)
• Engine Techs (8)
• Demolisher (10)
= 74 Points
Gladiator I (56)
• Engine Techs (8)
• Insidious (3)
= 67 Points
ISD Kuat Refit (112)
• Seventh Fleet Star Destroyer (5)
= 122 Points
Victory I (73)
• Seventh Fleet Star Destroyer (5)
= 83 Points
Victory I (73)
• Seventh Fleet Star Destroyer (5)
= 83 Points
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