Yeah, the whole point of the fleet is to fit a second doom wedge alongside a SSD. Plus fighters. I think it's mostly OK, but should I sacrifice something to get LTTs instead of QBTs? Tricking the enemy to stay at speed 1 helps with keeping them in front, but if they do my firepower won't be all the impressive... 🤔
Name: Untitled Fleet Faction: Imperial Commander: Moff Jerjerrod
Assault: Targeting Beacons Defense: Asteroid Tactics Navigation: Dangerous Territory
SSD Command Prototype (220) • Moff Jerjerrod (23) • Damage Control Officer (5) • Wulff Yularen (7) • Intel Officer (7) • Intensify Firepower! (6) • Shields to Maximum! (6) • Gunnery Team (7) • Reserve Hangar Deck (3) • Quad Battery Turrets (5) • Executor (2) = 291 Points
Victory I (73) • Emperor Palpatine (3) • Reserve Hangar Deck (3) • Quad Battery Turrets (5) • Ordnance Pods (3) = 87 Points
Squadrons: • 2 x TIE Interceptor Squadron (22) = 22 Points
Total Points: 400
If you get out deployed, and it is quite likely you will, the VSD could find itself on the wrong side of the SSD and it isn’t fast enough to hop over. Maybe a Demolisher for 74-80 points and a pair of rogues.
the SSD will need lots of tokens to fuel IF, STM and GTs not to mention banking a nav for emergencies. I would ditch STM and if you take leading shots you don’t really need IF either.
missions look good. Station assault or Suprise Attack could be good red alternatives.
I was thinking I could deploy the SSD at an angle with the VSD behind/inside it. Aim the SSD at the farthest enemy, Jerry should provide enough maneuverability to adjust the position if the enemy tries to flank. And of course if they do try to flank that's where the VSD is.
A GSD might be more efficient, but it's not a real doom wedge... 😉
I should have enough tokens. CF or engineering command (free token as huge ship) plus token from Wulff. That's two for IF! and STM. GT doesn't use a token, they just require a CF command. But I might need more tokens... Should probably drop something for Hondo.
@Mad Cat’s analysis is (in my experience) spot-on. It’s very difficult to fly anything alongside an SSD and not have it get caught on the wrong side of the bloody thing. Even Raiders and Gozantis have a hard time jumping an SSD, and when they do, they sometimes end up blocking the big ship from moving effectively, as they end up interfering with its turning radius. If you can avoid that pitfall, you’re in decent shape.
It's quite possible you're correct regarding the positioning problem. But OTOH I tend to screw up that anyway, so having an impossible situation is not necessarily a bad thing for me...😋
I hope I can try it out and report on how it works soon!
@Sabelkatten I’d love to hear how it goes!
@Cpt ObVus Ran it today against a Garm bomber fleet (MC80H, Pelta (AFFM), GR-75, 4 B-wings, 4 Y-wings, Jan). First player, Advanced gunnery.
The SSD came out ahead, but mostly by luck. The bombers rolled blanks on half their black dice during the last two turns and the MC80 just died - one less damage and it would have dropped 12 dice into the shieldless bow on the SSD and ended the game.
I put the SSD out on one flank and the VSD in the center. Rebs in the center. Moved towards the rebs at speed 1. They started at speed 1 to avoid the QBTs which was probably a mistake since the SSD got into range, but it was that or having the fighters out of command range.
Ran my VSD forward at speed 2 which got me one good black dice salvo but then the MC80 blew it apart, should have kept it at speed 1.
My Interceptors did a good job delaying the bombers but didn't cause as much damage as I'd hoped (Jan braced a lot). I suppose I should be happy there were no X-wings!