I’ve done some theory crafting with General Grievous in the past, but now I’ve got myself the Invisible Hand I can build it with the revealed cards. I only own the Core set, 2 Sqn packs and IH, so until my Recusants arrive no cards from that ship.
Faction: Separatist
Commander: General Grievous
Assault: Surprise Attack
Defense: Fleet Ambush
Navigation: Volatile Deposits
Providence Carrier (105)
• General Grievous (20)
• Thermal Shields (5)
• Jedi Hostage (3)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
• Lucid Voice (8)
= 153 Points
Munificent Star Frigate (73)
• Thermal Shields (5)
• Linked Turbolaser Towers (7)
• Tide of Progress XII (2)
= 87 Points
Hardcell Battle Refit (52)
• Linked Turbolaser Towers (7)
= 59 Points
Hardcell Transport (47)
• Rune Haako (4)
• Comms Net (2)
= 53 Points
Squadrons:
• 6 x Vulture Droid Fighter Squadron (48)
= 48 Points
Total = 400 points
Ive selected what I hope are difficult objectives for long range opponents but going first is good as well. I did consider QBT’s for the Hardcell but I want that to be able to go fast. I’ve used LTT’s in the past and found them a good fit, and now that my squadron compliment is small I might need the flak out the sides so no SMB’s. The sole purpose of the Vulture droids is to die magnificently to give me back discarded defence tokens. They are only droids after all so who cares?
Any points would be welcome. (When I get the Recusants this will change).
On reflection decided to look at this: -
Providence Carrier (105)
• General Grievous (20)
• Rune Haako (4)
• Thermal Shields (5)
• Intensify Firepower! (6)
• Hyperwave Signal Boost (3)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
• Lucid Voice (8)
= 163 Points
Munificent Star Frigate (73)
• Thermal Shields (5)
• Quad Battery Turrets (5)
• Tide of Progress XII (2)
= 85 Points
Hardcell Transport (47)
• Auxiliary Shields Team (3)
= 50 Points
Hardcell Transport (47)
• Auxiliary Shields Team (3)
= 50 Points
Squadrons:
• 6 x Vulture Droid Fighter Squadron (48)
= 48 Points
Total Points: 396
Got rid of Jedi Hostage for IF! to fix the lack of rerolls. Got Rune on board to supply me with tokens for IF!. Chose HSB as towards the latter part of the game any Vultures (if still alive) will not be getting commanded, and I need to keep them close to LV. Changed LTT’s for QBT, because the Star Frigate invariably slows down to speed 1. Got rid of a battle refit and chose another Transport to save points, and give it Aux shield teams. I do like the SMB/APT combo, because it is two black dice at long range, with the possibility of face up damage card.
I went up against a Starhawk last night, and agree some kind of dice fixing is needed. I think until I get my Recusants I will put Rune on. SMB’s worked out pretty well, as I was putting in 2 long range black dice with well timed Conc fire dials. This worked out well for this game as both Lucid Voice and Amity met head on as no one wanted to be the one to try to slip down the flank thus exposing themselves to a double arc. We had to finish early, but if we would have had two more turns, I think LV would have come out on top in the slug-fest with Amity, because LV still had some good shields, and all its tokens whilst Amity was in a poor state due to help from a Hardcell battle refit and Munificent helping to plug away at Amity’s shields.Here is a shot of the situation below: -
I'd put Rune on the Providence and use him to feed CF tokens for one reroll a turn, at least. But I'm sceptical to SMBs on the Providence in general, I want to keep that front arc at full strength.
It looks good overall, consider adding some dice fixing on your providence as you may be let down by fickle dice, especially when you are trying to trigger a crit effect.
Something like this maybe:
[ flagship ] Providence-class Carrier (105 points)
- General Grievous ( 20 points)
- Lucid Voice ( 8 points)
- Tikkes ( 2 points)
- Thermal Shields ( 5 points)
- Leading Shots ( 6 points)
- External Racks ( 4 points)
- Jedi Hostage ( 3 points)
= 153 total ship cost
Here the job for Lucid Voice is to zoom in, unload a bunch of black dice and then zoom out and rain red dice over any enemies chasing it.