Hi fellow Admirals
Here are my first true separatist try. So far didnt get recusant Destroyer so will prox few cards on nearst game.
I usually play with MSU so dont feel well with this list. There is too few options for separatists IMO.
Here is my first pic fleet. Feel free for comment :)
Providence-class Carrier (105 + 51: 156) · TF-1726 (26) · Jedi Hostage (3) · B2 Rocket Troopers (7) · Thermal Shields (5) · Assault Proton Torpedoes (4) · XI7 Turbolasers (6)
Comms Frigate (70 + 10: 80) · B2 Rocket Troopers (7) · Auxiliary Shields Team (3)
Comms Frigate (70 + 10: 80) · B2 Rocket Troopers (7) · Auxiliary Shields Team (3)
Transport (47 + 2: 49) · Comms Net (2)
4 x Vulture-class Droid Fighter Squadron (4 x 8)
I like the idea of Gunnery teams, but unfortunately I cant plan that far ahead to use Shu Mai (/s) lol. I’m thinking to drop off one LTT and put in DTT to get Gunnery Teams.
The reason behind no Opening Salvo is I’m thinking ahead (really?) of the in person return to play in my area and the inevitable match up against double Onagers. However I do live in Alberta so this might be a while yet (sigh).
I have no Recusants (pre-ordered 2), and only 2 Hardcells, but I’m considering this: -
Assault: Surprise Attack
Defense: Fleet Ambush
Navigation: Volatile Deposits
Recusant Light Destroyer (85)
• TF-1726 (26)
• B2 Rocket Troopers (7)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
= 130 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Squadrons:
= 0 Points
Total Points: 394
Keep the Recusant light and fit in more Hardcells! I chose LTT’s for their reroll and help with Squadrons. The 3 objectives are fast becoming my default Separatist ones lol
Hi
Racks will not work as the may be used only in close range. Intensive firepower is worth considering.
I know there is no dice control, but there is no spare points to do this (also few of them is available to Seps/Reps comparing to other factions)
You are right, Munies are slow. I choose scenarios that are giving me some help here. Looking on opponent feers when theey get cards I choose following:
Surprise Attack
OMG raids! He will get those bonuses... no, no, NO! (first throw away), if he picks I start shoting from turn 3 and from turn 4 with medium range.
Fleet Ambush
Hmm. I'm closer to him, will do it! - of he is smart he will not. If he pick I had his ships on fork in medium range.
Volatile Deposits
Easy, points, Take it... during deployment, wait, he had 2 rocks, ups had to go ther (and my Munis dont have to)
Even though Comms Frigates are cheap and durable, I don't know they're a good place for Rocket Droids. They don't like being all that close, and they also have a hard time closing the distance at speed 2 so something like a Charger or a Jerjerrod Arquitens is going to give them a hard time reaching medium.
I'd look at Hardcell battle refits for speed 3; they're not all that much squishier, and if you can fit more hulls and rocket droids then you're getting more value for your commander.
The other thing is dice control, in that there isn't any; I'd swap out Jedi Hostage for Intensify Firepower. The opportunity for raid tokens is nice, but it's always your opponent's choice whether you get any, and the auto-hit on the whole fleet including salvo attacks is going to do more than an additional uncontrolled black die you don't always get. Also even with IF and the XI7 synergy, it's gonna be hard to get APTs off a lot of the time. Maybe Racks?
I've been excited for this admiral too. Whatever you end up running, let me know how it goes!