1) parts resuply help alot in the 4-6th turn but 2 amunitions are far better
2) nice trick with dcaps to get more points. I take it. Blue dices are far more realiable and in opening salvo 3 blue and 2 black are better than erlier version and those spare points are giving some options for list building
3) a and b. Yea I know this. Unfortunately none of my opponents is rooke.. They are veteran players and will not waste token on salvo in OS objective
4) grats on 3 wins. Where did you end tournament (what place?)
Is the Parts Supply worth it, or would a second Munitions Resupply be better? Speaking from my own experience, I had Parts / Munitions but I found that the Parts Resupply wasn't worth it with the small ships.
Are the Gozantis staying at long range for several turns? If not, I'd consider DCaps on a 23-point Gozanti. 2 points less per Gozanti.
With Opening Salvo a few things to keep in mind are that a) If a ship has a damage card at the end you count the cost of the whole ship, including upgrades and cut it in half. So if their ISD costs 180 points, including commander, you get 90 points even if it survives with a few hull left. b) If a ship's first shot against you is a Salvo, they cannot add two dice to the attack, but they lose the objective token anyway! [Sorry if you knew this already.]So I still think Opening Salvo is a really good objective for you. And I think playing second is fine, and bidding is overrated. I won 3/3 of my Who's the Bossk games with Imperial MSU--my first game I was first player and won 6/5. My second game I was second and won 10-1. My third game I was second and won 7-4. I made a few changes to your list, especially adding Disposable Capacitors to those Raiders, so that they can get some long range Romodi Opening Salvo shots just like all the other ships. If you face a Palpatine Salvo ISD again, I would recommend trying to get into long range on turn 2 with as many ships as you can. Evades are great at long range, discard them if it's necessary.
Faction: Galactic Empire Commander: General Romodi Points: 400/400
We played my objective Opening Salvo. As i mentioned above I like to play as a second (maybe here is the main flaw). 7-8 activation is a huge edge, especially when you play token bonanza scenario such as abadoned mining facility or hyperspace migration.
Just strat to think how to kill Palpatine officer.. My only hope is Vader (such iconic😁) on Raider II with MS1 in my list.
Hope will test it on first of our 4 cities tournament (as AMG do nothing for community we took things in our hands and start series of thematic tournaments in Poland). We will see if it work. Had to test some flying with him (and whole fleet) before on my kitchen table 😉
I am in the middle of a game that's my Imperial MSU against a Palpatine officer on a Salvo ISD with SW7s, so I feel your pain. My strategy was to block it with a Gozanti, pummel it with lots of small attacks (Gozanti and 3 Arquitens) and just take the pain. The ISD dies and so do some of my ships but I still traded up. I'll try to do a Battle Report when it's done.
The only salvo’s I’ve been up against is from the Starhawk but I’ve dished plenty out with my Separatists lol. I’d get a good bid, and use tokens/dials/Ozzel to get me from beyond long range into close range as last activation so I can offload a double arc and get out of dodge whilst taking 3 dice only from a salvo first activation next turn. Have your second ship ready to rinse and repeat. If you have sensor teams on MC30’s you can accuracy the opponents salvo unless it has more than one. Or take H9’s.
Afther few games in wave 10 i found that MSU is punished by salvo attacks. In games where I should fight for 8-3 or 9-2 I loose 6-5 or win 5-6 because of this damned salvo.
Any ideas how to properly play vs salvo with MSU as those above?
One combination that is higly punishing vs empire is Palpatine officer on salvo ISD. Damn he is so good.
Sure he will but I also get more. Played it twice with simmilar roster. My opponent have 2 options. Run to strike or stay and farm. If he run for strike I had 3 turns of harvesting till shooting start.
If he harvest and not fight then I had bonus in numbers and harvest 40-50pts depending on his numbers.
I like it. Keep in mind with Abandoned Mining Facility your opponent will probably place one of the dust fields near his own side of the board and harvest points with a few of his own ships.
Niece, more universal Raider. Still more fragile vs squadrons
Just watched my whole small imperial ship collection and it remind me of long forgotten list. Erlier played with this few times on ozel with bigger bid (gozanti I) without success (i evean fail to win blockade run)
Here it is, modified by fleet support from Clone Wars. I swap fleet support slot card and reduce OE on Raiders. Erlier had comms there. Now had plenty of supplies
Idea of this list is to pepper enemy with small cuts on constant CF with Romodi skill. If second it depend on choosen scenario..
On opening salvo I had guaranteed 2 red 3 black from gozanti on long range (happy bitrhday gozanti) with Romodi skill
On abadoned facility I park whole fleet in the front of dust field and start harvest. 80p per round to get. Till end of round 3 there is 240:0 for me :)
If anyone get migration I get a lot more points and end tournament with higher small points 😂
Romodi Madness Super Ultra (MSU) 2.0Author: NairoD
Faction: Galactic EmpireCommander: General RomodiPoints: 398/400
@NairoD I like the Salvo Kuat idea! I've had fun with a Salvo ISD-II build, but Flak Guns definitely pushes me toward the Kuat. I especially like your suggestion of Gunnery Chief Varnillian!! I think I'd go for one of these two:ISD Kuat (112)-Emperor Palpatine (3)-Local Fire Control (4)-Flak Guns (3)-Electronic Countermeasures (7)-Leading Shots (6)-Ordnance (Dealer's choice)= 135+OrdnanceISD Kuat (112)-Emperor THE SENATE (3)-Gunnery Chief V (6)-Flak Guns (3) -Reactive Gunnery (4)-Leading Shots (6)-Ordnance (Dealer's choice)= 134+Ordnance
Another hot idea is salvo ISD. Same combo as above. This cards make ISD almost impossible to stop. Kuat black dice on medium range on reactive shooting. Yes please. Add lady switching dices, swap red dice with black on reactive shooting and add hit/crit to the pool when needed.
Lots of crazy options and only few cards where added.
My Raider spam list is rebuilding now. Probably will reduce number (from 8 to 6) in favour of quality.
Dont know why but send a post with my ideas that didnt show up.
My first look on new card give me few ideas what to do with them.
First and most exciting cards are the one that give my Raiders additional punch. Alot of cheep and interesting things show up. My nemesis AA Raider now become nightmare for fighters.
Usually I throw Raider II in to the trhash with exception of HIE option. Now thanks to Flak Guns and new Point Defence Ion Guns they become one of the most frightening things to squadrons.
Raider II
-flak guns
-point defence ion guns
-instigator
This setting make him very dangerous. Flak guns convert dices to the black and add much punch vs squadrons, ion guns made him far more resilient vs fighters ad point blank range fire.
Looking on flak guns reactive fire wording I start to think how to change defence token. And here is what i found
Local fire control, an old card without reason to take on small ships. Now, with flak guns it make sens for me. Reaction on fighter attack. Tasty
What if we want MOOORE reaction. Where is she, where is long forgoten afther new edition minister.. Oh here you are, Minister Tua I had job for you.
With her i put on my Raider II Reactive Gunnery.
Together I had Raider II costing me 69 pts with huge punch vs squadrons. In era of max 4 elite squadrons this raider will decimate 134pts with ease.
How it works. I fly on to the squadron ball. They try to attack me because till I'm in ball they are engaged with 2 fighters so no grit magic. Each attack they throw on raider had less chance of success because of ion battery. First 3 attacks meet reactive fire (burned token plus reactive gunnery) of 2 black dices.
Yes I know that this raider will by priority target for enemy that play squadrons. Dont know how many of them will show up in new meta but this Raider set is greate squadron decimator in my
@NairoD Here's my write-up!
https://www.swarmada.net/forum/battlereports-organized-play/battle-report-for-who-s-the-bossk-tournament
Fingers crossed for you.
Are they any replays of games to watch?
It's an online Vassal Tournament, still ongoing. I'll know my place after everyone finishes the third round.
1) parts resuply help alot in the 4-6th turn but 2 amunitions are far better
2) nice trick with dcaps to get more points. I take it. Blue dices are far more realiable and in opening salvo 3 blue and 2 black are better than erlier version and those spare points are giving some options for list building
3) a and b. Yea I know this. Unfortunately none of my opponents is rooke.. They are veteran players and will not waste token on salvo in OS objective
4) grats on 3 wins. Where did you end tournament (what place?)
A few more questions:
Is the Parts Supply worth it, or would a second Munitions Resupply be better? Speaking from my own experience, I had Parts / Munitions but I found that the Parts Resupply wasn't worth it with the small ships.
Are the Gozantis staying at long range for several turns? If not, I'd consider DCaps on a 23-point Gozanti. 2 points less per Gozanti.
With Opening Salvo a few things to keep in mind are that a) If a ship has a damage card at the end you count the cost of the whole ship, including upgrades and cut it in half. So if their ISD costs 180 points, including commander, you get 90 points even if it survives with a few hull left. b) If a ship's first shot against you is a Salvo, they cannot add two dice to the attack, but they lose the objective token anyway! [Sorry if you knew this already.] So I still think Opening Salvo is a really good objective for you. And I think playing second is fine, and bidding is overrated. I won 3/3 of my Who's the Bossk games with Imperial MSU--my first game I was first player and won 6/5. My second game I was second and won 10-1. My third game I was second and won 7-4. I made a few changes to your list, especially adding Disposable Capacitors to those Raiders, so that they can get some long range Romodi Opening Salvo shots just like all the other ships. If you face a Palpatine Salvo ISD again, I would recommend trying to get into long range on turn 2 with as many ships as you can. Evades are great at long range, discard them if it's necessary.
Faction: Galactic Empire Commander: General Romodi Points: 400/400
Assault Objective: Opening Salvo Defense Objective: Abandoned Mining Facility Navigation Objective: Hyperspace Migration
[ flagship ] Arquitens-class Light Cruiser (54 points) - General Romodi ( 20 points) = 74 total ship cost
Arquitens-class Light Cruiser (54 points) = 54 total ship cost
Gozanti-class Cruisers (23 points) - Disposable Capacitors ( 3 points) - Munitions Resupply ( 3 points) = 29 total ship cost
Gozanti-class Cruisers (23 points) - Disposable Capacitors ( 3 points) - Munitions Resupply ( 3 points) = 29 total ship cost
Arquitens-class Light Cruiser (54 points) = 54 total ship cost
Raider I-Class Corvette (44 points) - Disposable Capacitors ( 3 points) = 47 total ship cost
Raider I-Class Corvette (44 points) - Disposable Capacitors ( 3 points) = 47 total ship cost
Gladiator II-Class Star Destroyer (62 points) - Ordnance Experts ( 4 points) = 66 total ship cost
= 0 total squadron cost
We played my objective Opening Salvo. As i mentioned above I like to play as a second (maybe here is the main flaw). 7-8 activation is a huge edge, especially when you play token bonanza scenario such as abadoned mining facility or hyperspace migration.
Just strat to think how to kill Palpatine officer.. My only hope is Vader (such iconic😁) on Raider II with MS1 in my list.
Hope will test it on first of our 4 cities tournament (as AMG do nothing for community we took things in our hands and start series of thematic tournaments in Poland). We will see if it work. Had to test some flying with him (and whole fleet) before on my kitchen table 😉
@NairoD What objective did your opponent pick?
I am in the middle of a game that's my Imperial MSU against a Palpatine officer on a Salvo ISD with SW7s, so I feel your pain. My strategy was to block it with a Gozanti, pummel it with lots of small attacks (Gozanti and 3 Arquitens) and just take the pain. The ISD dies and so do some of my ships but I still traded up. I'll try to do a Battle Report when it's done.
Yea, this works fine but my play style is to be as a second player (scenario play).
Dont get me wrong, I play only true power in the galaxy so no pesky MC30 :)
Will try some excercises. Hope it helps me :)
The only salvo’s I’ve been up against is from the Starhawk but I’ve dished plenty out with my Separatists lol. I’d get a good bid, and use tokens/dials/Ozzel to get me from beyond long range into close range as last activation so I can offload a double arc and get out of dodge whilst taking 3 dice only from a salvo first activation next turn. Have your second ship ready to rinse and repeat. If you have sensor teams on MC30’s you can accuracy the opponents salvo unless it has more than one. Or take H9’s.
Afther few games in wave 10 i found that MSU is punished by salvo attacks. In games where I should fight for 8-3 or 9-2 I loose 6-5 or win 5-6 because of this damned salvo.
Any ideas how to properly play vs salvo with MSU as those above?
One combination that is higly punishing vs empire is Palpatine officer on salvo ISD. Damn he is so good.
Sure he will but I also get more. Played it twice with simmilar roster. My opponent have 2 options. Run to strike or stay and farm. If he run for strike I had 3 turns of harvesting till shooting start.
If he harvest and not fight then I had bonus in numbers and harvest 40-50pts depending on his numbers.
I like it. Keep in mind with Abandoned Mining Facility your opponent will probably place one of the dust fields near his own side of the board and harvest points with a few of his own ships.
Niece, more universal Raider. Still more fragile vs squadrons
Just watched my whole small imperial ship collection and it remind me of long forgotten list. Erlier played with this few times on ozel with bigger bid (gozanti I) without success (i evean fail to win blockade run)
Here it is, modified by fleet support from Clone Wars. I swap fleet support slot card and reduce OE on Raiders. Erlier had comms there. Now had plenty of supplies
Idea of this list is to pepper enemy with small cuts on constant CF with Romodi skill. If second it depend on choosen scenario..
On opening salvo I had guaranteed 2 red 3 black from gozanti on long range (happy bitrhday gozanti) with Romodi skill
On abadoned facility I park whole fleet in the front of dust field and start harvest. 80p per round to get. Till end of round 3 there is 240:0 for me :)
If anyone get migration I get a lot more points and end tournament with higher small points 😂
Romodi Madness Super Ultra (MSU) 2.0 Author: NairoD
Faction: Galactic Empire Commander: General Romodi Points: 398/400
Assault Objective: Opening Salvo Defense Objective: Abandoned Mining Facility Navigation Objective: Hyperspace Migration
[ flagship ] Arquitens-class Light Cruiser (54 points) - General Romodi ( 20 points) = 74 total ship cost
Arquitens-class Light Cruiser (54 points) = 54 total ship cost
Arquitens-class Light Cruiser (54 points) = 54 total ship cost
Gladiator II-Class Star Destroyer (62 points) - Ordnance Experts ( 4 points) = 66 total ship cost
Raider I-Class Corvette (44 points) = 44 total ship cost
Raider I-Class Corvette (44 points) = 44 total ship cost
Gozanti-class Assault Carriers (28 points) - Munitions Resupply ( 3 points) = 31 total ship cost
Gozanti-class Assault Carriers (28 points) - Parts Resupply ( 3 points) = 31 total ship cost
= 0 total squadron cost
View fleet here
Fleet created with Armada Warlords
Raider II-Class Corvette (48 points) - Instigator ( 4 points) - Minister Tua ( 2 points) - Local Fire Control ( 4 points) - Flak Guns ( 3 points) - Reactive Gunnery ( 4 points) - Point Defense Ion Cannons ( 4 points) = 69 total ship cost
It's nasty against squads, but I think I'd rather take the cheaper Raider below. To each their own, though!
Raider I-Class Corvette (44 points) - Instigator ( 4 points) - Iden Versio ( 6 points) - Ordnance Experts ( 4 points) - External Racks ( 4 points) = 62 total ship cost
@NairoD I like the Salvo Kuat idea! I've had fun with a Salvo ISD-II build, but Flak Guns definitely pushes me toward the Kuat. I especially like your suggestion of Gunnery Chief Varnillian!! I think I'd go for one of these two: ISD Kuat (112) -Emperor Palpatine (3) -Local Fire Control (4) -Flak Guns (3) -Electronic Countermeasures (7) -Leading Shots (6) -Ordnance (Dealer's choice) = 135+Ordnance ISD Kuat (112) -Emperor THE SENATE (3) -Gunnery Chief V (6) -Flak Guns (3) -Reactive Gunnery (4) -Leading Shots (6) -Ordnance (Dealer's choice) = 134+Ordnance
In 1 ace per 100pts callus is obsolet IMO.
Another hot idea is salvo ISD. Same combo as above. This cards make ISD almost impossible to stop. Kuat black dice on medium range on reactive shooting. Yes please. Add lady switching dices, swap red dice with black on reactive shooting and add hit/crit to the pool when needed.
Lots of crazy options and only few cards where added.
My Raider spam list is rebuilding now. Probably will reduce number (from 8 to 6) in favour of quality.
Time will see.
I’m going to have to try this instead of my Kallus-Flechette-Raider I.
When the cards arrive lol.
Dont know why but send a post with my ideas that didnt show up.
My first look on new card give me few ideas what to do with them.
First and most exciting cards are the one that give my Raiders additional punch. Alot of cheep and interesting things show up. My nemesis AA Raider now become nightmare for fighters.
Usually I throw Raider II in to the trhash with exception of HIE option. Now thanks to Flak Guns and new Point Defence Ion Guns they become one of the most frightening things to squadrons.
Raider II
-flak guns
-point defence ion guns
-instigator
This setting make him very dangerous. Flak guns convert dices to the black and add much punch vs squadrons, ion guns made him far more resilient vs fighters ad point blank range fire.
Looking on flak guns reactive fire wording I start to think how to change defence token. And here is what i found
Local fire control, an old card without reason to take on small ships. Now, with flak guns it make sens for me. Reaction on fighter attack. Tasty
What if we want MOOORE reaction. Where is she, where is long forgoten afther new edition minister.. Oh here you are, Minister Tua I had job for you.
With her i put on my Raider II Reactive Gunnery.
Together I had Raider II costing me 69 pts with huge punch vs squadrons. In era of max 4 elite squadrons this raider will decimate 134pts with ease.
How it works. I fly on to the squadron ball. They try to attack me because till I'm in ball they are engaged with 2 fighters so no grit magic. Each attack they throw on raider had less chance of success because of ion battery. First 3 attacks meet reactive fire (burned token plus reactive gunnery) of 2 black dices.
Yes I know that this raider will by priority target for enemy that play squadrons. Dont know how many of them will show up in new meta but this Raider set is greate squadron decimator in my
Great ideas! ;)