
Including parts of Wave 1-6
As usual, it'd be nice to get some feedback or even have someone try it in an actual match since I don't know anyone nearby to test it myself.
Technicals:
2 Imperial Star Destroyers
7 Squadrons
Gameplay:
Defensive
Strategy:
Konstantine will guarantee a slow approach of enemy fleets and our gunnery teams let us fire twice from the front hull as long as we vary the targets. That should do to make life a lot harder for the enemy!
The Cymoon Refit takes up a stand as artillery after the II-Class took care of the opposing shields.
To fullfill it's duty it is loaded with an additional blue die in case the enemy travels fast.
Once you rolled a critical icon on a blue the overload pulse will take care of the defensive tokens, spending them for the first barrage of damage.
If you are lucky you will even get 2 hits, if you can access 2 hull zones from your position 'n the defense tokens are already down so... either they discard them or they will certainly feel the next hit.
As for the Cymoon Refit, he is positioned after the II-Class and loaded with the Avenger Title.
Once the defense tokens are spend there is no line of defense left for the defender and he will be forced to swallow all the hits you throw at it blankly. If the enemy should still have some tokens left we make use of our turbolasers and prevent damage spreading over the side shields - That means a nice big frontal hittery!
Bonus:
The formation is loaded with intensified firepower that allows you to turn a die to a damage side for a guaranteed damage point even on a formerly blank die. Yularen will instantly restack the blast token you have to pay for activating this bonus.
On the other hand we got Taskmaster Grint who certainly fullfills his task once you blast away at the enemy with not only the blast command but a free blast token coming along every time! You'll certainly have a blast!
Since the Class II takes position at the front he will receive more hits than our artillery but thanks to the early warning system we can reduce the stress some. Squadrons? No problem since most of them only got a die anyways and our systems will obstruct the hell out of them! Bigger ships? Well that might be a porblem but it also takes a die from them which meant potential damage!
To take care of annoying squadrons we got some squadron barrage enhancers on the Class-II, allowing you to reroll your critical rolls. With a little help from our artillery maybe squadrons should be down in 2-3 turns max... and in best case they will go down long after the main ships have already been taken care of!
Last words:
This fleet was built fully theoretically and has never been tested thus far.
I also never made any game experience beyond watching youtube videos so... Let me know how it works for you!
As usual, it'd be nice to get some feedback or even have someone try it in an actual match since I don't know anyone nearby to test it myself.
Technicals:
2 Imperial Star Destroyers
7 Squadrons
Gameplay:
Defensive
Strategy:
Konstantine will guarantee a slow approach of enemy fleets and our gunnery teams let us fire twice from the front hull as long as we vary the targets. That should do to make life a lot harder for the enemy!
The Cymoon Refit takes up a stand as artillery after the II-Class took care of the opposing shields.
To fullfill it's duty it is loaded with an additional blue die in case the enemy travels fast.
Once you rolled a critical icon on a blue the overload pulse will take care of the defensive tokens, spending them for the first barrage of damage.
If you are lucky you will even get 2 hits, if you can access 2 hull zones from your position 'n the defense tokens are already down so... either they discard them or they will certainly feel the next hit.
As for the Cymoon Refit, he is positioned after the II-Class and loaded with the Avenger Title.
Once the defense tokens are spend there is no line of defense left for the defender and he will be forced to swallow all the hits you throw at it blankly. If the enemy should still have some tokens left we make use of our turbolasers and prevent damage spreading over the side shields - That means a nice big frontal hittery!
Bonus:
The formation is loaded with intensified firepower that allows you to turn a die to a damage side for a guaranteed damage point even on a formerly blank die. Yularen will instantly restack the blast token you have to pay for activating this bonus.
On the other hand we got Taskmaster Grint who certainly fullfills his task once you blast away at the enemy with not only the blast command but a free blast token coming along every time! You'll certainly have a blast!
Since the Class II takes position at the front he will receive more hits than our artillery but thanks to the early warning system we can reduce the stress some. Squadrons? No problem since most of them only got a die anyways and our systems will obstruct the hell out of them! Bigger ships? Well that might be a porblem but it also takes a die from them which meant potential damage!
To take care of annoying squadrons we got some squadron barrage enhancers on the Class-II, allowing you to reroll your critical rolls. With a little help from our artillery maybe squadrons should be down in 2-3 turns max... and in best case they will go down long after the main ships have already been taken care of!
Last words:
This fleet was built fully theoretically and has never been tested thus far.
I also never made any game experience beyond watching youtube videos so... Let me know how it works for you!
Category All / All
Species Unspecified / Any
Size 1280 x 722px
File Size 177.1 kB
Comments