I really enjoy shaking things up trying different things, espeshally during this rather long down time we have had, and making the weird or unconventional things work at least to a degree is fun. It’s been a while since we got new content, but we are about to get a big shake up with Rebellion in the Rim that will be hitting us sometime this summer. Until then I still have some weird creations to give a whirl. I thought I would share some of my unconventional ideas just for kicks and giggles, as I think everyone has some sort of weird thing they love to fly or want to try and well here are a few of mine.
The Support Arquitens
So I hardly ever run the command Arquitens as it’s just really expensive for what it gives me and all that it gives me is a support slot to put engine techs into for 8 points making it even more expensive. However I thought to myself how could I make the ship unique and fill a different roll then its cheaper counterpart?
Tokra used the command with centcore as a relay node, with engine tech to help with positioning and getting out of trouble. I thought to myself that well the defensive retrofit is almost never used on the arqutines and I came up with this idea:
Arquitens Command Cruiser (59) • Taskmaster Grint (5) • Projection Experts (6) • Redundant Shields (8) = 78 Points
So yeah it’s weird, but it is the cheapest self-sufficient Projection expert’s platform the Empire has. By self-sufficient I mean it can gain back all shields it transfers away, with Grit, and Redundant shields you will get both shields back. The only problem is that well it’s expensive, but all command arquitens are a bit expensive because if you don’t use the support slot you are just kind of wasting them, unless you are using them for the extra squadron’s value which would be another unconventional way of doing things.
This is cheaper than the “interdoctor”, and I think if you want a ship that does that, but don’t need a ship that is super durable ship like the interdictor this might be what you are looking for, of course a GSD can do almost the same thing, but it won’t be able to recharge all the shields it gives away.
The Garmmobile
Okay so this Idea is based around Garm, yeah I’m one of thoughts guys, Garm was my go to commander during wave one and I just have not be able to let him go. So every now and then I just get a hankering to play Garm. This last trip with Garm was a pretty long one and it made this crazy contraption the Garmmobile.
MC80 Battle Cruiser (103) • Bail Organa (7) • Gunnery Team (7) • Nav Team (4) • Leading Shots (4) • Quad Battery Turrets (5) • Liberty (3) = 133 Points
It started out with nav teams in the support slot to use the token to get yaw and a pelta with entrapment for speed adjustment so essentially a nav command every turn, and then squadrons dial and squadron token for 4 squadrons with the Liberty Title, In essence semi mimicking what Thrawn 2 ship can do. With support from hondo and a pair of comms net Flotilas it was easy to feed the ship tokens when needed. It evolved over time and has become what it is now. It’s weird but it works well and had more success with it than failures, and I do love me some Garm.
Relentless amount of dice
ISD Kuat Refit (112) • Skilled First Officer (1) • Ordnance Experts (4) • Electronic Countermeasures (7) • High-Capacity Ion Turbines (8) • External Racks (3) • Relentless (3) = 138 Points
So this is a bit more standard type build but it was more born of wanting the relentless title to do more than just be nice to actually have a purposes in the build and I have really wanted to see High-capacity Ion Turbines work. This was the best I could come up with and its just a little better then nice what relentless does for us when paired with Skilled First Officer it gives us a con fire when we need it and this ship will chuck some serous dice, double arch target Ex-racks out the side with a con-fire you got 8 dice out the side then 8 out the front for some nasty damage from 16 total dice. It is really about rolling a ton of dice. I just really want to see High-Capacity Ion Turbines as I have never seen them hit the table before. its true it might just be better with Avenger because it has two big hitting shots that will exhaust tokens, this is about trying something different.
Pelta point hiding lifeboat.
Pelta Assault Ship (56) • Ahsoka Tano (2) • Engine Techs (8) • Intensify Firepower! (6) • Phoenix Home (3) • Ray Antilles (7) = 82 Points
Okay so this ship with your commander on it is going to be pretty crazy expensive, this is mostly cheese I’m not much of a lifeboat player, but this ship can just nav ET and still get whatever its fleet command is and just run away from the battle, and when I ran it it was with Ackbar so it was 120 points that would not die it makes it hard for the list it was in to lose big sure some really fast ships can catch it, but you would be surprised how slippery a pelta with ET is.
Dominator
So I have finally started toying the VSD again, and well I founds something I really was not expecting to work, but did, and am also having a lot of fun with.
Victory I (73) • Ordnance Experts (4) • Dual Turbolaser Turrets (5) • External Racks (3) • Dominator (12) = 97 Points
It is supported by a projection experts ship, I always felt was subpar, but it has worked out really well in every game it has been used in so far. The Idea simple burn shields indiscriminately I really don’t care if he dies just so long as he takes more points with him then he is worth and keeping him under 100 points really helps with that. Get the double arch exracks out the side with dominator 7 dice, dominator out the front 8 dice not bad for a ship that is under 100 points. It is basically a slightly cheaper version of the Kuta build though so its hard for it to compete with that, but it is fun.
Lastly for the rebels we have a build that I have really come to think of as pretty darn fun and pretty good if you can set it up right.
CR90 Corvette B (39) • Lando Calrissian (4) • Engine Techs (8) • Reinforced Blast Doors (5) • Leading Shots (4) • Dodonna's Pride (6) = 66 Points
So this guy can do some pretty crazy first last stuff when paired with Dodonna as its commander. If you can last a ship into a double arch medium range shot you can fairly easily trigger Dodonna twice. then ET ram twice. top of next turn dump blast doors, trigger dodonna 2 more times ET ram two times worst case scenario that is 8 damage but when you are able to look at crits with doddona it has a possibility to take a full health ISD off the table with a first last now you have to get super luckly with the crits you pull but it is possible when you last it you get two crits off both structural for 4 damage so far then ET ram 2 times for a total of 6 damage start of next turn two more crits with structural for both of them 4 more hull damage for a total of 10 damage ET ram 2 more total of 12 so if you can pull 3 structurals out of 4 crits with doddonas help you can take off the full health ISD. Its fun, when it works, but this guy can almost always take off a small base ship from the table and is pretty good at taking out flotillas as well. If you can put toryan far close by as well that is even better. When set up properly it can take out any ship in the game currently with a first last, thought with any ship that has 9+ health some luck is required, but that is not bad for a 66 point ship.
Lastly for the empire we have our long range combat flotilla build.
Gozanti Assault Carriers (28) • Taskmaster Grint (5) • Comms Net (2) = 35 Points
its a pretty simple build, but you dont see the assault carriers very much. basically you always take a con fire Grint with comms lets you pass that to a ship with the IF fleet command and you can still con fire and trow 2 red dice and with IF backing you up you get some nice plink damage.
These are just a few weird and unconventional ideas I have been bouncing around. Trying out the weird stuff is fun, and sometimes you stumble across something that is better than you expect. What are some of the weird Ideas you have? Until next time have a great week!
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