Thursday, December 17, 2020

Sector Fleet: Tarkin's Terrible 1000

 


Not all games are 400 competitive games...

A while back me and another guy planned to run a 1000-point Sector Fleet, but life happened and we never got to play. Anyway. We ARE going to run the battle as soon as out CC All-Out Assault is done, but 1.5 is here, and this got me looking at commanders other than Romodi 😆

Enter Tarkin. Last time I used him was for 800-point monster truck (no smalls) games. Sovereign + Chimaera and 2 Quasars to lift squads. It worked extremely well, as nothing could withstand 12 imps squads unloading 1 million blue dice over 2 activations. And the 2 ISDs gave a TON of flexibility.

So I went with that basic idea, but added a couple of Arqs. Since we're at 1000, I made them command arcs and gave them way too many upgrades 😛 I also swapped the Dictor I had last time for an Onager SD with Sunder. Mostly bc I'm tired with Cataclysm, and bc I wanna take the SD/Sunder combo out for a spin. And yeah, I realize Tarkin + Cataclysm could be a thing, but no. With the setup areas so crowded it's bad form to shoot things round 1.

But let me in on a secret: the REAL reason for running this is COUNTER 5. It will never trigger by virtue of its mere existence. But that's ok.

Objectives I think are solid. Surprise Attack kills enemy flagship early. There is no escaping 2 ISD, 1 Onager and that squad ball. Fleet In Being is maybe not THAT strong, but fuck Asteroids. I want to get 3x3 +  4x2 = 17 tokens at start lol. It also pushes fleets forward ASAP, and we want to be killing from the get-go. Infested is just awesome regardless.

I'll make sure to take pics and make a battle report once this happens.

Name: Tarkin's Terrible 1000

Faction: Imperial
Commander: Grand Moff Tarkin

Assault: Surprise Attack
Defense: Fleet In Being
Navigation: Infested Fields

Imperial II (120)
• Grand Moff Tarkin (28)
• Expert Shield Tech (5)
• Local Fire Control (4)
• Reserve Hangar Deck (3)
• Electronic Countermeasures (7)
• Ion Cannon Batteries (5)
• Linked Turbolaser Towers (7)
• Sovereign (4)
= 183 Points

Imperial II (120)
• Expert Shield Tech (5)
• Local Fire Control (4)
• Reserve Hangar Deck (3)
• Electronic Countermeasures (7)
• Ion Cannon Batteries (5)
• Linked Turbolaser Towers (7)
• Chimaera (4)
• Entrapment Formation! (5)
= 160 Points

Onager Star Destroyer (110)
• Reeva Demesne (4)
• Gunnery Chief Varnillian (6)
• Veteran Gunners (5)
• Linked Turbolaser Towers (7)
• Orbital Bombardment Particle Cannons (5)
• Sunder (10)
= 147 Points

Quasar Fire I (54)
• Instructor Goran (7)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Stronghold (5)
= 81 Points

Quasar Fire I (54)
• Admiral Chiraneau (10)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Pursuant (2)
= 81 Points

Arquitens Command Cruiser (59)
• Expert Shield Tech (5)
• Auxiliary Shields Team (3)
• Reactive Gunnery (4)
• Linked Turbolaser Towers (7)
• Centicore (3)
= 81 Points

Arquitens Command Cruiser (59)
• Expert Shield Tech (5)
• Auxiliary Shields Team (3)
• Reactive Gunnery (4)
• Linked Turbolaser Towers (7)
• Hand of Justice (4)
= 82 Points

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• Dengar (20)
• Ciena Ree (17)
• Howlrunner (16)
• Mauler Mithel (15)
• Soontir Fel (18)
• Valen Rudor (13)
• Saber Squadron (12)
• 3 x TIE Interceptor Squadron (33)
= 185 Points

Total Points: 1000

No comments:

Post a Comment