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Fleet Muster II: Lists
#11
After testing the Dragon, it really isn't worth the points. Fun, but not good for competitive play.

I switched to this, which feels like possibly the most tournament-hard list I've ever written for Scourge:

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1250 clash - 1241pts
Scourge - 15 launch assets

SR10 Vanguard battlegroup (205pts)
1 x Basilisk - 205pts - H
   + Fleet Master (80pts, 4AV)

SR10 Line battlegroup (280pts)
1 x Hydra - 140pts - M
1 x Hydra - 140pts - M

SR5 Line battlegroup (140pts)
1 x Hydra - 140pts - M

SR9 Line battlegroup (233pts)
2 x Gargoyle - 64pts - L
2 x Gargoyle - 64pts - L
1 x Chimera - 105pts - M

SR9 Pathfinder battlegroup (233pts)
2 x Gargoyle - 64pts - L
2 x Gargoyle - 64pts - L
1 x Chimera - 105pts - M

SR5 Pathfinder battlegroup (110pts)
2 x Nickar - 44pts - L
3 x Nickar - 66pts - L
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http://dflist.com/s/#/share/cfd2480460612
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It's a full-on Scourge Launch list! About time I tried this. Just built and painted[/size] a third Hydra quickly this afternoon.
Dropfleet Commander- 3000pts Scourge, 1500pts PHR

Dropzone Commander- 3000pts Scourge, 600pts UCM
PM me anytime to arrange DzC tutorials if you are interested in the game.


Magic the Gathering

UK Dropfleet Champion, Summer Invasion 2017
Warboar Dropfleet Winner, 12.11.17
2nd at Fleet Muster 2, Firestorm Games 10.12.17
Battle for Tlalacon Winner, Beach-Head 2018
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#12
All those Hydras .... That's just disgusting!

You also get quite a few groups 1st Turn on Distant which will be helpful. As well as plenty of drop and a sizeable group of Corvettes.

The only possible flaw I see is that the Basilisk is the only real combat ship, and it has the admiral - if you're overly cautious then the Hydras will be destroyed by actual Combat Ships, and if you're too aggressive then the admiral will get brought down too early thus depriving you of Command Cards.
Warhammer 40K - Knights of Saret (Space Marines), Cult of the Damned (Chaos/Daemons), 1st ERF (Astra Militarum)
LOTR - Rohan, Mordor, Dwarves, Moria
Mordhiem - The Wild Rose Company (Dwarves)
Bloodbowl - Humans, Orcs, Dwarves, Undead
Guildball - Brewers, Masons
Dropfleet - UCM, Scourge, Shaltari, PHR
Dropzone - UCM
XWing - Rebels, Imperials
Bolt Action - Fallschrimjager
Gates of Antares - Algoryn

Currently Working On - SAGA - Vikings
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#13
After further testing, my revised list is;

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Tournament 2 Edit - 1245pts
UCM - 6 launch assets

SR10 Vanguard battlegroup (195pts)
1 x Avalon - 195pts - H
+ UCM Vice-Admiral (80pts, 4AV)

SR10 Line battlegroup (243pts)
1 x San Francisco - 111pts - M
1 x Seattle - 132pts - M

SR10 Line battlegroup (176pts)
2 x New Cairo - 176pts - M

SR10 Line battlegroup (243pts)
1 x Seattle - 132pts - M
1 x San Francisco - 111pts - M

SR4 Pathfinder battlegroup (156pts)
4 x Taipei - 156pts - L

SR6 Pathfinder battlegroup (192pts)
2 x New Orleans - 64pts - L
2 x New Orleans - 64pts - L
2 x New Orleans - 64pts - L
------------- dflist.com -------------

Have moved all the strike carriers into the same group, the only question is whether I do move one back to the admirals group.

Al groups are SR10 or lower, hopefully this well help with winning or drawing activations.

The Seattle seems to work quite well escorting the San Francisco's, it can ward off Frigate attacks with guns/bombers and can use fighters to defend it as well.
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#14
Wasn't happy with my list in my game against Luke. Frigates felt too flimsy and I missed the punch of the Diamond. The Jet achieved nothing other than dying - might be how i played it but Luke played well and we drew. So back to the drawing board - what do you think of this?

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Tournament Shaltari - 1242pts
Shaltari - 4 launch assets

SR15 Flag battlegroup (290pts)
1 x Diamond - 290pts - S
   + Starchief (80pts, 4AV)

SR13 Line battlegroup (245pts)
1 x Emerald - 100pts - M
1 x Emerald - 100pts - M
3 x Voidgate - 45pts - L

SR5 Line battlegroup (110pts)
1 x Amber - 110pts - M

SR12 Line battlegroup (275pts)
1 x Emerald - 100pts - M
2 x Voidgate - 30pts - L
1 x Basalt - 145pts - M

SR3 Pathfinder battlegroup (122pts)
2 x Topaz - 74pts - L
1 x Amethyst - 48pts - L

SR11 Pathfinder battlegroup (180pts)
3 x Voidgate - 45pts - L
3 x Voidgate - 45pts - L
5 x Glass - 90pts - L
------------- dflist.com -------------

I have a basalt - is a single one worth it or should i go for a second amber and another topaz?
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#15
(05-12-2017, 11:51 PM)jaqenhgar Wrote: Wasn't happy with my list in my game against Luke. Frigates felt too flimsy and I missed the punch of the Diamond. The Jet achieved nothing other than dying - might be how i played it but Luke played well and we drew. So back to the drawing board - what do you think of this?

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Tournament Shaltari - 1242pts
Shaltari - 4 launch assets

SR15 Flag battlegroup (290pts)
1 x Diamond - 290pts - S
   + Starchief (80pts, 4AV)

SR13 Line battlegroup (245pts)
1 x Emerald - 100pts - M
1 x Emerald - 100pts - M
3 x Voidgate - 45pts - L

SR5 Line battlegroup (110pts)
1 x Amber - 110pts - M

SR12 Line battlegroup (275pts)
1 x Emerald - 100pts - M
2 x Voidgate - 30pts - L
1 x Basalt - 145pts - M

SR3 Pathfinder battlegroup (122pts)
2 x Topaz - 74pts - L
1 x Amethyst - 48pts - L

SR11 Pathfinder battlegroup (180pts)
3 x Voidgate - 45pts - L
3 x Voidgate - 45pts - L
5 x Glass - 90pts - L
------------- dflist.com -------------

I have a basalt - is a single one worth it or should i go for a second amber and another topaz?

I haven't got my stuff to hand so not sure how much PD Shaltari Fighters give you, but 1 Basalt is not going to have much offensive punch - but defensive fighters are always helpful.

I though the Glass were surprisingly effective, but maybe that was the dice rolling..

The only problem I see is that you aren't going to get any Voidgates until Turn 2 on distant, so they won't hit atmo until Turn 3.
Warhammer 40K - Knights of Saret (Space Marines), Cult of the Damned (Chaos/Daemons), 1st ERF (Astra Militarum)
LOTR - Rohan, Mordor, Dwarves, Moria
Mordhiem - The Wild Rose Company (Dwarves)
Bloodbowl - Humans, Orcs, Dwarves, Undead
Guildball - Brewers, Masons
Dropfleet - UCM, Scourge, Shaltari, PHR
Dropzone - UCM
XWing - Rebels, Imperials
Bolt Action - Fallschrimjager
Gates of Antares - Algoryn

Currently Working On - SAGA - Vikings
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#16
yeah good point about distant deployment, will change that. Shaltari fighters were nerfed to PD +4 (so still pretty good...!). Guess the Basalt could help protect the diamond against bombers, Taipei's and Djinn.

Yeah the glass always do something, good as a mop up unit when they are not killing corvettes/strike carriers.

On your side Luke, I thought the Taipei were great as always, while the avalon got unlucky with my espionage and the shields being up. The toulon group you got for free were amazing - without them I think I would have won as they killed one or two cruisers (Amber and an Emerald?) and held the space station for both scoring turns.

However I thought the Seattle were a bit sub-par operating independently, I didn't feel like they were that much of a threat as 3 bombers was only plinking a few shots of a cruiser a turn. New Cairo's were great as normal. Was a good game and gave me plenty to think about how I play on Sunday, thanks!
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#17
(06-12-2017, 10:52 AM)jaqenhgar Wrote: yeah good point about distant deployment, will change that. Shaltari fighters were nerfed to PD +4 (so still pretty good...!). Guess the Basalt could help protect the diamond against bombers, Taipei's and Djinn.

Yeah the glass always do something, good as a mop up unit when they are not killing corvettes/strike carriers.

On your side Luke, I thought the Taipei were great as always, while the avalon got unlucky with my espionage and the shields being up. The toulon group you got for free were amazing - without them I think I would have won as they killed one or two cruisers (Amber and an Emerald?) and held the space station for both scoring turns.

However I thought the Seattle were a bit sub-par operating independently, I didn't feel like they were that much of a threat as 3 bombers was only plinking a few shots of a cruiser a turn. New Cairo's were great as normal. Was a good game and gave me plenty to think about how I play on Sunday, thanks!

Still better than the UCM ones then, so from the point of view of adding PD it would be worth it.

Agree with what you say, my Avalon always seems to get unlucky at the minute!

The Toulons killed the Emerald (Reactor Overload), but I don't think they killed the Amber, that was the Station Laser. It's the first time I've used them from that card and they pleasantly surprised me.

The Seattles performed OK, damage was low as you say but that was partly due to the shields again. But they did their job, as neither Troopship was shot at, I just couldn't drop Bulk Landers past the Voidgate Defence Batteries!

It was a great game, and gave me plenty to think about as well. I think I didn't approach ground deployment very well, and if I come against Shaltari will need to play this differently.
Warhammer 40K - Knights of Saret (Space Marines), Cult of the Damned (Chaos/Daemons), 1st ERF (Astra Militarum)
LOTR - Rohan, Mordor, Dwarves, Moria
Mordhiem - The Wild Rose Company (Dwarves)
Bloodbowl - Humans, Orcs, Dwarves, Undead
Guildball - Brewers, Masons
Dropfleet - UCM, Scourge, Shaltari, PHR
Dropzone - UCM
XWing - Rebels, Imperials
Bolt Action - Fallschrimjager
Gates of Antares - Algoryn

Currently Working On - SAGA - Vikings
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