An Imperial army list (so far)

By dpb1298, in Star Wars: Armada

Well I know that not many cards have been officially spoiled. But I wanted to make an army list so badly that I went ahead anyway. I made this list using: 1 Core, 1 Victory Class Expansion and 1 Gladiator Class Expansion, as that is what I plan to buy initially (I have to core pre-ordered). All of these cards have been officially spoiled.

Commander:

Admiral Screed (on Victory II) 26pts

Capital Ships:

Victory I , 73pts, total points for ship-80pts

Assault Concussion Missiles, 7pts

Victory II (Flagship) , 85pts, total points for ship-101pts

Warlord Title, 8pts

Overload Pulse 8pts,

Gladiator II , 62pts, total points for ship-78pts

Insidious Title, 3pts

Expanded Launchers, 13pts

Squadrons:

Howlrunner, 16pts

Tie Fighter x3, 24pts

Total Points:

299pts

Commander Points-26pts

Capital Ship Points-220pts

Squadron Points-40pts

Upgrade Points-39pts

Leftover/Initiative Points-1pts

What do y'all think? I think I may drop the Overload pulse in favor of a Ion Cannon Battery to save a few points. Anyway I would love to here all of your comments!

Edited by dpb1298

Personally I think more points needs to be spent on Fighters.

Imagine a rebel list with 4 x-Wings and 4 B-Wings (plus some A-Wings as alpha strikers), and 3-4 CR90s (Plus an assault frigate or Nebulon). All they need to do is draw some of the Neb's close enough to engage your squadrons, each attack, if positioned well, can hit 2, 3, or even all of your fighters. Followed with Squadron commands to push a few X-Wings forward as escorts and then throw the B-Wings in front of the SDs. The rebel then just turns and runs away (easy to do when your max speed is double that of a Vic) while his fighters fly around unopposed and chip away at the Vic (especially those B-Wings, although X-Wings are actually still good against capital ships as well).

Rebels are typically going to spend more on fighters, but Imps need to spend enough to shield our own fleet.

Good point. Not enough points to go around. I wish this game was more like 500 points :) .

Navy. When dealing with seagoing (or space going in this case) it is referred to as a Navy.

I'm sure there will be 'epic' play with 1000 point fleets (which is like 9 Vics). 500 Points for standard might be good, depending on how long these matches actually take. If it is 2 hours for a 300 point match then it could almost double for a 500 point game (and 4 hours, sadly, is too much time for me).

But I too always fall into the 'I just need 5 more points!!!' trap as well. There is so much awesome, how do we not bring all of it?

I'd probably just drop the upgrades from the Gladiator and add 2 more Fighter squadrons. it still has a mean short range punch anyway, and I do agree more fighter cover will serve better against Rebels!

@That Blasted Samophlage (quote is not working for me right now :huh: )

Your right. I unfortunately can't change the title. I just always refer to stuff as "Army Lists" and was not thinking about the fact that in this game we are in Fleets of Star Ships (I am mostly a Lord of the Rings SBG by GW player).

I am sure this list will evolve once I see all the upgrades, but I do want to run a 2 Victories and 1 Gladiator list of some sorts.

Edited by dpb1298

I will agree with everyone else, I think Rebel fighters will be a threat that needs more focus on so adding in more imperial fighters will be a good idea.... just wish we had a spoiler on fighters and aces. Imperial fighters screening capital ships will be important..just think of imperial fighters as an extra shield wall around your SD's

Personally I think more points needs to be spent on Fighters.

Imagine a rebel list with 4 x-Wings and 4 B-Wings (plus some A-Wings as alpha strikers), and 3-4 CR90s (Plus an assault frigate or Nebulon). All they need to do is draw some of the Neb's close enough to engage your squadrons, each attack, if positioned well, can hit 2, 3, or even all of your fighters. Followed with Squadron commands to push a few X-Wings forward as escorts and then throw the B-Wings in front of the SDs. The rebel then just turns and runs away (easy to do when your max speed is double that of a Vic) while his fighters fly around unopposed and chip away at the Vic (especially those B-Wings, although X-Wings are actually still good against capital ships as well).

Rebels are typically going to spend more on fighters, but Imps need to spend enough to shield our own fleet.

Of course, the Rebels would win in that match-up. They would be bringing 400 points to a 300 point match!** Nonetheless, I do agree that the Imperials could use about two more fighters in order to create a credible defensive screen.

** Here's my math: We don't know the cost of fighter squadrons, so I'm going to work from the standard that all Rebel squadrons cost 13 points (the actual amount is probably higher for B-Wings). So, 4 X-Wings + 4 B-Wings + 2 A-Wings comes to 130 points (and maybe more), which I would consider to be well above average in this game (by my calculations, if you have more than 140ish points of fighters, you will not have enough captial ships to use those fighters effectively). 3-4 CR90s (depending on whether they are A's or B's) comes to 118 to 176 points. Add in a Nebulon B or a AF MkII, and you get to 52-80 (I'm just making stuff up) points. That is assuming that all of these ships are naked--you probably want some upgrades. Top it off with General Dodonna as commander, and you are looking at 325+ to 411+ points. My point is that you will not see such a fighter heavy list against you without it running fairly light on capital ships. I would speculate that the average Rebel commitment to fighters would be more like 80-100 points (6 or 7 squadrons).

Edited by chemnitz

Personally I think more points needs to be spent on Fighters.

Imagine a rebel list with 4 x-Wings and 4 B-Wings (plus some A-Wings as alpha strikers), and 3-4 CR90s (Plus an assault frigate or Nebulon). All they need to do is draw some of the Neb's close enough to engage your squadrons, each attack, if positioned well, can hit 2, 3, or even all of your fighters. Followed with Squadron commands to push a few X-Wings forward as escorts and then throw the B-Wings in front of the SDs. The rebel then just turns and runs away (easy to do when your max speed is double that of a Vic) while his fighters fly around unopposed and chip away at the Vic (especially those B-Wings, although X-Wings are actually still good against capital ships as well).

Rebels are typically going to spend more on fighters, but Imps need to spend enough to shield our own fleet.

Of course, the Rebels would win in that match-up. They would be bringing 400 points to a 300 point match!** Nonetheless, I do agree that the Imperials could use about two more fighters in order to create a credible defensive screen.

** Here's my math: We don't know the cost of fighter squadrons, so I'm going to work from the standard that all Rebel squadrons cost 13 points (the actual amount is probably higher for B-Wings). So, 4 X-Wings + 4 B-Wings + 2 A-Wings comes to 130 points (and maybe more), which I would consider to be well above average in this game (by my calculations, if you have more than 140ish points of fighters, you will not have enough captial ships to use those fighters effectively). 3-4 CR90s (depending on whether they are A's or B's) comes to 118 to 176 points. Add in a Nebulon B or a AF MkII, and you get to 52-80 (I'm just making stuff up) points. That is assuming that all of these ships are naked--you probably want some upgrades. Top it off with General Dodonna as commander, and you are looking at 325+ to 411+ points. My point is that you will not see such a fighter heavy list against you without it running fairly light on capital ships. I would speculate that the average Rebel commitment to fighters would be more like 80-100 points (6 or 7 squadrons).

I agree with this. I speculate on average a list of either faction will have 6 to 7 squadrons of fighters...because im pretty sure alot of people will want on average three capital ships.

Good points everyone. I think I will need to add in a few more squadrons at the expense of ship upgrades. Once I see Mauler Mithel I will probably want to throw him in with Baron Fel and some Tie Interceptors. But I was only going of off officially spoiled cards for now.

Edited by dpb1298

You could do a 2 gladiator plus a Vic flagship instead, that would leave plenty for fighters

Of coucourse it requires a second gladiator

@clontroper5 (Quote is still not working :huh: )

I thought of that but my play style is more sit back and shoot with some clever strategies as opposed to get in the thick of the action and brawl. But I may end up getting two Gladiators and trying that list out with a tie screen to protect my admiral on a Victory II.

You could do a 2 gladiator plus a Vic flagship instead, that would leave plenty for fighters

Of coucourse it requires a second gladiator

@clontroper5 (Quote is still not working :huh: )

I thought of that but my play style is more sit back and shoot with some clever strategies as opposed to get in the thick of the action and brawl. But I may end up getting two Gladiators and trying that list out with a tie screen to protect my admiral on a Victory II.

im not all that postive victory class ships are going to be the best at sitting back and shooting, they want to at least get kinda close to the action to take advantage of their blue or black dice. Rebels might actually be able to out damage imperials at range with the assault frigate plus the enhance armaments. so if you stay back you could be playing into the rebel players hands.

entirely speculative food for thought

I'm going speculate that a lot of ppl will make lists centered around 2 vsd 1 glad, or 1 vsd 2 glad, or 2 bad and a lot of fighters.

The first list will be tight on points for fighters, the second list will have a bit more mobility and perhaps a little more in the way of fighters, and the third list will go for initiative while having a large fighter screen to cover their 2 big ships.

I doubt we will see too many all gladiator lists but a few will try it. So looking that all over i think most ppl will be fine with 1 core 1 vsd, 1 glad, and 1 fighter expansion. The real big changes will occur when later waves give more options for cap ships.

Rebels on the other hand have a ton more options and will see more variety in their lists. Do they go multiple neb-b, multiple assault frigates? Or maybe a bunch of corvettes, or a mix fleet? Then their is the question about how many squadrons and what types? Personally i think my rebel purchases will be 1 of each and then play for awhile to see

If I want more of wave 1 or wait for wave 2.

So as for specific lists I'm not quite there yet, but

Because i dont see and particular imperial list ideas changing my

Initial purchase order.

I dont think the long range attack game is going to work . Either way your going to need a screen of fighters for your capital ships and at least one or more capital ships that have a high stat in movement. Like mentioned its going to be either two Vics and a Gladiator or two Gladiators and a Vic.

I think im going to go with dual Gladiators and a Vic II for a build along with trying to fit inbsome bombers and howlrunner or any squad that can be good at dealing damage think my plan is foing to be have the two Gladiator have expandes launchees to add extra black dice to the black dice pool so when Screed does his ability i can zap a ship with an overload pulse from my Vic II let the Gladiators pepper the ship with all the black dice andbhopefully score crits while changing a hit to a crit. Then my bombers can run in and do what they do best bomb...this is all theory but I do have a plan and it may or may not work but untill i know more about the imperial fighters all i can do is produce theory

Edited by Grave13

@clontroper5 (Quote is still not working :huh: )

I thought of that but my play style is more sit back and shoot with some clever strategies as opposed to get in the thick of the action and brawl. But I may end up getting two Gladiators and trying that list out with a tie screen to protect my admiral on a Victory II.

im not all that postive victory class ships are going to be the best at sitting back and shooting, they want to at least get kinda close to the action to take advantage of their blue or black dice. Rebels might actually be able to out damage imperials at range with the assault frigate plus the enhance armaments. so if you stay back you could be playing into the rebel players hands.

entirely speculative food for thought

Do the Nebs still get 3 red dice forward? That seems purpose built for standing off and bombarding...

My Take: 296 points

Screed 26

Victory II 85 pts

Victory I 73 pts

Gladiator I, 56 pts

Squadrons:

Howlrunner, 16pts

Tie Fighter x5, 40pts

Leftover/Initiative Points-4pts

I heard this described -- somewhere in the Armada Forums -- as "the vanilla ice-cream cone" fleet. It could easily gain another flight of TIE/Ln's by demoting Howlrunner. In this case, I think she is worth the points.

The Vic II adds mid-range fire-power to the fleet; the GSD adds some speed and maneuverability. I am debated demoting the Vic II, and using those points for upgrades... Probably Engine Techs or Demolisher on the GSD.

...this is all theory but I do have a plan and it may or may not work but untill i know more about the imperial fighters all i can do is produce theory

Agreed -- I really want to spend a weekend running several different fleet builds through their paces. This applies to Imps and Rebs.

Some strange things tend to pop up -- in practice -- that are missed by theory.... :ph34r: