300 Point Imperial Biulds...

By Tentacle Tickler, in Star Wars: Armada Fleet Builds

It may be a month away, but we can dream...

Figured I would kick the 300 pointers off, to keep the 180 clear of'em :D

I've got three builds I want to test, each based around one of the admirals (Since I think all of them could be viable in a sense, I just want to test each).

First one I'll be doing is the build I've theoried since it was previewed;

VSD 1

Admiral Screed

Assault Concussive Missiles

GSD 2

Assault Concussive Missiles

GSD 2

Assault Concussive Missles.

The rest of the list is currently undecided - I'm tempted to try out just Tie Spam, or just a handful of Interceptors and then more upgrades (Since, GSD having two AS dice is really nice)

But the idea will be, even if I only get a round or two at a Rebel ship, I will make them suffer for it. Thus I can use aggresive area denial to help secure objectives.

My current Imperial "biuld" is:

Victory II - 85
Grand Moff Tarkin - 38
Enhanced Armament - 10
Wullf Yularen - 7
Gunnery team - 7

Victory I - 73
Enhanced Armament - 10
Dominator title - 12

Howlrunner - 16
TIE - 8
TIE - 8
TIE - 8
TIE - 8
TIE - 8

Only tested one game so far, it worked well enough to get a fairly close victory that came down to the last turn vs 2x nebulon b escort frigate, 1x cr90a corvette, 1x cr90 corvette b, 5x basic x-wing.

As of right now with access to 2 cores, this is the list I would run.

With 3 cores however, my plans get a bit crazier:

Victory I - 73
Grand Moff Tarkin - 38
Victory I - 73
Victory I - 73

TIE - 8
TIE - 8
TIE - 8
TIE - 8
TIE - 8

Can't wait to try this list out, my space battle philosophy is to take as many capital ships as possible.

When wave 1 comes out in a month however, things get crazier still:

Victory I - 73
Admiral Screed - 26
Victory I - 73
Gladiator II - 62
Gladiator II - 62

Now that's a list I'm really pumped for. I hope the 2 anti-fighter dice of the gladiator II will be enough to survive against bombers, while hopefully their dedicated space superiority fighters will be rendered not very useful by my complete lack of TIEs.

Edited by dmgcontrol

I think that last list is going to run into major problems with no squadron support at all to stop incoming bombers...

I agree with Moff Malthus here: as tempting as it can be I think we'll have to wait till the wave 2 and 400 pts tournament format to unleash the firepower of four Capital Ships on the rebelous separatists. Moreover, using expensive ordnance of our Star Destroyers on some one-man starfighters instead of using expendable dogfighting assets is outrageous wastage of the Navy's budget.

My 300 points "biuld" (We should totally make this term official!):

Victory I - 73 pts
- Adm. Screed - 26 pts
- Enlarged Hangars - 5 pts

Gladiator I - 56 pts
- Demolisher - 10 pts
- Engine Techs - 8 pts

Gladiator I - 56 pts

Major Rhymer - 16 pts
3 TIE Bombers - 27 pts
4 TIE Fighters - 32 pts

Edited by Pikciwok

I think that last list is going to run into major problems with no squadron support at all to stop incoming bombers...

I agree with Moff Malthus here: as tempting as it can be I think we'll have to wait till the wave 2 and 400 pts tournament format to unleash the firepower of four Capital Ships on the rebelous separatists. Morover, using expensive ordnance of our Star Destroyers on some one-man starfighters instead of using expendable dogfighting assets is outrageous wastage of the Navy's budget.

I tentatively agree with this sentiment, though honestly right now I just don't know whether or not 2 gladiator II firing 2 anti squadron dice each will cut it or not vs enemy fighters, so I aim to find out!

A "more" "reasonable" biuld might be:

Victory I - 73
Admiral Screed - 26

Gladiator I - 56
Gladiator I - 56
Gladiator I - 56

TIE - 8
TIE - 8
TIE - 8
TIE - 8

As you can see, I really want to put as many star destroyers on the table as possible!

3G+V+TIE is a very reasonable biuld indeed. I think until wave 2 it can be one of the most competetive tournament builds.

None of my remarks concern the effectiveness of the biuld. I just find it boring (no upgrades, multiple copies of the same ship in the biuld). Moreover, it's expensive. It forces you to buy 3 Gladiators and you'll probably not use them all after the release of wave 2 ships.

3G+V+TIE is a very reasonable biuld indeed. I think until wave 2 it can be one of the most competetive tournament builds.

None of my remarks concern the effectiveness of the biuld. I just find it boring (no upgrades, multiple copies of the same ship in the biuld). Moreover, it's expensive. It forces you to buy 3 Gladiators and you'll probably not use them all after the release of wave 2 ships.

A fair assessment, as for myself I do tend to enjoy symmetry in my lists and I love the gladiator model so I wouldn't be too sad to end up with 3! Especially if in wave 2 the tournament points level is raised to 400 which I had heard some murmurs of, in which case Imperial SD + gladiators might be a thing, who knows.

Unfortunately the Gladiator I only has one anti squad dice. The Gladiator II has two. Although I like the TIE Bombers I'm not sure there even necessary. I would take a list with TIE interceptors and standard TIE fighters to clear the rebel scum squadrons and rely on the Victory's to take out the rebel capital ships.

I dont have a list, but if I did, it would have Fel, with 3 advanced, and maybe howl and an additional interceptor. 2 Gladiators with an engine tech on both, titles on both and a Victory II with Tarkin and EA is feel is a pretty solid start, is there a fleet builder yet?

There is this fleet builder:

http://fabpsb.free.fr/armada_beta/

It is only in beta and does not include all cards spoiled, but it is functional. There is also I believe a data file for armada for the desktop army builder "battlescribe" if i remember correctly.

Although I like the TIE Bombers I'm not sure there even necessary. I would take a list with TIE interceptors and standard TIE fighters to clear the rebel scum squadrons and rely on the Victory's to take out the rebel capital ships.

1. They are the fastest bombers in the game.

2. They are the cheapest bombers in the game.

3. With the Major they are the only bombers with longer range attack.

4. Victory SD has the highest squadrons value in the game.

5. They are the only bombers avaiable to the Empire.

I added all this things together and decided that at least theory-wise TIE Bombers are important asset in Imperial anti-ship warfare.

I dont have a list, but if I did, it would have Fel, with 3 advanced, and maybe howl and an additional interceptor. 2 Gladiators with an engine tech on both, titles on both and a Victory II with Tarkin and EA is feel is a pretty solid start, is there a fleet builder yet?

That would be 358 points. ;)

Oh I completely agree Pik that they are quite impressive. But then you need escorts for them and your tying up resources to protect them. It's quite possible they are worth the trouble. Only play testing with them will tell the tale.

I think almost all of these builds will need more TIEs. TIE swarms or named TIEs. You are guaranteed to face a Rebel opponent with at least 2 ships with 2 anti-squadron rolls each (in addition to normal fire). In a 400 point game, count on 3-4 ships rolling double die at each squadron at medium range if there is no other ship to shoot at. Their Nebulon-B's are cheap. An Assault Frigates variation also sports 2 anti-squadron rolls. TIESs will be needed to counter their squadrons, and their extra anti-squadron rolls. Going heavy on ships lets the Rebel spam 10 point Y-Wings. I wouldn't want to see 6-7 Y-Wings with 2-3 A-Wing Escorts and only a smattering of TIEs to blunt them. Perhaps I am wrong in this assessment.

Edited by wjgo

This is what i'm current Looking at:

Victory I-Class Star Destroyer

Admiral Screed

x17 turbolasers

Title: Dominator

Gunnery team

Gladiator II-class Star Destroyer

Engine Tech

Title: Demolisher

Expanded launchers

Tie Advanced x2

Tie Fighter

Mauler Mithel

Howlrunner

Soontir Fel

comes to exactly 300 pts if i costed it right. lots of anti fighter to win the small battle then take on the ships

Why take the TIE Advance? You don't need the escort ability with no bombers in your list... Otherwise looks good.

TIE Advanced comboes well with Fel. ;)

I dont have a list, but if I did, it would have Fel, with 3 advanced, and maybe howl and an additional interceptor. 2 Gladiators with an engine tech on both, titles on both and a Victory II with Tarkin and EA is feel is a pretty solid start, is there a fleet builder yet?

That would be 358 points. ;)

Crap.

For the Screed build, I'm keen on something like:

VSD2, Screed, Gunnery team, Overload pulse

GSD2, ACM, Demolisher

GSD2, ACM

TIEs x3

VSD to stay in the rear and soften up / exhaust tokens for GSDs to finish.

The minimal fighters are only there to pin dangerous squadrons that get too close. Ideally so the ships can open up on them for a turn or two without return fire, or bug out and kill the opposing ships.

For the Screed build, I'm keen on something like:

VSD2, Screed, Gunnery team, Overload pulse

GSD2, ACM, Demolisher

GSD2, ACM

TIEs x3

VSD to stay in the rear and soften up / exhaust tokens for GSDs to finish.

The minimal fighters are only there to pin dangerous squadrons that get too close. Ideally so the ships can open up on them for a turn or two without return fire, or bug out and kill the opposing ships.

It's my favourite Screed list so far. Here's my variant:

VSD2, Screed, Overload pulse, Expanded Hangars

GSD1, ACM, Demolisher, Engine Techs

GSD1, ACM

TIEs x4

Having played a few 180pts games, I've picked up a healthy fear and respect for enemy X-Wings, so In my mind it's just not safe running around with anything less than 6 squadrons intended for anti-fighter work.

So my proposal is as follows:

1 • Victory II-class Star Destroyer - Victory-class Star Destroyer (85) - Admiral Screed (26) -Offense Liaison - Overload Pulse (8) - Dominator (14)
• Total : 136 • Code : -
2 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Engine Techs (8) - Expanded Launchers (13) - Demolisher (10)
• Total : 93 • Code : -
3 • 'Howlrunner'' TIE Fighter Squadron - TIE Fighter (16)
• Total : 16 • Code : -
4 • Soontir Fel TIE Interceptor Squadron - TIE Interceptor (18)
• Total : 18 • Code : -
5 • TIE Fighter Squadron - TIE Fighter (8)
• Total : 8 • Code : -
6 • TIE Fighter Squadron - TIE Fighter (8)
• Total : 8 • Code : -
7 • TIE Fighter Squadron - TIE Fighter (8)
• Total : 8 • Code : -
8 • TIE Interceptor Squadron - TIE Interceptor (11)
• Total : 11 • Code : -

298pts

Not the strongest of initiative bids I grant, but you never know.

Objectiveswise I'd probably go: Advanced Gunnery, Hyperspace Assault, Minefields

So the main idea with this list is obviously the Demolisher. With that title, Engine Techs and Expanded Launchers we have a ship that can move the entire length of the movement ruler and then offload 4 black and 2 red dice onto a target.

Then, if I've timed it right, and gone for a ship that has already activated that turn, then next turn I get to offload a second time (assuming initiative here admittedly) before moving off to hit someone else with my side batteries.

Principally, the idea is that nobody expects the Spainish Inquisition, or that the Gladiator would be the guy doing 6-8 damage a turn.

Which is not to say that the VSD won't hit something if given a chance, but she's slow and with a fat ass, so that happening will solely be down to my opponent messing up rather than anything I do with it. Ideal situation, it's able to Overload pulse a ship that doesn't realise that after moving he's put himself inside the Demolishers DANGER ZONE.

Squadronwise, I don't think anyone can't see that it's an anti-squadron build, Howlrunner, 3 more TIEs, THE BARON and a second Squint squadron has a real nice synergy if my opponent does me the courtesy of having his own fighters move around in a blob I can pounce on and tie up for most of the game. If not outright shred.

Objectives are mostly about buffing my Gladiators alpha strike potential. Adv. Gunnery so he can hit people twice with a single arc, not really the best synergy with the Demolisher title, but it does make it pretty dangerous to enemy fighters since it will be able to shoot twice at them a turn with 2 blue.

Hyperspace Assault allows me to have the Gladiator come in behind the enemy at close range, whilst the Squadrons are able to jump on any troublesome enemy fighters as they converge on the only target they have.

Minefields is the only Blue Objective card that you can work to your advantage as an imperial, as it makes the board even more hazardous to travel in large numbers of low Engineering and HP ships like the rebels have.

It's still not great though.

If given the choice though, I'd go for the initiative, as that Demolisher with initiative can put down a ridiculous amount of hurt.

Edited by Mward1984

I think that is the best list I have seen posted to date. My experience is that you do not need that much fighter support against just x wings, but rebels will get better with 2-dice frigates than they are now and its right to hedge bets on improved fighters until we see some games with the wave 1 choices, I think I would aim toward lowering the fighter complement to the min necessary, but I think it is good to start with something like this.

Out of curiosity, and I am just as much a noob as anyone here, what would the above list do if it had to fight 3 ship imperials? 4 ship imperials? It is my thinking so far that if you take TIEs and they have lots of fighters, awesome. If they don't have lots of fighters, and instead have more capital ships, what do you do? TIEs are quite bad against capital ships.

EDIT: Along the same lines can anyone else think of major weaknesses of this list? Objectives are the main thing I do not fully get yet. Would I just be screwed by certain objectives?

Victory I - 73
Enhanced Armament - 10
Admiral Screed - 26

Gladiator II - 62
Gladiator II - 62
Gladiator II - 62

5 point initiative bid

objectives:
Advanced Gunnery
Fleet Ambush
Minefields

EDIT: I agree with Mward1984 on the Expanded Launchers, switched to Enhanced Armament

Edited by dmgcontrol

That's actually interesting. Although I'm not sure about the complete lack of fighters. Then again the G2 does have 2blue dice in it's AA armament.

Having more ships helps you complete objectives that require you to scramble about the map as well.

I'm not sure about the VSD Mk1, I think the range is too short and it's speed and maneouverability to low for you to ever get good use from your Expanded Launchers.

I think that is the best list I have seen posted to date. My experience is that you do not need that much fighter support against just x wings, but rebels will get better with 2-dice frigates than they are now and its right to hedge bets on improved fighters until we see some games with the wave 1 choices, I think I would aim toward lowering the fighter complement to the min necessary, but I think it is good to start with something like this.

To be honest, my experience is that you need about 1.25 to 1.5 TIE's per X-Wing to effectively pin them down for most of the game, and that's with Howlrunner. The Interceptors may change that ratio, in which case I'd be tempted to lose two TIE fighters and take a pair of TIE Bombers instead, although this gives me no initiative bid, which is bad.