300 Point Imperial Biulds...

By Tentacle Tickler, in Star Wars: Armada Fleet Builds

i overlooked expanded hangars. i wasn't sure i could justify the 5 points for the 1 additional squadron movement, but seeing as how weak ties are i think it will be a pretty sound investment

the squadron commands are going to keep your ties alive when a fur ball hits. Being able to have your ties move and attack or just attack first will be a huge boost to their chances of surviving.

i know. i use the squadron command more than anything else i've noticed. because if i don't my ties just get shredded by x wings. but in the end it all depends on how many squadrons you plan to run anyways. if very little you're better off with outfitting your capital ships with more firepower

I'm going to try

2x VSD I +Gunnery team+Enhanced Armamanet,Expanded Hangar bay+Assault Concussion missles

Howlrunner

Tie Squadrons x10

Don't mean to step on any Imperial toes but I would hold off on spending too much for Gladiators. While they have some great cards, specifically weapons liaison and expanded launchers, and has a kickass title card, demolisher , it's close range focus is troublesome. I understand it has greater speed and maneuverability than the VSDs we are playing with now, but since players see each other's movements and due to the variability of initiative and choosing which ships go first, a player could almost always keep a CR90a at medium/long range and pelt the GSD. Of course this is in a vacuum and a 300pt table is much more dynamic.

Also the meta of the big ships, ISDs/Mon Cals should push the effective ranges out, meaning the up-close-and-personal ships will have to trade health for closing. I might be entirely wrong, and the GSD is a good looking ship so its definitely worth picking up.

Don't mean to step on any Imperial toes but I would hold off on spending too much for Gladiators. While they have some great cards, specifically weapons liaison and expanded launchers, and has a kickass title card, demolisher , it's close range focus is troublesome. I understand it has greater speed and maneuverability than the VSDs we are playing with now, but since players see each other's movements and due to the variability of initiative and choosing which ships go first, a player could almost always keep a CR90a at medium/long range and pelt the GSD. Of course this is in a vacuum and a 300pt table is much more dynamic.

Also the meta of the big ships, ISDs/Mon Cals should push the effective ranges out, meaning the up-close-and-personal ships will have to trade health for closing. I might be entirely wrong, and the GSD is a good looking ship so its definitely worth picking up.

I agree with this for the most part, but as mentioned that demolisher title= WIN now start putting 2 or 3 Gladiator in a list and there weekness become s very apparent, but 1 with demolisher will be able to 1 on 1 ANYTHING untill the large ships come out

There are quite a few Rebel and Imperial ships who will be sporting majority black dice. This is going to drag us into some pretty hairy knife fights. Initiative is just going to be that much more important during the blow by blow combat to come.

I think a demolisher II backed up with a victory II should do pretty well

right now I'm thinking

Vic II + Dominator+ Tarkin+ EA

Glad II +ACM+ Demolisher

Fel

Howlrunner

3x Interceptor

leaves me 9 points, im debating either Wulff (and if so where do I put him) or something else would love some feedback

I would add a TIE.

You can always sacrifice the 9 pts and use it to win the initiative bid.

Edited by Wes Janson

Tried a round with 3x VSD I and 5x TIE, it was a victory but I didn't like the list as much as I thought I would.

For wave I I think a more balanced approach is better:

Victory I, Screed, enhanced armament

Victory I, enhanced armament

Gladiator I, demolisher

TIE interceptors

TIE interceptors

TIE interceptors

9 points left for whatever

I also agree with the thought that in the current Core set field, that Imperials clearly have an upper hand in the capital ship firepower department.

I have started focusing on Squadron Command Dials/Expanded Hangars as my primary go to on turns 2-4. The Capital ship can just about take care of itself. If you clear out all the X-Wings and or swarm enemy capital ships with TIEs, the advantage goes to the Imps.

Seems to me that Wave 1 is close enough now, I can start to define my list with its additions.

Victory-I SD, Tarkin, Corruptor, Defense Liaison, Expanded Hangers

Gladiator-I SD, Demolisher, Intel Officer, Sensor Team, Navigation Team

1 Tie Advanced Squadron

4 Tie Bomber Squadrons

2 Tie Interceptor Squadrons

3 Tie Fighter Squadrons

I call it the "wait, what was supposed to be the focus of this game again?"

"The Widow's Peak" (Victory 1)

*Tarkin

*Defense Liason

"The Beehive" (Victory 1)

*Weapons Liason

*Expanded Hangers

*Corrupter

Howlrunner

6 Fighters

4 Bombers

will jiggle points for Rhymer once I find him

Looks like a strong twin Victory list with bomber detachment.

Ship-centric list:

Victory I - 73 pts
- Motti - 24 pts

Victory II - 85 pts
- Leading Shots - 4 pts

Gladiator I - 56 pts
- Demolisher - 10 pts

6xTIE - 48 pts

Advanced Gunnery
Hyperspace Assault
Minefields

300/300 pts

I'm getting a few games in tonight at my LGS, and this is the first time we're using objectives, advanced rules, custom fleets, etc. (I bought two core sets to help get players from demo games up to full games). Here are the two (very similar) lists I'm bringing and can't decide between:

1: All the upgrades!

Victory I

-Tarkin

-Defense Liaison

-Expanded Hangar Bay

Victory II

-Defense Liaison

-Expanded Hangar Bay

-Overload Pulse

-Enhanced Armament

-Dominator

7 TIE Squadrons

2: Moar Squadrons!

Victory I

-Tarkin

-Expanded Hangar Bay

-Enhanced Armament

Victory II

-Expanded Hangar Bay

-Enhanced Armament

9 TIE Squadrons

Both lists are using the Most Wanted, Hyperspace Assault, and Minefield objectives. Ideally, the Victory II's in each list will be aggressive while being supported by Victory I's that will hang back a tiny bit and protect the Victory II's flanks/rear. I like what I've read here about having Expanded Hangar Bays (plus squadron command tokens) to dominate the Squadron Phase so that our VSD's can wreak havoc on the Nebulons/Corvettes, but I'm not sure 7 TIEs (in the first list) are enough so that's why I made list #2. I do however like the ridiculous firepower the Victory II in list 1 will be putting out, so I'm kinda torn. Thoughts?

So far I'm enjoying:

Victory-1 (Screed)

Victory-1

Victory-1

6 Fighters

Opening salvo/advanced gunnery, hyperspace assault, minefields

More ships, fewer upgrades. Once we have the arcs of the gladiator I'll be pretty keen to try that out as well.

Also been playing around with 5 bombers and only two capitals but haven’t found a balance that I really like yet. Closest would probably be:

Victory-1 (Motti, gunnery team, enhanced armament)

Victory-1 (weapons liaison, expanded hangers, gunnery team, enhanced armament)

5 Bombers

5 Fighters

Advanced gunnery/most wanted, contested outpost/fleet ambush, minefields.

It has the liaison + hanger + bombers combo, but this type of list feels like it wants a victory-2 for the extra range. Maybe the bombers would allow me to drop the enhanced armaments for this, maybe not. Needs more testing.

300/300 Imperial

Ships
-Victory II-class Star Destroyer @Grand Moff Tarkin @Weapons Liaison @Expanded Hanger Bay
-Gladiator II-Clas Star Destroyer @Weapons Liaison @Engine Techs @Expanded Launchers @Demolisher

Squadrons
-Soontir Fel TIE Interceptor Squadron
-TIE Advanced Squadron X2
-"Mauler" Mithel TIE Fighter Squadron
-TIE Fighter Squadron X2

I think this would be a strong all comers list and is the one I think I will be using when wave-1 hits.

Tarkin and Weapons Liaisons work well for both ships as I can spam the Repair Command on the dials and still be able to use Squadron Commands and change speed with the command tokens when needed.

The Gladiator-II is my main "beatstick", with an effective speed of 4 as well as being able to attack after either maneuver this ship likely will stand out as a hunter-killer of small quick ships and squadrons alike while being an excellent flanker against medium and large class ships.

I should be able to mop up enemy squadrons fairly quickly since I can activate all of my squadrons during the ship phase and the autodamage of Fel + Mauler means I need less overall "hits" on my dice to kill enemy squadrons, and I can leave an enemy squadron with 1HP to suicide against my TIE Advanced squadrons while focusing on those with 2+HP after the initial engagement.

I've got 2 core sets that I'm building out of for now. I'm sure I'll pick up other things eventually, but with only two cores I've been thinking this:

Capital Ships:

Victory II (85)

- Grand Moff Tarkin (38)

- Dominator (12)

- Expanded Hanger Bay (5)

Total: 140

Victory I (73)

- Wulff Yularen (7)

- Expanded Hanger Bay (5)

Total: 85

Squadrons:

Howlrunner (16)

TIE Fighter Squadron (8)

TIE Fighter Squadron (8)

TIE Fighter Squadron (8)

TIE Fighter Squadron (8)

TIE Fighter Squadron (8)

TIE Fighter Squadron (8)

TIE Fighter Squadron (8)

Total: 72
List Total: 297
Gives a 3 point bid for initiative, otherwise I could add a Weapons Liaison or Defence Liaison and come in at exactly 300. Alternatively again, I could drop Wulff and add both of the Liaisons.
Alternatively again I could cut Wulff and add another TIE Fighter and come in at 298.
Logic:
In it's current incarnation the idea is to assume direct control over the fighters with Tarkin passing out Tokens. With 8 squads, and hangers, they can control all the squads without squadron tokens. This frees Tarkin to pass out engineering tokens or nav tokens.
Now maybe it's better to have a ninth squadron and to be passing out maximum squad tokens. Wulff is nice in that scenario if I can fit it in too because with Tarkin passing squad tokens and Wulff refreshing one of them, you can sort of cheat a bit and only do a squadron token every other turn, and then have him handing out an engineering token of the off turns or something.
Anyways... with only 2 cores, it seemed potent. By dropping the Vic 2 to a Vic 1 I could fit in the squadron as well, but I thought having a litter more longer range punch against cap ships would be handy.
Edited by Right-Titan

I reaaaaaaaaaaaly like the look of the gladiators and definitely want to run 3 ships. My proposed list:

VSD2 - Screed, Expanded Hangers - 116

GSD1 - Assault Concussion Missiles, Demolisher - 73

GSD1 - Assault Concussion Missiles - 63

"Howlrunner" - 16

x4 Tie Fighters - 32

I'm planning on running:

Tarkin - 38

VSD2 w/ Def. Liaison - 88

GSD2 - 62

GSD1 w/ Demolisher - 66

TIE/LN x3 - 24

TIE/IN x2 - 22

An even 300... And I wish I could crame in another TIE, or at least upgrade on of the LNs to and Advanced.

I expect to the other player to choose who has initiative, and I don't object to going first. Drop the victory right in the middle, of opponent deploys on either flank place my GSDs on the opposite to hopefully restrict the area of operation.

Edited by Indomitable

Seeing a lot of love for Screed in the fleet lists. Why ? I'm genuinely curious as to the reasoning. So far I really like Tarkin handing out free tokens to all your ships.

Screed works well with any fleet wanting to make extensive use of black dice. Being able to ditch a miss to turn another dice to a hit+crit is very solid. I haven't tried it yet, but theoretically he would be horrible alongside a fleet with a few overload pulses included. Getting a guaranteed overload of the single blue dice of a victory2 or a raider (if they have the right upgrade slot) seems pretty potent as well.

Another factor might be cost. Tarkin is undoubtedly fantastic, but there have been a few victory based lists I have been writing that end up at 299ish points and I cant help but think "if a faster fleet makes me the first player there are some seriously bad missions for me out there......maybe I'll just drop Tarkin for a much stronger objective bid"

And finally, we have Tarkin now, everyone wants to experiment with the new and shiny!

I personally wouldn't run screed on victories because Tarkin can make them sing and dance ^_^

But Skreed...well, let's just say there is a very good reason he's included with the gladiator ;)

My first post here as i was w8 over 2 weeks to get my account registered. I plan to use something like this

Victory I-class Star Destroyer 73
Admiral Motti 24
Weapons Liaison 3
Expanded Hangar Bay 5
Enhanced Armament 10
Total Points: 115

Victory I-class Star Destroyer 73
Weapons Liaison 3
Expanded Hangar Bay 5
Enhanced Armament 10
Corrupter 5
Total Points: 96

4xTIE Bomber Squadron 9

4x TIE Interceptor Squadron 11

total 291p

9 points left to squiz some upgrades.

This is my idea for a solid Imperial List made using only 2 core sets, it also has a solid Initative bid:

Imperials - 294

Victory II-class Star Destroyer - 133

- Grand Moff Tarkin

- Enhanced Armament

Victory II-class Star Destroyer - 105

- Dominator

- Overload Pulse

5 Tie Fighter Squadrons - 40

Howlrunner Tie Fighter Squadron - 16

Edited by CISAdmiral