300 Point Imperial Biulds...

By Tentacle Tickler, in Star Wars: Armada Fleet Builds

I am new to the game and the community so forgive my ignorance but when wave 1 comes out, why isn't Major Rhymer on more of these lists? His ability "Friendly squadrons at distance 1 can attack enemy ships at close medium range using all dice in their battery armament" turns him and 3 TIEs into a meat grinder for rebel ships especially paired with a gladiator.

I am thinking of going with a more maneuverable, close up fleet at 300 points.

Gladiator II

Admiral Screed

ACM, Engine Techs

103

Gladiator II-Demolisher

ACM, Engine Techs

87

Gladiator II

ACM, Engine Techs

77

4x Tie Fighters

32

-299

This gives me 3x Ships with brutal up close shooting, decent mid range shooting, and some long range capability which is hopefully mitigated by high maneuverability. Heavy Squadron lists should suffer hard against this list with my ability to cover with my Ties and add firepower with two blue dice when needed.

Edited by Daner0023

you're not a truly mobile gladiator until you get engine techs with demolisher :lol:

nevermind there it is. If there's room for it, though, I'd definitely go for launchers over ACM. I don't even think we'll be getting black dice thrown with gladiators outside the demolisher, but a single expanded armaments shot from him can one-shot a small ship :o

Edited by ficklegreendice

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.

Tarkin is a nice alround buff, but costly. Screed is more affordable and allows nice combinations on the VSD I. Like stated in the FFG article for the glad, you may use his ability to change a die to the hit+crit facing, so even sacrificing a die showing a hit does not lower your damage. On the VSD I you can than bring the XX9 Tlasers and deal two cards face up.

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.

Tarkin is a nice alround buff, but costly. Screed is more affordable and allows nice combinations on the VSD I. Like stated in the FFG article for the glad, you may use his ability to change a die to the hit+crit facing, so even sacrificing a die showing a hit does not lower your damage. On the VSD I you can than bring the XX9 Tlasers and deal two cards face up.

For the moment, I am very disappointed with the VSD I. Any rebel player worth his salt will simply not allow the lumbering hulk to close to range 1. Combinations for the Gladiator are more realistic. Perhaps this trend will change when the rebels receive some large, unwieldy ships of their own.

Edited by Strigon

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.

Tarkin is a nice alround buff, but costly. Screed is more affordable and allows nice combinations on the VSD I. Like stated in the FFG article for the glad, you may use his ability to change a die to the hit+crit facing, so even sacrificing a die showing a hit does not lower your damage. On the VSD I you can than bring the XX9 Tlasers and deal two cards face up.

For the moment, I am very disappointed with the VSD I. Any rebel player worth his salt will simply not allow the lumbering hulk to close to range 1. Combinations for the Gladiator are more realistic. Perhaps this trend will change when the rebels receive some large, unwieldy ships of their own.

Agreed. I never take a VSD I I always take the II. But Screed and Gladiators is great.

Here is one Ive been working on. Its posted alone as well under carrier domination. Just didnt know this thread was here.

(137) VSD II

Tarkin

Weapons Liason

Flight Controllers

Expanded Hanger Bay

(99) VSD II

Weapons Liason

Flight Controllers

Expanded Hanger Bay

(64) 8 x Tie Fighters

Although I'm a rebel player through and through I keep on musing about the viability of going all in on Major Rhymer with some supporting Victory 1 Class Star Carriers.

+++ Flat Top (300pts) +++
++ Imperial (Standard) (300pts) ++
+ Victory Star Destroyer (200pts) +
Victory I-Class Star Destroyer (116pts) [Expanded Hangar Bay, •Grand Moff Tarkin]
Victory I-Class Star Destroyer (84pts) [Expanded Hangar Bay, Flight Controllers]
+ Squadrons (100pts) +
TIE Advanced Squadron (12pts)
TIE Advanced Squadron (12pts)
TIE Advanced Squadron (12pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
TIE Bomber Squadron (9pts)
•Darth Vader (21pts)
•Major Rhymer (16pts)
+ Objectives +
Assault Objective [Precision Strike]
Defense Objective [Contested Outpost]
Navigation Objective [Minefields]
Created with BattleScribe

All 8 squadrons can shoot black dice out to medium range and the Tie Advanced escorts mean that even if the fighters do become engaged theres a whole massive squadron battle to be had before anyone can touch the bombers. The VSD's and Tarkin are flying support roles here but long range red dice are still good. The objectives should all lead towards a decisive engagement where the bomber wing can shine.