Imperials at 180pts

By Englishpete, in Star Wars: Armada Fleet Builds

My take on an Imperial Fleet at 180 pts. It's designed for max firepower and maximum use of its fighter escort.

Victory II-class Star Destroyer 85

Grand Moff Tarkin 38

Weapons Liaison 3

Expanded Hangar Bay 5

'Howlrunner'' TIE Fighter Squadron 16

TIE Fighter Squadron 8

TIE Fighter Squadron 8

TIE Fighter Squadron 8

TIE Fighter Squadron 8

Objectives

Advanced Gunnery

Contested Outpost

Minefields

Total Points 179

Drop Howlrunner and add two Tie fighters. At 180 she doesn't do much for you. if everyone is in range one, she will give out 4 extra dice. If you add in 2 TIE you get 6 dice.

I always take the Defense Liaison because you are going to want to keep the dial on Concentrated Fire or Squadrons. With Tarkin you are always going to have one token to change it if needed. If you need engineering, then you can spend a token and change it to fix shields.

I like the objectives.

Main problem I see is the point total. You be stuck as first player almost guaranteed, and will be stuck using your opponent's objectives. In 180, as imperials, objectives will screw you more than anything else. I would trade howl for a reg tie. 171 pts total. Core set, imps are strong enough to under bid pretty heavily.

Everything else looks solid though.

Drop Howlrunner and add two Tie fighters. At 180 she doesn't do much for you. if everyone is in range one, she will give out 4 extra dice. If you add in 2 TIE you get 6 dice.

Would it not be 5 dice as she always counts as friendly and within range one of herself? Still more dice to go with two, also more hit points as she it a fire magnet.

Drop Howlrunner and add two Tie fighters. At 180 she doesn't do much for you. if everyone is in range one, she will give out 4 extra dice. If you add in 2 TIE you get 6 dice.

Would it not be 5 dice as she always counts as friendly and within range one of herself? Still more dice to go with two, also more hit points as she it a fire magnet.

Howlrunner's ability says " another friendly squadron", so she doesn't affect herself.

Drop Howlrunner and add two Tie fighters. At 180 she doesn't do much for you. if everyone is in range one, she will give out 4 extra dice. If you add in 2 TIE you get 6 dice.

Would it not be 5 dice as she always counts as friendly and within range one of herself? Still more dice to go with two, also more hit points as she it a fire magnet.

Howlrunner's ability says " another friendly squadron", so she doesn't affect herself.

Well I have been playing that wrong. Better to know now than latter I guess.

I like the commentary around points and will be having Howlrunner sit these games out and I'll have 5 ties.

I also changed weapons liaison to defense liaison after some theory crafting of comparing usage of them both.

Now at 171 pts I have a 9 point Ini bid. We'll see how the list fairs.

I think Howlrunner is worth more than 2 TIE squadrons. Adding the extra dice is awesome and having scatter puts her over the top IMHO.

I think Howlrunner is worth more than 2 TIE squadrons. Adding the extra dice is awesome and having scatter puts her over the top IMHO.

I have only been able to use Scatter once in all the games that I have played. The blue dice are to good at taking out the special abilities.