Dark Force vs Task Force: Freedom

By Gunner070, in Star Wars: Armada Fleet Builds

Imperial vs Rebel build. (UPDATE 1)

This is my first shot at fleet building and just wanted to know who you think would win this match-up. I'm interested to know who would win straight up, but I'll add each side's mission cards if you want.

UPDATE 1: Thanks to Fickle and Daner for the tips. For the most part, I took the advice to heart but I had an idea or two while I was rebuilding the lists so they are a little different than your posts.

Dark Force

Victory I-Class SD (73)

- * Adm. Screed (26)

- Sensor Team (5)

- * Adm. Motti (24)

- Weapons Liaison (3)

- Overload Pulse (8)

Gladiator II-Class SD (62)

Gladiator I-Class SD (56)

- Engine Techs (8)

- Assault Concussion Missiles (7)

- Engineering Team (5)

- Defense Liaison (3)

Gladiator II-Class SD (62)

Gladiator I-Class SD (56)

- Engine Techs (8)

- Assault Concussion Missiles (7)

- Engineering Team (5)

- Defense Liaison (3)

TIE Fighter Squadron (8)

TIE Fighter Squadron (8)

TIE Fighter Squadron (8)

+ TIE Fighter Squadron (8)

TIE Interceptor Squadron (11)

TIE Interceptor Squadron (11)

MISSIONS:

Assault: Advanced Gunnery

Defense: Contested Outpost

Nav: Dangerous Territory

(TIEs focus on fighter superiority, GSDs will rush in and do as much damage as possible, VSD comes in for clean up)

TOTAL: 300

Task Force: Freedom

Assault Frigate Mk II B (72)

- * General Dodonna (20)

- * Gallant Haven (8)

- Enhanced Armament (10)

- Electronic Countermeasures (7)

- Intel Officer (7)

Neb-B Escort Frigate (57)

- * "Yavaris" (5)

- * Adar Tallon (10)

CR90 A (44)

CR90 B (39)

* Keyan Farlander (20)

X-Wing Squadron (13)

X-Wing Squadron (13)

+ X-Wing Squadron (13)

+ X-Wing Squadron (13)

MISSIONS:

Assault: Precision Strike

Defense: Superior Positions

Nav: Hyperspace Assault

(The "Yavaris" is on escort duty for the fighters while they hit enemy capital ships. The CR90 provides support for the Assault Frigate)

TOTAL: 300

Thanks for your thoughts!!!

Edited by Gunner070

Overload pulse can't go on the Victory- 1. Only the Victory - II has the "ion" upgrade icon (it looks similar to the turbolasers because they're both guns, but they are distinct icons). XX-9 turbos don't seem particularly useful, imo. [13 points]

Liasons aren't terribly useful without ways to mitigate their cost (which is considerable) so I'd cut them all out. They're not particularly needed on command 2 ships anyway. [9]..

If you're not running a lot of mediums, I'd highly recommend Skreed. Dude is ridiculous (Guarantees of dice often are) [-2]

Gladiator class star destroyers benefit inordinately from Engine Techs [-6]. They're incredibly short ranged ships that need to get close to anything to be effective.

with 14 points left, you can title both your gladiators and have a point left over :) [298 points new total]

which, if you drop your gladiators from II to I, will get you Assault Concussion Missile launchers on both Glads :D [they're pretty ridiculous]

Edited by ficklegreendice

Fickle commented quite a bit on your Imperial and I concur with most of his assessments.

So, let's take a look at the Rebels.

What I would do is the following:

On the Mark II, drop the Intel Officer and pick up Electronic Countermeasures, Gallant Haven & Enhanced Armament

On the Neb B, you are fine with Yavaris and Adar Tallon.

On the Corvette B, pick up Overload Pulse.

Drop the other Corvette.

Squadrons:

2 X Wings

2 B Wings

1 Y Wing

That uses all 300 points and no initiative bid. However, it does give you an all comers list, that could compete well in several missions.

As far as who would win a straight up fight, I don't know. The game is built around missions, so that is the way my brain thinks about the game.

Updated^^^

On the Imperial side, I would take out an Interceptor to add titles to both Gladiators.

Other than that, both lists look really good. Just play test the objectives and figure out which ones you like.

As far as your imperial force goes, I can't for the life of me figure out why you have a sensors team on a Vicky I. The sensors team sees you tossing a dice to change another dice to an aim dice. The only dice with aim are the red dice, so unless you are getting in close and rolling alot of blanks, this is kind of unimportant (personally I think sensor teams should only go on Vicky II's).

Maybe drop your sensors team, 2 tie interceptors, and 2 tie fighters. Instead replace with mailer mithel, howlrunner, and a tie advanced. This gives your fighters freedom to engage your enemy with less impedance (they will focus on advanced first because they have to and the named squadrons next) leaving your fighters to truly become an air superiority screen).

Your rebels on the other hand looks like a slightly tweaked build that was already previewed by FFG in the "Ready for Battle" News feed posted back in March (which, no offense their build looks better). Also, you have your nav and defense missions for the rebels mixed up.

My friend has been stewing over a build similar to what you have and suggests something more like this:

Assault Frigate Mk II B - 72

General Dodonna - 20

Gallent Have - 8

Intel Officer - 7

Flight Controllers - 6

Electronic Countermeasures - 7

Nebulon-B Escort Frigate - 57

Redemption - 8

Intel Officer - 7

Engineering Team - 5

CR90 Corvette B - 39

Tantive IV - 3

Leia Organa - 3

Wedge Antilles - 19

"Dutch" Vander - 16

X-Wing Squadron - 13

Y-Wing Squadron - 10

Assault: Precision Strike

Defense: Fleet Ambush

Nav: Superior Positions

(Assault Frigate stays in cover of all the fighters with the redemption in short tow behind it lobbing artillery shots from afar. Both ships strip away the defenses of the enemy by utilizing the Intel Officers to force the opponent to discard defense tokens. Finally the CR90 acts a C&C vessel, Disseminating tokens and changing commands on the fly for the Assault Frigate.)

TOTAL COST 300