VGV - 300 pt. Imperial Fleet

By dramagod2, in Star Wars: Armada Fleet Builds

Is this fleet viable? I'm between Motti and Screed for commander. Motti increases the fleets durability by 5hp, bringing it to 26 total plus shields which is pretty tough in my eyes while still leaving a 4pt deficit initiative bid. Screed makes the fleet less survivable and diminishes the chance of getting initiative, but guarantees minimum damage output. The TIEs are there just to screen fighters mostly. The main strategy is to keep the ships close and focus fire on targets to knock them out quickly.

[ EMPIRE FLEET (296pts. w/ Motti) or (298pts. w/ Screed)
1 • Victory II-class Star Destroyer (85)
2 • Victory II-class Star Destroyer (85)
3 • Gladiator II-class Star Destroyer (62)
4 • TIE Fighter Squadron (8)
5 • TIE Fighter Squadron (8)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)

Im considering dropping a TIE and upgrading them to interceptors but that would put me right at 300, so im not sure if the added attack dice is worth not getting initiative. My play experience is limited and Im going to an event on Friday so any comments or advice would be welcome. I just like the idea of using three capitol ships for the added power and survivability.

Edited by dramagod2

Drop the Victory 2's for V1, hands down. Fire Motti and let Screech take over.

Drop the Victory 2's for V1, hands down. Fire Motti and let Screech take over.

Are you sure? in the games I have played I've found the black dice to be very situational, and if I downgrade both SDs then all my ships will be relying on black dice meaning that a quick and maneuverable opponent only needs to stay out of close range to avoid most of my fire. My thinking on the list is that the ships are quite powerful and durable on their own, but I definitely can see screeds value over Motti. A guaranteed damage per ship per turn can add up to potentially 18 additional damage over the course of the game if each ship survives to turn 6 which is pretty substantial over the 5 added HP provided by Motti. Im just still not sure about putting all of my eggs in the black dice basket.

With Screed you turn a miss into a hit. Running a 3 ship build at 300 points will be difficult and will tend to be all or nothing. The only thing you can do is play test and see. You also control more of the board with three ship wish makes range ones a lot easier.

I see what you're saying mostly except for the three ship build part. I don't understand why it would be more difficult or all or nothing. Would you mind elaborating, please? Also, what if I changed it to one of the following:

[ EMPIRE FLEET (297 points)
1 • Victory II-class Star Destroyer - Admiral Screed (111)
2 • Victory I-class Star Destroyer (73)
3 • Victory I-class Star Destroyer (73)
4 • TIE Fighter Squadron (8)
5 • TIE Fighter Squadron (8)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)

-or-

[ EMPIRE FLEET (300 points)
1 • Victory I-class Star Destroyer - Admiral Screed (99)
2 • Victory I-class Star Destroyer (73)
3 • Gladiator II-class Star Destroyer - Engine Techs - Demolisher (80)
4 • TIE Fighter Squadron (8)
5 • TIE Fighter Squadron (8)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)
9 • TIE Fighter Squadron (8)

Edited by dramagod2

Three ship imperial leaves you low on squadron support. I have found its best to max it out. Currently my builds have been running 8 tie interceptors or 10 tie bombers. It's becoming more apparent that numbers are better than aces. Tie interceptors are an amazing cost to attack ratio. For 3 more points over regular ties you gain 3 more attacks. 1 point per attack, it doesn't get better than that.

wouldn't it be 3 point per attack since each interceptor has only one more attack than a regular tie but at a 3 point cost per fighter? So in the end you pay an additional 24pts for an additional die per squadron when running 8 of them.

The thing I don't like about interceptors is that they can still be one shot-ed by an x-wing squadron.

wouldn't it be 3 point per attack since each interceptor has only one more attack than a regular tie but at a 3 point cost per fighter? So in the end you pay an additional 24pts for an additional die per squadron when running 8 of them.

The thing I don't like about interceptors is that they can still be one shot-ed by an x-wing squadron.

4 regular attacks, 2 counters

You could always flight control/ hanger 3 Ints and howlrunner if your worried about loosing them. But in the end most of them will dies anyways. It's all about attritions and in that game more attack is a good thing.

This not to say a math perfect list will win you games. That's what I love about Armada! You have a million options during the turn that can be more important than your list that can determine the outcome.

I played the following version of this list lat night and it did pretty well. There was a bat rep made that I will link when it's up.

[ EMPIRE FLEET (296 points)
1 • Victory I-class Star Destroyer - Admiral Screed - Assault Concussion Missiles (106)
2 • Victory I-class Star Destroyer - Assault Concussion Missiles (80)
3 • Gladiator II-class Star Destroyer (62)
4 • TIE Fighter Squadron (8)
5 • TIE Fighter Squadron (8)
6 • TIE Fighter Squadron (8)

7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)
9 • TIE Fighter Squadron (8)

The fleet I faced off against had no fighters (my friend had literally just purchased the wave 1 expansions and wanted to field all his ships which I totally get.) Instead, it was the lesser versions of 2 corvettes, 2 nebulons, one with antilles and then one of the frigates with gam bell iblis. I had initiative and we played minefield.Overall, I found the list to be very effective, especially using screed with the ACMs. Used together, they turn a front arc roll of all misses into 4 damage and that pretty amazing. I also got into an interesting situation where one of my Vics and the frigate were locked into collisions. Neither could move so it wasnt overlapping the other so they were forced to sit and ram over three turns, which was great for me as it also kept my front arc viable. The fighters didn't do much ans were mostly eliminated by the nebulons. I flanked with the glad but in the end it really didnt do very much. I think my next iteration will replace the glad with some better fighters to keep the force versatile and more compact. I want to try hanging back in the beginning with the Vics so as not to expose my rear for flanking and instead making the enemy come into the center field towards me. Then, once theyve moved in I will move forward to get them into close range and unload. Maybe using rhymer and some bombers or advance for some midrange cover. Either way the fleet did very well and I killed everything except for one corvette by the end. Looking forward to trying some different things with it.