VVG 300pt - It is a TRAP!

By Naboobo2000, in Star Wars: Armada Fleet Builds

Fleet List

Victory I-Class Star Destroyer ( 73 )

*Admiral Chiraneau ( 10 )

Victory I-Class Star Destroyer ( 73 )

Gladiator II Star Destroyer ( 62 )

*Assault Concussion Missiles ( 7 )

Darth Vader TIE Advanced Squadron ( 21 )

TIE Advanced Squadron ( 12 )

Mauler Mithel TIE Fighter Squadron ( 15 )

Soontir Fel TIE Interceptor Squadron ( 18 )

TIE Bomber Squadron ( 9 )

Total Points = 300

Playing this fleet is a funnel attack. Maneuver both Victory ships towards the outside opposite sides of the play map and the Gladiator in the middle funneling the Rebels away from the outside of the map and to the Gladiator. Any Ship attacking will do so against both the Gladiator and a Victory. Once engaged or about to engage, the other Victory swings around for clean up. Positioning is critical. Set up the ships at the far end of the table away from the rebels and then slow down the fleet so to concentrate the Rebels in the TRAP! Yes its a TRAP!

Group the star fighters near the Gladiator until there fighter group attacks. Force attacks on the Escorts a while receiving damage from Soontir Fel and using the Admiral Chiraneau/Mauler Mithel combo is again instant damage without rolling. By proper positioning the fighter group and the Victory's mean Squadron action of Fel/Mithel/Escort then Escort and Bomber could mean X-wing groups are at 3 hull if and when they attack. The following round Moving Mithel again means all X-wings left are down to 2 hull. Easy pickings for the escorts.

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I I

I I

I I

I I

I I

I I

I I

I V G V I

I SSSSS I

I I

I I

I I

Rebel Fleet

Overall Play Objectives: Combat should only be for really no more then two rounds. Combine firing of the ships and combo's from the fighter group gives the Empire very good odds at winning this skirmish with keeping the most points on the board. Taking down one or more of there ships is the goal.

Please let me know what you think. Thank you

Naboobo2000

Make sure and post your play test results.

My initial thoughts are:

Vsds are not fast enough to herd rebel ships. Since you start in a 4 foot area that gives corvettes and frigates a foot on either side of your setup to outrun and flank you.

Convoys seem to work better than pincers. I would flip the list to gvg and line them up in a convoy (as close as possible anyways) with the gs covering the vsd flank. Like:

V SSS

G G SS

Should be:

/...........V........SSS

/........G...G......SS

I look forward to reading about how this works tho!

Edited by flightmaster101

Why wouldn't the rebels just load up on one side of the board and engage the VSD? There are Rebel builds that can trade favorably, whether you're talking two AF with enchanced armament or Paragon + Salvation or maybe even a swarm. Chances are that if 70 of your points aren't involved in the fight then the fight is not going to go the way you want it to, right?

Or put this another way, are you really confident that your 230 point list can beat a 300 point Rebel list? Because until the VSD on the far flank reaches the fight that's what you've got.

For reference, today I ran into an Imperial play who (inadvertently) deployed somewhat like you're positing; one VSD far away, another VSD + Demolisher clustered together several turns flight away from the first VSD. The VSD and Demolisher were both down before the other VSD was in range to shoot. In fact, the second VSD never reached firing range. I should note that he was only running 4xTIE Fighters, rather than the squadrons you're proposing. Regardless, if I'd been engaged with all three ships at once I would have lost*, whereas instead I traded a Neb for a GSD and VSD.

*Uh, I actually did lose, because I misjudged flight paths and exited the board on turn six. But I won the fight before I committed suicide!

Edited by mxlm

Is Admiral Chireneau a commander? Hes a lot cheaper than the other options!

Other than that, agree with mxlm. In fact, even if they do everything you want and sail happily up the middle, your two VSDs still risk being too far away to capitalise, especially VSD1s.

Chiraneu is an officer not a commander.

*Uh, I actually did lose, because I misjudged flight paths and exited the board on turn six. But I won the fight before I committed suicide!

I appreciate your honesty. **** navigational errors!

Why wouldn't the rebels just load up on one side of the board and engage the VSD? There are Rebel builds that can trade favorably, whether you're talking two AF with enchanced armament or Paragon + Salvation or maybe even a swarm. Chances are that if 70 of your points aren't involved in the fight then the fight is not going to go the way you want it to, right?

Or put this another way, are you really confident that your 230 point list can beat a 300 point Rebel list? Because until the VSD on the far flank reaches the fight that's what you've got.

For reference, today I ran into an Imperial play who (inadvertently) deployed somewhat like you're positing; one VSD far away, another VSD + Demolisher clustered together several turns flight away from the first VSD. The VSD and Demolisher were both down before the other VSD was in range to shoot. In fact, the second VSD never reached firing range. I should note that he was only running 4xTIE Fighters, rather than the squadrons you're proposing. Regardless, if I'd been engaged with all three ships at once I would have lost*, whereas instead I traded a Neb for a GSD and VSD.

*Uh, I actually did lose, because I misjudged flight paths and exited the board on turn six. But I won the fight before I committed suicide!

A bare VSD and a GSD with only missiles will be easy work for me while I leave the second VSD alone as it is too far away to make it to the party on time.

Chiraneu is an officer not a commander.

This. Naboobo, you are required to include a Commander upgrade card, Admiral Chiraneau is an Officer. Commanders are blue-tinted and do not have an upgrade icon on the front, and the icon on the back looks more like a moff. The only options available to the Empire thus far are Grand Moff Tarkin, Admiral Motti, and Admiral Screed.