300 points Imperial build for review

By panzerdaddy, in Star Wars: Armada Fleet Builds

Hi All,

I'm still trying different mixes at this moment.

This build is to maximise the special ability of Major Rymer and still have good anti squadron to fight off Rebel bombers and fighters through passive damage from Mauler.

The Adv TIE fighters will provide defense around Mauler and Rymer. Admiral Chiraneau will allow Mauler to give passive damage every turn.

Comments welcome as I like the list flexibility but I'm facing fighter heavy list from Rebel players.

SHIP: Victory II-class Star Destroyer 85

UPGRADES PTS

Grand Moff Tarkin 38

Admiral Chiraneau 10

Flight Controllers 6

Expanded Hangar Bay 5

Total Points: 144

SHIP: Gladiator I-class Star Destroyer 56

UPGRADES PTS

Engine Techs 8

Assault Concussion Missiles 7

Demolisher 10

Total Points: 81

Major Rhymer TIE Bomber Squadron - 16 pts

Mauler'' Mithel TIE Fighter Squadron - 15 pts

3 x Adv TIE Fighter - 36 pts

I would replace Tarkin with Screed....

and then get another advance

I'm not sure that Screed will really complement what I believe that he is trying to do. Tarkin will supply him with a constant supply of squadron commands so that he can move nearly all of his squadrons first each turn, or at least 1 (preferably Mithel, with his damage dealing ability). Now, I'm running a similar list, but I got rid of Assault Concussion Missiles and Engine Techs (just weren't effective with what I was trying to do) and added Expanded Launchers and Intel Officer (as the Gladiator will most likely be the ship you want doing the most damage) Intel Officer is huge, especially when you are trying to get rid of pesky corvettes and Neb B's, as at close range they can't use an Evade (unless Mothma is there, and its still just a reroll), and if they choose to use the token you've chosen, they lose it for the game. Very helpful. Time that with a full front hull shot with expanded launchers, shooting 4 black and 2 red dice at a Neb B side...could nearly one shot it. Now, since you're only running two ships, I'd recommend looking at Motti (for the increased hull; you're going to take some shots from a fighter heavy build) and using Wulff Yularen, as you can exhaust him after spending a squadron token to regain that token each turn (works with any token as well).

Now, with something like this, quantity over quality is paramount. Advanced are awesome, but expensive, and for those 3 you're running, you could run 4 TIE Fighters. You're going to need a good sized fighter screen to get your bombers in there to do their work.

Just some thoughts. Good luck with it. Let us know how it plays.

Kind of agree with jason...Advance's are pretty pricey to spam. However, I don't see a way past that if you want to use the Admiral Chiraneau + Mauler Mithel combo.

The issue is, for me, I feel the cost of Admiral C to enable Mithel's ability every turn is pretty steep for the opportunity cost: Either forcing steady squadron commands (not exactly bad, just takes away flexibility which I hate), or taking Tarkin (who is pricey as hell, but good).

If you're up against Gallant Haven a lot, it's probably worth the cost...otherwise I'd be happier with diversifying my points into multiple squadrons. My current tournament list, and likely most of my imperial lists, run 8-10 fighters. 3-6 Fighters, 2 interceptors, 2 bombers, and 1-2 Advances. Hard for me to want to dip lower with such, individually, weak fighters.

I would still get Screed instead....

I like the squadron set-up and would like to see/hear how this is doing on the table.

Though i wonder what Assault objective you would play?

I've been toying with a VERY similar list that I'm still waiting to try. Take a look:

[ EMPIRE FLEET (298 points)

1 • Victory I-class Star Destroyer - Admiral Screed - Admiral Chiraneau - Flight Controllers - Expanded Hangar Bay (120)

Your flagship is set up as a carrier with Flight Controllers for extra damage and an Expanded Hangar Bay for alpha strikes. Admiral Chiraneau coordinates your fighters, allowing them to move whilst engaged. This synergizes with Mauler Mithel (see below).

2 • Gladiator I-class Star Destroyer - Engine Techs - Assault Concussion Missiles - Demolisher (81)

Here we have a standard Gladiator Spearhead set up, designed to get in the face of your opponent and make him worry about it instead of your carrier. And he will worry about it.

3 • Howlrunner'' TIE Fighter Squadron (16)
4 • Mauler'' Mithel TIE Fighter Squadron (15)
5 • Darth Vader TIE Advanced Squadron (21)
6 • Soontir Fel TIE Interceptor Squadron (18)

Here we have a good spread of Imperial Aces. The idea is that Howlrunner will engage first on a squadron command, position well for the following squadrons to take advantage of her ability, and fire her salvo. Mauler Mithel comes in next, engaging as many enemy squadrons as he can to proc his ability on them, dealing them all 1 damage automatically. He also benefits from Howlrunner's ability on his following attack. Next comes Soontir Fel. He also wants to be located centrally, to both take advantage of Howlrunner's ability, and also to put himself in engagement range of enemy fighters so that his ability will proc. Finally, Darth Vader enters the fray engaging as many enemy fighters as possible to protect Soontir Fel from being attacked with escort and thus allowing Soontir's ability to proc every single time someone is forced to attack Darth Vader and not him, causing them 1 damage automatically. Darth Vader wants to shoot at enemy Aces where possible, but prioritize your Escort Mission first.

Keep in mind that everyone but Vader will be rolling an extra die for Howlrunner if you placed properly, and an extra die from Flight Controllers, in addition to receiving a reroll from Swarm. The alpha strike here is pretty strong. On your following turn, Admiral Chiraneau allows you to move Mauler Mithel around a bit to proc his ability again. You can mess with the rest of the fighter composition to add more protection for this combo in the form of TIE Advanceds if you feel you need them. There is enough room for 2, in addition to Vader.

7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)
9 • TIE Interceptor Squadron (11)


This is Wave 2 of your fighter squadrons. You will be tempted to send them in with the initial strike, but don't. This is your fighter screen in case any enemy fighters get through the initial furball (unlikely) or go around. Use these fighters to intercept anything threatening your flagship. If it becomes clear that this will not happen, feel free to send them into the initial furball to clean up, or to distract enemy ships.

Edited by photogasm

I've been toying with a VERY similar list that I'm still waiting to try. Take a look:

[ EMPIRE FLEET (298 points)

1 • Victory I-class Star Destroyer - Admiral Screed - Admiral Chiraneau - Flight Controllers - Expanded Hangar Bay (120)

Your flagship is set up as a carrier with Flight Controllers for extra damage and an Expanded Hangar Bay for alpha strikes. Admiral Chiraneau coordinates your fighters, allowing them to move whilst engaged. This synergizes with Mauler Mithel (see below).

2 • Gladiator I-class Star Destroyer - Engine Techs - Assault Concussion Missiles - Demolisher (81)

Here we have a standard Gladiator Spearhead set up, designed to get in the face of your opponent and make him worry about it instead of your carrier. And he will worry about it.

3 • Howlrunner'' TIE Fighter Squadron (16)4 • Mauler'' Mithel TIE Fighter Squadron (15)5 • Darth Vader TIE Advanced Squadron (21)6 • Soontir Fel TIE Interceptor Squadron (18)

Here we have a good spread of Imperial Aces. The idea is that Howlrunner will engage first on a squadron command, position well for the following squadrons to take advantage of her ability, and fire her salvo. Mauler Mithel comes in next, engaging as many enemy squadrons as he can to proc his ability on them, dealing them all 1 damage automatically. He also benefits from Howlrunner's ability on his following attack. Next comes Soontir Fel. He also wants to be located centrally, to both take advantage of Howlrunner's ability, and also to put himself in engagement range of enemy fighters so that his ability will proc. Finally, Darth Vader enters the fray engaging as many enemy fighters as possible to protect Soontir Fel from being attacked with escort and thus allowing Soontir's ability to proc every single time someone is forced to attack Darth Vader and not him, causing them 1 damage automatically. Darth Vader wants to shoot at enemy Aces where possible, but prioritize your Escort Mission first.

Keep in mind that everyone but Vader will be rolling an extra die for Howlrunner if you placed properly, and an extra die from Flight Controllers, in addition to receiving a reroll from Swarm. The alpha strike here is pretty strong. On your following turn, Admiral Chiraneau allows you to move Mauler Mithel around a bit to proc his ability again. You can mess with the rest of the fighter composition to add more protection for this combo in the form of TIE Advanceds if you feel you need them. There is enough room for 2, in addition to Vader.

7 • TIE Fighter Squadron (8)8 • TIE Fighter Squadron (8)9 • TIE Interceptor Squadron (11)

This is Wave 2 of your fighter squadrons. You will be tempted to send them in with the initial strike, but don't. This is your fighter screen in case any enemy fighters get through the initial furball (unlikely) or go around. Use these fighters to intercept anything threatening your flagship. If it becomes clear that this will not happen, feel free to send them into the initial furball to clean up, or to distract enemy ships.

I like this, may have to try it out.

Also don't forget to put Wulff or whatever his name is on the Gladiator to work in tandem with the Engine Techs, start the process turn one with a Navigation token and then it's self sustaining (like a nuclear reactor!). Wulff will "re-grow" the token each time you use it for the extra move.