Imperial all ship list advice wanted!

By clontroper5, in Star Wars: Armada Fleet Builds

So I am going to try a list soon and was wondering if I should do:

Vic-1:

grand Moffat token

Vic-1

Glad-1

Glad-1

(296 points)

Or Vic-1: Screed

Vic-1

Glad-2

Glad-2

(296 points)

Or maybe there are some other upgrades you think would be better then glad-2

Anyway thoughts?

Same as my thoughts on the other 4 ship imperial list - it's not going to work, but I'd love to hear any game reports on how it did and against what.

I, too, am really against 4-ship builds.

Essentially, adding upgrades to your ships increases their relative power by massive margins, something that just spending more points on antoher ship simply can't get you.

Furthermore, playing without squadrons is pretty bad juju. You might be able to pull it off in Wave 2, but even now, the 2 blue-dice flak Glad's simply don't do enough.

The most successful attempt I saw was a Vic-2 with the two upgrades that alter blue dice (Warlord and H9 turbos?) so that they essentially autohit all squads in range, as well as two Glad-2s. he couldn't put out enough damage to threaten my squadrons effectively, and it had the potential to draw some shots away form my ships...and i'll take that ANY day.

I understand that this list will likely not be competitive (notice I didn't say I was taking it to a tournament) but I have 4 star destroyer and by god I will play at least 1 game with 4 star destroyers

But I agree with you guys, 3 ship lists are my favorite

Objectives? Tactics?

True. Though I'm really looking forward to my first ~900 point games...gunna be EPIC

I have a couple of four ship Gladiator I lists that have done well. Well commanded bombers can get one if I can't make the attack pass happen the right way. Just means I have to kill two ships as I fly by... ;)

Objectives? Tactics?

Tactics, kill the enemy ships before the enemy bombers kill me...

But seriously, looking at using tarkin to kinda slow roll forward and mostly spam engineering tokens and commands vs screed and after building up tokens for a turn or two send my gladiators in a pincher around both flanks to force the enemy ships into a funnel toward the victorys

I playtested the second list you have against an "all comers" rebel list I cooked up. Objective ended up being Minefields for the mission. Don't remember the exact makeup of the Rebs but it was an Assault Frigate kitted out as a carrier, Wedge, Dutch, some more Y-wings, and 2x CR-90's. One an A and the 2nd was a B with Dodonna's pride.

Ultimately, the Rebel fighters and ships together only managed to take out 1 Glad2 while the Imps destroyed the 3 Rebel capital ships by turn 5. Seemed like a 1-sided fight so I came up with a list to try and combat these 4-ship Imperial builds. I'll admit I have only played a few games and only 1 of those wasn't me showing someone else how to play so my experience is limited but it seems like a legitimate strategy to focus on eliminating the Rebel cap ships and ignoring the fighters.

The objectives I took with the Imperials were Advanced Gunnery, Hyperspace Assault, and Minefields.

Edited by NeonWolf