Imperial list for critique

By Nyxen, in Star Wars: Armada Fleet Builds

Hey guys, I'm pretty new to Armada, still working on the basics and all. Given that I've only got the core, 1 Vic, 1 gladiator, and soon 2 fighter packs, what do you think of this:

Vic 1: admiral screed, enhanced armaments, warlord

Gladiator 1: engine techs, expanded launchers, demolisher

Soontir fel+ 2 interceptors

Howlrunner+ 2 tie fighters

2 tie advanced

I play far more often Rebels due to the over-abundance of Imperial love around me. ;)

having said that I think you might want to try something like this:

Victory II-class Star Destroyer - Victory-class Star Destroyer (85)

- Admiral Screed (26) (111 pts)
Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56)

- Wulff Yularen (7) - Engine Techs (8) - Assault Concussion Missiles (7) - Demolisher (10) (Total : 88 pts)

This leaves you with 101 points for squadrons and perhaps the odd upgrade to your Victory.

Screed because you want to maximise your damage output.

Wulff Yularen because it replenishes your navigation token (for engine techs), allowing other (concentrate fire!) commands.

Engine techs for a blistering speed. :lol:

ACM for even more/better damage output.

Demolisher title allows you to move, shoot, move again (engine techs) and shoot again.

Be careful; the Gladiator is a bit of a glass cannon compared to the Victory but it packs helluva punch.

enjoy!

Why the Vic 2 over the Vic 1, and the advanced concussion missile over the extended launcher?

Advanced concussion missiles will nab you better damage output in the long run. Screed guarantees they go off, and they can be used from any arc. This means if you are out of black die range before you move, you can at least get your red dice off your front arc, them move in using demolisher's ability and hit from a side arc. And it's almost half the cost. Everyone see expanded launchers and thinks more dice is better, but advanced concussion missiles will get you almost the same net damage for much less and is more versatile.

Why the Vic 2 over the Vic 1, and the advanced concussion missile over the extended launcher?

Because the blue dice come into play a LOT more than the black on a Vic - and they synergize well with red dice.

If fielding a single Vic I would simply never go black. Maybe if I have 2.

Many feel that ACM is more bang for the buck. But more importantly, it helps your side arcs as well. With Demolisher you'll often be shooting front arc at long range, then moving, moving again, and shooting from a side arc. With Expanded Launchers that doesn't work as well.

The H9/Warlord combo could fit in here as well.

Why the Vic 2 over the Vic 1, and the advanced concussion missile over the extended launcher?

Because the blue dice come into play a LOT more than the black on a Vic - and they synergize well with red dice.

If fielding a single Vic I would simply never go black. Maybe if I have 2.

Many feel that ACM is more bang for the buck. But more importantly, it helps your side arcs as well. With Demolisher you'll often be shooting front arc at long range, then moving, moving again, and shooting from a side arc. With Expanded Launchers that doesn't work as well.

I agree here. Expanded Launchers is nice. But your not gonna use it much if not at all. ACMs work well with the gladiator and Screed especially. though I prefer fielding a Gladiator 2 rather than 1 without engine techs.