3 Ship Empire, considering squadrons or upgrades.

By Nyxen, in Star Wars: Armada Fleet Builds

So far I'm looking at

Vic-II

-Admiral Screed

Vic-I

-Assault Concussion Missiles

Gladiator-I

-Engine Techs

-Assault Concussion Missiles

-Demolisher

Leaving me with room for up to 3 generic TIE Fighters with a 4 point initiative bid, or 28 points of upgrades. Which would you take in this case and why? Also, which objectives would you guys recommend?

As much as I'd want to include some fighters I'm not sure 3 TIEs will make enough of an impact without any support to be worthwhile. I'm not 100% sold on Imperial 3-ship lists yet, but if you're going for that I'd stick with a focus on the upgrades. Here's a few options I'd consider adding, pick-and-mix from these based on how you're wanting to play.

Intel Officer on the Gladiator - you're opponent is going to position to give you as few shots with this as possible, Intel makes them count for more as you're lacking the Accuracy on black dice and don't want them Bracing off your damage.

Warlord/H9s - Means your long-range red dice can inflict more damage, and allows one of your Victories (probably the flagship, as it's not bringing missiles) to do some anti-squadron damage by making your accuracy/crit rolls on those blue dice useful too.

Dominator/Wulff/Leading Shots on the Vic-II - Let's assume you've managed to get your front arc in medium range of someone. You can now activate Dominator to roll 3 red, 5 blue. The extra blue give you ammunition for Leading Shots. Wulff means you can regenerate a Repair token to get one of those shields back. If you're doing this I'd think about making the Vic-I with ACMs your flagship, and running this (expensive) Vic-II to offset the points of Screed on a Vic-I ACM flagship.

For objectives I'd consider choosing from the following:

Contested Outpost (yellow)

Hyperspace Assault (yellow)

Advanced Gunnery (red)

Most Wanted (red)

Minefields (blue)

I played against a similar list recently, and its measly 4 TIE's (flown very well) managed to occupy my Rebel fighters (including Keyan and Dutch) for a key 2-3 turns, preventing much damage against their ships. Well worth their points in that case.

That said, Tarkin was a huge help for the 3-ship list too.....I'd definitely consider him instead of Screed. The tokens go a long way toward mitigating the command lag on those VSD's...

never ACM on VSD - 1s. getting to use their black-dice is basically hoping for a miracle.

H9 + Warlord seems like a money combo, but just the simple upgrade to a VSD-2 gives so much more anti-ship potential than the base VSD - 1