What do you think about my first list?

By Dark Raider, in Star Wars: Armada Fleet Builds

Hi from Spain! That's my first post, so hi to all.

My English is short, sorry for my mistakes.

Please tell me what do you think about my first list:

VIC-II (85)

-Admiral Screed (26)

-Gunnery Team (7)

-Overload Pulse (8)

-Enhanced Armamament (10)

TOTAL 136 points

GLA-II

-Demolisher (10)

-Expanded launchers (13)

- Engine Techs (8)

TOTAL 93 points

Squadrons (71 points)

-Darth Vader (21)

-Soontir Fel (18)

-Tie Advanced x2 (24)

-Tie fighter (8)

List of 300 points.

I'm a noob so I really don't know if it's a good list.

My idea is I have enough power versus ships, so my squadron list try to defense Soontir and do damage with his special ability to other squadrons.

Come on guys, now shred me the list, but don't make me hurt.

I'd drop the two tie advanced for more standard Tie Fighters.

You may also want to consider having Admiral Chiraneau on that GLA II with Flight controllers so you can get Fel and Vader moving against high priority targets.

But thats just me : D

Edited by DeathSheep

Thanks, you words made me think.

I also don't know if overload pulse is worth it. In order to get it to work you have to have multiple attacks on the same target lined up. I would actually keep the Tie Advances as they force squadrons to attack them and if Fel is near this gives auto damage!

My plan is to use pulse overload on the first shot with VIC,, and then make a second attack up drawing by surprise with the Gladiator using Engine Techs, with 4 black dice. Also I can change the result of one of this dice.

Your vision about squadron plan is the same that you have.

Thanks for your opinion!

So, personally, I like Assault Concussion Missiles over Expanded Launchers. It's cheaper and it can decimate ships.

Next I would drop Overload Pulse. Of you are set on it then drop the gunnery team. While they are good, of your goal is the pulse then you can only use Screed on 1 attack. Those points you save will allow you to add in Admiral Chiraneau and Mithel. Mithel will let you combo with Admiral Chiraneau and add more damage.

I'd adjust your squadrons a bit.. there is no reason not to take howlrunner, easily worth her weight in points.

howlrunner (16pts)

soontir fel (18pts)

5x tie fighters (40 pts)

that's 74 points total. I'd actually even take another tie or two but that's just me.

Use your squadron command to drop in fel, howl and a few ties to deal some hurt on enemy squadrons. howl and fel can take absorb a lot too with their brace and scatter defense tokens, both are hard to kill unless under heavy concentrated fire.

This is a god squadrons list, but I want advanced ties for Fel.

Ok that's my second list, aplying some of your tips

[ EMPIRE FLEET (296 points)

1 • Victory II-class Star Destroyer - Admiral Screed - Gunnery Team - Overload Pulse (126)

2 • Gladiator II-class Star Destroyer - Wulff Yularen - Engine Techs - Assault Concussion Missiles - Demolisher (94)

3 • Soontir Fel TIE Interceptor Squadron (18)

4 • TIE Advanced Squadron (12)

5 • TIE Advanced Squadron (12)

6 • TIE Advanced Squadron (12)

7 • TIE Interceptor Squadron (11)

8 • TIE Interceptor Squadron (11)

http://armada.fabpsb.net/permalink.php?sq=e2c6w1i1e6o1s3n1f12e13e12e12e12e7e7 ]

e2c6w1i1e6o1s3n1f12e13e12e12e12e7e7

I am still trying to figure out why people like the GSD 2.. . While it has 1 more anti-squadron die, and replaces a black with a red (which I personally think is a waste) it's not that great.

I intend to use two blue dice in a good sweep against squads.

And if I do not get the desired results will change it.

Ok that's my second list, aplying some of your tips

[ EMPIRE FLEET (296 points)

1 • Victory II-class Star Destroyer - Admiral Screed - Gunnery Team - Overload Pulse (126)

2 • Gladiator II-class Star Destroyer - Wulff Yularen - Engine Techs - Assault Concussion Missiles - Demolisher (94)

3 • Soontir Fel TIE Interceptor Squadron (18)

4 • TIE Advanced Squadron (12)

5 • TIE Advanced Squadron (12)

6 • TIE Advanced Squadron (12)

7 • TIE Interceptor Squadron (11)

8 • TIE Interceptor Squadron (11)

http://armada.fabpsb.net/permalink.php?sq=e2c6w1i1e6o1s3n1f12e13e12e12e12e7e7 ]

e2c6w1i1e6o1s3n1f12e13e12e12e12e7e7

Glad2s are kind of a waste on demolishers...you're rarely going to shoot anything but a ship, long range front arc as your first shot into a saddled up broadside, and from then in you should fin yourself without 2 shots to make with that much flexibility.

I'm on the fence for your squads, looks solid, but I feel more investment into using them against all-ship lists is important. This is the reason I never see myself taking Fel...he's useless unless you're dogfighting. If, however, you had rhymer...those advances could bomb nicely when they aren't needed. Then again I can't see a lot of wiggle room for taking out anti-fighter squads as its getting to the low end of killing power.

I agree with Bitharne. Baron Fel is very tempting, but you're mostly set up to go against squadron heavy rebs. I would strongly consider Rhymer with a bomber or two replacing what you have.

Your list would work great if you knew your opponent was big on squadrons.