Motti and Rhymer

By jmcb29, in Star Wars: Armada Fleet Builds

Here's my latest Imperial tournament build. I've been testing and refining this one for quite some time, and feel it has a direct purpose at this point.

Critiques and suggestions are welcome.

Capital Ships: (201)

Vic I (73) - Admiral Motti (24), Flight Controllers (6), Expanded Hangar Bay (5) - (108)

Vic I (73) - Admiral Chiraneau (10), Expanded Hangar Bay (5), Corrupter (5) - (93)

Squadrons: (96)

Howlrunner (16)

Mauler Mithel (15)

TIE Interceptor x2 (22)

Major Rhymer (16)

TIE Bomber x3 (27)

Total Points: 297

Objectives:

Precision Strike

Hyperspace Assault

Superior Positions

I'm a firm believer in minimal bombers

the imperials are sorely lacking capital ship anti-squadron fire, and therefore their dedicated bombers will get hung to dry if the very limited fighter screen fails. 4 3-health ships is not much of a fighter screen at all.

secondly, you don't need bomber to hurt enemy ships. Sure, you have the chance to do far more damage, but it's not like a swarm of ties is something a capital ship can afford to ignore.

At the very least, I'd chuck a bomber for another interceptor (a 3 point bid really won't do much, in my experience, so might as well go whole hog)

I also never found Corrupter to be particularly necessary, since rhymer's range is already quite absurd. Maybe when Wave 2 comes out and hits us with new bombers, but for now I don't find it makes much difference. I wonder, then, if you wouldn't be better served fitting 3 Advances instead of 3 bombers. They don't hit ships quite as hard on lucky rolls, but they're not nearly so defenseless against squadrons and they'll hold them in place while Mauler dances a merry jig

What FGD said. More than 2 bombers (Rhymer and a generic) is too much. You won't have a large enough investment in fighters to cover them. Take 1-2 advances to act as "sorta" bombers against fighter-light lists and fill out the rest with sexy fighters and interceptors.

As for Flight Controllers...i Dropped them for Gunnery Team, as I can (possibly) assist with that extra 1 dice from my victory but also have the options of unloading more battery dice on ships if the opportunity arises. Of course, this may not be that great a tactic, or it could be. Just a thought :)

h9 + warlord has been ruled to guarantee 1 damage to every squadron targeted by a VSDs the anti-squadron barrage

****'s expensive, though (23 points with gunnery team). I'd give it a whirl at 400 points, though.

I was considering it for my Vic-1 at 400 too...helps with your Reds when blasting ships, let's you pick accuracies as needed to popping out double damages when wanted. That or XX-9s for maximum screed synergy...of course I was thinking that XI-7s would be very powerful too...drill those front arcs home! Take that Home One!

There is a very similar list used on YouTube, Aussie guy playing a mirror batch against a similar build but with different squadrons...

Just looking it up...Chazz on WW40K - Star Wars Armada: Battle Report {number} IIRC it's number 3

Interesting responses re: less bombers.

I find that the fighter screen I have is enough (but only when it gets alpha strike) to hold off the enemy for several turns, which is enough for the 4 bombers to either take down a small ship, or put enough damage on a medium that my capital ships have very little left to do.

Corrupter is in the list not to increase the bombers from 4-5 but rather from 2-3 if they get tangled in engagement. When my opponent has Tycho, I use this ability fairly frequently. I found speed 2 wasn't sufficient to get all the bombers free of combat, and in to a position to do some damage.

completely forgot about corruptor + chiraneau interaction

carry on :P

If you had less Bombers and more fighters you could just kill tycho, and kill all their squads, then use the rest to help you 2ish Bombers that have been freely shooting most of the game. You also save 15 points on chirpy and corruptor.

I'm glad you guys have such good experience with your bombers. Mine just have their dice cancelled by MonMotha or reroll and get blanks, if they don't roll blanks the first time.

Might work well vs other imperials, but that **** mon motha annoys the hell out of me. And EVERYONE takes her.

Defense tokens are limited. Use this to your advantage. Use squad commands to fire first to force them to consider using tokens against your bomber, or a potentially more deadly 4-red or stronger victory shot.