Empire Fleet (300) 6xTIE fighter and more

By Dark Raider, in Star Wars: Armada Fleet Builds

Hello! That's my second list. Please what do you think?

[ EMPIRE FLEET (300 points)

1 • Victory II-class Star Destroyer - Admiral Screed - Overload Pulse (119)

2 • Gladiator II-class Star Destroyer - Veteran Captain - Engine Techs - Assault Concussion Missiles - Demolisher (90)

3 • TIE Fighter Squadron (8)

4 • TIE Fighter Squadron (8)

5 • TIE Fighter Squadron (8)

6 • TIE Fighter Squadron (8)

7 • TIE Fighter Squadron (8)

8 • TIE Fighter Squadron (8)

9 • Darth Vader TIE Advanced Squadron (21)

10 • TIE Interceptor Squadron (11)

11 • TIE Interceptor Squadron (11)

My last modifications:

[ EMPIRE FLEET (300 points)

1 • Victory II-class Star Destroyer - Admiral Screed - Intel Officer - Overload Pulse (126)

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

3 • TIE Fighter Squadron (8) x10

http://armada.fabpsb.net/permalink.php?sq=e2c6o5i1e6o1s3n1f12e4e4e4e4e4e4e4e4e4e4 ]

e2c6o5i1e6o1s3n1f12e4e4e4e4e4e4e4e4e4e4

I think you will find some value getting the Howlrunner in there to support so many TIEs!

You can probably do without the intel officer if you have overload pulse or vice versa depending on how far you think your effective engagement range will be majority of the game.

The only main concern i can see is having the TIEs 1 shotted to a carrier that gets a squadron activation in.

I put Intel officer and Overload Pulse for do enough damage in 1 attack, later when enemy's ships try to pass for my sides, this ships will be without a lot of shields. Or maybe no... I have to play with this list to be sure.

I don't play Howlrunner, and play two TIE more, because in this way I have 6 hull points instead 1 with 3.

What do you think?

Sorry, I am a bit confused about Intel Officer and Overload pulse doing more damage since they don't modify damage? The way I see that combo working is you roll a critical blue, all their defence tokens turn red and the intel officer makes a token burnt if they use it....which would happen anyway since the overload pulse made all the tokens exhausted (red).

A valid point about getting more hull points without howl runner, I also would see it as getting 8x extra blue dice for your ties and she would have brace and scatter which can soak up possibly 6 hull points of damage or more

With Intel office you choice one defense token that can't be used in this atack. With overload pulse you exhaust all tokens when resolve a critical effect.

Interesting the Howlrunner thing! Maybe I do a change!

Actually I think they get to use their defense tokens before the apply a critical effect step happens so overload pulse is more of a lead up shot to a second attack.

Actually I think they get to use their defense tokens before the apply a critical effect step happens so overload pulse is more of a lead up shot to a second attack.

Irokeniks, I'm thinking about Howlrunner yet, because introduce her to my list means lose a little number advantage. It's ok have 8 dice more, but I have to drop two ties too, so that's six dice less, so the difference is two dice, and loosing number advantage.

Edited by Dark Raider

Actually I think they get to use their defense tokens before the apply a critical effect step happens so overload pulse is more of a lead up shot to a second attack.

That's exactly what I mean. I put gunnery team for do two attacks, and then choose one enemy ship to attack with Glad.

Irokeniks, I'm thinking about Howlrunner yet, because introduce her to my list means lose a little number advantage. It's ok have 8 dice more, but I have to drop two ties too, so that's six dice less, so the difference is two dice, and loosing number advantage.

Ah yes my knowledge of Overload Pulse is then incorrect. Im still confused about your comment about Gunnery Teams as its not in your stated lists, or did you mean as a consideration for replacement?

Just my opinion for +2 dice, scatter and brace. If you want more numbers then go for it. Let us know how you go.

I'm sorry, it was a mistake, because finally I play with that list:

[ EMPIRE FLEET (300 points)

1 • Victory II-class Star Destroyer - Admiral Screed - Intel Officer - Gunnery Team - Overload Pulse (133)

2 • Gladiator II-class Star Destroyer - Engine Techs - Assault Concussion Missiles - Demolisher (87)

3 • TIE Fighter Squadron (8) x10

It works great, but my enemy play with only four squadrons... So it was easy focus on they and kill all in 3 rounds ( I don't attack in the first round), and I still have 7 TIE fighters.

The ships work great too. So important de middle rounds when I have a good position for the front side of my Victoria, an then go with the Gladiator to finish the work.

Then the gladiator turn back to fight with other ships who search my rear hull.

I will play more games with that list for explain more, but not the next.

I think if my opponent knows I'll go with 10 TIE, he can do some combo for do more damage.

In my theory this list need to be a sorprise.

can someone please make a list to counter mine?

Edited by Dark Raider

Congrats on your victory!

I think any carrier type list would be a good counter to your list.

Id counter that with what I won my last tourney with, one VSD, two GSD and six ties.

Do you mean is a competitive list?

6 TIE versus other...