Aggressive Fighters list

By jcopersito, in Star Wars: Armada Fleet Builds

Looking for constructive input here. Goal is to get in close with Star Destroyer and hit their fighters hard with my Hanger, plus get in close with Demolisher while they are distracted...

1 • Victory I-class Star Destroyer - Admiral Screed - Admiral Chiraneau - Flight Controllers - Expanded Hangar Bay - XX-9 Turbolasers (125)
2 • Gladiator II-class Star Destroyer - Wulff Yularen - Engine Techs - Assault Concussion Missiles - Demolisher (94)
3 • TIE Advanced Squadron (12)
4 • TIE Advanced Squadron (12)
5 • Mauler'' Mithel TIE Fighter Squadron (15)
6 • Soontir Fel TIE Interceptor Squadron (18)
7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)
9 • TIE Fighter Squadron (8)

Another alternative would be to drop the admiral, and upgrade a tie to howlrunner....

1 • Victory I-class Star Destroyer - Admiral Screed - Flight Controllers - Expanded Hangar Bay - XX-9 Turbolasers (115)
2 • Gladiator II-class Star Destroyer - Wulff Yularen - Engine Techs - Assault Concussion Missiles - Demolisher (94)
3 • TIE Advanced Squadron (12)
4 • TIE Advanced Squadron (12)
5 • Mauler'' Mithel TIE Fighter Squadron (15)
6 • Soontir Fel TIE Interceptor Squadron (18)
7 • TIE Fighter Squadron (8)
8 • TIE Fighter Squadron (8)
9 • Howlrunner'' TIE Fighter Squadron (16)

not a fan of GSD-2s and I don't think you'll find much use for it there

with so many points already chucked into fighters and interceptors, including characters, I don't see the 2 anti-squadron being particularly necessary. The one red die is a suspect addition at best, so really it just seems like 6 points that could find a home elsewhere.

you chuck that and the xx-9 turbolasers (very meh), and you could find a home for a whole nother interceptor

though, after that, I'd really recommend getting rhymer in there somewhere.

not a fan of GSD-2s and I don't think you'll find much use for it there

with so many points already chucked into fighters and interceptors, including characters, I don't see the 2 anti-squadron being particularly necessary. The one red die is a suspect addition at best, so really it just seems like 6 points that could find a home elsewhere.

you chuck that and the xx-9 turbolasers (very meh), and you could find a home for a whole nother interceptor

though, after that, I'd really recommend getting rhymer in there somewhere.

What is funny about this list is that I have been told I rely too much on Rhymer so I wanted to see what it would look like without him...I have a 2x glad list with 4bomber 4advance (one of bomber is rhymer).....I love running it

What is funny about this list is that I have been told I rely too much on Rhymer so I wanted to see what it would look like without him...I have a 2x glad list with 4bomber 4advance (one of bomber is rhymer).....I love running it

As to your posted list... Running 292/290 or did I get the math wrong? You aiming for objectives or going first.

I'd try to squeeze in the VSD2 over the 1, but I've told myself to try the VSD1 to see how it does so /shrug.

As for the the GSD2 vs 1, depends on the list. If you are shorting your fighters a tad and you have multiple auto damage like Mithel, Warlord, etc or multiple GSD2s. The GSD2 can help make up for the smaller fighter wing but won't make a big difference by itself and will restrict its movements potentially if you are running it in an AA role. Or if you run sensor teams to pull accuracies, but they do best when you can add extra black die, expanded armament, opening salvo, etc.

Edited by Indomitable

+++ Double gladiator (300pts) +++

++ Imperial (Standard) (300pts) ++

+ Gladiator Star Destroyer (200pts) +

Gladiator II-Class Star Destroyer (94pts) [Assault Concussion Missiles (7pts), Engine Techs (8pts), •Demolisher (10pts), •Wulff Yularen (7pts)]

Gladiator II-Class Star Destroyer (106pts) [Assault Concussion Missiles (7pts), Engine Techs (8pts), •Admiral Screed (26pts), •Insidious (3pts)]

+ Squadrons (100pts) +

TIE Advanced Squadron (12pts)

····Rules: Escort

TIE Advanced Squadron (12pts)

····Rules: Escort

TIE Advanced Squadron (12pts)

····Rules: Escort

TIE Advanced Squadron (12pts)

····Rules: Escort

TIE Bomber Squadron (9pts)

····Rules: Bomber, Heavy

TIE Bomber Squadron (9pts)

····Rules: Bomber, Heavy

TIE Bomber Squadron (9pts)

····Rules: Bomber, Heavy

TIE Bomber Squadron (9pts)

····Rules: Bomber, Heavy

•Major Rhymer (16pts)

····Rules: Bomber, Heavy

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fleet Ambush]

Navigation Objective [Dangerous Territory]

++ Profile Summary ++

········Gladiator II-Class Star Destroyer: Hull:5|Anti-Squadron Value:2 Blue|Command:2|Squadron:2|Engineering:3|Defense Tokens:Evade, Brace, Redirect|Front Firing Arc:2 Red, 2 Black|Left Firing Arc:1 Red, 3 Black|Right Firing Arc:1 Red, 3 Black|Rear Firing Arc:1 Red, 1 Black|Front Shield Value:3|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Support Team, Ordnance

········Major Rhymer: Movement Value:4|Hull Value:5|Anti-Squadron Value:1 Blue, 1 Black|Anti-Ship Value:1 Black

········TIE Advanced Squadron: Movement Value:4|Hull Value:5|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black

········TIE Bomber Squadron: Movement Value:4|Hull Value:5|Anti-Squadron Value:1 Black|Anti-Ship Value:1 Black

········Major Rhymer: Squadron Ability:Friendly squadrons at distance 1 can attack enemy ships at close - medium range using all dice in their battery armament.|Defense Tokens:Brace, Brace

········Admiral Screed: Commander Ability:Once per activation, when a friendly ship is attacking, it may spend 1 die to change a die to a face with a [Critical] icon.

········Demolisher: Ship Title Abilities:During your activation, you can perform 1 of your attacks after you execute a maneuver.

········Insidious: Ship Title Abilities:The black dice in your battery armament can be used at medium range. This effect applies only while attacking the rear hull zone of a ship.

········Wulff Yularen: Officer Ability:When you spend a command token, you may exhaust this card to gain 1 command token of the same type.

········Engine Techs: Support Team Ability:Navigate: After you execute a maneuver, you may exhaust this card to execute a speed-1 maneuver.

········Assault Concussion Missiles: Ordnance Ability:Black Critical: Each hull zone adjacent to the defending hull zone suffers 1 damage.

········Dangerous Territory: Setup:Obstacles must be placed in the setup area beyond distance 5 of both players' edges. After placing obstacles, place 1 objective token on each obstacle.|Special Rule:When a ship overlaps an obstacle, the ship's owner may remove the objective token on that obstacle to gain 1 victory token. When one of the second player's ships overlaps an asteroid field or debris field, that obstacle has no effect.|End of Game:|Victory Token Value:15

········Precision Strike: Setup:After deploying fleets, each of the second player's ships gains a Concentrate Fire token.|Special Rule:When a squadron with Bomber or a ship is attacking, it may spend 1 die with a Hit icon to flip 1 random facedown damage card on the defender faceup. After a squadron with Bomber or a ship performs an attack, its owner gains 1 victory token for each damage card that was dealt faceup or flipped faceup during that attack.|End of Game:|Victory Token Value:15

········Fleet Ambush: Setup:The portion of the setup area that is beyond distance 5 of any edge of the setup area is the Ambush Zone. Players mark the corners of the ambush zone with objective tokens. Players take turns deploying fleets as normal, but must deploy all ships before deploying any squadrons. The first player must deploy ships within the ambush zone on his odd-numbered deployment turns, starting with his first turn. He cannot deploy ships or squadrons overlapping obstacles in the ambush zone. After setup is complete, he removes all objective tokens from the play area.|Special Rule:|End of Round:|Victory Token Value:

++ Selection Rules ++

Bomber: While attacking a ship, each of your Critical icons adds 1 damage to the damage total and you can resolve a critical effect.

Escort: Squadrons you are engaged with cannot attack squadrons that lack Escort unless performing a Counter attack.

Heavy: You do not prevent engaged squadrons from attacking ships or moving.

Created with BattleScribe (http://www.battlescribe.net)

you know what I find funny?

the GSD has a weapon's team slot

weapon's team slot means it can take Flight Controllers

Edited by ficklegreendice