400pt Imperial List - C & C requested

By kami689, in Star Wars: Armada Fleet Builds

Was just messing around with fleet builds at 400 points, looking for some comments on what I came up with.

The List:

  • (396 of 400 pts)

    Flagship: (119 pts)
    • Victory I-Class Star Destroyer(73 pts)
    • Admiral Screed (26 pts)
    • Expanded Hangar Bay (5 pts)
    • Admiral Chiraneau (10 pts)
    • Corrupter (5 pts)
    Fleet Ship 1: (88 pts)
    • Gladiator I-Class Star Destroyer(56 pts)
    • Demolisher (10 pts)
    • Assault Concussion Missiles (7 pts)
    • Wulff Yularen (7 pts)
    • Engine Techs (8 pts)
    Fleet Ship 2: (74 pts)
    • Gladiator I-Class Star Destroyer(56 pts)
    • Insidious (3 pts)
    • Assault Concussion Missiles (7 pts)
    • Engine Techs (8 pts)
    Squadrons (115 of 132 pts):
    • 1x Major Rhymer Tie Bomber Squadron (16 pts)
    • 6x Tie Bomber Squadron (54 pts)
    • 1x Darth Vader Tie Advanced Squadron (21 pts)
    • 2x Tie Advanced Squadron (24 pts)
    Objectives:

    • Precision Strike
    • Hyperspace Assault
    • Superior Positions

I love bombers, unfortunately at 300 point cap, the lists are just not that great. I was thinking that when lists get bumped to 400 points it will allow for a more effective bomber list.

The VSD serves as the main carrier for the fleet. Corrupter title is to get a little more range out of my bombers, this combined with Rhymer will give some serious threat potential in a wide area for my bombers. Chiraneau is there just in case my bombers do get tied up (hopefully I will be able to effectively use my TIE advances to prevent this, but always better to be safe than sorry). Hanger bays because what is a carrier without more hanger space?!

The GSDs are going to be my hunters. Insidious will be my main flanker, trying to get behind my opponents ship while they focus on the main part of the fleet. Demolisher will be my main hitter, trying to get close do some good damage and try to get out before being demolished (HA!), generally just causing as much havoc on the opponents fleet as possible. Both running engine techs for more maneuverability (though insidious may have some issues without Wulf being able to always keep a nav token). And ACMs to work with commander screed for even more devastation.

Fighters are pretty straight-forward, Rhymer and regular bombers to cause damage from range. Vader and regular TIE Advance for protection. Decided to add Vader to try to help take out more of my opponents fighters when needed, especially those hero units.

I am unsure a 4 point initiative bid will be enough, but hopefully it will be in most cases. Generally I would try to go second to have my opponent choose from my objectives.

For objectives I had a little difficulty in deciding what would be best.

Precision strikes seemed like a no brainer almost, seeing as how my fleet is focused on bombers I should be able to have some fun with faceup damage cards on my opponents ships. But this was the only one that seemed like a no brainer.

Went with Hyperspace Assault for the next objective. If this was picked and I was going second, I would set insidious and 2 bombers and 1 tie advanced off to the side. My thought process would be to bring them in later in the match and hopefully allow insidious to get some shots in on the rear of one of my opponents ships. The bombers and advanced would also see what they would be able to hit.

The last objective was probably the hardest for me to decide on, none of them gave my fleet much of an advantage. I ended up choosing Superior Positions, mainly due to having 2 glads that would be able to get around the area easily and hope for some nice openings to target the rear of my opponents ships. Also Insidious would help increase the chances of doing damage and getting a victory token, due to getting 2 extra black dice when attacking the rear hull zone.

Well that is my thought process on the fleet, looking to get some feedback and comments. Also I have not had a chance to actually try this build in a game yet :(