Imperial: Reactive Build

By Viratin, in Star Wars: Armada Fleet Builds

The design of this list is basically in overcoming the shortcomings of the Victory's high command value. While there is the benefit of being able to hold extra command tokens, it does make these big ships far less reactive. Repairing critical damage effects, for instance, can take 3 turns to happen, if you don't have a repair already in your stack (since it requires 3 points to repair a crit damage effect, and a token will only give you 2).

Overall Cost: 298 Points

Victory-II Star Destroyer- 130 points

Grand Moff Tarken

Defense Liason

Leading Shots

Victory-II Star Destroyer- 92 points

Defense Liason

Leading Shots

Gladiator-I Star Destroyer- 76 points

Demolisher

Assault Concussion Missiles

Defense Liason

With Defense Liasons on every ship, you can focus all of your dials on Concentrate Fire commands, optimizing your output. Tarkin will be giving each ship a token each turn, which they can use to repair or change their speed. If they require larger repairs or full navigation commands, they can use their Defense Liason to discard the free Tarkin command token and swap their command dial to whatever they need at that point in time.

This list leaves little in the way of upgrades, so I'm going with the stuff that'll give me the most bang for my buck. The VSDs both have Leading Shots, since they'll be rolling an extra die each turn with Concentrate Fire anyway. For 4 points, it's a no-brainer to have on both ships.

ACMs and Demolisher on the Gladiator because... well, because ouch.

Edited by Viratin

I see one major shortcoming in your list: how to prevent Rebel fighters from inflicting pain?

The primary strategy would be going directly after enemy ships. Without Squadron commands, fighters become far less effective against ships. Ships are able to outrun squadrons, since ships activate first, and can move away from the squadrons. Without a squadron command to let them move and fire, squadrons have to spend their activation to move to try and keep up with the ship. So, basically: kill the ability for them to get Squadron commands.

Interesting list, would be interested to see how it would do, if you have had a chance to try it that is.

As alby1kenoby said though, a good fighter/bomber build will tear this list apart (assuming both you and them are equelly skilled at the game), especially a good rhymer ball. Also with VSDs, they have a very hard time outrunning fighters, they are floating bricks.

Interesting list, would be interested to see how it would do, if you have had a chance to try it that is.

As alby1kenoby said though, a good fighter/bomber build will tear this list apart (assuming both you and them are equelly skilled at the game), especially a good rhymer ball. Also with VSDs, they have a very hard time outrunning fighters, they are floating bricks.

So long as the fighters and bombers can't be given Squadron command by their carrier ship, they're not hard to outrun at all. All you have to do is move out of their range, and then they have to spend their normal activation moving, since they can't move and shoot. That's why the three ships would focus on taking out the enemy's largest carrier ship, if they have one.

Interesting list, would be interested to see how it would do, if you have had a chance to try it that is.

As alby1kenoby said though, a good fighter/bomber build will tear this list apart (assuming both you and them are equelly skilled at the game), especially a good rhymer ball. Also with VSDs, they have a very hard time outrunning fighters, they are floating bricks.

So long as the fighters and bombers can't be given Squadron command by their carrier ship, they're not hard to outrun at all. All you have to do is move out of their range, and then they have to spend their normal activation moving, since they can't move and shoot. That's why the three ships would focus on taking out the enemy's largest carrier ship, if they have one.

Really all they have to do is move their squadrons where they think you are going to land and attack without ever needing a command, Vics are super easy to predict and it only gets worse if they have Rhymer letting them all shoot at medium range.

Interesting list, would be interested to see how it would do, if you have had a chance to try it that is.

As alby1kenoby said though, a good fighter/bomber build will tear this list apart (assuming both you and them are equelly skilled at the game), especially a good rhymer ball. Also with VSDs, they have a very hard time outrunning fighters, they are floating bricks.

So long as the fighters and bombers can't be given Squadron command by their carrier ship, they're not hard to outrun at all. All you have to do is move out of their range, and then they have to spend their normal activation moving, since they can't move and shoot. That's why the three ships would focus on taking out the enemy's largest carrier ship, if they have one.

Really all they have to do is move their squadrons where they think you are going to land and attack without ever needing a command, Vics are super easy to predict and it only gets worse if they have Rhymer letting them all shoot at medium range.

Exactly, with the VSD getting either 1 yaw at speed 1 or "0, 1" yaw at speed 2, the thing is extremely easy to predict where it will land. Rhymer amplifies this b/c he allows squardons to attack at medium range, so they can just park their bombers and rhymer a little bit ahead of where the VSD will land, then they can easily get 2 turns of attacks on it before it could get away. Also with bombers and rhymer being speed 4, they can easily keep up with a VSD.

I play a game last week with a similar concept list

Vic-1: Tarken, Weapons liaison

Vic-2: weapons liaison, xx-9

Vic-2: weapons liaison, xx-9

My plan was take engineering every turn and when I couldn't repair weapons lia to con-fire command

My opponent (mekeal) had 2 vsd-2s tarken and a bunch of squadrons(rhymer ball+ adv/fel) I was first player and we played most wanted with both flagships as our objectives

Any way what kinda ended up happening was his squadrons threw roughly equal damage to my 3rd Vic and obviously the other 2 ships equaled out with his 2 ships so it felt like a very close game. at the end my ~3 vsd worth of damage killed 2 ships by turn 6 and his ~3vsd worth of damage killed 2 ships by turn 6 so evens out right? Well no because I still had a 3rd vsd and he had ~100 points of squadron that went poof giving me a solid 85 point win. So unless they are yavaris b-wings you don't need to worry about his squaids...

If you take the Weapons Liason, you're able to change from your Repair Commands on your dials to Concentrate Fire. However, this leaves you unable to reactively change to Navigate Commands. Using the opposite setup is optimal: setting all your commands to Concentrate Fire, and then changing them via tokens whenever you need a Repair or Navigate. This way, you get all of your options always open to you (well, not Squadron command, but you shouldn't be using the squadron command anyway).