Vic I, Vic II and obligatory Demolisher

By Admiral Crackbar, in Star Wars: Armada Fleet Builds

Hey guys!

I don't usually play Empire as I prefer to play as space terrorists, however H9s and Warlord got me intrigued. So I am planning on testing this at my FLGS at the next opportunity:

Admiral: Screed

VSD I

- Admiral Screed

VSD II

-H9 Turbolasers

-Overload Pulse

-Warlord

GSD I

-Wulf

-Engine Techs

-ACMs

-Demolisher

Total: 296

Not sure if Wulf is worth it (I will probably be doing Nav the majority of the time anyway). I was tossing up the idea of putting Intel Officer on Warlord instead.

The general idea of the list is that Warlord/Screed/H9s can manipulate any dice I roll into something better. Warlord is the setup guy, forcing opponents to exhaust defence tokens (either through overload pulse or raw damage at medium range) and Demolisher swoops in and does Demolisher things while the nameless Vic I protects a flank.

Bombers are an obvious weak spot, and a Rhymer Ball with Motti carriers would be a pain. Also, for my local area 296 isn't a fantastic bid, so I would probably remove something, or add a Liason/VC/Ysanne to taste.

Thoughts?

You stated you like the H9/Warlord combo, which is fine, but to me the H9s would be better on your VSD1 to ensure you can cancel the brace when all our black dice are in range?

I don't think Overload Pulse is necessarily the best choice on the Vic2. Although I see your point regarding their use, you're going to activate the Demolisher first on the round AFTER it swoops in, so it seems likely to me that it will be the one to draw out the defence tokens. Maybe trade in the OPs for some sweet Concussion Missiles on the Vic1. :)

Edit: (of course, if you're getting the OPs to work exactly the way you want to more often than not, then don't change a thing) :D

Edited by doobleg