Double-Vic + Rhymer

By Celeb, in Star Wars: Armada Fleet Builds

I am going to my first tournament in September (luckily, I have my Girlfriend to practice with me :D ). My first list idea:

(300 of 300 pts)
Flagship: (127 pts)

  • Victory II-Class Star Destroyer(85 pts)
  • Grand Moff Tarkin (38 pts)
  • Leading Shots (4 pts)


Fleet Ship 1: (91 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Assault Concussion Missiles (7 pts)
  • Expanded Hangar Bay (5 pts)
  • Flight Controllers (6 pts)


Squadrons (82 of 100 pts):

  • 1x Howlrunner Tie Fighter Squadron (16 pts)
  • 1x Major Rhymer Tie Bomber Squadron (16 pts)
  • 1x Darth Vader Tie Advanced Squadron (21 pts)
  • 1x Sontir Fel Tie Interceptor Squadron (18 pts)
  • 1x Tie Interceptor Squadron (11 pts)


Objectives:

  • Advanced Gunnery
  • Contested Outpost
  • Dangerous Territory

The Victorys are mainly for the ships, Tarkin for added Command tokens. The Victory I as the carrier. The Squadrons are mainly as a screen, with Rhymer being able to buff the Squadrons against any pure ship lists.

I ran an almost identical list a few weeks back. I lost the bid and was second player, with Minefields as the objective. Tycho and three more A-Wings killed Fel and locked down my bombers (I had Chiraneau on the carrier, but the Squadron command came at the wrong time). Eventually I blew up a CR90B and three A-Wings in exchange for Fel and two TIE Bombers, but his AF2s skirted around the Vic-I without ever entering short range so I couldn't down either of them. So, sadly, it was barely a 6-4 win.

You are off to a good start, though i would recommend to look into options to get a 3rd ship/activation into your list.

For example, Tarkin is not giving enough return for his points with 2 ships. A Screed to boost your attacks and trigger the ACMs (which also allows to cut Leading Shots for spare points) or a Motti to provide more survivability would be more effective.

With the current way the game is played at tournament, 2 activations Imperial fleets are at a big disadvantage.

Last but not least, think about reducing the amount of squadrons down to a point where your carrier can activate them all together so you get the most point effectiveness out of the squadron command (4-5 depending on the availability of a command token).

Hope that helps :)

Edited by florianhess

Thanks for the insight. The Carrier + Token can activate 5 Squadrons, so my squadron count should be ok. Maybe I am a bit too skewed into character sqadrons.