Vic Glad and squadrons

By frogkiss12, in Star Wars: Armada Fleet Builds

Ok how about this for Thursday, it's fighter heavy and high on points which is very different from my usual build. I normally play ship heavy with about 4/5 ties for some limited protection. I'm trying to change my list so my usual rebel opponent won't guess what I'm using. He will normally run with a new B and an assult frigate with all the named rebel aces squadrons.

+ Gladiator Star Destroyer (88pts) +

Gladiator I-Class Star Destroyer (88pts) [Assault Concussion Missiles (7pts), Engine Techs (8pts), •Demolisher (10pts), •Wulff Yularen (7pts)]

+ Victory Star Destroyer (110pts) +

Victory I-Class Star Destroyer (110pts) [Expanded Hangar Bay (5pts), Flight Controllers (6pts), •Admiral Screed (26pts)]

+ Squadrons (100pts) +

TIE Advanced Squadron (12pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Interceptor Squadron (11pts)

Darth Vader (21pts)

Major Rhymer (16pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fleet Ambush]

Navigation Objective [Minefields]

You have far too many squadrons to even use them all.

Second, most are fighters intended to kill other fighters, but you have very little dedicated to kill other ships, which your opponent is nearly going to have more of because you've spent so much on upgrades.

I'd go down to try 3ships, 80 ish points of squadrons, a lot of bombers they can't ignore.

Between the V1 and the V2, you have enough squadron commands to give to all of the squadrons basically (8).

Between a carrier V1 and a V2 as a shooter, you have a LOT of fire power and a lot of zone control. Use your bombers as a third zone where ships should not go.


Massing bombers is better in a squad heavy list as they will hurt other ships more and in a pinch they still can fight fighters. You should never try and win a fighter war. It takes too long and your carrier ships take too much damage in the meantime.

Either way, a few ships to take care of those are good: 2tie adv, soontir and mauler with chiraneaus command will destroy other fighters. Letting your bomber move to attack ships.


Both ships should be using lots of squad commands and repair commands. Motti gives extra health to avoid having your carriers shot down.

Both ships have flight controllers to win a squad war.

Corruptor, Chiraneau make your squad commands lethal.




Name: (300 of 300 pts)

Faction: The Empire

Flagship: (118 pts)

Victory I-Class Star Destroyer(73 pts)

Admiral Motti (24 pts)

Flight Controllers (6 pts)

Admiral Chiraneau (10 pts)

Corrupter (5 pts)

Fleet Ship 1: (91 pts)

Victory II-Class Star Destroyer(85 pts)

Flight Controllers (6 pts)

Squadrons (91 of 100 pts):

1x Major Rhymer Tie Bomber Squadron (16 pts)

2x Tie Bomber Squadron (18 pts)

1x Sontir Fel Tie Interceptor Squadron (18 pts)

2x Tie Advanced Squadron (24 pts)

1x Mauler Mithel Tie Fighter Squadron (15 pts)


Edited by Blail Blerg

It's true that I have used a lot of fighters but the local trend is heavy on fighters. I have tried to use tie boomers before but they have been entirely underwhelming causing little damage to my opponent. My plan was to use the intercepter, Vader, advanced and some ties to go for an alpha strike against enemy fighters while Rimer and some ties hang back in case anything gets through. Then Rimer can team up with what is left to pick on any week points in shields or put extra damage on ships that need it.

I played the game and I smashed the rebel opponent. I got first player and chose hyperspace assault he deployed his AF (gallant haven, Dodona) with Luke 2 X wings and a Y wing while holding back a Neb B (the one that allows squadrons to activate twice) with some Y wings and B wings. I managed to get my alpha strike off agiainst his squadrons killing Luke and an X wing, then I boxed the AF in with demoliser getting in some good hits taking out the forward Sheilds dealing damage and placing a critical, it also damaged the side Sheilds that the Vic was in line to attack next round. The AF didn't last long and my opponent conceded as he felt the Neb B wouldn't be able to bring it back for him.

Notes:

Vader is awesome

Demoliser is a beast

The number of squadrons intimidated my opponent causing him to hesitate when deciding to deploy the Neb B

Normally I would run with 4-5 ties with a Vic and two Glads (one of which is Demoliser), I felt really exposed with one less ship. This made me play more aggressively to get in early damage and put my opponent on the back foot. Admittedly I got lucky with the dice (unusual for me as my luck ranges from sucky to average) and my opponent made some mistakes like forgetting I had demolisher and exhausting his defence tokens after its first shot.

He will not make these mistakes again. When we talked after the game he admitted that the heavy squadron build threw him as he was use to my three ship build so had tooled up with anti ship.

Thanks for your advice I may try your build out as I've not used some of this stuff before.