Imperial squadron fleet ideas

By Artifixprime, in Star Wars: Armada Fleet Builds

Myself and a mate are planning on swapping fleets for a few games to see how we get on - I usually play Rebels, so I've been starting to plan out an imperial fleet (300 points)

With my Rebels, I've been using a lot of squadrons (for fun and to make it work!) and I was hoping to try the same for the Imperials.

Wondering if anyone has had success using a carrier (VicII + Corrupter?) with maybe:

Chiraneau

Expanded hangers

Rhymer + bombers

Interceptors / Ties

Supported by maybe a GSDII (Demolisher of course :) )

The idea being that the bombers have the ability to move past any Rebel fighter screen to engage ships - the Ties or interceptors hang back to keep them engaged.

In a squadron heavy opposing list, I could even use the GSD as anti squadron support with 2 blue dice.

In a ship heavy opposing list I should have the speed and range to engage any circling AFIIs and the fighters would support the bombers - buffed by Rhymer.

At the same time I'd plan to keep the two capital ships close together for support and ideally have a nav-team or engine techs on the GSD to dive in for a kill if needed.

It is still only a two ship fleet, so it's losing out on activations.

I ran a similar fleet in 2 battles today and won both convincingly.

Imperial Fleet 300 Total

Victory II
- Admiral Screed
- Admiral Chiraneau

Gladiator II
- Demolisher Title
- Expanded Launchers
- Gunnery Team

Squads
- Major Rhymer
- Howlrunner
- Tie Interceptor x2
- Tie Advanced x2
- Tie Bomber x1

I suggest Howlrunner with 2x Interceptors. Um....5 blue dice, plus one reroll is totally nuts for the interceptors using swarm and howlrunners ability. With their speed, you can squad command them and pounce on just about anything (enemy bombers :). On the other wing (with the Victory), I had Rhymer and bomber + 2 x Advanced to protect them. All do a black dice to ships. In the second game they took out a Mk II Frigate in 3 turns (with a opening volley from a Gladiator in turn 2 as help). In the first game, they sniped a C90 and made short work of it (backed up by Victory II).

I have to say, I didn't use Chiraneau much, and might drop for another squad of bombers. My advanced screen dealt with enemy pretty well, and with Rhymer they could sit back and snipe.

Holy hell, Demolisher with launchers is nuts. I killed a nebulon in 1 turn (shot side arc, moved, shot front arc) in game 2. Crazy.

Squads are awesome!

Edited by Lucious Pain

Nice to know that it might not be a disaster for my first game with imperials :)

Must get into the mindset next..."you rebel scum!"

I need to run it again, but I enjoyed running a dual VSD II with 8 fighters (4 TIE screen w/Howlrunner with Rhymer Ball.

Probably needs some refinements, but vs my AFMkII carrier fleet it just shut me down hard.

That's exactly what I played last weekend and it worked well. If you are using your VSD as a carrier, a VSD I is enough. Don't forget to add a Tie Advanced to escort your bombers. Use a fairly basic Gladiator with Engine tech if you have the points to spare and Tie In as a screen.

Worked very well if you manage to keep your Bombers out of harm way. Do not keep your VSD at the back but move it forward aggressively to keep your Bombers at medium range for their activation. Spam squadron order on the VSD for the duration of the game.

Gladiator II

- Demolisher Title

- Expanded Launchers

- Gunnery Team

Lucious, how often does Gunnery Team come in handy on a Gladiator? Surely at close range for most of the dice, it is unlikely you will get a second target to fire upon from the same arc... Also, with Demolisher, aren't you generally going to be firing from two different arcs at the same target after moving?

Just curious.

I was using it to shoot at a target (if in range) with front arc, move then shoot again with the same front arc. Used it maybe once or twice, but in one case it crippled two ships in one turn.

To my knowledge you cant shoot twice after using demolisher. You can shoot, move, then shoot.

if you want something less typical than vsd + gsd, I've had to run (because I don't own GSDs :()

VSD - 1

*Motti

*Hangars

*Flight Controllers

VSD - 2

*Dominator

Rhymer

Bomber

3 Advance

Mauler

Fighter

Interceptor

[300]

will be running similar list tonight, only replacing Dominator with VSD -1 (Warlord, H9, gunnery) and the Fighter with another bomber (Rhymer + 2 bombers, 3 Advance, Mauler + Interceptor)

it's been a very interesting fleet to get used to, because there actually is no dedicated carrier. Even without squadron upgrades, VSDs clock in at squadron 3 and can fling ties around no issue. Generally, the Dominator has taken care of the bombers for the first two rounds before spamming repairs (if it gets stuck into the thick of the enemy fleet) and I expect the Warlord to be an even more efficient 2ndary carrier because it doesn't need repair commands to enable its title.

Squadrons are in general the (imo) way to overcome a VSD's arc-dependency + terrible maneuverability

I spam Advance instead of Bombers for the Rhymer Ball because bombers are just so worthless against enemy squadrons and Advance are a pretty convincing threat to both types of enemies

Used to run Soonts instead of mauler, but I found myself getting more out of his 5 dice + swarm than his ability. Running Mauler instead of howlie because there aren't many Swarm ships, and guarantees are sexy.

Edited by ficklegreendice

I've played this list against myself three times and it's really hard not to win with it. Well, at least I can't seem to beat it.

2 VSD II both with expanded hangars, and Motti as my Cmdr.

Rhymer

Bomber

2x Advanced

Howlrunner

3x TIE fighters

Just absolutely dominating. Keep your interceptor crew within range of one ship, and keep your Rhymer ball in range of the other. Just drive the two ships right down the middle at range 4 from each other to start and jam the opponent. Even if you have to split your fighters to avoid complete lockdown. Unless they brought all A Wings, you will dominate the fighter game. And spam squad commands.

The only downside is that I've yet to wipe the entire opposing team. But I've come close.

One list I would really love to try out with the Imperials would be :

Motti

VSD II with Chiraneau and Expanded Hangars managing :

3 x TIE Fighter

Mauler

VSD II with Expanded Hangars and Flight Controllers managing :

3 x TIE Fighter

Howlrunner

Objectives :

Advanced Gunnery

Contested Outpost

Superior Positions

The idea is just to swarm the opponent with Fighters with Howlrunner's group providing burst damage (each TIE Fighters will have 5 anti-squadron dice), and Mauler's group sticking in there grinding enemy squadrons.

In the case of no enemy squadrons, they're just going to swarm the enemy ships while the VSDs pound from afar. It's perhaps not the most optimal list out there for carrier ships, but I'm going to love the cinematic feel :D

Edited by MoffZen

One correction MoffZen, the TIEs would only have 5 anti-squadron dice, not 6.

Seriously convinced 2 VSD's with Motti and 8 fighters (Rhymer ball of 4 and Howlrunner screen) is just monsterous. I've tried to play it against myself at least 4 times and I can't even slow it down.

And as I type this I drop my one TIE Fighter squad and break a wing. Damnit....

Edited by Stasy

How does this look, it's maybe a bit old skool without any GSDs, but it's my first go with Imps and I like the big ships:

VSD 1: Gunnery Team, Assault Concussion Missiles

VSD 2: Motti, Flight Controllers, Expanded Hanger Bay

Rhymer, Tie Bomber, Tie Bomber

Howlrunner, Mauler, Tie Interceptor, Tie Interceptor

The "plan" :)

The two VSDs operate as a pair, with the VSD1 out front. This is to be a bit of a battering ram and will be using a lot of engineering commands. I'm quite happy to drive it into the middle of the rebel fleet and even slow it down to make the most out of engaging multiple targets in the front arc with the gunnery team.

The VSD 2 is the carrier. I'm thinking or splitting the squadrons into two groups - bombers and interceptors. Initially, squadron commands will go to the interceptor group with the intention of dealing serious damage to any opposing squadrons in the initial engagement. The bombers will stand off (maybe getting some shots with Rhymer) initially and let the interceptors do their thing. Once any rebel (scum) squadrons are either wiped out, or tied up, the squadron commands go Rhymer and Co. to go after ships.

Corrected the typo, tanks for pointing it out ;)

@Artifix, it could work, but I would think to swap around the upgrades between the two VSDs. Because of the shorter range, VSD 1s have trouble applying damage, so using it as a cheap dedicated anti-squadron carrier could work :)

VSD IIs work well with Gunnery Team, because now you have a nasty interdiction zone for the ships. With Gunnery Team, the opponent is going to try and flank rather than throwing two ships into your front arc. The zone it will have to avoid will be wider when you have blue dice, and this is where the Rhymerball comes in to catch any ship trying to fly away.

@Stasy : Yeah, Rhymerball + Howlrunner Screens are more efficient than 8 TIE fighters, for sure :)

Rather than 4 Bombers though, I'd throw in a couple TIE Advanced, maybe Vader.

Edited by MoffZen

How does this look, it's maybe a bit old skool without any GSDs, but it's my first go with Imps and I like the big ships:

VSD 1: Gunnery Team, Assault Concussion Missiles

VSD 2: Motti, Flight Controllers, Expanded Hanger Bay

Rhymer, Tie Bomber, Tie Bomber

Howlrunner, Mauler, Tie Interceptor, Tie Interceptor

The "plan" :)

The two VSDs operate as a pair, with the VSD1 out front. This is to be a bit of a battering ram and will be using a lot of engineering commands. I'm quite happy to drive it into the middle of the rebel fleet and even slow it down to make the most out of engaging multiple targets in the front arc with the gunnery team.

The VSD 2 is the carrier. I'm thinking or splitting the squadrons into two groups - bombers and interceptors. Initially, squadron commands will go to the interceptor group with the intention of dealing serious damage to any opposing squadrons in the initial engagement. The bombers will stand off (maybe getting some shots with Rhymer) initially and let the interceptors do their thing. Once any rebel (scum) squadrons are either wiped out, or tied up, the squadron commands go Rhymer and Co. to go after ships.

Tried this fleet last night as it was - was curious to see how the different elements worked.

My mate took an all ship rebel fleet, 1x AF, 2x Neb-B and a CR90(a)

We played fire lanes.

He won it in the end (rebel scum!!).

The VSD1 was indeed caught for range, as the rebels used a lot of maneuver commands and kept at range - I did catch a Neb-B right at the very end with low shields and two damage cards already at close range in my front arc...and rolled nearly all misses!! Cursed Jedi mind tricks :)

Rhymer was a star though; enabling the squadrons around him to put out a steady low level of damage.

The main mistake I made was not ditching my original plan and using both VSDs as carriers to make best use of the squadrons + rhymer.

Question: If you're going to use Rhymer, are you better pairing him with basic Ties for blue dice rather than bombers with a black dice?

Definitely other Bombers

TIE Fighters want to be shooting at other squadrons rather than ships. The only other ship that is worth it with Rhymer are Advanced because a Black dice has more chance to do damage (75%) compared to Blue dice (50%)

I was using it to shoot at a target (if in range) with front arc, move then shoot again with the same front arc. Used it maybe once or twice, but in one case it crippled two ships in one turn.

To my knowledge you cant shoot twice after using demolisher. You can shoot, move, then shoot.

You can shoot twice, but not AFTER moving.

1.) Shoot

2.) Move

3.) Shoot

If you put engine techs on them, and spend a token you can

1.) Shoot

2.) Move (full speed - 3)

3.) Move (1 free move with up to 2 yaw)

4.) Shoot

With engine techs she's deadly.