VVG Tournament List

By Mundo, in Star Wars: Armada Fleet Builds

Hi all,

So I have a tournament in a few weeks time, and given wave 2 hasn't shown up yet I am assuming we will most likely be at 300pts still. Therefore, I have pulled together a list which tries to make the most of Screed and Demolisher goodness. Grateful for your thoughts on what I will struggle against, and any potential changes / counter-tactics!

Imperial Fleet (299)

Victory I

- Admiral Screed

Victory I

- no upgrades

Gladiator I

- Demolisher, Assault Concussion Missiles

Howl runner

TIE interceptor x 2

TIE fighter x 2

Objectives:

- Advanced gunnery

- Fleet ambush

- Dangerous territory

The capital ships do the heavy lifting in killing off the enemy fleet, while my anti-squadron kill team engages bombers, fighter screens, or harasses ships.

Thoughts?

I like it, your fighters should be adequate to negate most expected fighter opposition at this points level. Be careful with your squadrons if fighting all ship lists - if they get killed quickly (which can definitely happen if there is a Neb B E involved) you are just giving up points.

Be aware that if you are squadron commanding you will need two ships to coordinate all your fighters, which could be a bit inefficient.

It would be good to get an upgrade or two on the VSDs but Im not sure how.

Good start!

The fighter screen is solid and Demolisher your most dangerous tool.

Though, if you want to make the most out of Screed i would recommend playing ACM's on your VSDs or play a second Gladiator instead of a VSD.

Hope this helps :)

Very, Very Similar to what I've been running with unsuccessfully... Granted, I didn't have ACMs on Demo, and I was trying to run a Rhymer ball as well...

Hope you have better luck - going just those fighters for cover might work, but I've got some Rebel players here who like throwing 3 Bs and 3 Xs at you at once.

Thanks all for the feedback. I think there are a few tactical things I need to factor into my plans as a result:

- If playing against all ships, keep my fighters close to the ships (i.e. In the same arc to the enemy) so that they can only shoot my ships or the fighters. (Unless they have gunnery teams)

- If the enemy has lots of bombers, maybe focus more on tieing them up for a few turns than killing outright, to allow my ships to do the anti-ship combat.

As an alternative, should I drop Howlrunner and/or the TIE fighters to get ACMs on the victory class ships? Means the squadrons are more of a speed bump than a kill team, but increases the hitting power of the ships.