Imperial Sinergy 300 points list

By Hornet, in Star Wars: Armada Fleet Builds

Hi everyone, I'm here to ask opinions about this 300 points build I have made for the Italian National Tournament :

-EMPIRE FLEET [299]

OBJs:

-Advanced Gunnery
-Hyperspace Assault
-Minefields

-Victory II Star Destroyer (85) [126]
Grand Moff Tarkin (38)
Weapons Liaison (3)

-Victory II Star Destroyer (85) [88]
Weapons Liaison (3)

-Howlrunner (16)

-Mauler Mithel (15)

-TIE Interceptor Squadron (11)

-TIE Interceptor Squadron (11)

-TIE Fighter Squadron (8)

-TIE Fighter Squadron (8)

-TIE Fighter Squadron (8)

-TIE Fighter Squadron (8)


I deploy both destroyers with speed 1 one more backward than the other to cover more space. The fighters are deployed at sides of the VSD's in two groups of 4 squadrons each :

-Howl
-Interceptors
-TIE
-TIE

-Mauler
-Interceptors
-TIE
-TIE

In the command dial, I only choose "Navigate" and "Repair" in sequence, because of the Weapons Liasons that can give me the other two when I want. With Tarkin's ability, i have a lot of tokens to spend for this combo and, when I want, i can use a "Squadron" command and spend a "Squadron" token with both ships to move and shot with 8 fighters during the ship phase.
I can also easily use a "Concentrate Fire" command and a "Concentrate Fire" token to shoot 3 Red and 4 Blue dice (1 repeatable) at medium range with both ships in the same turn.

So, what do you think about it ? Thanks for answers !

Edited by Hornet

Hi Hornet,

You have a lot of anti-squadron capability in your fighters, but not much offensive threat. Against a lot of fleets with no fighters, that is a lot of points which won't be used effectively. I would suggest maybe having one 'fighter' group (Howlrunner, TIE Interceptors/Fighters) and one 'bomber' group (Rhymer, TIE Bombers, TIE Advanced). The bombers will give you that bit of extra flexibility in dealing with outflanking corvettes etc. Maybe drop the weapons liaisons too - Tarkin's effect is pretty good for emergency commands. Then spend the points on Flight Controllers for the 'fighter' group.

I also think Hyperspace Assault might not be a great objective as it divides your two capital ships, leaving one exposed for the enemy to target. Contested Outpost might be a better choice, causing the enemy to come to you and get hammered with your ships and bombers. The other objectives look fine for this list.

Good luck for the tournament!

Like Mundo said, you will have trouble dealing with ships as soon as you are facing lists without fighters. Not to say that the TIE Fighters isn't a good platform to kill ships, but it's only got 50% chance to deal a damage without ever doing critical hits :)

You don't really need much more than 4 fighters for a decent fighter screen. On top of that, as soon as you throw in squadrons with the Counter keyword, they don't really need activation to be effective because they get Counter attacks if they are attacked.

An effective Fighter Screen that doesn't need Squadron Commands to be effective is : Howlrunner, Soontir Fel, TIE Interceptor, TIE Fighter. Now, you get 3 blue dice with a reroll for each counter attacks, with the remaining TIE Fighter Squadron allowing for another source of Swarms.

Mauler gets very cost effective when you have an active fighter screen (that you activate with the Squadron Commands), being able to deal 1 extra damage each turn. I think you can remove him, because like you said your priority Commands will be Engineering and Navigate :) That way you save some points in order to beef up your VSDs.

If you want to go with 8 fighters, I would highly recommend a dedicated Bomber carrier ship, otherwise it might be more interesting to get more upgrades on your VSDs.

I think the cards that you could really benefit from on your ISDs now are : Warlord for a VSD2, Enhanced Armaments, Gunnery Team.