Imperial Tournament List

By FettMan19, in Star Wars: Armada Fleet Builds

I'm heading along to my first tournament in a little over a week and was looking to get some advise on some tweaks to my list to make it any more competitive. I'm a relative newby to the game so have only had a few games to try things out and tweak it myself. Here it is, let me know what you think could be done to make it better:

Flagship: (142 pts)

Victory II-Class Star Destroyer(85 pts)

Admiral Motti (24 pts)

Expanded Hangar Bay (5 pts)

XI7 Turbolasers (6 pts)

Wulff Yularen (7 pts)

Overload Pulse (8 pts)

Gunnery Team (7 pts)

Fleet Ship 1: (99 pts)

Victory II-Class Star Destroyer(85 pts)

XI7 Turbolasers (6 pts)

Overload Pulse (8 pts)

Squadrons (58 of 100 pts):

1x Major Rhymer Tie Bomber Squadron (16 pts)

2x Tie Bomber Squadron (18 pts)

2x Tie Advanced Squadron (24 pts)

Objectives:

Precision Strike

Fleet Ambush

Minefields

I am not sure about overload pulse X2 and the gunnery team. I think you can't shoot twice against the same target to exhaust the tokens and hit unless you shoot from two hull zones. In that case gunnery team is useless. In the other hand, you can exhaust the defense tokens of two different ships so... why you put two overload pulse? In order to save points, choose, two overload pulse or one + gunnery team.

Fleet ambush works weirdly with odd lists. You have two ships and you could find yourself fighting against two enemy ships in the middle.

Bombers do nothing against squadrons. Maybe two advanced are not enough to keep you bombers alive.

I think that multiple bombers to go with Rhymer can be a trap. If the bombers get tied down, they won't be doing anything. To put it in perspective, 2 a-wings can take on 4 bombers and have a surviving a-wing. See if you can find some points for some anti-squadron to back up Rhymer. Those advanced probably won't cut it against a determined foe.

Consider moving some upgrades over to the non-flagship. Right now your flagship has more threat offensively through Wulff, Gunnery Team etc. I'm going to go after the flagship first to make things easier for myself. Instead consider forcing a tougher choice on your opponent - do they attack the flagship to remove Motti's bonus, or do they go after the other, more dangerous, and about equally expensive ship?

Thanks guys, really appreciate your time.

You're totally right about fleet ambush, pretty much left a victory a sitting duck for everything to focus on in my last game, so likely to swap that out as well as gunnery team, because again you're right, it's a bit superfluous.

I think I'll swap over the hangar bay and Wullf to the other victory, make one the flagship the other a carrier.

In regards to squadrons, do you think I should drop the bombers entirely except Rhymer? My main reasons for taking them was due to them being fairly handy in the precision strike mission, but I can see your point. Maybe squeeze some points to get some anti-squadrons squadrons as well as the bombers?

Well, bombers only work with precision strike when they deal damage and as ransburger said you probably do nothing if you are engaged... you would need chireneau. But don't forget that ships flip damage cards too and two V2 have a very good chance to deal damages.

Maybe rhymer and a bomber is enough. Andvaced is good against squadrons and roll black dice too. It's not bomber but you still eating their shields. Rhymer, soontir and two advanced look good for me. You probably die against heavy squadrons list but they are 10 blue, 3 black and two very good combos with rhymer against ships and soontir-advanced deadly circus. I think it is a very polivalent (its a word in English?) combo.

Thanks for the advice. I've had a play about and this is what I've come up with:

Flagship: (122 pts)
Victory II-Class Star Destroyer(85 pts)
Admiral Motti (24 pts)
XX-9 Turbolasers (5 pts)
Overload Pulse (8 pts)
Victory II-Class Star Destroyer(85 pts)
Wulff Yularen (7 pts)
Expanded Hangar Bay (5 pts)
Overload Pulse (8 pts)
1x Sontir Fel Tie Interceptor Squadron (18 pts)
1x Major Rhymer Tie Bomber Squadron (16 pts)
3x Tie Advanced Squadron (36 pts)
3x Tie Interceptor Squadron (33 pts)
Objectives:
Precision Strike
Hyperspace Assault
Minefields
The idea is to have Fel, Rhymer and the 3 advanced going along with the second victory. Get a Squadron token on the first turn, so I can activate 5 squadrons a turn from the second turn and retain the token with Wulff to do the same in further turns. The Interceptors head up with the flagship to act as interference against enemy squadrons or come to the aid of the other block. Better?

It seems you are out of points no?

Ships are 207 and squadrons 103.

You are correct. Well out on points at 330! Oops.

May have to drop the interceptors then.

Yes, I didn't count the upgrades of your second vic jajajaja

Anyway, I like your list. I prefer Screed and I think xx-9 is useless (in my experience). Or they have shields enough to prevent two damages to resolve two crits or there are no shields and they eat all and the two crits add nothing. But it'seems just what happen to me. Maybe it works for you :). If not, remove it and change to Screed. You thanks him all the blue crits you will need.

Thanks for your help, thought you would like to know I came in 5th out of 8 at the tournament. I got 1 win(10-0) and 2 losses(8-2).

The Rhymer ball did it's job pretty well, except unsurprisingly when it came up against 10 TIE squadrons, but I wasn't sure Fel made all that much of a difference. The big ships need a massive re-jig as most of the upgrades they have didn't come in handy at all, so I've been going over the list and come up with this one for the Sullest even at the weekend:

Victory II-Class Star Destroyer(85 pts)

Admiral Motti (24 pts)

Wulff Yularen (7 pts)

Expanded Hangar Bay (5 pts)

Leading Shots (4 pts)

Victory I-Class Star Destroyer(73 pts)

Dominator (12 pts)

Intel Officer (7 pts)

XI7 Turbolasers (6 pts)

Expanded Launchers (13 pts)

1x Major Rhymer Tie Bomber Squadron (16 pts)

2x Tie Bomber Squadron (18 pts)

2x Tie Advanced Squadron (24 pts)

Advanced Gunnery

Fleet Ambush

Minefields

Still leaves me a wee bit of points if I want to add something or re-jig some stuff.