400 Point Imperial ISD II & 2 VSD II's

By Viratin, in Star Wars: Armada Fleet Builds

So, here's the list!

Imperial-II Star Destroyer - 166 pts

Base: 120 pts

Gunnery Team: 7 pts

Heavy Turbolasers: 6 pts

Leading Shots: 4 pts

*Captain Needa: 2 pts

*Relentless: 3 pts

*Admiral Motti: 24 pts

Victory-II Star Destroyer - 92 pts

Base: 85 pts

Leading Shots: 4 pts

Defense Liason: 3 pts

Victory-II Star Destroyer - 92 pts

Base: 85 pts

Leading Shots: 4 pts

Defense Liason: 3 pts

Squadrons: 48 pts

TIE-Fighter x 6

So, we come out with a total cost of 398 points. Could change this to an initiative bid build by dropping the defense liasons on the two VSD-II's and thus dropping to 392 points, but I like having those guys to give the VSD-II a bit more of a reactive potential, which they usually lack.

The primariy idea behind this list is simple: We're big, we hit hard, and you're not going to take us down. The ISD-II is obviously the primary target of any enemy; at 166 points, it's the power-house flagship of this list. At 14 hull points with Motti though, plus its shields, that new contain ability, and Needa giving an Evade token... I don't think it's possible to kill the darn thing in 6 turns, unless things go terribly wrong.

Alternatively, the firepower put out by the three star destroyers should be sufficient to kill pretty much anything on the other side of the field. Leading shots on each of these -II's helps to give us a much greater accuracy in dishing out those massive amounts of dice.

Finally, we've got a decent number of little TIE-Fighters in our group. They're there for one main purpose: sacrifice! Yep, they're just gonna zip up into the enemy squadrons and lock them up for a turn or two, then die. I've found this is my favorite way to use squadrons for Imperials. The desired situation is that enemy carrier-support ships will move out of range of their squadrons while the squadrons are locked. If that happens, the squadrons remaining afterwards will be at a disadvantage because they will have to play-catch up to get to the ships they want to hit. Of course, the new scoundrels being released might throw some wrenches in the works, but we'll deal with that when we get to it.

Needs more Objectives.

It's a very straightforward list, but I'm not sure if counting on durability is fair without any defensive upgrades; your opponent gets a big increase in their firepower as well at 400 points.