Massing Imp Build: ALL THE TIES!

By grg86, in Star Wars: Armada Fleet Builds

So after a recent pounding I received by Rebel bombers when I had 2VSD + 1Glad, I've learnt the value of tie screen.

Thoughts on this list for the prerelease?


Gladiator II-Class Star Destroyer: Assault Concussion Missiles, Engine Techs, Demolisher

Victory II-Class Star Destroyer: Expanded Hangar Bay, Flight Controllers, Weapons Liaison, Grand Moff Tarkin


+ Squadrons+

TIE Bomber Squadron
TIE Bomber Squadron

TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron
TIE Fighter Squadron

"Howlrunner"


+ Objectives +

Assault Objective [Precision Strike]
Defense Objective [Hyperspace Assault]
Navigation Objective [Minefields]

This is less of a screen and more of an anti-squadron list. I think you need Rhymer in there because it makes the fighters so much better and you don't have to spam squadron orders as much if you're going ship-hunting. What ships do you own?

If you want to run this as a screen - add Rhymer. If you want this to be more AS based - cut some ties and put in some interceptors. Counter 2 Interceptor with howlrunner gets counter 3 (with a single re-roll due to swarm?)

This is less of a screen and more of an anti-squadron list. I think you need Rhymer in there because it makes the fighters so much better and you don't have to spam squadron orders as much if you're going ship-hunting. What ships do you own?

1xGlad

All squadrons from core set and the wave 1 pack.

If you want to run this as a screen - add Rhymer. If you want this to be more AS based - cut some ties and put in some interceptors. Counter 2 Interceptor with howlrunner gets counter 3 (with a single re-roll due to swarm?)

Would appear I was thinking squadron screen and anti squadron were the same...

Edited by grg86

If you drop one TIE and upgrade one of your bombers to Rhymer, that would be a pretty nasty amount of firepower against ships from the fighter swarm. That way you can deal with squadrons, and pose a credible threat vs all ship builds (which you will see plenty of in a tournament).

Although blue dice against ships isn't great, enough of them at medium range is a real pain as they can munch through shields and/or defence tokens.

I also think gunnery teams is a must on a Victory-II to get the most out of the front arc. If you could fit that in it would give you extra punch.

This is just based on my thinking (no real military experience), but to me a screen is more of a way to tie down the enemy Bomber wing and would be smaller. The list you presented seems more geared towards air superiority.

I would probably go with two Victory's if I was playing two ships. The list you presented only has one ship with a decent range. If I were your opponent I would just try and stay away and bait out your Demolisher. Two VSD's will also give you a greater squadron presence (as the list stands you can only activate less than half of your stuff at a time). I don't really like bombers at all without Rhymer, and as Mundo mentioned, increasing your range allows you to use them against ships without squadron commands.

Bring at least 1 Advanced to protect Howlrunner. With fast enemy fighters and no protection from them, Howlrunner and be scalpeled/sniped and removed from your equation.

Solid feedback guys, appriciate it!

Made a simple Rhymer swap.

Couldn't see how to get an advanced in simply.

Currently I can activate 8 with token and dial so I'll give this a go and see how I feel about dropping the glad for a second VSD

Going to run it for the next few games and see how it rocks out.

So, two games in with this list and I think the majority of my issues are down to me.

Both rebel lists had assault frigate and corvettes. First list was bomber heavy with luke and second went Awing heavy. Lost to both lists.

Four bombers and luke just have so many hull points that they kept my fighters busy all game. While the Awings jumped me mid game and tore me to pieces. Also moving squadrons out of the victories range makes them all very useless.

In the second game I dropped a tie for an overload pulse on the victory. Basically because I found it so difficult to get through and deal damage to rebel ships.

Victory does feel a touch expensive @ 145 points.

I am not sure Howler would give the bonus to an Interceptor with Counter.

I am not sure Howler would give the bonus to an Interceptor with Counter.

She does.

Those with Swarm attacking get +1 Dice.

Counter is an Attack.

Some things are NOT attacks (such as Mauler Mithel). But Counter is.

I would recommend dropping from glad 2 down to glad 1. A glad 2 doesnt offer much, you replace 1 black for 1 red on the side arcs (not really that great as you want to get close and black dice are amazing when you do) and you get an extra AS die, which with your screen you will not really need. By downgrading you can get an extra 6 points

So, two games in with this list and I think the majority of my issues are down to me.

Both rebel lists had assault frigate and corvettes. First list was bomber heavy with luke and second went Awing heavy. Lost to both lists.

Four bombers and luke just have so many hull points that they kept my fighters busy all game. While the Awings jumped me mid game and tore me to pieces. Also moving squadrons out of the victories range makes them all very useless.

In the second game I dropped a tie for an overload pulse on the victory. Basically because I found it so difficult to get through and deal damage to rebel ships.

Victory does feel a touch expensive @ 145 points.

Remember you are just as likely to have to fight imperials!

To attack rebels you need to be able to shoot usefully with only your red dice. A victory without any upgrades struggles to do this once the evade has taken effect. You need to concentrate fire command and probably have some sort of shooting upgrade such as H9s.

Against Imperials they are far more likely to come into close/medium range.

List changed a little bit for two Sullust events.

First:
VSD - Flight controllers, Screed, Weapons Liaison, expanded hangers, overload pulse, enhance armaments, Warlord
Glad - ACM, engine techs, Demolisher
Rhymer + bomber
Howlrunner + 3 Ties

Won this event but was lucky in two games to have the VSD survive.

Changed my approach and for the next event and dropped the Warlord title (never used it) and added an Intel Officer to the Glad which was brilliant. Won the second event too.

Frankly, i almost dropped the Overload pulse as i never used it in 6 games but i had before to great use so i kept in on there. Same with Weapons Liaisons. Never used them.

Wondering if things like Weapons Liaisons become obsolete when you have a little more experience in 3 command ships. Also blue is very unlikely to crit. However should i be using Screed to change one to a crit? Probably. I mostly had range issues with the VSD rarely firing blue dice.

Anyone else found the same with Weapon Liaison and similar upgrades?

Rhymer is a must. Add someone with Escort and like Tie advanced and maybe counter. Add some bombers also. Escort goes in ties up other squads as a tank, other squads go in for a kill and bombers can make bombing runs.

I would drop the flight controllers to upgrade two of your tie fighters to interceptors. They are just mean with howlrunner and the come with 4 blue att die already, whereas with flight controllers you get a bonus blue die when you activate a squadron with squadron command, in this case your tie fighter upping it to 4. On turn you dont activate them with command they are back to three. Plus interceptors next to howl runner are dangerous to attack, three counter att plus a swarm reroll.

Long story short howl plus a few interceptors have really paid off in the games ive played. If you use a squadron command and jump rebel fighters youll be surprised how fast you can chew through them.

I also stopped taking expanded hangers, it really doesnt pay off unless you have a lot of fighters. A saved squadron token plus a squadron command does the same thing. Ive been using my first two command dials as squadron, save the first for the token and jump my opponents fighters in round two.