CALLING ALL IMPERIAL PLAYERS!!!

By clontroper5, in Star Wars: Armada

In preparation for sullust I am building and playing many lists (all imperial of course) and trying to cover as many variables as possible. For the most part I got it down but, I still am not confident with my lists going into mirror matches.

So the question is, what fleet building strategy and in game tactics do you (as an imperial) use to gain The upper hand against enemy Gsd and Vsd builds?

Edited by clontroper5

In most cases, the winner of an Imperial vs Imperial build will come down to one thing: who gets the first kill. In order to determine that, setup is everything. If you can deploy in a way where you can simultaneously hit one of your opponent's ships with all of your fleet, you can potentially kill one of them in one go. In this case, it's best to aim for one of your opponent's GSDs. If you can do that, and avoid receiving similar damage, then you place the odds greatly in your favor. Taking fewer squadrons also helps, since, unless you're facing a Rhymer Ball, your opponent is not going to be focusing on squadrons either.

Looking at how my sister does it, she pretty much packs Gunnery Teams into her Rebel ships and just does the Ivan Rush.

No doubt that you'd take casualties albeit heavy ones at times, but it works for her. Also pray hard that you have continuous high rolls while the enemy has plenty of bad rolls. It helps. Really.

Underbid by at least 10 points. If you can force first turn it severely compromises gladiator dependent lists

Have at least 3 ships. 2 just doesn't work.

This is my biggest worry for Massing at Sullust. I've only played a friend, who plays Rebels, so I'm not quite sure what I'm going to run into if/when I play a mirror match. My tactics have worked for me going up against the various fleets he's tried, but I'm not sure how they'll hold up going up against a dedicated capital-ship-only Imperial fleet.

Edited by Alpha17

This is my biggest worry for Massing at Sullust. I've only played a friend, who plays Rebels, so I'm not quite sure what I'm going to run into if/when I play a mirror match. My tactics have worked for me going up against the various fleets he's tried, but I'm not sure how they'll hold up going up against a dedicated capital-ship-only Imperial fleet.

Don't waste points on stuff that can't kill capital ships. So if you're using points on fighters, take Rhymer and bombers only.

Edited by Green Knight

This fleet should do well enough against pure Imp capital lists (but lacks credible fighter defense).

You could drop Insidious to turn a Bomber into an Advanced.

If you want to be part of the bidding war you can drop Insidious and turn Rhymer into an ordinary bomber for an 11 point bid, but I'm not sure it's worth it: a 4-ship Gladiator list w/Screed, ACMs and Demolisher has a 12 point bid.

In terms of objectives Contested Outpost can be changed to Fire Lanes. Hyperspace Assault also work. If you don't like Intel Sweep, pick something else instead :D

[ EMPIRE FLEET (299 points)
1 • Objectives - Advanced Gunnery - Contested Outpost - Intel Sweep (0)
2 • Victory II-class Star Destroyer - Admiral Screed - Gunnery Team - Overload Pulse (126)
3 • Gladiator I-class Star Destroyer - Assault Concussion Missiles - Insidious (66)
4 • Gladiator I-class Star Destroyer - Assault Concussion Missiles - Demolisher (73)
5 • Major Rhymer TIE Bomber Squadron (16)
6 • TIE Bomber Squadron (9)
7 • TIE Bomber Squadron (9)

Or if you do take fighters, take 1-2 Interceptors to tie/tear-up Rhymer balls, then focus on killing ships.

I find 3 TIE fighters is enough - minimum sufficient fighters to hold up a Rhymer ball or Rebel bombers for a crucial few turns. Spend everything else on capital ships and your ability to destroy enemy capital ships. Assault concussion missiles mean you should get the best of any close range exchange.

Formation is also important. If you can get your opponent's Victorys blocking each other ('crossing the T') and get into their side arcs, that should increase your chances.

If you are really focused on combatting Imperial builds, XI7's on a Vic-II would be pretty horrible.

Ok after reading these point and doing much theory myself I have created the following list:

+++ New Roster (294pts) +++

++ Imperial Navy (Standard) (294pts) ++

+ Gladiator Star Destroyer (144pts) +

Gladiator I-Class Star Destroyer (81pts) [Assault Concussion Missiles (7pts), Engine Techs (8pts), •Demolisher (10pts)]

Gladiator I-Class Star Destroyer (63pts) [Assault Concussion Missiles (7pts)]

+ Victory Star Destroyer (112pts) +

Victory I-Class Star Destroyer (112pts) [Flight Controllers (6pts), •Admiral Screed (26pts), •Wulff Yularen (7pts)]

+ Squadrons (38pts) +

TIE Advanced Squadron (12pts)

TIE Fighter Squadron (8pts)

•Soontir Fel (18pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fleet Ambush]

Navigation Objective [Dangerous Territory]

Created with BattleScribe (http://www.battlescribe.net)

This list is designed to have an answer for everything. Demolisher has engine techs so that it can compete with movement objectives and chase down flankers. I have brought what I Believe to be the most cost effective fighter Screen, capable of destroying 2-3 or more rebel fighters to shut down yavaris b-wings(the only thing that has come CLOSE to making me nervous against rebels)and able to ruin a rhymer ball, while maintaining some effectiveness against ships. Wulff equals engineering tokens to keep screed alive.

I decided to only take a 6 point bid because in my area poeple don't bid very low (I.e. I had the highest bid with 297 at the last tournament...)but that might change

What do you think? And remember this is my Sulust build and I expect to run into More rebels then imps

Edited by clontroper5

I think the ideal Imperial fleet is:

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (147)
2 • Victory II-class Star Destroyer - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (109)
3 • Howlrunner'' TIE Fighter Squadron (16)
4 • Darth Vader TIE Advanced Squadron (21)

Hope to see you all at the tournament!

I think the ideal Imperial fleet is:

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (147)

2 • Victory II-class Star Destroyer - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (109)

3 • Howlrunner'' TIE Fighter Squadron (16)

4 • Darth Vader TIE Advanced Squadron (21)

Hope to see you all at the tournament!

I think Howlrunner requires that the receiving ship have "swarm" in order to get the attack dice buff. With that in mind, I'm not sure what the benefit is of having Howlrunner, unless it's for the scatter. The expanded hanger bay also seems unnecessary on two Vics with only two squadrons.

Rhymer and Vader, however, plus flight controllers, will be shooting stuff for a long time...

I think the ideal Imperial fleet is:

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (147)2 • Victory II-class Star Destroyer - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (109)3 • Howlrunner'' TIE Fighter Squadron (16)4 • Darth Vader TIE Advanced Squadron (21)

Hope to see you all at the tournament!

I think Howlrunner requires that the receiving ship have "swarm" in order to get the attack dice buff. With that in mind, I'm not sure what the benefit is of having Howlrunner, unless it's for the scatter. The expanded hanger bay also seems unnecessary on two Vics with only two squadrons.

Rhymer and Vader, however, plus flight controllers, will be shooting stuff for a long time...

I'm hoping this list will help me win. Just play it as is. Don't ask questions or change things. This is the list you're looking for.

I find 3 TIE fighters is enough - minimum sufficient fighters to hold up a Rhymer ball or Rebel bombers for a crucial few turns. Spend everything else on capital ships and your ability to destroy enemy capital ships. Assault concussion missiles mean you should get the best of any close range exchange.

Formation is also important. If you can get your opponent's Victorys blocking each other ('crossing the T') and get into their side arcs, that should increase your chances.

If you are really focused on combatting Imperial builds, XI7's on a Vic-II would be pretty horrible.

That's good to hear. My current sullust build has three tie fighters, but I'm a bit worried about their staying power. Don't need them to last long, but do want some sort of fighter screen (for B-wings mostly, secondarily for Rhymer insurance).

My (current) list (294 points):

Vic II (Screed, Gunnery Team, Overload Pulse, H-9) [134 points]

Glad I (ACMs) [63 points]

Glad I (ACMs + Demolisher) [73 points]

TIE Fighter (x3) [24 points]

I've thought about X-I7s on my Vic II, but think I'm leaning towards H-9s to guarantee an accuracy to shut down a brace. Anyone have a strong preference?

I think the ideal Imperial fleet is:

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (147)2 • Victory II-class Star Destroyer - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (109)3 • Howlrunner'' TIE Fighter Squadron (16)4 • Darth Vader TIE Advanced Squadron (21)

Hope to see you all at the tournament!

:)

I think the ideal Imperial fleet is:

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (147)

2 • Victory II-class Star Destroyer - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (109)

3 • Howlrunner'' TIE Fighter Squadron (16)

4 • Darth Vader TIE Advanced Squadron (21)

Hope to see you all at the tournament!

I think Howlrunner requires that the receiving ship have "swarm" in order to get the attack dice buff. With that in mind, I'm not sure what the benefit is of having Howlrunner, unless it's for the scatter. The expanded hanger bay also seems unnecessary on two Vics with only two squadrons.

Rhymer and Vader, however, plus flight controllers, will be shooting stuff for a long time...

Eh, my only gripe with it is that you have tarkin but fewer than 3 ships. Plus I find that once one ship goes poof, the game feels over when you only have one left. Also, I would have a Defense Liaison instead of Veteran Captain on that once Victory 2 because you are running tarkin.

Don't mind us Bothans, we're just passing through.

I think the ideal Imperial fleet is:

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (147)2 • Victory II-class Star Destroyer - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (109)3 • Howlrunner'' TIE Fighter Squadron (16)4 • Darth Vader TIE Advanced Squadron (21)

Hope to see you all at the tournament!

I think Howlrunner requires that the receiving ship have "swarm" in order to get the attack dice buff. With that in mind, I'm not sure what the benefit is of having Howlrunner, unless it's for the scatter. The expanded hanger bay also seems unnecessary on two Vics with only two squadrons.

Rhymer and Vader, however, plus flight controllers, will be shooting stuff for a long time...

Eh, my only gripe with it is that you have tarkin but fewer than 3 ships. Plus I find that once one ship goes poof, the game feels over when you only have one left. Also, I would have a Defense Liaison instead of Veteran Captain on that once Victory 2 because you are running tarkin.

I think the ideal Imperial fleet is:

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (147)2 • Victory II-class Star Destroyer - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (109)3 • Howlrunner'' TIE Fighter Squadron (16)4 • Darth Vader TIE Advanced Squadron (21)

Hope to see you all at the tournament!

I think Howlrunner requires that the receiving ship have "swarm" in order to get the attack dice buff. With that in mind, I'm not sure what the benefit is of having Howlrunner, unless it's for the scatter. The expanded hanger bay also seems unnecessary on two Vics with only two squadrons.

Rhymer and Vader, however, plus flight controllers, will be shooting stuff for a long time...

Eh, my only gripe with it is that you have tarkin but fewer than 3 ships. Plus I find that once one ship goes poof, the game feels over when you only have one left. Also, I would have a Defense Liaison instead of Veteran Captain on that once Victory 2 because you are running tarkin.

and yet expanded hanger is all good? Lol

Wait.... Whaaaaaaaaat.

So he does. I feel like he made a list, had too many points, and started just cutting things out without modifying the rest.

Hmm

Clontroper, I think this is a list for you! :)

I think the ideal Imperial fleet is:

1 • Victory II-class Star Destroyer - Grand Moff Tarkin - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (147)2 • Victory II-class Star Destroyer - Veteran Captain - Flight Controllers - Expanded Hangar Bay - Ion Cannon Batteries - XX-9 Turbolasers (109)3 • Howlrunner'' TIE Fighter Squadron (16)4 • Darth Vader TIE Advanced Squadron (21)

Hope to see you all at the tournament!

I think Howlrunner requires that the receiving ship have "swarm" in order to get the attack dice buff. With that in mind, I'm not sure what the benefit is of having Howlrunner, unless it's for the scatter. The expanded hanger bay also seems unnecessary on two Vics with only two squadrons.

Rhymer and Vader, however, plus flight controllers, will be shooting stuff for a long time...

Eh, my only gripe with it is that you have tarkin but fewer than 3 ships. Plus I find that once one ship goes poof, the game feels over when you only have one left. Also, I would have a Defense Liaison instead of Veteran Captain on that once Victory 2 because you are running tarkin.

and yet expanded hanger is all good? Lol

Wait.... Whaaaaaaaaat.

So he does. I feel like he made a list, had too many points, and started just cutting things out without modifying the rest.

Hmm

Clontroper, I think this is a list for you! :)

Edited by clontroper5

I derailed the thread more than intended so now I feel the need to make an honest contribution. (Finding the worst possible build WAS an interesting exercise).

First, I do far more rebel play so I don't have a ton of imp mirror matches. The big problem I see with imperial mirror matches is their squadrons are FAR more specialized. So it's hard to bring just a few bombers without potentially just losing them in a rebel matchup to their fighter/bombers. The VGGG list looks to me like a successful attempt at exactly what you're looking at. But with 4 ships, there's not much room in the list to modify and it looks really good as is.

Theoretically I'd put more TIE bombers in, but loses you a ship. I'd probably try experimenting with a GGG bomber build next. Skip Rhymer (heretical I know particularly after my up thread antics). But here's why. Rhymer forces a grouping of your bombers making them easier to pin down particularly without Chir and Corrupter. If you give up on the grouping, you gain an advantage against lists bringing a token 1 or 2 squadrons. The VGGG list works like a wolf pack, but you're trading the slow guns of the VSD for bomber dice that can be scattered everywhere.

The first version just goes 4G to preserve the activation advantage. I don't think this is ideal but:

Screed

4 x GSD1 with ACM

2x bomber

296 points

The advantage is you give up the predictable VSD for mobility (but lose the resilience) The bombers would be controlled solely through a few squadron tokens.

You could also go 3 GSD. Here each GSD gets its own pair of bombers to up the alpha strike (whereas the VSD would be contributing only 3 red dice at first contact, if that). The biggest issue here is losing the 4th ship activation. So something like:

Screed GSD2 ACM

Demolisher GSD1 ACM

GSD1 ACM Wulf Engine Tech

6x Bombers

You could go a few different ways here including a TIE adv or two in order to help pin stuff as well.

Glad I play rebels right now. Not much room for the imperials right now. VGGG or Rhymer ball.

Please excuse the awkward grammar. Smartphone typing sucks.

Edited by Tranenturm

Have 3-4 ships and be the better player. If you're better at positioning, you'll win.

I like the idea of 3 GSDs with 1 couple of squadrons each; looks like pure Imperial strategy to me: run dribbling GSDs in the mouth of your opponent - who bites harder wins. Same with bombers: keep them far away; should there be any enemy fighters, sacrifice the pinned-down one while the others dine with enemy hulls.

My highest concern with Imps is indeed: fighters look pretty good at killing other squads (despite the shortfall of their poor shielding) but if there are no enemy fighters to attack.....they will just be wasted points.

I've been trying to expand from my original idea of a two Victory and Rhymer build mainly because of being overwhelmed by more activations. The list I just built is:

-Victory I

-Victory II (Screed, Overload Pulse)

-Gladiator I (ACMs, Demolisher)

-Rhymer

-Tie Bomber x2

Objectives: Advanced Gunnary, Contested Outpost, Minefields

Total: 296pts

My goal is to just use Rhymer and Demolisher as a one two punch while the Vic's herd, preferably with screeds overload pulse leaving some unlucky ship wide open to get smacked. I'm still tinkering with the idea of dropping to a Victory I and maybe switching to motti to get some enhanced armaments on one of the destroyers