Imperial 3 ship build for Sullust

By cynanbloodbane, in Star Wars: Armada

Ok, Im fresh meat walking, so I am trying to firm up a plan to give myself the best chance to win, or at least not be an easy mark.

I know I want a 3 ship Imperial build with Motti, as lots hull points suits my style (I like to wave-ram enemy ships). My last attempt was sans fighters, and that was a contributing factor in my loss.

My thinking at the moment is:

SHIPS:

VSD I, Motti, XI7

VSD I (naked)

GSD I, Demolisher

FIGHTERS:

Rhymer, Fel, Tie bomber, Tie advanced

All told that weighs in at 297.

My dilemma is that that isn't going to win me many bids, so should I run with it or try to drop XI7 or swap out Fel for a standard Tie interceptor or another Tie advanced.

I only have the 2 Vics, and 1 Glad to work with.

Thoughts?

Drop x17, maybe even the gsd and run the Rymer ball with tie spam.

I was thinking of dropping Fel & XI7 and adding a ACM to each... 294.

If I blow it up, in favor of a 2 ship build, I would almost need to run a VSD II just to get mid range shots with overload pulse just to try to eliminate ships fast.

Drop x17, maybe even the gsd and run the Rymer ball with tie spam.

I will have to try it out without xi7, as 291 will win most bids.

Three activations is key. A four activation list will make meat of you if you're only running 2.

Three activations is key. A four activation list will make meat of you if you're only running 2.

That was my thinking. Ok, hammer down.

You can gain points by changing out the advance, but you lose your Escort. Forget the point difference, but even if it's only 2 points that's still a decent initiative bid.

Edited by Stasy

Three activations is key. A four activation list will make meat of you if you're only running 2.

Not even remotely true.

Greater number of activations is an advantage, sure, but I've outmatched 4 ship lists (even ones with initiative) with 2 ship lists.

Yeah, you have to play smart, place your obstacles well, use your objectives to their fullest, and generally out-fly your opponent, but greater number of activations is not a game decider by itself.

Edited by Tvayumat

Drop x17, maybe even the gsd and run the Rymer ball with tie spam.

I was on the fence with xi7, but I really hate giving up the 3rd ship.

I will have to try it out without xi7, as 291 will win most bids.

If it was my I'd drop cash (maybe on coolstuffinc.com) for another gladiator. In my experience VGG is better against rebels than VVG, but I might just be terrible at running the VV combo over the GG combo. Personally I'm having fun with a VGGG build. My suggestion is mainly based on the fact that you are limited to one gladiator and Rymer ball can put a lot of damage on opponents.

Drop x17, maybe even the gsd and run the Rymer ball with tie spam.

Ran the following list (300pts) with reasonable success last weekend (L, W, W). These were only my 2nd, 3rd, and 4th games.

VSD I

Motti

Gunnery team

H9 turbolasers

warlord

VSD I

Flight controllers

Expanded hanger bay

Howlrunner

Soontir Fel

Rhymer

2x TIE

1x TIE Advanced

2x TIE Bomber

At 300 pts i wasn't going to win any bids so just made sure my objectives were a good fit. Opponents always wanted to go first.

First game was a complete schooling. Motti got drilled by 2x ASFII's and i was totally out of position to support with the carrier.

Second game was Outpost against a bomber heavy rebel list with 2 titled Escort Frigates & Corvette. I pretty much parked on the Outpost at speed 1 and just worked defense.

Completely ignored the corvette and was able to hold off the Frigates at long range.

Third game was advanced gunnery. Made the carrier the objective ship and shielded with Motti. 2x ASFII's and 1 Frigate. We both set up Left hand side with opponent looping across in front of me shielding the Objective ship (frigate with Dodonna) with the 2 ASFII's.

Learnings - Motti works well with a defensive list like this. Would drop the gunnery team in favour of either an intel officer or possible second expanded hanger bay. Found that long range attack power was really lacking on the VSDI's with limited accuracy results and additional squadron activations would have countered this rather than concentrate fire commands. List has a lot of points invested in squadrons which seemed to be easy points for opponents in the end. Need to remember to fly them out of danger when no longer required or put in an arc where an opponent has to choose to shoot the squadrons or your capital ships.

Three activations is key. A four activation list will make meat of you if you're only running 2.

Not even remotely true.

Greater number of activations is an advantage, sure, but I've outmatched 4 ship lists (even ones with initiative) with 2 ship lists.

Yeah, you have to play smart, place your obstacles well, use your objectives to their fullest, and generally out-fly your opponent, but greater number of activations is not a game decider by itself.

This is all true, but for someone who's relatively new ("fresh meat walking"), three ships--including two 10-hull Vics--is far more forgiving, and has a far greater margin for error, than a two ship carrier list. This isn't a reason to not run a two-ship carrier list, just an observation that it might not be the preferred list of new admirals in their first tournament setting.

For the OP, I'd at least think about adding ACMs to the Demolisher. The extra two damage (pretty good odds on a broadside, guaranteed with Screed) really stacks up over time, and synchs well with Demolisher's ability to set up a preferred shot. You could drop the X-I7s to accomplish this (the black dice on a Vic I are easy to avoid if your opponent knows what he's doing, so you'll generally be shooting with just your red dice, which reduces damage output). Alternatively, I'm assuming you want Fel either for thematic reasons, or for his bonus ability (+1 damage to squadrons who are engaged by him but do not attack him). If not, substituting Fel either a generic interceptor (11 points, same abilities sans special and scatter/brace), or two tie fighters (16 points, twice the hull, 150% more dice, but no counter), can get you a little more room in your list. Swapping Fel for a TA will give you additional hull (but you lose defense tokens), at the cost of some anti-squadron offense (loss of 1 attack die, swarm, and counter 2), but a nominal gain in anti-ship firepower (black dice vs. blue).

Demolisher wants ACM and Screed. You need another Gladiator as well. Just my imperial credits worth.

As a fellow ram enthusiast, I'd actually suggest engine techs on a screedless gladiator over acm. Even with motti gladiators dissapear pretty quickly when under sustained fire, and having the ability to quickly dip out of shooting, or get a double ram to finish off enemy ships is a very handy tool. You will lack some damage output but you'll gain alot more responsiveness to enemy formations and movements, which combined with being able to fire after either movement is pretty strong.

Yea, I so want to play bulldozer with Motti on an ISD...

Soon.

Ok, Im fresh meat walking, so I am trying to firm up a plan to give myself the best chance to win, or at least not be an easy mark.

I know I want a 3 ship Imperial build with Motti, as lots hull points suits my style (I like to wave-ram enemy ships). My last attempt was sans fighters, and that was a contributing factor in my loss.

My thinking at the moment is:

SHIPS:

VSD I, Motti, XI7

VSD I (naked)

GSD I, Demolisher

FIGHTERS:

Rhymer, Fel, Tie bomber, Tie advanced

All told that weighs in at 297.

My dilemma is that that isn't going to win me many bids, so should I run with it or try to drop XI7 or swap out Fel for a standard Tie interceptor or another Tie advanced.

I only have the 2 Vics, and 1 Glad to work with.

Thoughts?

Cyan:

What objectives are you bringing to the table? I think it's more important to plan yours list around your objectives, than it is to just take a "good list". I'm also considering a 3 VSD list with Motti. That's a lot of hull to chew through.

Ok, Im fresh meat walking, so I am trying to firm up a plan to give myself the best chance to win, or at least not be an easy mark.

I know I want a 3 ship Imperial build with Motti, as lots hull points suits my style (I like to wave-ram enemy ships). My last attempt was sans fighters, and that was a contributing factor in my loss.

My thinking at the moment is:

SHIPS:

VSD I, Motti, XI7

VSD I (naked)

GSD I, Demolisher

FIGHTERS:

Rhymer, Fel, Tie bomber, Tie advanced

All told that weighs in at 297.

My dilemma is that that isn't going to win me many bids, so should I run with it or try to drop XI7 or swap out Fel for a standard Tie interceptor or another Tie advanced.

I only have the 2 Vics, and 1 Glad to work with.

Thoughts?

Cyan:

What objectives are you bringing to the table? I think it's more important to plan yours list around your objectives, than it is to just take a "good list". I'm also considering a 3 VSD list with Motti. That's a lot of hull to chew through.

Ok, Im fresh meat walking, so I am trying to firm up a plan to give myself the best chance to win, or at least not be an easy mark.

I know I want a 3 ship Imperial build with Motti, as lots hull points suits my style (I like to wave-ram enemy ships). My last attempt was sans fighters, and that was a contributing factor in my loss.

My thinking at the moment is:

SHIPS:

VSD I, Motti, XI7

VSD I (naked)

GSD I, Demolisher

FIGHTERS:

Rhymer, Fel, Tie bomber, Tie advanced

All told that weighs in at 297.

My dilemma is that that isn't going to win me many bids, so should I run with it or try to drop XI7 or swap out Fel for a standard Tie interceptor or another Tie advanced.

I only have the 2 Vics, and 1 Glad to work with.

Thoughts?

Cyan:

What objectives are you bringing to the table? I think it's more important to plan yours list around your objectives, than it is to just take a "good list". I'm also considering a 3 VSD list with Motti. That's a lot of hull to chew through.

I was thinking Contested Outpost, Opening Salvo, and Minefields.

I think contested outpost is good for a defensive motti 3 ship build, however you need to win the initiative bid so you can assume player 2 and be the guy that gets to place the space station where you want. As such, you'll want to get a little lower than 297, I think, though I'm not sure how much.

Minefields is nice in that it guarantees a mission that doesn't really aid your opponent, especially if he has any ideas about running corvettes or gladiators down your flank and engaging you from behind (they might buy you another round).

Opening Salvo I haven't really scrutizined, but I think the Gunnery Mission is better for imperials that are running 2+ VSDs.

Decided to drop xi7, so 291 will be my bid. That should be enough against most.

Ok, got in 2 games today with my revised 3 ship build.

SHIPS:

VSD I, Motti

VSD I (naked)

GSD I, Demolisher

FIGHTERS:

Rhymer, Fel, Tie bomber, Tie advanced

All told that weighs in at 291

Contested Outpost

Opening Salvo

Minefields

My first opponent Eric, was playing Rebels. He had a fully loaded AFMK II B, commanded by Garm, a naked Neb, a naked CR90A, and one of each of the named rebel squadrons (except for Luke).

I tabled him, (but only because he drove his CR90 of the board accidentally.)

Round 2 Dave, my opponent from the previous week must have seen some merit in my plan and took a VSD I with xi7, a VSD II with Screed and (the D-title that lets you turn shields into attack dice) & aGSD II with Demolisher. No fighters.

Lost by 1 damage card. Very even slug-fest.

Both opponents chose minefields, so I got to control the battlefield. I like my chances, I may need to do some tweaking, but my plan worked well. Only hot dice kept me from the win on the second one.