Empire 300pt V/V/Rhymer

By Akhrin, in Star Wars: Armada Fleet Builds

I've reached that stage of "over-prepared" for Sullust that I'm now thinking if things go well with my Rebel list at the first tournament I might try out an Imperial list for the second for a bit of variety. Since my Rebel list is four ships and minimal fighters I'm mixing up that aspect of things as well, with a two-ship Rhymer Ball list.

Only got two ships, so Motti helps keep them alive.

Haven't played this type of thing hugely often so not sure whether I'm putting too much stock into Corrupter/Chiraneau.

Warlord is fighty-fighty, originally had it as a Vic-2 to get the range on the blue dice but since it's in its element firing red dice I've swapped that over to a Vic-1 to fit in Gunnery Team. Does mean if my opponent picks my Advanced Gunnery it's a wasted 7pts, but just a risk I might have to take.

Objective-wise I'm not hugely sold on Minefields. However with only two ships I'll struggle chasing Dangerous Territory and with nothing fast Intel Sweep isn't a great choice. Superior Positions could work with the bombers and fighters, but most opponents will want to flank my VSDs anyway so I could be giving up plenty of points that way.

I'm more at home playing Rebels and could well have overlooked something pretty pivotal, so keen to hear what people reckon on this.

(299 of 300 pts)

Flagship: (123 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Admiral Motti (24 pts)
  • Corrupter (5 pts)
  • Admiral Chiraneau (10 pts)
  • Flight Controllers (6 pts)
  • Expanded Hangar Bay (5 pts)
Fleet Ship 1: (103 pts)
  • Victory I-Class Star Destroyer(73 pts)
  • Warlord (8 pts)
  • Intel Officer (7 pts)
  • Gunnery Team (7 pts)
  • H9 Turbolasers (8 pts)
Squadrons (73 of 100 pts):
  • 1x Major Rhymer Tie Bomber Squadron (16 pts)
  • 1x Tie Bomber Squadron (9 pts)
  • 2x Tie Advanced Squadron (24 pts)
  • 3x Tie Fighter Squadron (24 pts)
Objectives:
  • Advanced Gunnery
  • Contested Outpost
  • Minefields

Do you need Corrupter if you have Rhymer? And its 5 points that will only affect 2 of your squadrons maybe once or twice.

might something better you could spend 5(6) points on.

Edited by KAGE13

The thinking behind Corrupter was if they get stuck in amongst a few enemy squads the boosted speed that you get with that and Chiraneau should be enough to clear their fighter screen and start launching Rhymer-range shots at their ships. But that's a big theoretical, haven't had much chances to use it yet.

Ya that is interesting. I always forget about Chiraneau. I usually only think of using him with Mauler.

Maybe ditch a Tie or 2 and add another bomber? Chiraneau and Corrupter is a big sink for a 2 bomber strategy. although I do see where you are going with it.

Only have the one squadron set so limited to two of them :( Would be nice to rock up with more though, I might try and fiddle around the points and fit more in, then see about borrowing some from a friend. If I did that it would probably be something like dropping one TIE and one Advanced for a pair more.

I would Consider a fleet like this (if you can purchase another fighter set or borrow a couple).

Dominator used at the right time has the potential to us 11 dice in the front arc.

[ EMPIRE FLEET (297 points)
1 • Victory I-class Star Destroyer - Admiral Motti - Admiral Chiraneau - Expanded Hangar Bay - Corrupter (117)
2 • Victory I-class Star Destroyer - Veteran Captain - Expanded Launchers - Dominator (101)
3 • Major Rhymer TIE Bomber Squadron (16)
4 • TIE Bomber Squadron (9)
5 • TIE Bomber Squadron (9)
6 • TIE Bomber Squadron (9)
7 • TIE Advanced Squadron (12)
8 • TIE Advanced Squadron (12)
9 • TIE Advanced Squadron (12)
10 • Objectives - Precision Strike - Contested Outpost - Minefields (0)

Dominator really does brawl like a boss, came up against a build much like that in my last tournament and took a full barrage on my Assault Frigate, trashing the shields entirely and leaving it limping away. In a two-ship list I'm not sure how easy it would be to steer them into its front arc though. Warlord can rock the damage at red-dice range without worries which was part of my thinking. I could aim for first player (given what I've seen a 3-point bid should be enough) and hope one of their objectives helps steer them somewhere. Or I suppose the Bombers could be used to form an alley that they'd have to steer down towards Dominator?

I do like the 7 black dice (4 with bomber) that Rhymer ball brings. Should top 6 damage most turns against ships at range. And Corrupter/Chirpy can pull enough bombers out of a fight to still threaten serious damage while the Advanced can tank whatever squads they've got and keep them busy.

My build idea is similar. I have very little experience with Armada and, in hindsight, probably shouldn't have spent the cash to enroll in this tournament as I haven't had any time to even practice. At any rate, this is my build. I would have liked to have gone with the Vic Is and more bombers and Advanced but I'm limited in the minis department as well.

Victory II (126 pts)

-Adm Motti

-Leading Shots

-Intel Officer

-X17 Turbo Lasers

Victory II (110 pts)

-Adm. Chireneau

-Exp. Hangar Bays

-Corrupter

-XX9 Turbo Lasers

Major Rhymer (16 pts)

2x TIE Bomber (18 pts)

2x TIE Advanced (24 pts)

Total: 294 pts

I hope with only 294, I'll get the option of chosing first or second player and will always take 2nd in order to get my objectives list chosen.

Objectives:

Precision Strike (take advantage of the bombers)

Fleet Ambush (Hopefully be able to get in and beat up the other guy piecemeal before he can consolidate)

Minefields (block off one side of the board and try to funnel the other guy into a corridor where my front arcs can eat away at him as he comes in)

Took a think about what you'd put forward there, and I'm liking the idea of increasing my bomber wing. I've spoken to a friend who can loan me the squadrons I need.

Sticking with Warlord over Dominator, partly for the reasons mentioned above and partly for the cost saving. Also, since I'm mostly Rebel I've got a deep affection for red dice!

Even with the 4 bombers I don't see me rolling enough crits to justify Precision Strikes, and it puts me at risk of coming up against Screed lists or Rebels with Luke/Dodonna's Pride who'll out-crit me. Instead I've taken Advanced Gunnery for the Warlord. Contested Outpost for all the usual reasons. Superior Positions means if they send fast ships (Gladiators or Corvettes) to flank I can park my bomber screen in the way and quickly outscore them on shots against the rear arc. If they come head-on then I can likewise screen with the squadrons just further forward instead of round the flank.

Name: (297 of 300 pts)

Faction: The Empire

Flagship: (117 pts)

Victory I-Class Star Destroyer(73 pts)

Admiral Motti (24 pts)

Corrupter (5 pts)

Admiral Chiraneau (10 pts)

Expanded Hangar Bay (5 pts)

Fleet Ship 1: (89 pts)

Victory I-Class Star Destroyer(73 pts)

Warlord (8 pts)

H9 Turbolasers (8 pts)

Squadrons (91 of 99 pts):

1x Major Rhymer Tie Bomber Squadron (16 pts)

3x Tie Bomber Squadron (27 pts)

4x Tie Advanced Squadron (48 pts)

Objectives:

Advanced Gunnery

Contested Outpost

Superior Positions

Oh man I love Warlord. I would ditch something (Corrupter) and fit a Sensor team on Warlord. Sensor Team / Warlord/ Screed is probably my favorite IMP combo.

Right now I've got

Flagship: Victory II (123pts)

-Motti

-Intel Officer

-Gunnery Teams

Fleet Ship 1: Victory I (83pts)

-Admiral Chiraneau

Squadrons: (85pts)

-Vader

-Soontir Fel

-Tie Advanced

-Major Rhymer

-Tie Bomber X2

Objectives: Advanced Gunnary (Or Persicion Strike), Contested Outpost, Minefields

I feel like with vaders ability he's almost like a bomber, plus between him, the advanced and Fel I can bait in then lock down the enemy squadrons with the ball then use chiraneau to sneak the bombers away to continue their business

Oh man I love Warlord. I would ditch something (Corrupter) and fit a Sensor team on Warlord. Sensor Team / Warlord/ Screed is probably my favorite IMP combo.

Sensors are a nice idea actually, especially once it gets into black dice range and will have more dice to spend on it. Might have a thought about whether it's worth more than Corrupter helps the bombers. That extra movement is pretty big when escaping engagement but if there's not many fighters around its not doing much.

I'm very much in the same boat here. I got 3rd last night, and hearing this area is mostly Rebels, I making me sit in my hotel room building a Imperial carrier fleet. Sadly I left my unpainted, unopened 2nd pack of fighters at home. I'm thinking...

VSD II w/ Motti

VSD II w/ Warlord and H9

Rhymer,Bomber, 2x Advanced, Howlrunner, and Soontir Fel.

Let the Advanceds run the two packs soaking damage and then enjoy the Soontir and Howlrunner perks. The bomber group will do their thing.

Even with the 4 bombers I don't see me rolling enough crits to justify Precision Strikes, and it puts me at risk of coming up against Screed lists or Rebels with Luke/Dodonna's Pride who'll out-crit me.

Re-read precision strike.

You don't need to roll criticals to score victory tokens or flip cards.

Edited by Tvayumat

Howlrunner's perk is actually only helping soontir. Only squadrons with swarm get her bonus die.

Might want to replace Howlrunner with Mauler Mithel, unless you're just REALLY wanting soontir to fire a lot of dice and counter with a lot of dice.

Howlrunner's perk is actually only helping soontir. Only squadrons with swarm get her bonus die.

Might want to replace Howlrunner with Mauler Mithel, unless you're just REALLY wanting soontir to fire a lot of dice and counter with a lot of dice.

Good catch! I went with two plain TIE's.