Imperial Fleet for this weekend - please critique

By Jiraiya1969, in Star Wars: Armada Fleet Builds

I have just started playing Armada recently and my friend suggested this list for Saturday's Sullust event.

- Victory I (73)

Admiral Screed (26)

- Victory I (73)

- Gladiator II (62)

Demolisher (10)

- Gladiator 1 (56)

Assault Concussion Missiles (7)

Insidius (3)

Objectives:

Advanced Gunnery

Hyperspace Assault

Minefields

I'm toying with either the GII layout and naked G1 or Vice Versa.

The lack of fighters concerns me, but my friend thinks pincer tactics would make up for that. What does everyone else think?

Thanks

your fleet is 310 points

First issue I can see with the list is it's clocking in at 310pts so something will need to change.

Given that you've taken Screed you really want to put Assault Concussion Missiles on both Gladiators (and if you're only putting it on one Demolisher is usually best, it tends to have the best opportunities to use it).

As nice as four activations are, I think you'll have to look at dropping either a VSD or a GSD, and bringing in a few more upgrades (I'm assuming you're looking to do a no-squads build given what you're bringing up there).

Maybe try something like this instead?

(294 of 300 pts)

Flagship: (125 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Admiral Screed (26 pts)
  • Dominator (12 pts)
  • Wulff Yularen (7 pts)
  • Assault Concussion Missiles (7 pts)
Fleet Ship 1: (88 pts)
  • Gladiator I-Class Star Destroyer(56 pts)
  • Demolisher (10 pts)
  • Intel Officer (7 pts)
  • Engine Techs (8 pts)
  • Assault Concussion Missiles (7 pts)
Fleet Ship 2: (81 pts)
  • Gladiator I-Class Star Destroyer(56 pts)
  • Insidious (3 pts)
  • Intel Officer (7 pts)
  • Engine Techs (8 pts)
  • Assault Concussion Missiles (7 pts)
Squadrons (0 of 98 pts):
Objectives:
  • Most Wanted
  • Hyperspace Assault
  • Dangerous Territory

Wasn't sure about the Assault objective. Most Wanted steers them towards your Victory allowing you to ambush with your Gladiators. However anything that survives the ambush gets to put a lot of dice into your Victory. Precision Strikes could work as you've got Screed to bring up the crits, but it means choosing between landing a crit or using ACMs. Advanced Gunnery could work on any of your ships really, so that's still an option, and three ships could be enough to make Opening Salvo work as you'll be able to get your ACM crits at long range while your Gladiators close in.

Hyperspace Assault lets your Vic warp in rather than crawling into the fight, and gives it options on how it approaches the enemy.

Dangerous Territory protects you from obstacles and if your opponent doesn't want to take the asteroid crits then your Gladiators are fast enough to chase down the objectives.

I wasn't clear re: my build - I was going with either the Glad II with Demolisher and a naked Glad I *or* a Glad I with Assault Concussion Missiles and Insidious and a naked Glad II.

Sorry for the confusion.

What do you think of upgrading a gI to a GII with that extra 6 points, for the anti-fighter?

What do you think of upgrading a gI to a GII with that extra 6 points, for the anti-fighter?

Personally, I'd skip all the upgrades outside of ACM and the Demolisher title for this list.

Drop a victory, put ACM on your flagship, then take an even number of TIE fighters.

You'll want them if you face a squadron fleet, otherwise Yavaris may just eat Screed alive.

Throw in Rhymer to make those TIEs into an anti ship turret in case they don't bring squadrons.

Most importantly, those cheap TIEs buy you position. Deploy one ship, then deploy pairs of TIEs to force your opponent to deploy his ships and counter deploy your own in ideal positions.

Edited by Tvayumat