Imp build -the Emperor's Reach Heavy Pursuit squadron

By Salcor, in Star Wars: Armada Fleet Builds

After the Massing at Sullust I am trying to put together my imperial list. The basic idea is starship kill starship and fighter kill bombers.

+++ Emperor's Reach Heavy Pursuit Squadron (399pts) +++

++ Imperial Navy (Standard) (399pts) ++

+ Gladiator Star Destroyer (71pts) +

Gladiator II-Class Star Destroyer (71pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts)]

····Profiles:

········Gladiator II-Class Star Destroyer: Hull:5|Anti-Squadron Value:2 Blue|Command:2|Squadron:2|Engineering:3|Defense Tokens:Evade, Brace, Redirect|Front Firing Arc:2 Red, 2 Black|Left Firing Arc:1 Red, 3 Black|Right Firing Arc:1 Red, 3 Black|Rear Firing Arc:1 Red, 1 Black|Front Shield Value:3|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Support Team, Ordnance

········Ordnance Experts: Weapons Team Ability:While attacking, you may reroll any number of your black dice.

········Assault Concussion Missiles: Ordnance Ability:Black Critical: Deal 1 faceup damage card to the defender.

+ Imperial Star Destroyer (163pts) +

Imperial I-Class Star Destroyer (163pts) [boosted Comms (4pts), Expanded Hangar Bay (5pts), Flight Controllers (6pts), Turbolaser Reroute Circuits (7pts), •Admiral Screed (26pts), •Captain Needa (2pts), •Relentless (3pts)]

····Profiles:

········Imperial I-Class Star Destroyer: Hull:11|Anti-Squadron Value:1 Black, 1 Blue|Command:3|Squadron:4|Engineering:4|Defense Tokens:Brace, Redirect, Redirect, Contain|Front Firing Arc:3 Red, 2 Blue, 3 Black|Left Firing Arc:2 Red, 2 Black|Right Firing Arc:2 Red, 2 Black|Rear Firing Arc:1 Red, 2 Blue|Front Shield Value:4|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Offensive Retrofit, Ion Cannons, Turbolasers

········Admiral Screed: Commander Ability:Once per activation, when a friendly ship is attacking, it may spend 1 die to change a die to a face with a [Critical] icon.

········Relentless: Ship Title Abilities:The total number of command dials that must be assigned to your ship during the Command Phase is reduced by 1.

········Captain Needa: Officer Ability:At the start of the first round, you may replace 1 of your defense tokens with an Evade defense token.

········Flight Controllers: Weapons Team Ability:Squadron: The anti-squadron armament of each squadron that you activate is increased by 1 blue die until the end of its activation.

········Boosted Comms: Offensive Retrofit Ability:Squadron: You can activate friendly squadrons at close-long range (instead of close-medium).

········Expanded Hangar Bay: Offensive Retrofit Ability:Your squadron value is increased by 1

········Turbolaser Reroute Circuits: Turbolasers Ability:While attacking, you may spend 1 Evade defense token to change 1 red die to a face with a Critical icon or 2 Hit icons.

+ Victory Star Destroyer (96pts) +

Victory II-Class Star Destroyer (96pts) [Phylon Q7 Tractor Beams (6pts), SW-7 Ion Batteries (5pts)]

····Profiles:

········Victory II-Class Star Destroyer: Hull:8|Anti-Squadron Value:1 Blue|Command:3|Squadron:3|Engineering:4|Defense Tokens:Brace, Redirect, Redirect|Front Firing Arc:3 Red 3 Blue|Left Firing Arc:2 Red 1 Blue|Right Firing Arc:2 Red 1 Blue|Rear Firing Arc:2 Red|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Ion Cannons, Turbolasers

········Phylon Q7 Tractor Beams: Offensive Retrofit Ability:Modification When you activate, you may exhaust this card to choose 1 enemy ship of your size class or smaller at distance 1-5. That ship must spend a Navigate token or reduce its speed by 1 to a minimum of 1.

········SW-7 Ion Batteries: Ion Cannon Ability:While attacking a ship, each of your unspent blue Accuracy icons adds 1 damage to the damage total.

+ Squadrons (69pts) +

TIE Interceptor Squadron (11pts)

····Rules: Counter 2, Swarm

····Profiles:

········TIE Interceptor Squadron: Movement Value:5|Hull Value:3|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Blue

TIE Interceptor Squadron (11pts)

····Rules: Counter 2, Swarm

····Profiles:

········TIE Interceptor Squadron: Movement Value:5|Hull Value:3|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Blue

TIE Interceptor Squadron (11pts)

····Rules: Counter 2, Swarm

····Profiles:

········TIE Interceptor Squadron: Movement Value:5|Hull Value:3|Anti-Squadron Value:4 Blue|Anti-Ship Value:1 Blue

•"Howlrunner" (16pts)

····Rules: Swarm

····Profiles:

········"Howlrunner": Movement Value:4|Hull Value:3|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Blue

········"Howlrunner": Squadron Ability:While another friendly squadron with Swarm at distance 1 is attacking a squadron, it may add 1 blue die to its attack pool.|Defense Tokens:Brace, Scatter

•Dengar (20pts)

····Rules: Intel, Swarm

····Profiles:

········Dengar: Movement Value:4|Hull Value:4|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black

········Dengar: Squadron Ability:While another friendly squadron is at distance 1-2, it has Counter 1 or increases its Counter value by 1.|Defense Tokens:Brace, Scatter

++ Selection Rules ++

Counter 2: After a squadron performs a non-Counter attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed.

Intel: While an enemy squadron is at distance 1 of you, it has Heavy.

Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

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

double post due to lag, sorry.

Edited by D503

For your squadrons, Howlrunner, 3x TIEs and Vader comes in at 61 points and is just as lethal at clearing out squadrons. Upon ship activation, it gets 24 blue dice and one black, and Vader's ones are hitting on crits, too. It is also better against ships, as at least Vader does a black die for anti-ship damage and has his pseudo-bomber skill.

Vader protecting the other TIEs with his 2x brace and escort is preferable for me to having the Interceptors shoot back as they die. You can also use the 8 points saved for either a nice initiative bid or another card somewhere.

Edited by D503

My thoughts were for the bigger rogue ships. On the attack the interceptors would be throwing 6 jes when combined with Howlrunner and flight controllers, and 4. Counter dice when the enemy attacks them to break the engagement. With the reroles that should take down most rogues or ywing swarms.

Salcor