JUST SAY NO!! To Defense

By clontroper5, in Star Wars: Armada Fleet Builds

Decided to take an anti token build to my game night this week and here is what I came up with.

+++ Anti-defense (392pts) +++

++ Imperial Navy (Standard) (392pts) ++

Gladiator II-Class Star Destroyer (84pts) [Assault Concussion Missiles (7pts), Engine Techs (8pts), Intel Officer (7pts)]

Gladiator II-Class Star Destroyer (94pts) [Assault Concussion Missiles (7pts), Engine Techs (8pts), Intel Officer (7pts), •Demolisher (10pts)]

Imperial I-Class Star Destroyer (165pts) [Gunnery Team (7pts), Intel Officer (7pts), NK-7 Ion Batteries (10pts), •Admiral Screed (26pts), •Avenger (5pts)]

+ Squadrons (49pts) +

TIE Interceptor Squadron (11pts)

TIE Interceptor Squadron (11pts)

TIE Interceptor Squadron (11pts)

•"Howlrunner" (16pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fleet Ambush]

Navigation Objective [Dangerous Territory]

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

Simple idea us focus a SHIP down at long range useing 1,2&3 dice attacks+Intel officer to whittle down shields and (hopefully) force some tokens to be discarded before jumping into close range and dealing crippling blows including forcing multiple tokens to o be discarded leaving the enemy to weak to escape if they are not dead all ready.

My fighters will be activated by Avenger turn 2 with the plan to kill 2 of the enemy's most valuable fighters and weakening the remainder enough to be easy kills from the A/S fire the ships.

You might consider switching the ACMs for APTs. Yes APTs only do one extra point of damage compared to ACMs 2, but that 1 extra is a faceup right to hull. Also, they are 2 points cheaper.

I would then use the extra points to slap HTTs on the ISD.

Between faceup cards through shields, forcing the discard of tokens, and neutering brace, it should be pretty crippling for your opponent.

You also might consider lowering your Glad 2s to Glad 1s (more blacks are better imo), and using those points to slap ECM on your ISD and / or upping it to an ISD 2.

You might consider switching the ACMs for APTs. Yes APTs only do one extra point of damage compared to ACMs 2, but that 1 extra is a faceup right to hull. Also, they are 2 points cheaper.

I would then use the extra points to slap HTTs on the ISD.

Between faceup cards through shields, forcing the discard of tokens, and neutering brace, it should be pretty crippling for your opponent.

You also might consider lowering your Glad 2s to Glad 1s (more blacks are better imo), and using those points to slap ECM on your ISD and / or upping it to an ISD 2.

Also the reason I did glad-2 is because even 1 red die at long range can have substantial effect with Intel officer

Thanks for the suggestions :)

Edited by clontroper5