Wave 1 Imperials to beat Wave 2 Rebels - help!

By Mundo, in Star Wars: Armada Fleet Builds

Hi guys,

So I have a game in a couple of weeks against one of my usual Armada sparring partners. He was fortunate (and skilled) enough to walk away with an MC80 and a MC30 from the Sullust weekend. Alas, I left empty handed. :-(

However, I am very keen to see the wave 2 ships in action again, so we have a game in a few weeks. I would like to try and beat his wave 2 stuff with my wave 1 fleet - an uphill struggle, and where I need your help!

Here is my proposed 400pt fleet, following some game testing on the weekend. Grateful for thoughts. The Victorys should provide the anchor of the line, getting the squadrons in on Home One and then repairing like crazy. The gladiators are there to act as the finishers. What should I change up?

Gladiator-I, Demolisher, ACMs

Gladiator-I, ACMs

Victory-I, Screed, Sensor Team

Victory-I, Sensor Team

Howlrunner

2 x TIE fighter

2 X TIE interceptor

Major Rhymer

TIE advanced

Assault: Most Wanted

Defensive: Contested Outpost

Navigation: Minefields

How many of each expansion are you working with?

Trade in for some TIE Bombers to work in with Rhymer.

Superior Positions would let you set up to cap the Rebel fleet T - consider that. Minefields works too if you can use that to block them setting up broadsides.

How many of each expansion are you working with?

Trade in for some TIE Bombers to work in with Rhymer.

Superior Positions would let you set up to cap the Rebel fleet T - consider that. Minefields works too if you can use that to block them setting up broadsides.

The packs I have to play with are:

2 X Core set

2 X Gladiator

1 X Imperial fighters

So I could add an extra bomber for an Interceptor perhaps. Knowing my opponent, he loves to bring ships plus 4 X A-wings including Tycho. So I need a decent anti-squadron capability too to deal with his fighter-bombers.

I also like the idea of capping the T. I am thinking with Minefields might work best, as I can funnel his ships down a corridor with my fleet waiting at the end of it. Basically I need to get into front or rear arcs, otherwise I am toast!

I'm not a huge fan of victory ones. Might upgrade them to twos. The non demolisher glad could also probably use engine techs. I would also look at the titles for you vics, warlord in conjunction with h9 turbolaser upgrade guarantees one damage against squadrons each activation which adds up quickly. Good luck!

Unfortunately it doesn't look like he has a Victory expansion. Something you might want to get before too much later.

For A-Wings, you can't go wrong with Soontir + TIE Advanced, plus the Advanced would work decently well in conjunction with Rhymer.

Here is my thought:

(400 of 400 pts)

Flagship: (106 pts)


  • Victory I-Class Star Destroyer(73 pts)
  • Admiral Screed (26 pts)
  • Gunnery Team (7 pts)


Fleet Ship 1: (92 pts)




  • Victory II-Class Star Destroyer(85 pts)
  • Gunnery Team (7 pts)


Fleet Ship 2: (73 pts)




  • Gladiator I-Class Star Destroyer(56 pts)
  • Demolisher (10 pts)
  • Assault Concussion Missiles (7 pts)


Fleet Ship 3: (71 pts)




  • Gladiator I-Class Star Destroyer(56 pts)
  • Engine Techs (8 pts)
  • Assault Concussion Missiles (7 pts)


Squadrons (58 of 134 pts):




  • 1x Sontir Fel Tie Interceptor Squadron (18 pts)
  • 2x Tie Advanced Squadron (24 pts)
  • 2x Tie Fighter Squadron (16 pts)


Objectives:




  • Advanced Gunnery
  • Contested Outpost
  • Minefields

That should be sufficient fighters to tangle with the A-Wings. Non-Demolisher is your blocker, and you can use Nav commands and the Nav Team to get him in front of the enemy line faster than they might be ready for. Otherwise, they move in something like this:

--------Enemy Line->-------GSD-----

Demo--------------------------------------

---------------------------VSD2-----------

---------------------------------------VSD1

Screed hangs back to try to convince them not to turn the corner on your fleet. The VSD 2 is your anvil, and Demolisher / Nameless GSD are your hammers. They have to chose to run into the GSD in front, screwing up the rear ship's shots on the VSD2 (and hopefully putting them in range of both VSDs) or cut in, right into the path of your VSD1, and let the Demolisher get behind them.

Basically, give him a choice where all his options are bad. If he picks minefields, just set the mines up so he has to funnel at you straight ahead whereever he sets up. Contested outpost is easy as you know exactly where his line will be going. Advanced Gunnery lets you double tap with your VSD2.

Also the VSD2 should basically be doing nothing but engineering commands from the moment the enemy is in range. He's gonna take some hurt.

Great ideas, thanks guys! My only slight issue with the suggested list is gunnery teams on a Vic-I aren't usually a good investment. However, ACMs would cost the same and provide an extra disincentive to cut the corner and get close to Screed's flagship.

Hope to post a batrep after the event to let y'all know how it goes!

I just love gunneys on everything that can toss 3+ Red and can take them. Definately more of a Vic2 upgrade, and I see your point though.

The other thought is Intel Officer on the Vic1 to strip evades.