400pts Imps, trying out the APT

By Axelius, in Star Wars: Armada Fleet Builds

So, somewhat inspired by a list I read earlier here, I've decided to make a Victory I based list to try out the APT.

(400 of 400 pts)
Flagship: (110 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Admiral Screed (26 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Assault Proton Torpedoes (5 pts)


Fleet Ship 1: (84 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Assault Proton Torpedoes (5 pts)


Fleet Ship 2: (84 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Assault Proton Torpedoes (5 pts)


Fleet Ship 3: (74 pts)

  • Gladiator I-Class Star Destroyer(56 pts)
  • Demolisher (10 pts)
  • Engine Techs (8 pts)


Squadrons (48 of 134 pts):

  • 1x Howlrunner Tie Fighter Squadron (16 pts)
  • 4x Tie Fighter Squadron (32 pts)


Objectives:

  • Advanced Gunnery
  • Contested Outpost
  • Superior Positions

Currently my question is, should I remove one of the Ties and add APT to the Gladiator? Or just move APT from one of the Victories (most likely Screed self, since he'll be in the safest position) to the Gladiator?

Interesting list, but it seems a flaw to have apts on 3 ships but leave them off the ship most likely to use them; the demolisher.

Dropping a tie for the points makes sense, esp since you still keep 2 pairs for deployment delays. You could also save some points by switching down to 2 tractor beams, which is enough to drop the speed of a ship that kept a token as insurance.

Let us know how it goes!

If you're trying to spam APT attacks, why not free up room for a Raider-I or two?

Given the number of dice each ship has, you may actually be better served using Vader instead of Screed. He also combines better with the red dice.

Oh and drop Etechs of the GSD. You don't need them.

Edited by thecactusman17

If you're trying to spam APT attacks, why not free up room for a Raider-I or two?

Working with what I've got for a game today.

Given the number of dice each ship has, you may actually be better served using Vader instead of Screed. He also combines better with the red dice.

Oh and drop Etechs of the GSD. You don't need them.

Perhaps, Vader is 10pts more expensive though and I'd like to keep my redirects on the VSDs. And while Vader could ensure a higher damage output, Screed makes me guaranteed to proc the APTs.

And I disagree with the Etechs, they make me able to do a 90 degree turn at speed 2-4, compared to a 45 degree turn at speed 1-3. Do I need them? No. Are they useful? Yes.

Changed my list around slightly to the following:

(397 of 400 pts)

Flagship: (110 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Admiral Screed (26 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Assault Proton Torpedoes (5 pts)

Fleet Ship 1: (84 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (84 pts)

  • Victory I-Class Star Destroyer(73 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Assault Proton Torpedoes (5 pts)

Fleet Ship 3: (79 pts)

  • Gladiator I-Class Star Destroyer(56 pts)
  • Demolisher (10 pts)
  • Engine Techs (8 pts)
  • Assault Proton Torpedoes (5 pts)

Squadrons (40 of 133 pts):

  • 1x Howlrunner Tie Fighter Squadron (16 pts)
  • 3x Tie Fighter Squadron (24 pts)

Objectives:

  • Advanced Gunnery
  • Contested Outpost
  • Superior Positions

Essentially, I just cut a Tie and added APT on the Gladiator. I didn't want to remove a tractor beam, as I still need to be in range for the tractor beam to work and I expect that I might want to use it at more than one target at once.

Edited by Axelius

Adv gunnery. I'd be very careful about that one. Seems too good for an Ackbar kind of list.

And drop one tie for apt on demo. Gives you a much better bid as well.

And Superior Positions? That could backfire REALLY bad.

Yikes. Advanced Gunnery AND Superior Positions? With that many VSD1s on the board you could wipe the enemy off and still lose depending on what they take. Or just be wiped off completely yourself by am MC80 or ISD.

As I play exclusively friendly games at the moment and we don't have access to any ISDs or MC80s, that is not a concern at the moment. Once Wave 2 is out in stores, things will change (we allow proxied upgrades, not models).

The superior positions was what we played in the game today, and while I'll probably remove it (not sure of what yet) it worked out for this time. My opponent got 6 tokens, I got 2, giving him +60pts, but I got most of his fleet and only lost the Gladiator and the three Ties, so I ended up on top. While he got the advantage in objective points, being able to deploy after was advantageous.

How did the tractor beams work out?? Im dying to try them out.

They worked out pretty well, only got to use them on my opponent's Ackbar AF, but it made me able to force him down from Speed 3 to 1, sending his course into a debris field he would have otherwise bypassed and kept him in the firing zone of a victory for another turn. Leia-on-a-stick died due to Gladiator before she got in range of the tractor beams and Yavaris never went faster than Speed 1 anyway. His 4th Corvette was mis-deployed and never saw any battle.