Wave 2 build feedback (Empire)

By Alagos, in Star Wars: Armada Fleet Builds

Hi all,

I'll start by saying I'm a bit of noob :) I've played a couple of friendly games of wave 1 as Empire against a friend who plays the Rebels.

With wave 2 almost upon us I'm trying to figure out what ships I should get. I'm currently thinking 2 ISD's + 1 Raider (although I don't plan to use the ship in this build).

The build I have in mind is:

ISD II (120)

Overload Pulse (8)

Enhanced Arnament (10)

ISD II (120)

NK-7 Ion Cannons (10)

Enhanced Arnament (10)

Gladiator I (56)

Wulf Yularen (7)

Ordinance Experts (4)

Engine Techs (7)

Expanded Launchers (13)

Demolisher (10)

3x Tie fighter to have some anti fighter protection or at least slow them down.

Total 400 points.

I'm not sure what I'll be up against but I'm sure my friend will get Home one and Ackbar. Which grants the rebels quite a bit of punch.

So the main thing of this build is massive firepower in the hopes of DPSing them down. The Gladiator gives me some more versality and firepower as it is very maneuvarble with Wulf + Engine Techs and can shoot 6 dice at the front after he has moved. And can reroll all the black die. The version without ordinance experts has served me so good in previous games I'm reluctant to get rid of it :)

I did put 3 tie fighters in there in case he wants to come in with bombers, so I can at least slow them down.

Looking for any feedback on this, I'm sure I've overlooked quite a bit :)

Thanks,

Alagos

Edited by Alagos

First of all, you need a commander. Also Engine Techs are 8 pts. I believe that more than 3 TIEs are going to be necessary to slow down bombers in wave 2.

Way too much on the Glad. Small ships are going to have the propensity to get one-shotted a lot in wave 2. At most, youre going to want Demo, Engine Techs, and then either ACMs or Launchers (probably ACMs). Enhanced Arms is probably a bit of a waste due to the HUGE front arc. Maybe go with Gunnery teams instead. And you'll most likely need ECMs or something. You're going to see a lot of X17s, so if your opponent gets a single accuracy, goodbye brace, hello darkness my old friend. Home One will wreck ships that don't have ECMs.

I've been struggling with a 2 ISD build, and I just don't see a great one yet. Maybe 2 ISD's, a raider, and the rest fighter support. Problem is, you'll end up getting activation killed as there are going to be a lot of 4-5 ship builds, which means you almost have to be first player to avoid getting smacked at the end and beginning of each round, which also puts you at the mercy of the objective cards.

I am huge fan of the XI7 Turbolasers on the ISD, for 6 points it's a snitch! Problem is it is only available through the Neb-B Expansion Pack. A real pain in the neck with a Vader build.

XI7s are worth their weight in rebel gold. Bought another neb I'll never fly for it and Intel. The combo of basically cancelling redirects and advanced projectors along with making your opponent get rid of their brace is delicious!

Yeah, that Gladiator is a bit too loaded. While Wullf is nice on an E-Tech Gladiator, I've found I don't really need him. Get an early Navigation token, spam Navigation commands and use the token when you want to do another command. Forward launchers does give it a nasty front punch, but it has pretty good arcs overall and a double arc will usually put most things down. I prefer to use APT or ACM on them, then again, I do also tend to run Screed, which combos well with that.

And three ties is far too few. You need at least one more, preferably Howlrunner, her defense tokens gives her a tad more survivability (makes it impossible for a normal X-Wing to one shot her) and her ability gives the swarm a bit more bite, which can be useful as a deterrent.

Hi everyone,

Thanks for feedback. Looking at it I'm not sure if 2 ISD's really make sense. Maybe better to go for 1 ISD, 1 Gladiator (demolisher) and 2x Raider for anti fighter and some cap ship power. Or maybe swap the 2 Raiders out with a Victory.

Thanks for the feedback on the demolisher, will take a look at making that one a bit lighter.

I guess noone really played wave 2 yet (at least it's not out here yet). How do the (named) Raiders fare vs fighters ?

Is XI7 better than overload pulse ?

Thanks

Overload only works on blue range, on crits (and replaces face up damage cards), and only helps out follow-up attacks. XI-7 work on red range, no matter what dice rolled and works on the attack itself.

Generally, yes, XI7 is better.

I am not a great player, but I'll throw in my two cents.

I'd drop enhanced armament from both ISD's. ISD's want their enemy in their wide front arc, and with two ISD's, you can almost always find a front arc shot. Instead of enhanced armament, why not gunnery teams for two shots from your front arc?

I've had a few games with the ISD, and it packs a wallop. XI7 melts ships. You have to realize though that most people will (rightfully) focus almost solely on it if they have a shot. Two of them presents a unique problem though.

If you are going without any fighter cover and rely on the raiders, realize that you're losing at least one shot at capital ships. So if you have a four ship build, two of which are "anti-squadron" raiders, you really only have a two ship list with some extra activations.

I started thinking about a 2ISD list as well but could not find one that would work. I settled on a 1ISD-2VSD list which I used quite succesful already (I got one ISD from the Massing at Sullust tournaments).

ISD-II
Motti
Intel Officer

Gunnery Team

Electronic Countermeasures

SW-7 Ion Batteries

X17 Turbolasers

Relentless

VSD-II
Intel Officer

Gunnery Team

SW-7 Ion Batteries

X17 Turbolasers

VSD-II
Intel Officer

Gunnery Team

SW-7 Ion Batteries

X17 Turbolasers

Total 399