Wave 1 only 300 point tourney Imperial

By corlinjewell, in Star Wars: Armada Fleet Builds

Hey guys, here is my list for an upcoming tourney. I can get my hands on most things (remember Wave 1 only) except XI7s, but would prfer to stay with the current ship build (classes can change though).

Vic-II w/ Screed, Intel Officer, and Leading Shots

Vic-I w/ Warlord and H9s

Glad-I w/ ACM, Engine Techs, and Demolisher

Total: 292

Objectives (doubt I'll be needing these):
Advanced Gunnery (on the Vic-II if chosen)

Contested Outpost

Minefields

Two Vics and not a single gunnery team among them. Makes me very sad. On a more serious note, it's an essential upgrade, esp. when fighting a mirror Vic list.

Leading shots seem a bit superflous when you have Screed. Besides, I consider Screed's ability to be much better than Leading Shots. Overload pulse works much better in conjunction, but then you also need to get a second attack in the same round.

Vic II vs Vic I is a question for the ages. Personally I am in the camp that thinks that 12 pts for blue dice and the slightly longer range is a bit much and that the Ordnance upgrades are better than the Ion Cannon upgrades. Especially with Screed. I'd drop the Vic II to a Vic I and get ACM on both ships for the same points.

I'm not of the opinion that Gunnery teams are mandatory, but they are definitely worth it.

As for the H9-Warlord combo, I dunno. You're spending 16 pts to be able to increase a single hit to a double hit or get an extra accuracy. With Screed you have a guaranteed extra 2 damage if you instead have ACM. Which is 10pts cheaper. If you are keeping the H9 I'd say it works better with Intel Officer anyway.

Leading shots seem a bit superflous when you have Screed. Besides, I consider Screed's ability to be much better than Leading Shots. Overload pulse works much better in conjunction, but then you also need to get a second attack in the same round.

Vic II vs Vic I is a question for the ages. Personally I am in the camp that thinks that 12 pts for blue dice and the slightly longer range is a bit much and that the Ordnance upgrades are better than the Ion Cannon upgrades. Especially with Screed. I'd drop the Vic II to a Vic I and get ACM on both ships for the same points.

I'm not of the opinion that Gunnery teams are mandatory, but they are definitely worth it.

As for the H9-Warlord combo, I dunno. You're spending 16 pts to be able to increase a single hit to a double hit or get an extra accuracy. With Screed you have a guaranteed extra 2 damage if you instead have ACM. Which is 10pts cheaper. If you are keeping the H9 I'd say it works better with Intel Officer anyway.

Yeah, in a previous tournament my biggest problem was Gups that were just slightly out of range for the blacks (I ran two Vic-Is) at that point so that was the impetus for the switch to the two. I'm still not sold on it and you've given me something to think about. I just really don't find the gunnery teams worth it on the Vic-Is especially because chances are in order to get those black dice off, you are maneuvering specifically to get that one target ship in range and opponents know this and make sure you never get that front arc on two ships.

I'll consider some more. Thanks for the input.

My personnal 300 pnt list consists of 3 Vic II's with Motti and an Intel officer each.

The blue dice with its accuracy and the Intel Officer combined denies a lot of the defensive capabilities of the enemy. But its true, I do miss gunnery team from time to time.

The list can't handle every type of enemy fleet, but I have won a few tournaments with this list already.

There is an additional reason for this fleet: If I go to many different ships, abilities and upgrades I tend to forget half of it during the game thus reducing my battle strength. Having the same ships, with a limited amount of special rules nullifies this.