First Attempt at a Wave 2 List

By SteelPaladin1997, in Star Wars: Armada Fleet Builds

+++ Torpedo Boats (396pts) +++

++ Imperial Navy (Standard) (396pts) ++

+ Gladiator Star Destroyer (75pts) +

Gladiator I-Class Star Destroyer (75pts) [Assault Concussion Missiles (7pts), Engine Techs (8pts), Ordnance Experts (4pts)]

+ Imperial Star Destroyer (163pts) +

Imperial II-Class Star Destroyer (163pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Heavy Turbolaser Turrets (6pts), •Admiral Ozzel (20pts), •Relentless (3pts)]

+ Raider Corvette (122pts) +

Raider I-Class Corvette (61pts) [Expanded Launchers (13pts), Ordnance Experts (4pts)]

Raider I-Class Corvette (61pts) [Expanded Launchers (13pts), Ordnance Experts (4pts)]

+ Squadrons (36pts) +

TIE Advanced Squadron (12pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fleet Ambush]

Navigation Objective [Dangerous Territory]

Created with BattleScribe

Ozzel is there for cheap and the maneuverability boost. Both Star Destroyers can set any speed on their dials with a single nav command or token, and the Raiders can set any speed if they're at 2 or 3.

My big question mark is on the Expanded Launchers and whether it might not be better to go full ACM and swap Ozzel for Screed. Not being able to prevent ACM damage is great, but I feel like I'm wasting the Ordnance Experts with only two black dice to reroll. At least the Gladiator rolls 4 broadside.

I would try to find a way to get Demolisher on the Gladiator.

I would try to find a way to get Demolisher on the Gladiator.

Are non-Demolisher Gladiators really that horrible? Everybody seems to want to start clutching pearls at the thought of one without the title.

I don't really know what I would strip for the points. Downgrading the Advanced to a standard TIE gets me close but not quite there.

It's not that glads are horrible. It's that demolisher is just that good. I would prioritize it over the engine techs. Maybe shift your fighter screen to just interceptors if it's that light. I like the rest a lot. Expanded launchers on the Raiders is def the way to go IMO.

Edited by Truthiness

It's not that glads are horrible. It's that demolisher is just that good. I would prioritize it over the engine techs. Maybe shift your fighter screen to just interceptors if it's that light. I like the rest a lot. Expanded launchers on the Raiders is def the way to go IMO.

Interceptors are more expensive unless I'm using less.

I can do all ACM (replacing the Expanded Launchers) and swap to Screed and have just enough for Demolisher. Puts me precisely at 400.

ACM all day long!!!!

I would try to find a way to get Demolisher on the Gladiator.

Are non-Demolisher Gladiators really that horrible? Everybody seems to want to start clutching pearls at the thought of one without the title.

I don't really know what I would strip for the points. Downgrading the Advanced to a standard TIE gets me close but not quite there.

Drop Engine Techs and downgrade Advanced to reg TIE gives the points for Demolisher

Gladiator I 56

Demolisher 10

Assault Concussion Missles 7

Engine Techs 8

Wulff Yularen 7 so you can use engine techs every round to get into the right point at whatever speed to end up.

= 88 points

Drop ordinance experts -4 and need 9 more points by dropping heavy turbo lasers and relentless.

This puts less eggs in one basket with your 163 point Star destroyer being dropped to 154 points.

Gladiator I 56

Demolisher 10

Assault Concussion Missles 7

Engine Techs 8

Wulff Yularen 7 so you can use engine techs every round to get into the right point at whatever speed to end up.

= 88 points

Drop ordinance experts -4 and need 9 more points by dropping heavy turbo lasers and relentless.

This puts less eggs in one basket with your 163 point Star destroyer being dropped to 154 points.

No rerolls or Screed to make those ACMs fire? Four black on the side have a 68% chance to have at least one crit rolled straight, which is not horrible, but the two front only have a 43% chance. Ordnance Experts boost both of those by 9%. Pulling off the turbolasers also means no anti token measures besides accuracies, and you know ECM is going to be everywhere.

I get distributing points and the maneuvering boosts are nice. I'm nervous about reducing damage output in a relatively squishy list, though.

I get the 9%, but you know what they say about location....location, location,mlocation. Being in the right place at the right time doesn't have a statistical marker. I am not saying it is better, just worth trying out. Getting out of a returning firing arc while at the same time hitting an enemy in the rear wi a broadside seems worth a ton of points to me. The ability to add 9% seem insignificant to the power of the force (being at the right place at the right time). IMHO.

I get the 9%, but you know what they say about location....location, location,mlocation. Being in the right place at the right time doesn't have a statistical marker. I am not saying it is better, just worth trying out. Getting out of a returning firing arc while at the same time hitting an enemy in the rear wi a broadside seems worth a ton of points to me. The ability to add 9% seem insignificant to the power of the force (being at the right place at the right time). IMHO.

So far, the impression that I'm getting is the core concept is good, but there are a few potential tweaks to try out and see what fits best.