I don't have very many options

By CartmanTuttle, in Star Wars: Armada Fleet Builds

All of the stuff I ordered has yet to come in yet, so for right now all I have are VSDs and TIE Fighters (And Howlrunner). So, here are 2 possible 400-point lists I constructed. I would like your thoughts and any possible criticisms you might have.

Fleet 1:

1: VSD2: 85

-Admiral Motti: +24

-Intel Officer: +7

-Gunnery Team: +7

-Ion Cannon Batteries: +5

-XI7 Turbolasers: +6

2: VSD2: 85

-Dominator: +12

-Intel Officer: +7

-Gunnery Team: +7

-Overload Pulse: +8

-XI7 Turbolasers: +6

3: VSD2: 85

-Warlord: +8

-Intel Officer: +7

-Gunnery Team: +7

-Overload Pulse: +8

-XI7 Turbolasers: +6

TIE Fighter (x2): 16

Total: 396/400

Fleet 2:

1: VSD2: 85

-Admiral Motti: +24

-Warlord: +8

-Intel Officer: +7

-Flight Controllers: +6

-Expanded Hangar Bay: +5

-Overload Pulse: +8

-Enhanced Armament: +10

2: VSD2: 85

-Dominator: +12

-Intel Officer: +7

-Flight Controllers: +6

-Expanded Hangar Bay: +5

-Overload Pulse: +8

-Enhanced Armament: +10

Howlrunner: 16

TIE Fighter (x11): 88

Total: 390/400

Objectives:

-Opening Salvo

-Contested Outpost

-Dangerous Territory

Now, normally my strategy involves flying head-first into the rebel fleet, and trying to take out as many as possible before I go down.

I would run 3 cheaper vsds and a tie swarm that's probably your best bet

Something like this:

+++ Vvv (395pts) +++

++ Imperial Navy (Standard) (395pts) ++

+ Victory Star Destroyer (323pts) +

Victory II-Class Star Destroyer (133pts) [Defense Liason (3pts), Gunnery Team (7pts), •Grand Moff Tarkin (38pts)]

Victory II-Class Star Destroyer (95pts) [Defense Liason (3pts), Gunnery Team (7pts)]

Victory II-Class Star Destroyer (95pts) [Defense Liason (3pts), Gunnery Team (7pts)]

+ Squadrons (72pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

•"Howlrunner" (16pts)

Created with BattleScribe ( http://www.battlescribe.net )

That why you can cpnfire/squadron every turn and when you need it you can use a Tarkin token to switch to a engineering/ nav (you could do the inverse with weapons liaison)

And you definitely want all 3 vsds at 400, otherwise they are to fragile

And you definitely want all 3 vsds at 400, otherwise they are to fragile

Thanks for the advice. I'll try this out on Saturday and see how it holds up.

Yeah, I like the look of what clontroper5 suggest. Defence Liason lets you react with Engineer or Maneuver on any ship as needed, while always having your squad commands on the go.

For objectives with that triple-vic list I'm struggling on what to go with on Assault, but for the others you've got some good options.

Defence can work with Contested Outpost, Fire Lanes, or even a bit of Hyperspace. I'd lean towards Outpost, you've got a slow-moving fleet with 9 command, so CO means you're fighting on your terms as they're forced to come and take the station off of you. Your squads can screen the approach and you can stack squad commands so your TIEs can jump onto any approaching bombers or pick off any cheeky flankers.

For Navigation I think I like Minefields. Use it to block off a huge chunk of board space so your low speed doesn't put you at a disadvantage and allows you to force an engagement.

I think opening salvo would be the safest assault objective but I would really focus on trying to be 1st player

I think opening salvo would be the safest assault objective but I would really focus on trying to be 1st player

I don't know about "safe." Opening Salvo punishes you for any unhealed damage at the end of the game, and VSDs can take a lot of it without any defensive retrofits.

Well, my 1st Gladiator just came in, so I guess I have to make a new strategy for tomorrow. But some of these Strategy tips are very good. As thecactusman17 stated, Opening Salvo does punish. But, my strategy (and fleet builds) are constructed around dishing out more damage than i'm inevitably taking, so I use Opening Salvo to ensure that I can throw down a solid hit or two. But, I usually fall back on Advanced Gunnery or Most Wanted.

I would definitely say opening salvo is the "safest" compared to advanced gunnery and most wanted in wave 2.

Advanced gunnery because large ships are going to benefit SOO much from It that they will wreak VSDs while most wanted is not great against corvette swarms (lists with 5+ ships)