400pt IMP Build

By Blacksyte, in Star Wars: Armada Fleet Builds

Here is what I'm thinking of taking to the Tournament this coming weekend. Haven't played a single round of Wave 2 yet, so bare with me. I have 2 builds, one probably a fine bet, the other nutz.

Fleet 1: Fine Bet

IMP II SD -

Screed

Redundant Shields

Overload Pulse

Avenger

Glad 1 -

Assault Concussion Missiles

Glad 1 -

Engine Techs

Demolisher

ACM

Raider 2

Boba Fett

Tie Adv

Total: 397

Objectives:

Most Wanted

Fire Lanes

Dangerous Territory

Fleet 2: Nutz

ISD II -

Screed

Expanded Hanger Bay

SW-7 Ion Batteries

Avenger

ISD II -

Redundant Shields

Overload Pulse

Boba Fett

Rhymer

2x Tie Advance

4x Tie

Total: 395

Objectives: Who knows at this point...Firing Lanes, Dangerous Territory...??

Thoughts?

Edited by Blacksyte

In all the games I have seen and or read about Imperials are getting wreaked by fighter/bombers Take more fighters is what I would do.

More and more I'm leaning toward the Nutz build.

The plan would be to send the ISD II w/ OP ahead and follow with the second ISD II. Then Fett would be escorted in front with 1 TIE Adv, and 2 Ties, while Rhymer covers flank with the same escort.

I agree that the second list is better because of the fighter support. I would perhaps consider a list like this:

Ships

ISD 2 – 170pts

  • Screed
  • ECM
  • Gunnery teams
  • Avenger
  • SW-7 Ion batteries

VSD 2 – 100 pts

  • Overload Pulse
  • Gunnery Teams

Raider 2 – 56pts

  • Overload Pulse

Squadrons

Boba Fett – 26pts

2xTie advanced – 24 pts

3xTie Fighter - 24 pts

Objectives

Most wanted

Minefields

Contested outpost

That list has 3 ship activations, and is likely to trigger the avenger overload pulse combo. I didnt think that Rhymer was neccesary as the other squads are going to be focused on fighers and boba has rogue if he wants to be anti ship support.

Thanks for the feedback! I agree, I was worried about lacking activation which is a big short fall. Why does everyone have a hard on for Gunnery Team? Even though you can fire from the same point twice you can't hit the same target. What gives?

Your Firing Arc on the front of a Star Destroyer should be wide enough to catch 2 Rebels at the same time... And epecially on the ISD, its worthwhile hitting two targets with that arc, rather than one front and a piddling side elsewhere...

Gunnery teams are to get the most out of your front arc. It also deters people from just putting fighters in the same arc as the ship that is clearly your target, as now you can shoot both (although that application is less useful on the VSD). Also I have used my 8 dice front arc on 2 ships in one turn and it was glorious.