Some advice needed for an Empire Wave 2 build

By Alagos, in Star Wars: Armada Fleet Builds

Hi all,

Just wanted to ask 2 questions. I'm thinking of a build with 2 ISD-II's and 1 raider + 2 fighters (raider also to do some anti fighter interference, so low on fighters), but I'm doubting about a couple of things.

This is the current list

ISD-II

Ozzel

Gunnery Team

ECM

Leading shots

Heavy Turbolaser Turrets

Relentless

ISD-II

Gunnery Team

ECM

Leading shots

Heavy Turbolaser Turrets

Avenger

Raider-I

Ordinance Experts

Quad Laser Turrets

Assault Proton Torpedoes

Instigator (as I only have 2 fighters, so in case he comes with some bombers this one will hopefully slow them down before they get to my ISD's and do some hurt)

2x Tie Interceptor

total: 400 points

So what I'm mostly doubting about:

  1. Should I get IX-7 instead of Heavy Turbolaser Turrets ?
  2. I'm doubting (with 2 ISD's) if Motti might not be a better commander ... of course ISD's going from speed 1 to 3 or vica versa are also nice ... and on the raider Ozzel is just yum.

And maybe a very quick rule question about Ozzel, can he also change a speed extra with a navigate token or only when spending a command dial ?

Thanks!

Ozzel: When a friendly ship resolves a navigate command, it may change its speed by an additional 1.

Both, token and dial. You resolve a command whenever you resolve a token, a dial, or both (token and dial) in the same command. The only situation I can imagine where a navigate token wouldn't work would be if you have nav team resolving the token to change the yaw but even in this situation you could modify the yaw and the speed by 1.

In other words.

Dial: 1 yaw point and up to 2 speed points.

Token: up to 2 speed points

Token with nav team: the same or 1 yaw point and up to 1 speed points.

Dial+Token: 1 yaw point and up to 3 speed points. (We will need seat belts)

Dial+Token with nav team: the same or up to 2 yaw points and up to 2 speed points.

List looks fine to me. I would drop the Quad Laser Turrets from the Raider for a better initiative bid, but that's it.

HTT is fantastic on the isd-2s which are going to average 7-8 damage after leading shots and do more damage overall then xi7 I would keep them.

And motti probably is a better commander, I would drop quad laser turrets in order to upgrade, that said I also see ozzel as a good choice so it really comes down to preference

Thanks for the feedback everyone. First game is on Friday, curious how it will go!

Personally I like XI7s combined with Intel officer. Hit the brace with Intel officer, then avoid most of their redirects. This gives your opponent a bad choice either way - but is kind of expensive at 13 pts.

Personally I like XI7s combined with Intel officer. Hit the brace with Intel officer, then avoid most of their redirects. This gives your opponent a bad choice either way - but is kind of expensive at 13 pts.

Where that combo is more heavy control, the HTTs offer a soft control element. If he's tight for points, HTTs are just fine, although they tend to be weaker vs. all ships w/o brace. By weaker, I mean completely useless.

Edited by HERO

although they tend to be weaker vs. all ships w/o brace. By weaker, I mean completely useless.

Soo... Corvette or MC30 Swarm?

although they tend to be weaker vs. all ships w/o brace. By weaker, I mean completely useless.

Soo... Corvette or MC30 Swarm?

Just barrel forward with speed 3 and let gunnery and 8 dice do all the heavy lifting :D

I was pointing out that "all ships without brace" fleets would be MC30 or Corvette Swarms. Is that right?

I've already seen two Corvette Ackbar Swarms, but I'm not sure I'll see the Shrimpy ones that often...

Taking an educated guess of my opponent (it's a guess of course) I think there will be 1 MC30. Corvette's I'm not so sure, I think more chance of neubelons & assault frigates (and 1 MC80 with Ackbar no doubt :P)

Intel officer + XI7's is very nice but in this build can't really afford it without getting rid of either the raider or the Tie's I think.