400pts Ozzel Fleet

By player1130419, in Star Wars: Armada Fleet Builds

Trying out what I hope to be a quick response fleet idea.

Flag Ship.

  • Imperial Class II Star Destroyer 120pts.
  • Admiral Ozzel 20pts.
  • Relentless 3pts.
  • Electronic Countermeasures 7pts.
  • Captain Needa 2pts
  • Gunnery Team 7pts.

Total 159pts.

Support Ship.

  • Gladiator Class II Star Destroyer 62pts.
  • Demolisher 10pts.
  • Expanded Launchers 13pts.
  • Gunnery Team 7pts.

Total 92pts.

Support Ship.

  • Raider Class II Corvette 48pts.
  • Instigator 4pts.
  • Quad Laser Turrets 5pts.

Total 57pts.

Squadrons.

  • 2 TIE Fighter Squadron 16pts.
  • 1 Tie Advanced Squadron 12pts.
  • 2 TIE Interceptor Squadron 22pts.
  • Howlrunner 16pts.
  • Soontir Fel 18pts.

Total 84pts.

Missions.

  • Most Wanted.
  • Hyperspace Assault.
  • Superior Positions.

Grand Total 392pts.

A fleet that feels very light on the number of Ships fielded, however those it does have are fine tuned to do their assigned role quite well.

The Squadrons are used to be a counter to enemy squadrons, while the Raider hunts down any Squadrons that can posse a threat to the fleet.

The Gladiator is a classic design, and a close ranged shotgun, where as the Imperial Star Destroyer is a wall that should be able to endure a lot of damage due to the tricks it can pull.

Having Ozzel at the helm allows the Fleet great mobility, spend a Navigate Command or Token and suddenly the Ship can change speed and course to best suit the flow of battle.

Any thoughts?

Edited by Stonehorse

I think Demolisher, Engine Techs works best with Ozzel's speed changes.

I could add in Engine Techs, but that would push the fleet to 400pts, and hamper the ability to be the first turn player, which from experience Is vital!

However I could drop something to add them in, what would you recommend to drop?

I could add in Engine Techs, but that would push the fleet to 400pts, and hamper the ability to be the first turn player, which from experience Is vital!

However I could drop something to add them in, what would you recommend to drop?

Drop the TIEs entirely, in fact, I'm not sure if the Advanced is even needed. A 4-count will also work well with your ISD having squadron-4.

I would then look for Demolisher and Engine Techs while still having a good bid.

The Tie Advanced is there to abuse Soontir Fel's ability, forcing Squadrons to target The TIE Advanced and then taking a point of damage from Soontir Fel is too good to pass up on, I could drop a TIE Fighter for Engine Tech's, I think that wouldn't hider my Squadron ability, and keep my bid low, plus it would mean I have one less deployment, which is also quite useful.

How does this sound as a revisit to the list.

Flag Ship.

  • Imperial Class II Star Destroyer 120pts.
  • Admiral Ozzel 20pts.
  • Relentless 3pts.
  • Electronic Countermeasures 7pts.
  • Captain Needa 2pts
  • Gunnery Team 7pts.
  • Phylon Q7 Tractor Beams

Total 165pts.

Support Ship.

  • Gladiator Class II Star Destroyer 62pts.
  • Demolisher 10pts.
  • Expanded Launchers 13pts.
  • Gunnery Team 7pts.
  • Engine Tech's 8pts.

Total 100pts.

Support Ship.

  • Raider Class II Corvette 48pts.
  • Instigator 4pts.
  • Quad Laser Turrets 5pts.

Total 57pts.

Squadrons.

  • 1 Tie Advanced Squadron 12pts.
  • 2 TIE Interceptor Squadron 22pts.
  • Howlrunner 16pts.
  • Soontir Fel 18pts.

Total 68pts.

Missions.

  • Most Wanted.
  • Hyperspace Assault.
  • Superior Positions.

Grand Total 390pts.

Allows e a very large bid, and now the Imperial Star Destroyer can help slow down enemy ships, which really plays to my Fleets high mobility. Also the Gladiator is going to be a brute, as it can go from Speed 1 to speed 3, make a speed 1 maneuver, then fire. This should be able to get the drop on most enemy ships.

I would make the following changes

Drop the Tractor beam - They work best in multiples

Change the glad and raider to GSD1 and Raider 1 - You will have the mobility to get them into range and they are cheaper

Swap Gunnery teams and Expanded launchers for ACM and ordinance experts - cheaper and more reliable

Drop the raider title and quad guns - your fighters are very good at anti squadron so need more anti ship fire power

Add Expanded launchers to the raider - mini star destroyer front arc is a lot of fun

Total points saved - 21

Add either Dengar for 20 pts or IG88 for 21

Dengar will help your Interceptors to have essentially counter 4

IG88 is pure death as he is a speed 5 rogue that throws 4 blue and ignores counter and escort

My 2 cents.