Looking for some opinions on 400 pt Imperial Fleet

By Deimos, in Star Wars: Armada Fleet Builds

Ok Will start with the big boy first

ISD 2: Admiral Ozzel

Captain Needa

Relentless

Gunnery Team

Heavy Turbolaser Turrets

Boosted Comms

Electronic Countermeasures

GSD 1:

Demolisher

Engine Techs

Ordnance Experts

Assault Concussion Missiles

GSD 1:

Insidious

Engine Techs

Expanded Launchers

Fighters:

Dengar

Howlrunner

Tie Interceptor x2

Whole thing comes in at 392 pts

The idea is have a fighter force that can go in and hopefully sweep any fighters/bomber groups swiftly rather then just tying them down. Then they can be an annoyance to any capital ships the rest of the game. Boosted Comms is there to allow the ISD to hang back to launch firepower from the rear while the Glads swing around the sides and use Ozzel to hit the brakes hard once they hit their sweet spots or accelerate hard after a fleeing target. Still trying to figure out what my best objectives to pair with this list are so suggestions are welcome.

I am beginning to think the extra points of expanded launchers on the glad with Demolisher is well worth it. Cost you 6 more after subtracting the ACM.

That two turn click after a speed three move gives you 4 black then 4 black and two blue or vice versa is amazing. You are virtual certain to be able to use both the front and one side arc. You can afford the misses I think, but I still like the OE if you can afford them.

Problem with your boosted coms is that their wffectiness is reduced as each of your 4 squadrons goes down. You want to unleash the pain from those coms at least a few times or just have another ship by closer do that work.

I would get rid of OE to save 4 of the cost of adding the two black dice. What is maybe missing is being replaced by live dice that can give you better odds at less misses and better odds at awesome throw downs.

I would make the none Demolisher a stripped support version and come in with just ET and APT. That saves you 5 points there plus the cost of Insidious 3 minus the 2 you still own on upgrading the Demolisher. Obviously spchange of speed and fancy flying are what you are after with Ozzel so you can't take out something but a tractor been to slow you opponent down while you slow down means it will stay in you front arc more likely. You,be giving me some ideas thinking this through.

You had eight points and now you have 14....do a little more work and you got some more squdron(s) for those boosted coms although I prefer flight controls for the extra blue dice. 5 extra blue dice if you get another squadron and use a ticket is going to hurt that first time.

Captain needa gets you 2 and Relentless gives you an extra 3 but that is hard to give up the evade and flexibility for such small points (5). 14 would likely have to do so get yourself a tie advanced for 12 to protect howlrunner a little longer. On your first attack with boosted coms and a ticket to move in 5 squadrons--one having escort assuring the likelihood of a strong second assault. With 18 points you get Soon prior Fel so you could use him instead of the advanced tie and get the about the same results from his defenses and pain delivery.

Cheers

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Here is what I thought could be more useful. Use both the glad I support and VSD II to squadron command 6 squadrons out on the 2 or theirs turn depending to put a hurting on any enemy fighter before you unless on the ships.

ISD II 120

Gunnery team 7

Tractor beams 6

eCM 7

X-17 6

Glad I (support distance from ISD to cut behind rear and mop up flanks after helping squadrons launch) 56

APT 5

OE 4

ET 8

Wing commander 6

Glad I (the hammer) 56

EL 13

ET 8

Demolisher 10

Howlrunner 16

2x interceptors 22

soontir Fel 18

Dengar 20

Tie advanced 12

Might want to change Major Ryhmer for Dengar since your squdron force is large enough to take some hits and have a survivable ball. but you would likely need Vader to protect him with only the one on their tie

So alternate is

Howlrunner 16

Rhymer 16

Vader 21

Advanced 12

2x interceptors 22

=400

Edited by ColGeneralVatutin

- Boosted Coms for Ordnance Experts on other Glad.

The other squads only need a little push to get into the fight and when they're there, they're on their own.