I always loose, here is my fighter heavy Imperial list. Any advice would be welcome.

By Hrathen, in Star Wars: Armada Fleet Builds

Empire Fleet (376 of 400 pts)

Commander: Admiral Motti (24 pts)

Flagship: (160 pts)

  • Imperial II-Class Star Destroyer(120 pts)
  • Avenger (5 pts)
  • Flight Controllers (6 pts)
  • Boosted Comms (4 pts)
  • Electronic Counter Measures (7 pts)
  • Enhanced Armament (10 pts)
  • Overload Pulse (8 pts)
Fleet Ship 1: (44 pts)

  • Raider I-Class Corvette(44 pts)
Fleet Ship 2: (44 pts)

  • Raider I-Class Corvette(44 pts)
Squadrons (128 of 134 pts):

  • 1x Howlrunner Tie Fighter Squadron (16 pts)
  • 1x Major Rhymer Tie Bomber Squadron (16 pts)
  • 3x Tie Interceptor Squadron (33 pts)
  • 3x Tie Bomber Squadron (27 pts)
  • 2x Firespray-31 (36 pts)
Objectives:

Basically the ISD can activate the anti-fighter group Howelrunner + 3 Interceptors, or the Bomber group, Rhymer + 3 Bombers. The two Firesprays can help either though they should really stay close to Rhymer so they can use their two dice at med range.

Avenger and Overload Pulse should make the ISD basically cancel all defense tokens.

The two Raiders are there to help me control when the ISD get's activated. Haybe even draw some fire away from it.

The problem with having Overload Pulse on the Avenger itself, is the Overload Pulse triggers after they have Spent any Defense Tokens for that attack...

Which means you better be hoping that you have a Double Arc shot, and get a crit on the smaller arc beforehand.

Ohm so it sin't the no brainer I thought. Maybe I will go back to the ion cannon that just turned accuracies into hits. I love that one. I could lose the Avenger title as well. That isn't much points but it might let me get a different Admiral.

What about putting the overload pulse on a raider (I know I would have to upgrade it) bu then the avenger title would be great.

I've seen some good builds go Screed and 2 Raider IIs with overload pulses. It was scary.

I've seen some good builds go Screed and 2 Raider IIs with overload pulses. It was scary.

I've fiddled with that notion myself, and am fond of the idea. May have to see if I can cobble up a three Raider + ISD list or something like it. Of course I don't own a third raider...yet.

Something like:

No Soup for YOU

Faction: Galactic Empire

Points: 396/400

Commander: Admiral Screed

Assault Objective: Most Wanted

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- Admiral Screed ( 26 points)

- Avenger ( 5 points)

- Engineering Captain ( 6 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

- Enhanced Armament ( 10 points)

- SW 7 Ion Batteries ( 5 points)

Raider-II Class Corvette (48 points)

- Intel Officer ( 7 points)

- Gunnery Team ( 7 points)

- Overload Pulse ( 8 points)

Raider-II Class Corvette (48 points)

- Intel Officer ( 7 points)

- Gunnery Team ( 7 points)

- Overload Pulse ( 8 points)

Raider-II Class Corvette (48 points)

- Intel Officer ( 7 points)

- Gunnery Team ( 7 points)

- Overload Pulse ( 8 points)

Fleet created with Armada Warlords

Edited by Deathseed

Now that I have time, I wanted to give some additional feedback. The main problem I've had with squadrons is trying to do too much. I'm seeing the same thing in your build. You really need to decide if you're trying to win the squadron fight, or use Bombers to supplement your capital ships. Trying to do both just doesn't seem to work.

Point in case would be the flight controllers. If you want to use the ISD to win the squadron fight, then it should only be using commands to activate fighters. If you're using the ISD to activate bombers, then use the weapons team slot for a fantastic gunnery team. If you go the bomber route, which is what I suggest, then your fighters are there to disrupt and delay. They're not there to win. I'm also never leaving home with Intel ever again.

Here's an alternative list for you to try out. It incorporate s Raider II Overload Pulse with Avenger shenanigans with a bomber centric squadron wing:

ISD-II

-Screed

-ECM

-SW-7s

-Expanded Hangar Bay

-Avenger

-Gunnery Team

Raider II

-Overload Pulse

Raider II

-Overload Pulse

4x TIE bombers

2x TIE Interceptors

Dengar

Rhymer

Soontir Fel

399/400

Most Wanted

Contested Outpost

Dangerous Territory

The Fel hangs out with Dengar to preserve your Intel capability and be annoying as all hell. Your Bombers move as a ball (swap 2 Bombers for a Firespray per your preference) with Rhymer using the ISD as needed. Because of the range granted by Rhymer, I feel Expanded Hangars is the better investment than Boosted Comms (without Rhymer I feel the exact opposite). You often should be able to fire without commands because of Rhymer's range, so concentrate on keeping them free with Intel. Your Interceptors are there to be annoying for 2-3 turns and then die. You won't win the squadron fight most likely, but you will be dishing out 5 black dice at medium range with near impunity.

Edited by Truthiness