Hammer and Sickle 400pt Imp

By Kuk111, in Star Wars: Armada Fleet Builds

Thought of this list is the ISD with overload (sickle) sets up the other ISD (Hammer) the ions will make for 4 auto dmg if in med range due to the title on ships hit by OP. Combined with the Reds that is 7avg Dmg with no defence tokens available to the enemy ship that already took a volley from Sickle. Tractors to keep things slow and in the front arcs. Ties are for screening

Hammer and Sickle

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

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

- Admiral Screed ( 26 points)

- Avenger ( 5 points)

- Gunnery Team ( 7 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Electronic Countermeasures ( 7 points)

- SW 7 Ion Batteries ( 5 points)

Imperial II-Class Star Destroyer (120 points)

- Relentless ( 3 points)

- Gunnery Team ( 7 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Electronic Countermeasures ( 7 points)

- Heavy Turbolaser Turrets ( 6 points)

- Overload Pulse ( 8 points)

1 TIE Interceptor Squadron ( 11 points)

7 TIE Fighter Squadrons ( 56 points)

Edited by Kuk111

Sounds good. I would drop a tie and make one howlrunner. Also just be weary that it's not always going to be convenient to activate "sickle" first. Sometimes you'll find a ship in "hammers" front arc that will move if you don't activate and take the shot.

Of course that will always be a issue with any OP build. But hammer on its own will still sting :) . I just figured a ISD with OP gave me the best chance for the combo. A raider seemed too frail and again would have to go first with even worse dmg output and a victory lacked speed to get into proper position. I can tinker with the tie group :)

I'd be really interested to see how this pans out because I've yet to see OP really make a big splash, even in MSU builds where there were tons of opportunities after the OP goes off to make hay.

I would consider switching SW-7 for Leading shots because leading shots let you fix all of your Blank red dice as well, results in a higher Average damage.

Also Superior position could easily backfire for you and cause you to get creamed, I would take minefields in stead and use them to make a funnel into the ISDs

Please dismiss my mission selections as "not thought out" I threw them there to make fleet builder able to process the list. As for leading shot vs sw-7 good point!! That with the screed change for one of the attacks I have good options for many dice outcome scenarios For two useless dice , screed. for a major screwed up roll, leading shot

turbolaser reroute circuits is a good thing too, but you need to buy a MC30