400 Imp Lists - Lessons Learned

By Kadros, in Star Wars: Armada Fleet Builds

Hi all,

Well, my game on Saturday went well and I won handily - despite flying my ISD off the bloody table!

List 1

Based on that, my next outing will be the following (398 points). I took advice and bought a Rogues and Villains set.

ISD II

Motti

Gunnery Team

ECM

HTT

Relentless

GSD II

Rapid Reload

Demolisher

GSD II

Rapid Reload

Squadrons

Howlrunner

Dengar

Advanced

Interceptor

Interceptor

Interceptor

List 2

I have also been playing with a modification of the list that I actually ran (400 points) using Dengar.

ISD II

Motti

Gunnery Team

ECM

HTT

VSD I

Chiraneau

Flight Controllers

Expanded Bays

GSD II

Assault Concussion Missles

Demolisher

Squadrons

Howlrunner

Mauler Mithal

Dengar

Advanced

Given my newness, they seem solid to me but what do I know? Comments more than welcome and very appreciated. I am also thinking about dropping the GSD II and adding a Rhymer Ball, Corrupter and some other bits - is that worth doing in overall efficacy terms?

Edited by Kadros

I don't think you actually need Chirpy with Dengar. I wouldn't spend on Expanded Bays because you can always get the same result with a token. I would rather see the GSD-I with the ACM and Demolisher title, but I like the first list better. I would honestly try for GSD-Is with Ordnance Experts and Engine Techs. Maybe drop the Advanced.

I would give some thought to using Screed in the first list as Motti does not provide that much benefit to the Glads. Might also consider swapping in a Glad-I with expanded launchers.

If you swap for screed them throw in some ACMs or something other wise I would suggest Vader with the rapid reload and maybe expand launchers. I do agree Motti isn't that useful in this list. If you are going for points then I would just run Ozzel.

Some cool lists. I've been playing around with some very similar lineups. Between the two lists, I'd say I prefer the first list.

That VSD doubles up a bit with the ISD. You won't get much bang for your buck with a VSD I with no engine techs or extra manoeuvrability, and in terms of squadron control your ISD will fit that role better.

I would have to agree with other posters -- Screed is definitely a great commander for these lists. There are some absolutely brutal critical effects you can get in. An example would be Assault Concussion Missiles (ACM). A guaranteed extra two damage for only 7 points of upgrade that can't be braced. Ordnance experts isn't vital, but it will make your rolls more consistent. Close range brawlers tend to have short life spans so you'll want to get the most out of them as you can.

Give some thought to raiders as well. Slightly less durable than a gladiator, but they are faster and their front dice can do plenty damage, especially combined with Screed and ACM.

With your squadrons, Soontir would be a fantastic addition. It's a great combo with advanceds. Rhymer, for me, is almost an auto-addition. If facing a squadron-free or low count squadron fleet, he becomes an absolute nightmare.

I like list one with the Gladiators. I might look to replace a couple of the fighter squadrons with Rhymer and a bomber or two?

You might also consider Insidious on the second Gladiator as it isn't that hard to get behind some of these ships and chucking Black dice at medium range is a beautiful thing.

I actually like Motti in the list as making you ISD a real hard to kill beast will be a significant advantage and the Gladiators will still benefit from an extra hull. Screed is a fine choice IF you had more "Black Crit" upgrade cards.

Strangely, Ozzel, is another good Admiral with this list, his speed changes give you great flexibility in the moving of your ships.

Here is where I am going with a similar list.

Motti's Raiders
Author: Englishpete

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Motti

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

Gladiator I-Class Star Destroyer (56 points)
- Insidious ( 3 points)
- Ordnance Experts ( 4 points)
- Expanded Launchers ( 13 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Relentless ( 3 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

1 Dengar ( 20 points)
1 IG-88 ( 21 points)
1 TIE Bomber Squadron ( 9 points)
1 Major Rhymer ( 16 points)
1 TIE Advanced Squadron ( 12 points)

Edited by Englishpete

Thank you all for your feedback. Taking much of it into account, how does this look to you?

ISD II

Screed

Needa

Gunnery Team

Boosted Comms

ECM

Relentless

GSD I

Assault Concussion Missiles

Demolisher

GSD I

Assault Concussion Missiles

Insidious

Howlrunner

Dengar

Soontir

Major Rhymer

Bomber

Advanced

399 points. Screed/GSDI/ACM synergy. Less dog-fight but more bomber in the squads. ISD can take on carrier duties if need be at a decent distance.

Englishpete is right about my thinking for Motti + ISD with making it hull 14 being the real reason to take him - the +1 hull for the GSDs was just gravy. Have not abandoned that list - the above is really a combo of the gratefully accepted advice.

If you run Screed, I would drop Howlrunner and Needa and get Intel Officer and Overload Pulse on your ISD.

Screed will guarantee the Overload Pulse working and the Intel Officer can be used to target any token you want.

That means pretty much goodbye whatever you target with the Intel Officer and then exhausted tokens for the Gladiator attacks.

It's a downright nasty combo.