Imperial 400-pt "Carrier Group" - Listbuilding advice needed!

By DoctorHam, in Star Wars: Armada Fleet Builds

Yeah, yeah, I know, another "new player needs help" post. But I'm struggling to wrap my brain around a bunch of different things in Armada at once, and given how rarely I'm getting to play, I'd like to try and make sure list experimentation is already sort of handled at the conceptual stage.

At this point, I have played all of one actual game of Armada, with one 300-pt game 5-6 months ago that had no turn limit or objectives (my opponent wanted to smash stuff since we were both new). I lost both games, but I had a few takeaways from each, mostly a healthy respect for what fighters could do. Having done a lot of digging around here and reddit, I finally came up with an arrangement of fighters I liked (at least on paper). I'm not entirely sure if it's the right direction for me, but I really want to try out the Rhymer + Dengar combo.

So I've sat down and come up with two lists that involve my capital ships directing the Rhymerball forward, and at this point I'm not sure which one is closer to the right track.

List 1 (394/400): http://armadawarlords.hivelabs.solutions/view_list.php?token=6557

ISD II

**Admiral Motti

--Relentless

--Admiral Chiraneau

--Boosted Comms

--ECM

VSD I

--Corruptor

--Boosted Comms

Raider I

--Instigator

Squadrons

--Major Rhymer

--Dengar

--2x TIE Bombers

--2x TIE Advanced

--1x Firespray-31

List 2 (390/400): http://armadawarlords.hivelabs.solutions/view_list.php?token=6562

ISD II

**Admiral Motti

--Relentless

--Boosted Comms

--ECM

VSD I

--Boosted Comms

VSD I

--Boosted Comms

Squadrons

--Major Rhymer

--Dengar

--2x TIE Bombers

--2x TIE Advanced

I want to gravitate towards the second list, but I also have a skewed perspective of the Raider from my most recent game, because we didn't realize you fired at all squadrons in arc when you shot anti-squadron barrages. On the whole, I'd really appreciate any input or critique. I'm not wedded to any one ship in particular except that I really, really want to throw an ISD on the table. I haven't gotten to field one yet, and I'm eager to do so. As for available ships, I have the core set, 1 VSD expansion, 2 Gladiators, 1 ISD and 1 Raider.

Thanks!

I too, have been putting a lot of thought into an Imperial carrier. There are a handful of threads also covering carrier concepts (and swarms), just prior to this post ;)

Here are a few insights...

Take a look at "flight controllers". I personally think, they are clutch for helping clear enemy squadrons.

You're only packing 6-7 squadrons. You only need one carrier. For instance,in list two...I would drop boosted comms off both the VSDs, use those points for something else (like VSD IIs).

Admiral Chiraneau and Dengar, in the same list, is borderline redundant.

Looks to me like you're off to a great start.

I too am an imperial carrier fan and have been building the majority of my lists around them as of late. I have also been testing combos to support carrier groups in my recent games. I'll share a few things i've discovered, take what you need, hope it helps.

Howlrunner + a few interceptors is awesome

Chiraneau + mauler is broken (or dengar)

VSDs and ISDs don't really need expanded hangers or boosted comms. They work well vanilla. Important to note: VSDs speed stinks so don't over extend your reach else you'll want those boosted comms. Still, they are the most cost effective imperial Carrier we have...

Two best commanders for carriers: tarkin and motti. In fact i can never decide between the two.. tarkin is expensive but those tokens every round add tons of flexibility especially with sqaudron tokens. Motti is just cheap and adds health to your carriers.

Tie fighters are amazing for 8 points. Did i mention they are cheap?

Flight controllers are good, though i tend to just drop them and put those points towards more tie fighters. You pay 6 points to add one anti squadron die to squadrons you activate, or you can pay 2 more points for another squadron next to howlrunner with 4 anti squadron dice and a re-roll. Plus you can use that tie fighter with rhymer for a 5o/5o shot at damaging a capital ship.

Did i mention tie fighters are cheap yet?

ISDs are awe inspiring though not invincible. If your ISD gets picked on you will lose it (and alot of points). It's a huge target that will more than likely be up front due to it's faster speed. You should consider moving motti off to a VSD to spread some points around.

More tie fighters! (They are like the imperial version of cowbell)

I have just developed what I call a "Universal Carrier Build" that utilizes Motti, an ISD2, and a VSD2. It's what I recommend to others because all you really need for ships is 266 points, and try to use all 134 leftover points for Squadrons. I have theorized that Dengar, Howlrunner, Soontir Fel, and 7 TIE Interceptors would utterly wreck enemy squadrons, having 5 Blue AS with Swarm, and essentially Counter 4. Just make sure to slap Boosted Comms on all your ships, though. Having that extra bit of command range can make all the difference.

Some tidbits about Imp Squadrons

* Forget about anything with 3 hull. If you are facing squadrons they are outclassed. If you are second you won't have anything to attack back with.

* Sontir, Howlrunner, are traps, add in two ties before you run these. At three health their defense tokens are not enough. Use aggressively because at 2 health an accuracy can kill them. They are both snipe-able and their abilities are avoided.

* Aggressors are the best all round Imp ship. Black battery, great anti fighter, counter, 5 hull, rouge, expensive but not terribly so. I take 4 of those over 8 ties any day. That is where i started. This is where i ended.

Some tidbits about Carriers

*Boosted Comms is an auto include above everything else including Expanded Hanger. It is that good for squadrons.

* Flight controls are better than an extra Tie. You will loose that tie. Your squadrons are weaker. You run FC they are dangerous all the time and Firesprays become aggressors, Tie Interceptors roll 6 (+swarm).

* Tarkin is not a good choice. You can fit an extra Firespray with Ozzel. Almost an Aggressor for Motti. Or two generics etc...etc..

*Wulf is an auto include. Take a Navigate token turn 1. Take a Squadron turn 2. Then you can safely use squadron commands all game knowing you can use your Nav token and keep it. Wulf is also an extra squadron activation with the turn 2 token.

Some personal favortie tidbits

* Darth Vader is good Wave 2. Maybe one of the best. He can fit in with the Cost, takes care of an Escort does massive spike damage. He rolls bomber levels of damage vs ships because of his critical ability (just without actually having bomber) and can one shot squadrons. Add in flight controllers he is a beating. Have another look at him. He is close to auto for me now.

* Bossk is the boss. Black blue against ships, shreds squads, rouge, 7 hull.

Thanks for all the help, guys!

I too, have been putting a lot of thought into an Imperial carrier. There are a handful of threads also covering carrier concepts (and swarms), just prior to this post ;)

Here are a few insights...
Take a look at "flight controllers". I personally think, they are clutch for helping clear enemy squadrons.

You're only packing 6-7 squadrons. You only need one carrier. For instance,in list two...I would drop boosted comms off both the VSDs, use those points for something else (like VSD IIs).

Admiral Chiraneau and Dengar, in the same list, is borderline redundant.

I had overlooked flight controllers, but that would actually be great, yeah. I was a little worried about Dengar being spread too thin, so I took Chirpy, but between him and the Advanced (along with Controllers) I agree, my bases are covered.

I too am an imperial carrier fan and have been building the majority of my lists around them as of late. I have also been testing combos to support carrier groups in my recent games. I'll share a few things i've discovered, take what you need, hope it helps.

Howlrunner + a few interceptors is awesome

Chiraneau + mauler is broken (or dengar)

VSDs and ISDs don't really need expanded hangers or boosted comms. They work well vanilla. Important to note: VSDs speed stinks so don't over extend your reach else you'll want those boosted comms. Still, they are the most cost effective imperial Carrier we have...

Two best commanders for carriers: tarkin and motti. In fact i can never decide between the two.. tarkin is expensive but those tokens every round add tons of flexibility especially with sqaudron tokens. Motti is just cheap and adds health to your carriers.

Tie fighters are amazing for 8 points. Did i mention they are cheap?

Flight controllers are good, though i tend to just drop them and put those points towards more tie fighters. You pay 6 points to add one anti squadron die to squadrons you activate, or you can pay 2 more points for another squadron next to howlrunner with 4 anti squadron dice and a re-roll. Plus you can use that tie fighter with rhymer for a 5o/5o shot at damaging a capital ship.

Did i mention tie fighters are cheap yet?

ISDs are awe inspiring though not invincible. If your ISD gets picked on you will lose it (and alot of points). It's a huge target that will more than likely be up front due to it's faster speed. You should consider moving motti off to a VSD to spread some points around.

More tie fighters! (They are like the imperial version of cowbell)

I am not yet a fan of just swarms of TIE Fighters. In both of my games, they just got bowled over. I might try it later though. That said, you make a good point about Motti. I think moving him to a VSD is a great idea. Thank you!

Some tidbits about Imp Squadrons

* Forget about anything with 3 hull. If you are facing squadrons they are outclassed. If you are second you won't have anything to attack back with.

* Sontir, Howlrunner, are traps, add in two ties before you run these. At three health their defense tokens are not enough. Use aggressively because at 2 health an accuracy can kill them. They are both snipe-able and their abilities are avoided.

* Aggressors are the best all round Imp ship. Black battery, great anti fighter, counter, 5 hull, rouge, expensive but not terribly so. I take 4 of those over 8 ties any day. That is where i started. This is where i ended.

Some tidbits about Carriers

*Boosted Comms is an auto include above everything else including Expanded Hanger. It is that good for squadrons.

* Flight controls are better than an extra Tie. You will loose that tie. Your squadrons are weaker. You run FC they are dangerous all the time and Firesprays become aggressors, Tie Interceptors roll 6 (+swarm).

* Tarkin is not a good choice. You can fit an extra Firespray with Ozzel. Almost an Aggressor for Motti. Or two generics etc...etc..

*Wulf is an auto include. Take a Navigate token turn 1. Take a Squadron turn 2. Then you can safely use squadron commands all game knowing you can use your Nav token and keep it. Wulf is also an extra squadron activation with the turn 2 token.

Some personal favortie tidbits

* Darth Vader is good Wave 2. Maybe one of the best. He can fit in with the Cost, takes care of an Escort does massive spike damage. He rolls bomber levels of damage vs ships because of his critical ability (just without actually having bomber) and can one shot squadrons. Add in flight controllers he is a beating. Have another look at him. He is close to auto for me now.

* Bossk is the boss. Black blue against ships, shreds squads, rouge, 7 hull.

Wulf does sound interesting. I may have to look into that for later tweaks. And the multi-aggressor build could be cool too, but I hesitate at the idea of buying 4 Rogues packs. I'll have to playtest that. On the whole though, thank you for all the input!

I think I'm going to roll with this list for my next game, taking into account the advice y'all gave me here:

http://armadawarlords.hivelabs.solutions/view_list.php?token=6631

ISD II

--Relentless

--Flight Controller

--Boosted Comms

--ECM

VSD I

**Admiral Motti

--Phylon Q7 Tractor Beams

VSD I

--Phylon Q7 Tractor Beams

Squadrons

--Major Rhymer

--Dengar

--2x TIE Bombers

--2x TIE Advanced

The tractor beams are a weird choice, I know, but after it was pointed out that having comms on all 3 was a bit redundant, I thought this might be a good alternative, to help keep smaller ships in range of my black dice. May end up dropping the Q7s for a Firespray or maybe a generic JumpMaster, I dunno. Also I swapped Most Wanted for Advanced Gunnery, thinking I could mark the VSD without Motti as the objective ship, making a target priority conundrum for my opponent.