Tarkin's 8th Carrier Fleet - A True Carrier Group

By LazerJamez, in Star Wars: Armada Fleet Builds

I've seen a lot of Imp carrier lists running a combination of VSD and ISD. The benefit of this is all those hull points, but a common complaint is the glacial VSD movement. This build is an alternative to that, favoring mobility and positioning and sacrificing hull.

http://armadawarlords.hivelabs.solutions/view_list.php?token=7471

Admiral: Tarkin

ISD II:

Gunnery Team

ECM

Boosted Comms

Leading Shots

Raider I: Impetuous

Ordinance Experts

Rapid Reload

Raider I: Instigator

Ordinance Experts

Rapid Reload

Quad Laser Turrets

Squadrons:

Rhymer

TIE Bomber (5)

Darth Vader

TIE Advanced (1)

I know it's a risk, with all the Rebel Frigates out there, but I am hoping superior positioning will make up for the fragility of the fleet. The trick will be preserving the ISD. TIE bombers would stick to it like glue.

What do you think?

This list really needs intel because you need the Rhymer ball to do some real work. If your opponent ties it up in the first few rounds it will take a long time to kill his fighters and that might be all the time he needs to win the game. Keep those raiders close to the ISD if they stray in front they will be easy to pick off.

Modified it some, took out a couple bombers and the TIE Advanced, subbed in Boba Fett and a jumpmaster. Only 7 squads now, but I thought Boba was worth it for his dice and ability to do 1 ship dmg a round.

Don't think Tarkin does a lot for this. Those two smaller ships only get one token apiece anyways. Might do better with a cheaper admiral so you can squeeze in some more upgrades or Squadrons.

I agree with the previous comments about Tarkin. With one command value on the raiders, you're not going to be stockpiling anything. I'd suggest Screed for the guaranteed crits, and then changing Rapid Reload on your raiders to either Assault Proton Torpedos (APT, 5pts) or Assault Concussion Missiles (ACM, 7pts). APT is a guaranteed faceup damage regardless of shields, and ACM is a guaranteed 2 un-bracable damage which is better than a potential 1 - 2 damage from an extra black die.

The titles for the raiders are unfortunately (in my opinion) pretty useless. You're not going to be tying up any squadrons with a ship that has fixed movement. You might be in range for one turn, but the next turn you'll be zooming off speed 3 - 4. you could take Admiral Ozzel for the speed flexibility, but I still think going speed 1 you might buy an extra turn in range of squadrons at best. I don't think quad laser turrets will really help much either unfortunately.

Thanks for the feedback. Good point about Tarkin, I totally missed that. I like the reconfigure of the raiders, too. Frees up more points for squaddage. I'll make those changes and repost.

Ok, made some changes.

392/400

Admiral: Screed

ISD-II:

Tractor Beams

Gunnery Team

ECM

Intel Officer

Raider-I

ACM

Raider-I

ACM

Squads:

Rhymer

TIE Bomber (3)

Boba Fett

Jump Master 5K (1)

TIE Advanced (3)

I could add Admiral Montferrat to a raider, but I'm not sure if I should save the points for Initiative. Picked up tractor beam to help with position control. Dropped Vader and got 3x Advanced.

Two questions:

Initiative- would it be better to go first or second with this build?

Also, is it worth dropping Vader to get an extra Advanced? He seems so good but point cost is a little high. I've seen posts suggesting he's almost mandatory in squads...

Thanks again!