400point IMP< no squadron builds

By Talism, in Star Wars: Armada Fleet Builds

So i've been messing around trying to look for a no squadron build for IMPS, and have come up with 2 lists.

SO the idea ive mess around with is, that the raiders become your ANTI squadron,

throwing 2 black dice should mean 2 damage most of the time(brace withstanding) and gives you activations

One option is dropping vader to screed for points reasons, and adjusting.

I haven't had much experience with the Raider as a main Anti Squad role

Another option is to drop one of the raiders for a handful or ties or 2 rouges to fly along side the raider

brawling (398/400)
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Imperial-class Star Destroyer: Imperial I-class Star Destroyer (110 + 54)
+ Darth Vader (36)
+ Gunnery Team (7)
+ SW-7 Ion Batteries (5)
+ Heavy Turbolaser Turrets (6)

Gladiator-class Star Destroyer: Gladiator I-class Star Destroyer (56 + 17)
+ Assault Concussion Missiles (7)
+ Demolisher (10)

Gladiator-class Star Destroyer: Gladiator I-class Star Destroyer (56 + 5)
+ Assault Proton Torpedoes (5)

Imperial Raider: Raider I-class Corvette (44 + 8)
+ Ordnance Experts (4)
+ Impetuous (4)

Imperial Raider: Raider I-class Corvette (44 + 4)
+ Instigator (4)

Close talker (399/400)
=====================
Imperial-class Star Destroyer: Imperial I-class Star Destroyer (110 + 64)
+ Darth Vader (36)
+ Gunnery Team (7)
+ SW-7 Ion Batteries (5)
+ Heavy Turbolaser Turrets (6)
+ Devastator (10)

Gladiator-class Star Destroyer: Gladiator I-class Star Destroyer (56 + 17)
+ Assault Concussion Missiles (7)
+ Demolisher (10)

Gladiator-class Star Destroyer: Gladiator I-class Star Destroyer (56 + 8)
+ Assault Proton Torpedoes (5)
+ Insidious (3)

Imperial Raider: Raider I-class Corvette (44)

Imperial Raider: Raider I-class Corvette (44)

Edited by Talism

Commander

Screed with Guarantee the activation of ACM (Assault Concussion Missiles) and APT (Assault Proton Torpedoes). I tend to prefer Screed over Darth Vader just because of consistency and points.

Raiders / Anti Squadron

I wish Raiders were good at Anti-squadron. Technically, they are if they're in range . Raiders move along a fixed path, you have a set speed and you can only click so many times in any direction. Squadrons can move in any direction. Most people you play against will know what you're trying to do with your raider and avoid it. If they for some reason don't avoid it, you will only get a few shots off with your raider before it zooms away. Black dice is a 75% chance to hit, so you're looking at roughly 1.5 damage per turn, per squadron. Keep in mind there are other difficulties, such as obstructions which will remove a die from your anti-squadron.

And lastly but not least, if its your raider vs a fireball/rhymer ball, your raider isn't going to be the one that's going to win. Depending on who has initiative, and the order of ship activations, your raider could be toast before it fires a shot.

Upgrades

Weighing the differences between Heavy Turbolaser Turrets (HTT) and XI7 Turbolasers (XI7's) , I find XI7's come out in front. HTT's don't stop the opponent from bracing or redirecting. They can only do one at a time effectively. However XI7's stop the opponent from effectively redirecting, period, essentially cancelling out those defense tokens.

Gladiators tend to greatly increase their life-span and offensiveness by having engine techs. That extra maneuverability helps them get out of danger, and into useful positions.

SW-7 Ion Batteries could be useful, but for their point cost personally i would probably invest it in something else.

You've got some cool ideas, and definitely don't take my word as law! I'd love to see how these actually playtest. Good luck in your games.

Thanks for the input,

experimental list to try out some diff stuff, see if the raider is viable as your anti squad, and try out some HTT action.

vader is there of the close range attack with Glads, as there dodge defensive token doesnt work at that range so may as well have a use.