Real Empire Fleet - The Bringer of PAIN! @ 400pts

By Naboobo2000, in Star Wars: Armada Fleet Builds

So I have not perfected using this fleet, but over the course of one Casual Game night and one 10 player Tournament, I am very happy with this.

The Bringer of Pain!

400Pts

Empire

Objectives - Anything you choose.

ISD 1 152pts

Admiral Ozzel

Gunnery Teams

Leading Shots

XI-17

Avenger

Gladiator 1 75pts

Ordnance Experts

Assault Proton Torpedos

Demolisher

2 x Gladiator 1 65pts each 130pts Total

Ordnance Experts

Assault Proton Torpedos

Howlrunner 16pts

Tie Interceptor 11pts

2x Tie Fighters 16pts

As I have said above, I have run this through 5 matches against both Empire Fleets and Rebel Fleets. I have only failed once due to my blundering ways. "I am clumsy as I am stupid!!"

My basic strategy is pretty simple. Slow the game by moving speed 1 until you spring the trap. About round 4. Moving all the ships into boxing formation. Box out forward movements with Gladiators and fire away. The Gladiators job is to attack and force the major ships to use their Defense tokens or risk massive damage, then Ozzel attacks with Avenger. If you go first there are plenty of ships to burn a turn or shoot and run. If going second then most ships can last one attack so then can hit and run. I like to run with the two Gladiators up front with the ISD. Demolisher runs last getting a final side attack, then hit and run out at the start of the second attack round. I also have used Demo as diversion letting my opponent shoot at him while the other two Glads fire away setting up the ISD.

No matter what I am expecting some ships are going to be destroyed and they are pretty cheap at 65 or 75. Loosing one or two Gladiators ships (Disregarding Objective Points) still gives a 9-1, All three is 8-2.

Proper movement is critical. During my last battle against Ackbar and 2 MC80's, I ran two close in the front with Demo trying to box and had my other two Glads out of the battle. Ackbar just side stepped.

Running the fighters as a CAP and keep them close. I have sent them in the same time as the Glads or the turn before to shut down the Bombers. Usually with a squadron command on the ISD. This gets them into position to tie down the others fighters. I do target anyone that gives the Intel Buff.

Please ask questions or if you have suggestions or comments, Fire Away!

Naboobo2000