Imperial Fleet - Need suggestions!

By Milienius, in Star Wars: Armada Fleet Builds

Sector Fleet "Motti"

?/400 (399 or 400)

AO: Precision Strike

DO: Hyperspace Assault

NO: Minefields

ISD-II (120)

-Admiral Motti (24)

-ECM (7)

-HERE IS THE QUESTION*

-XX-9 Turbolasers (5)

-Boosted Comms (4)

-Relentless(3)

VSD-II (85)

-Corrupter (5)

Raider-II (48)

- SW-7 Ion Cannons (5)

-Impetuous (4)

-Major Rhymer (16)

-"Howlrunner" (16)

-TIE Advanced (12)

-TIE Interceptor x 2 (22)

-TIE Fighter (8)

*So I want some suggestion on what to throw on here. I am debating between putting on Flight Controllers so I can chuck out six dice with my Interceptors, Gunnery team so I can POTENTIALLY push out more damage from my ISD, or should I say screw it and put on Intel Officer? I like flight controllers because it WILL give me that extra blue dice and stacked with Howlrunner that makes my fighter wing fairly intimidating I think. I want to put on gunnery team but my problem with it is that it only works IF two ships are in the same arc and I feel like it telegraphs my moves since I have to fly a certain way to get my points out of it. Lastly, I could always just throw Intel Officer on there but I keep coming back to the vulnerability of my ships to better squadron builds, which in turn leads me back to Flight Controllers. I would love to hear some suggestions from people on which they think would be a better fit for the fleet. I am just at a mental block regarding it.

I do not have Rouges and Villians at the moment by the way so please don't suggest any of them for the fighter wing. Other than that also feel free to offer suggestions regarding the rest of the fleet.

Hi there,

I have a few changes for your list, see what you think :)

Imperial Fleet (399 with ACM, or 397 with APT)

ISD II (164pts / Flagship)

Admiral Motti

Flight Controllers

Boosted Comms

ECM

Relentless

VSD I (77pts)

Boosted Comms

Raider I (55/53pts)

Ordnance Experts

ACM or APT (if you have access to these cards.)

Howlrunner (16pts)

TIE Interceptor x4 (44pts)

Major Rhymer (16pts)

TIE Bomber x3 (27pts)

AO : Advanced Gunnery

DO : Contested Outpost

NO : Superior Positions

First suggestion, you could drop one T/I to bring your fleet cost down to 388, giving you a very good chance of being player one if you want it.

Advanced Gunnery, picked this as most opposing players will not choose it when facing an Imp II, meaning you will force them to pick either Contested Outpost or Superior Positions, if they go for Contested Outpost, great you can place the Station, and slow roll your ships at the station, the Imp II and VSD I give you 6 command points, you should be able to start collecting VP's from round 1, plus it will force your opponent to come to you, you have a serious alpha strike capability vrs squadrons with Howlrunner and 4 T/I activated with Flight controllers, and you could park Rhymer and his bomber wing on the station itself, Leaving your Raider to either skirt a flank or slow move between the other 2 ships towards the station, giving Fighters cover, while waiting for opponents to move into range.

If they go for Superior positions, you get to see how they deploy their fleet before you put yours down, a big advantage, with 9 squadrons and the raider, you should find it plenty easy to rack up VP's with rear shots.

I do not want to be first I want to be second and I only have one fighter pack atm. Prolly should have mentioned that lol.

The problem I see with the Raider 1 is that I have to close so close. That is great but with the fragility of the Raider I see it as a better move to guarantee damage with the SW7 Cannons.

I like the idea of your fleet though.

What I am mainly looking for is advice on the crew position. Not a complete fleet rework. I am favoring Flight Controllers atm but I am willing to hear out arguments for other things

Raiders are not front line ships, you need to play them as a second strike capability, your Imp II and Vic one can get in other ships faces so to speak, you position your raider so that after an enemy has fired at your Imp II or VSD I then completed it's move its now in range of your Raiders guns. it is pretty easy to place them this way.

The other choice is being first player, which means you can move a raider last in the turn to position it, then go first with it.

Raiders excell at forcing your opponent to have to really think hard about where he/she is going to move their ships and squadrons, 2 black AS dice with a rerolls is pretty much 2 damage per squadron in your arc, they can throw a huge amount of damage out, and they are super easy to double arc with, at speed 2 they get 2 clicks and 2 clicks meaning you can get them in places you would not normally manage as an Imperial Fleet commander.

Currently you are looking at 3 blue dice, with Accuracy causing 1 damage, absolute best case here is 3 damage, against a ship with no brace, against a ship with a brace you get 2 damage max front arc, 2 damage max side arc(with a conc fire order) for 57 points. if you are facing Mon Mothma blue dice range means evades cancel dice, so good luck getting even that pitiful amount of damage out of it.

For 55 points you get a Raider 1 with Ordnance Experts & ACM, or 53 points with APT, you can deal a max 15 damage with ACM build double arc, with APT you can do max 11 damage, with 2 guaranteed face up damage cards.

Being first player changes the dynamic of a lot of Imperial Ships, and allows you to get a ship with black dice into range at the end of one turn, and then go first next round unleashing a lot of dice, then you get to scoot off out of their best arcs with it. Don't overlook the benefit of a low points bid to get that advantage.

As for Flight controllers, they are a force multiplier the more ships you activate with them the more they earn their points cost, they are a superb upgrade card for a ship planning on doing nothing much but activating squadrons. Against an enemy with no squadrons, wasted points, but most people will take some squadrons these days, even just a token amount, the quicker you can take them out, the better.

Edited by TheEasternKing

I can get behind this....I will toy with the fleet. Thanks for the suggestions man

Glad I could help out, you will have to let us know how your next match plays out with the changes you make.

Edited by TheEasternKing