Smash Brothers or SUPER Smash Brothers?

By reegsk, in Star Wars: Armada Fleet Builds

Alright, I know a two-activation fleet is a dangerous idea. But I kind of like it both for fluff and what the fleet can do. I've been struggling to find a reliable way to get Overload Pulse to trigger so that Avenger can put on some serious hurt, but I find Raiders too crunchy. A Raider with OLP when Avenger is on the board paints a giant target on that little five-hull bugger. And considering you have to get into medium range to have a shot at OLP, well, it's maybe going to pull that trick once.

So my solution is to throw OLP onto a ship with some staying power, which leaves the VSD and ISD. So here're the two builds I'm thinking of:

Smash Brothers

Admiral Screed

Most Wanted

Hyperspace Assault

Superior Positions

Imperial II-class Star Destroyer

  • Admiral Screed
  • Avenger
  • Captain Needa
  • Gunnery Team
  • Boosted Comms
  • Electronic Countermeasures
  • SW-7 Ion Batteries
  • Turbolaser Reroute Circuits

Victory II-class Star Destroyer

  • Gunnery Team
  • Boosted Comms
  • Overload Pulse

Fighter Escort

  • Howlrunner
  • 4 x TIE Interceptors
  • Major Rhymer
  • 4 x TIE Bombers

Super Smash Brothers

Admiral Screed

Advanced Gunnery

Contested Outpost

Dangerous Territory

Imperial II-class Star Destroyer

  • Admiral Screed
  • Avenger
  • Gunnery Team
  • Boosted Comms
  • Electronic Countermeasures
  • SW-7 Ion Batteries

Imperial II-class Star Destroyer

  • Gunnery Teams
  • Electronic Countermeasures
  • Overload Pulse

Fighter Escort

  • Dengar
  • Howlrunner
  • 4 x TIE Interceptors

The principle is similar with both fleets. One Star Destroyer triggers OLP (on two different targets in an ideal situation). Avenger dishes out the hurt on both targets. Smash Brothers Avenger can deal a guaranteed seven damage, the other a guaranteed five. Plus the first SD firing should strip a few shields, so much of that damage should hit the hull. Even MC80's would die to two rounds of sustained fire.

The biggest debate is on which to run? Do I go with a very light fighter/bomber presence (in an unknown meta) but two big ships, or ease up on the ship heaviness and take a mini Rhymerball plus five-die TIE Interceptors.

Thoughts?

If you are going for just two ships I would go with the super smash. Most hull and the two ships can keep up with each other if need be. I think Howlrunner and dengar would really need an escort so I would drop the interceptors down to Tie fighters and throw in an Advanced. Dengar and Howlrunner instantly turn them into Tie interceptors without the point cost. They would get 4 blue and counter 2 all with rerolls. That's nothing to sneeze at.

Edited by Default02