New Pilot's First Event Fleet

By Pilot no55389, in Star Wars: Armada Fleet Builds

Hi folks, new to Armada (played about three games so far) and enjoying it greatly. I'm attending an event in Stirling (Scotland) on the 6th of Feb and just wanted some constructive advice on the following fleet, as I'd like to know what kind of weakspot I have and what kind of strengths I should be pushing - tactically speaking.

I'll try to briefly annotate why I chose what I did, but I am open to some changes. I would like to keep the ISD (got it for my birthday) and I have a GSD for potential inclusion/swapping with the VSD, so have a few options.

Anyway, I appreciate any advice and comments, thanks!

Imperial Navy (395pts)

Imperial II-Class Star Destroyer (193pts)

Advanced Projectors

Defense Liason

Gunnery Team

Heavy Turbolaser Turrets

Leading Shots

Phylon Q7 Tractor Beams

Grand Moff Tarkin

Relentless

- Tarkin plus Defence Liaisons on both ships is of course synergistic, and lets me focus on defence (being able to bank a couple of tokens over turn 1/2 and then hammer Engineering commands sounds useful!)

- Advanced Projectors adds to defence, hopefully letting it absorb high damage to less vulnerable hull zones.

- Gunnery Team, Heavy Turbos and Leading Shots should allow me to put out reliable, if not very flashy, damage at medium range with LS hopefully letting the ISD's red dice contribute more reliably.

- Tractor Beam should help keep the faster Rebel ships from escaping the dangerous front arcs

- The intent is for the ISD to take a lot of damage and prepare the enemy ships for the VSD and fighters to follow up and hammer the weakened targets into submission: would Heavy Turbos be better (less Bracing) or XI7s (less Redirecting)?

Victory II-Class Star Destroyer (118pts)

Dominator

Defense Liaison

Gunnery Team

Heavy Turbolaser Turrets

SW-7 Ion Batteries

- A follow up ship for the ISD to shield: with Dominator, GT, Heavy Turbos and SW7s it should pump out a lot of reliable medium range firepower.

- Defence Liason keeps the VSD ticking against any fast ships that bypass the ISD and also keeps the high Command 3 in check, as well as refilling the shields in turns after Dominator has been used.

- Generally intended to be a brutal second wave gunboat after the ISD has absorbed the initial attack and brought down some of the enemy's defences.

Squadrons (84pts)

TIE Advanced Squadron (x2)

TIE Interceptor Squadron (x4)

Howlrunner

- Intended to be a powerful, independent wing. Advanced should keep Howlrunner and the Interceptors safe-ish and give some anti-ship capabilities, while the Interceptors with Howlrunner provide great anti-squadron firepower. They're probably going to be used as roadblocks, with only the occasional Squadron order. This might be suboptimal: would it be better to use standard TIEs instead and just swamp the enemy squadrons in numbers while my ships gun for theirs.

Objectives

Precision Strike

Fleet Ambush

Superior Positions

- Having only played a few games, I'm generally unfamiliar with all objectives!

- Precision Strike should be reasonable considering the resilience of the ISD and the firepower of the VSD.

- Ambush I'm not entirely sure about, but it could give some extra range initially or at least corral the opponent's ships somewhat. Still, could be a bad idea, would definitely appreciate some advice here!

- Superior Positions: might hurt against fast Rebels, though the ISD Tractor can help and the defence liasons should also allow me to adjust my commands in the fly more readily.

If you got this far, thank you! I welcome and appreciate any and all advice you can give me. :)

Thanks,

Tom.