Imperial Heavyweights

By SmogLord, in Star Wars: Armada Fleet Builds

Not sure if this list is viable or just a pipe dream. Feedback greatly appreciated. Please and thank you.

392 Points

ISD II

+Vader

+ECM

+Intel Officer

+XI7 Turbolasers

+Gunnery team

VIC I

+Dominator Title

+Expanded Launchers

+XI7 Turbolasers

+Gunnery team

Dengar

Mithel

IG-88

Soontir Fel

2 x Tie Advanced

Objectives: Advanced Gunnery, Hyperspace Assault, Minefields

Battle Plan:

The VIC I is my biggest concern in pulling off this list. Positioning will be key. If it can get a ship into it's firing arc at range 1, it will roll 10 dice (expanded launchers + Dominator), mostly black, with a reroll from Vader. Perhaps it should have an intel officer as well (or move the one on the ISD)? Even if I only get to do this one time, not many ships should be able to walk away from that kind of punishment. Not sure if gunnery teams is worth it on the VIC I either, as I may never get two opposing ships in black dice range, but man, it would be awesome if I could pull that off.

My fighters are aimed at holding off/destroying his fighter fleet, not going after capital ships. That's what the ISD and super beefed up VIC I are for.

I have underbid intentionally because this list really wants to be second player. Objectives will make or break this list. I doubt my opponent will choose advanced gunnery with an ISD II on the board. If he chooses Hyperspace assault, I'm going to drop that very nasty VIC at ramming speed behind his tastiest ship. If he chooses minefields (most likely, I think), I plan to corral him onto one side of the board and make it very painful for him to move in any direction except my kill zone. I'll set up both of my ships right across from him (maybe angled toward his projected path), placing the ISD and maybe some fighters first so I can place that VIC optimally starting at speed 2. I don't really care if either the ISD or the VIC die as long as they do enough damage first. I think my opponent will be hard pressed to decide which one to prioritize, unless he can stay out of range of my VIC. I'm hoping that by placing the VIC on the side nearest the main body of my opponent's fleet and starting at speed 2 I can at least get one or two glorious blasts off. Perhaps I should keep the VIC in front of the ISD, so if they want a shot at the ISD they are going to have to get close to that VIC I.

Concerns:

The VIC is slow and short ranged, so it may not ever get a shot off using its black dice. This list is quite dependent upon the VIC one shotting at least 1 and maybe 2 ships.

Is Vader right for this? Those rerolls sound devasting with an ISD II and a VIC I that throws 10 dice, but would I be better off with Motti's survivability and cheaper cost?

Is the fighter screen sufficient or maybe too hero heavy? If I am just trying to go anti-fighter, would I be better off with Dengar, Howlrunner and interceptors?

What if I set the minefield (most likely scenario), position my ships accordingly and my opponent just chooses to barrel through the mines and flank me anyway?

Officers and gunnery teams: What would be the ideal officer load out for these ships? Is the gunnery team worth it on the VIC I (I expect my opponent to avoid that front arc like the plague)?

ISD-II is perfect, the classic build.

Vic-I is very expensive but lets leave that a moment. It is slow and everyone knows not to go toe to toe with a ship with that many upgrades. Rebels will easily avoid it with speed and the fact their ships rely on broadsides so they can keep away while pounding it. Other imperials tend to approach you just to keep their firepower maximised but they will still kill the Vic first as it has the highest threat to kill-ability ratio. For the cost you can get a vanilla ISD-I or ditch Mithel or IG-88 and upgrade fully to an ISD-II with ECMs. You could also go the other way and get Demolisher with engine techs, ACM/APT and an officer like Intel, Vet Captain or Wulf.

Fighters: I like the theme of applying damage from Mithel and enemies not shooting Sontir every turn. I also like IG-88 for tweaking Jan Ors from out of a bunch of X-Wings.

Objectives: Hyperspace assault is good if you have the demolisher. With a tooled up Vic-I however the enemy just hit the accelerator and run away from the arriving ship giving you 3 red die at medium to long range.

Admiral. Vader is better in 3-5 ship builds. With 2 ships you could substitute him for Motti and then take leading shots on the ISD-II and Ordnance Experts on the VIC or demolisher. This almost makes up for the drop in firepower and saves you a couple of points while also giving your ships extra hull. It also allows you to drop 2 Tie advance for Darth Vader's fighter meaning you now only have 4 non rogue fighters easily activated in a squadron command.

Yeah, I think I'm going to scrap this one. VSD is just to much of a liability. Still dreaming of throwing all those dice one day though.