Vader at a tournament help

By Default02, in Star Wars: Armada Fleet Builds

Helping a friend out with a Vader build. Was wondering if anyone could give some tips for this build.

386/400

ISD-1--150

Leading shots

Darth Vader

Glad1-90

Expanded launchers

Ord experts

Inter officer

Demolisher

Raider1-48

Ord experts

Raider1-48

Ord experts

Squadrons-50

Tie advanced

Tie interceptor

Tie interceptor

Howlrunner

Tons of re rolls to put max damage with the black dice. Use first re roll to re roll blanks/single hits then re roll any blanks to max it out. Low enough in points to help get IB for Demolisher. Demolisher can put a max of 9 black and 2 blue dice with a con fire command and inter officer to target their brace.

Edited by Default02

Try to slot in another Glad by dropping a raider and a few Tie?

Usually, the more Gladiator there is on the table, the happier the Imperial player is.

Drop the Expended Launcher. They are very expensive. Why not go for Assault Proton Torpedo or Assault Concussion Missile? The first one gives you a crit that bypass shield. The second one will melt shields like butter. Both are cheaper.

Vador is nice but point-wise I prefer Screed which works even better with APT or ACM because he gives you the black crit you need to trigger the effect. Unless he is adamant to play Vader, I would suggest switching

Bonus: With Screed, Ordonance Expert is pretty much redundant (why re-roll when Screed allows you to auto-crit?). Instead, I would go for Engine Technician to give bigger legs to your Glad which is a short-range weapon platform. This makes a better use of the demolisher tittle when your opponent sees you basically move at speed 4 and shoot.

Edited by Tabulazero

I agree in all points as far as screed goes. He's pretty set on making Vader work. Likes the idea of all th me re rolls. The Idea with expanded launchers is to throw 2 blue and 4 black from the front and re rolling the blue for accurate target everything other than brace then target brace with Intel officer then follower up with a 4-5 black side shot for max damage. I've personally played against it and I feared that more than a APT or ACM shot To be Honest. What would you recommend to drop for another glad?

All your ships at the moment can reroll dice via upgrades and that's what Vader gives. I wouldn't worry about not getting the crit as Vader allows demolisher to roll 4 black dice with rerolls so a crit is very probable.

I would drop leading shots and all Ordnance Experts and just rely on Vader. Swap expanded launchers for ACMs and you save 22 points. APTs on the raiders could be fun, then upgrade the ISD-I to an ISD-II and put ECMs on it to keep the admiral alive. Engine techs is a great option for Demolisher but keep a decent initiative bid so maybe keep one or both the raiders vanilla.

Exactly what Mad Cat said, no need for all the individual reroll upgrades with Vader around, it's just wasted points. I played a similar list if you want to take a look at the AAR I wrote up in the Organized Play forum.

Hrmm . All valid points . I'm gonna re work it and post an up date.

Well after all the tips and some tinkering I thing I settled on this.

388/400

ISD1-146

Ozzel

Leading shots

Vet captain

XI7

Relentless

Glad1-83

APT

Engine tech

Ord experts

Demolisher

Glad1-83

Expanded launchers

Ord experts

Insidious

Intel officer

Raider1-44

Squadrons-32

4 tie fighter

Advanced gunnery

Hyperspace assault

Superior positions

So I dropped Vader for Ozzel for the movement speed jazz. Added insidious for another large threat. Also playing my missions to my advantage in the case I don't get first. I'll place most wanted on my raider and just stay away and go after theirs. Hyperspace got insidious and suprior positions because of ozzel. Relentless and vet captain for two turns of max enginnering. Over All I like this more.

Edited by Default02

Nice build.

If Vader has to be present, put him in a fighter where he's at his finest. I like Vader/Fel combo so your opponent is obligated to attack Vader which triggers Fel's auto-damage on the squadron. Mauler and Howlrunner are also nice squadron upgrades. I don't have the points here with me, but it would make a much more effective fighter group for some points you have left. Also, Vader has a nice anti-ship battery and devastating anti-fighter attack.

If Vader has to be out there.

2 cents for what it is worth

Following my game yesterday, I would say drop the raider and spend points elswhere. Mine did absolutely nothing for the whole 6 turns. I do not find the Raider usefull because its weapons are too short ranged. Unlike a CR90 which can kite at long distance and shoot, you have to get close with the Raider to actually hit something with your black and blue. The problem is that the Raider cannot take much punishment. You are basically giving points to your opponent.

Same for the Intel Officer. On paper it is a good addition to a Glad given its likely lack of accuracy (I use it sometimes) but in practice you are investing points in a ship that is very likely to blow. Unlike the Engine Tech + Demolisher combo, you will not have the option of staying out of range and rushing in thanks to your speed 4 and then shoot. You will have to get up close and personal with your Glad which is not the best ship at soaking up damage. I doubt your Glad will still be there by round 4, so at best you will get 2-3 shots out of it. . I think it is a bit of a toss. It might either be super useful or a total waste of points.

Otherwise, good list.

Edited by Tabulazero

My tips are simple enough.

Move the Expanded Launchers to Demolisher, they wreck house on that ship. Move into range of a ship that has activated and shoot it after you move. Then go first with Demolisher next turn, double arc shot and goodbye enemy ship.

Also, remove the Intel Officer on Insidious and add Engine Techs, with Ozzel the movement options are crazy. You are also immune to Tractor Beams with Ozzel and Gladiators :-)

Put Ozzel on the Raider and keep it safe.

Take Dangerous Territory over Superior Positions. You have the ships to gather the tokens.

Beyond that, give it a fly and see.