The Deadly Combos <Ships>

By WGNF911, in Star Wars: Armada Fleet Builds

The intent with this thread is to find ultimate combinations of ship and upgrades. Those ships with the perfect upgrade that allowed you to wipe the board or that wiped you off the board.

How it works: I'll list a ship starting with the Imps and alternating once to twice a week. Y'all list a version of that ship and the upgrades that work best with it. Feel free to add what particular task that ship is to complete (e.g. carrier, screener, attacker, etc.) as part of your fleet. Build off or others' configurations if you see something. The ship can be fully upgraded as the ultimate wish list or a single commander that adds that perfect synergy.

PLEASE only focus on the ship currently under consideration. If you're going to comment on someone else's build, PLEASE make it constructive. If someone insults you, it was probably accidental so turn the other cheek and let it roll off your back. Have fun with it and thanks in advance for your inputs.

We'll start with the biggens and work our way down.

First up: The mighty Imperial Star Destroyer.

Imperial II-class Star Destroyer - Gunnery Team - Electronic Countermeasures - XI7 Turbolasers - Relentless (143)

The classic build. Long-range artillery platform.

Packs a decent punch for an acceptable amount of points. Gunnery Team makes the best use of its brutal frontal Arc. ECM allows it to soak some damage because it is sure to be primaried. X17 is meant to bring your opponent shields quickly by limiting its ability to redirect. Relentless because for 3pt it is a steal. It helps you to get the right command token at the right time and thus maximise the utility of your ship.

I purposedly did not include an admiral because this choice depends much more on the overall fleet composition.

Possible upgrade: Captain Needa (because dodging with an Imp at long-range is fun) 2pt / Tactical Expert (to get that focus fire when you need it) 6pt / Intel Officer (to deprive your target of defense tokens) 7pt

Edited by Tabulazero

Here is another option. More specialised than the ISD-II above but one of the best carrier builds.

ISD-I, Flight Controllers, Expanded Hangar Bay, Boosted Comms, Wulff.

132 points to activate 6 fighters a turn once you have banked a token on turn one. 5 TIE fighters and Howlrunner will get you up to 29 blue dice and up to 6 rerolls for only 56 points. You can drop flight controllers for gunnery teams if you want to get the most out of your front arc in the ship battle. Using TIE interceptors instead for extra speed, dice and counter (2) or (3) can make up for this.

Obviously with no ECM option you need to be more careful and so Motti makes an excellent admiral for the ISD-I.

Edited by Mad Cat

I'll bite. My go-to ISD combo:

ISD I

-Gunnery team

-X17s

Vader as a commander. I run two plus a vsd. ECMs are for rebel scum.

ISD-II

Gunnery Team

XI7

SW-7 Ion Cannons

ECM

Avenger or Relentless

Limit your opponent's ability to redirect, and throw a guaranteed four damage at Medium range. Anything worth using its Brace is going to have ECM as well, so trade those accuracies for damage. In a Screed list, you can guarantee five damage, even if you throw four blank Reds. And I said Avenger or Relentless because it depends on the fleet build. Relentless in any situation because two command dials is hilarious on an ISD. Avenger if you have something that can reliably trigger OLP on your target first. And in that kind of build, I would swap the XI7s for Reroute Circuits and add Needa, so you can flip a Red to two damage, sac and flip another to a crit, and guarantee seven damage on a target that can do nothing. Even an MC80 is taking three to the hull with one face up.

Edited by reegsk

I started one previously, so please, feel free to carry the work on :)

https://community.fantasyflightgames.com/topic/187252-basic-combinations

Thank you Drasnighta. I didn't mean to step on toes. I'm a horrible searcher and new to the forum so it's nice to see others with the same ideas.

Thanks everyone for contributing. Some great ideas.

Here is my take on an ISD w/ all the options. It's this way because my collection is currently limited so I run this with a Raider and lots-o-squadrons

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- Grand Moff Tarkin ( 38 points)

- Relentless ( 3 points)

- Engineering Captain ( 6 points)

- Gunnery Team ( 7 points)

- Boosted Comms ( 4 points)

- Redundant Shields ( 8 points)

- Heavy Turbolaser Turrets ( 6 points)

- NK-7 Ion Cannons ( 10 points)

With Tarkin and Relentless, I have a lot of command flexibility. Engineering Captain (and Tarkin) gives me that emergency engineering ability if I've taken too many hits in the previous round. Gunnery team maximizes the 2 attacks per turn. BC allows me to activate half of my squadron force at a time. Red. Shields give me some staying power. And HTT and NK7 require my opponent to make hard choices regarding their future.

I'll bite. My go-to ISD combo:

ISD I

-Gunnery team

-X17s

Vader as a commander. I run two plus a vsd. ECMs are for rebel scum.

Haha, I like it. Silly Rebs . . . but wait . . . aren't the XI7s only available on the Nebulon B Frigate? Of course that did start as an Imp Frigate. Think we'll ever see an Imperial version in a future wave?

No Toes Stepped on... It was on, I think, the 12th Page or something :D

I'll bite. My go-to ISD combo:

ISD I

-Gunnery team

-X17s

Vader as a commander. I run two plus a vsd. ECMs are for rebel scum.

Haha, I like it. Silly Rebs . . . but wait . . . aren't the XI7s only available on the Nebulon B Frigate? Of course that did start as an Imp Frigate. Think we'll ever see an Imperial version in a future wave?

alt art x17s on an imperial ship would be nice.

For me it's....

ISD II + X-17 Turbolasers + Intel Officer + ECM + Relentless

Basically it's all about hurting my opponants ability to defend themselves. I ususally run the ship with Screed as admiral and it seems to work pretty well without needing any imput from the rest of the fleet.

There's also the ultra tough ISD which uses Motti + Wulff Yularen + Redundant Shields along with engineering order spam to raise shields and repair damage.

Edited by Kahadras

Imperial Class I

Admiral Screed

XX-9 Turbolaser

Overload Pulse

Ordnance Experts

Avenger Title

Since I run several ships with Overload Pulse, if I can hit a ship with another OLP first, the XX-9s can score their two crits.

ISD2

Intel officer

Gunnery team

ECM

SW7

The idea is to maximize guaranteed damage (which is important for side and rear arcs, given that fast enemy ships end up there all the time) and to leave enough points for other ships in the fleet.

Yavaris Nebulon-B escort with Antiles, 69 points + 42 for 3 B-wings.

I just had an enemy ISD-II with Motti on board take 12 damage after landing on all three B-wings. Yavaris polished it off with 3 red dice.

I've had fun with this:

Nebulon B support refit

slaved turrets

tactical expert

Salvation title

Idea is to throw 5 red dice out the front arc at one time, with each crit coming up turning to a double hit instead. I had this take down a star destroyer with 7 hits and an acc last night, and for only 70 points its a great hard-hitter from long range.

Thanks for the inputs. It seems like the most common upgrades for the ISD were the ISD2 w/ ECM, Gunnery Team and XI-7.

Now let's look at Akbar's ride, the MC80.

Thanks for the inputs. It seems like the most common upgrades for the ISD were the ISD2 w/ ECM, Gunnery Team and XI-7.

Now let's look at Akbar's ride, the MC80.

For the MC80

ECM and XI-7

Since it can't take Gunnery Teams.

If it could, you would. You really, really would.

Make the MC's shots count. Take Intel Officer and when you light up your side arc, be sure to slap it on the opponent's brace. I'm working on my Rebels now that I've gotten a grip on Imperials, but my MC80's are looking a lot like...

Assault Variant, XI7, Intel Officer, and ECM. Preferably running Ackbar, maybe Dodonna if you need to save points. Home One if you're going with MSU support, otherwise plain or Defiance if you expect to be 2nd all day.

I'm surprised nobody tried this one. Perhaps most moved on, but I like:

ISD-II

Avenger

SW-7 ion batteries

Wing Commander

Sensor Team

XI-7 turbolasers

Boosted Comms

ECM

Several of these upgrades can be dispensed with, but the wing commander allows for a clutch "aaaaand bombers NOW" move that when paired with things like firesprays really makes the enemy make some hard choices. Do they let the bombers put their damage wherever they like, or use their tokens? If they use their tokens, then Avenger has a field day. If they don't, then they've got some hard choices to make. XI-7 can be a waste if they've already decided to use their redirects against the bombers, but I would rather have it than not. This guy really gets to put all of his damage wherever he wants.

I'm surprised nobody tried this one. Perhaps most moved on, but I like:

ISD-II

Avenger

SW-7 ion batteries

Wing Commander

Sensor Team

XI-7 turbolasers

Boosted Comms

ECM

Several of these upgrades can be dispensed with, but the wing commander allows for a clutch "aaaaand bombers NOW" move that when paired with things like firesprays really makes the enemy make some hard choices. Do they let the bombers put their damage wherever they like, or use their tokens? If they use their tokens, then Avenger has a field day. If they don't, then they've got some hard choices to make. XI-7 can be a waste if they've already decided to use their redirects against the bombers, but I would rather have it than not. This guy really gets to put all of his damage wherever he wants.

What are you thinking for minimum number of bombers?

The MC80 would have to be something like...

MC80 Assault Cruiser + X-17 Turbolasers + Engineering Team + ECM + Redundant Shields + Raymus Antilles

Basically designed to be super tough. With Akbar as admiral it still gets that big, long range punch but it can also take a real beating.

The MC80 would have to be something like...

MC80 Assault Cruiser + X-17 Turbolasers + Engineering Team + ECM + Redundant Shields + Raymus Antilles

Basically designed to be super tough. With Akbar as admiral it still gets that big, long range punch but it can also take a real beating.

And if you have that Neb-B that grants additional engineering points with projection experts, plus something feeding it Engineering tokens, you can bring five shields back online every round. Every. Single. Round.

Well it would appear the MC80 wasn't as popular as the ISD. Or, this thread got knocked off the top quickly last week. So, now for the old warhorse, the Victory Class Star Destroyer. What is your ultimate build for what purpose for that deadly wedge?

Its very contentious, that is...

I had "I can't believe its not an ISD", which replicates the ISD-Is front Arc.

There is also the H9/Warlord combination, to guarantee at least 1pt of damage.

But generally, these days, Victories are taken cheap as chips as carriers around here... Take your pick of Expanded Hangars, or Boosted Comms, and just roll with that.