Carrier Destroyer

By Lord Khurz, in Star Wars: Armada Fleet Builds

+++ Carrier Destroyer (395pts) +++

++ Imperial Navy (Standard) (395pts) ++

+ Gladiator Star Destroyer (77pts) +

Gladiator I-Class Star Destroyer (77pts) [Assault Concussion Missiles (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

Profiles:

Gladiator I-Class Star Destroyer: Hull:5|Anti-Squadron Value:1 Blue|Command:2|Squadron:2|Engineering:3|Defense Tokens:Evade, Brace, Redirect|Front Firing Arc:2 Red, 2 Black|Left Firing Arc:4 Black|Right Firing Arc:4 Black|Rear Firing Arc:1 Red, 1 Black|Front Shield Value:3|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Support Team, Ordnance

Demolisher: Ship Title Abilities:During your activation, you can perform 1 of your attacks after you execute a maneuver.

Ordnance Experts: Weapons Team Ability:While attacking, you may reroll any number of your black dice.

Assault Concussion Missiles: Ordnance Ability:Black Critical: Each hull zone adjacent to the defending hull zone suffers 1 damage.

+ Imperial Star Destroyer (150pts) +

Imperial I-Class Star Destroyer (150pts) [Expanded Hangar Bay (5pts), Gunnery Team (7pts), •Admiral Screed (26pts), •Captain Needa (2pts)]

Profiles:

Imperial I-Class Star Destroyer: Hull:11|Anti-Squadron Value:1 Black, 1 Blue|Command:3|Squadron:4|Engineering:4|Defense Tokens:Brace, Redirect, Redirect, Contain|Front Firing Arc:3 Red, 2 Blue, 3 Black|Left Firing Arc:2 Red, 2 Black|Right Firing Arc:2 Red, 2 Black|Rear Firing Arc:1 Red, 2 Blue|Front Shield Value:4|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Offensive Retrofit, Ion Cannons, Turbolasers

Admiral Screed: Commander Ability:Once per activation, when a friendly ship is attacking, it may spend 1 die to change a die to a face with a [Critical] icon.

Captain Needa: Officer Ability:At the start of the first round, you may replace 1 of your defense tokens with an Evade defense token.

Gunnery Team: Weapons Team Ability:You can attack from the same hull zone more than once per activation. That hull zone cannot target the same ship or squadron more than once during that activation.

Expanded Hangar Bay: Offensive Retrofit Ability:Your squadron value is increased by 1

+ Victory Star Destroyer (87pts) +

Victory I-Class Star Destroyer (87pts) [Assault Concussion Missiles (7pts), Gunnery Team (7pts)]

Profiles:

Victory I-Class Star Destroyer: Hull:8|Anti-Squadron Value:1 Blue|Command:3|Squadron:3|Engineering:4|Defense Tokens:Brace, Redirect, Redirect|Front Firing Arc:3 Red 3 Black|Left Firing Arc:2 Red 1 Black|Right Firing Arc:2 Red 1 Black|Rear Firing Arc:2 Red|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Ordnance, Turbolasers

Gunnery Team: Weapons Team Ability:You can attack from the same hull zone more than once per activation. That hull zone cannot target the same ship or squadron more than once during that activation.

Assault Concussion Missiles: Ordnance Ability:Black Critical: Each hull zone adjacent to the defending hull zone suffers 1 damage.

+ Squadrons (81pts) +

TIE Advanced Squadron (12pts)

Rules: Escort

Profiles:

TIE Advanced Squadron: Movement Value:4|Hull Value:5|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black

TIE Bomber Squadron (9pts)

Rules: Bomber, Heavy

Profiles:

TIE Bomber Squadron: Movement Value:4|Hull Value:5|Anti-Squadron Value:1 Black|Anti-Ship Value:1 Black

TIE Fighter Squadron (8pts)

Rules: Swarm

Profiles:

TIE Fighter Squadron: Movement Value:4|Hull Value:3|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Blue

•"Mauler" Mithel (15pts)

Rules: Swarm

Profiles:

"Mauler" Mithel: Movement Value:4|Hull Value:3|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Blue

"Mauler" Mithel: Squadron Ability:After you move, each squadron engaged with you suffers 1 damage.|Defense Tokens:Brace, Scatter

•Darth Vader (21pts)

Rules: Escort

Profiles:

Darth Vader: Movement Value:4|Hull Value:5|Anti-Squadron Value:3 Blue, 1 Black|Anti-Ship Value:1 Black

Darth Vader: Squadron Ability:While attacking, each of your black critical icons adds 1 damage to the damage total. |Defense Tokens:Brace, Brace

•Major Rhymer (16pts)

Rules: Bomber, Heavy

Profiles:

Major Rhymer: Movement Value:4|Hull Value:5|Anti-Squadron Value:1 Blue, 1 Black|Anti-Ship Value:1 Black

Major Rhymer: Squadron Ability:Friendly squadrons at distance 1 can attack enemy ships at close - medium range using all dice in their battery armament.|Defense Tokens:Brace, Brace

+ Objectives +

Assault Objective [Most Wanted]

Profiles:

Most Wanted: Setup:After deploying fleets, the second player chooses 1 of his ships and 1 of the first player's ships to be objective ships.|Special Rule:While attacking an objective ship, the attacker may add 1 die of any color that is already in its attack pool to its attack pool.|End of Game:The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards.|Victory Token Value:

Defense Objective [Hyperspace Assault]

Profiles:

Hyperspace Assault: Setup:Before deploying fleets, the second player sets aside 1 of his small or medium ships and up to 3 of his squadrons; he does not deploy them during setup. Then he places 3 objective tokens in the play area beyond distance 3 of both players' starting edges.|Special Rule:At the start of any round after the first round, the second player can deploy the ship and squadrons that he set aside at distance 1 of 1 objective token. Then remove all objective tokens. the ship can be deployed overlapping squadrons; the first player places those squadrons as though the ship had overlapped them while executing a maneuver. If the second player does not deploy, he may move each objective token to within distance 1 of its current position.|End of Round:|Victory Token Value:

Navigation Objective [Minefields]

Profiles:

Minefields: Setup:The second player places all obstacles. He can place them anywhere in the setup area (even in deployment zones) and must place them beyond distance 5 of each other. Then he places 6 objective tokens. Each objective token must be placed at distance 1 of an obstacle and beyond distance 1 of all other objective tokens.|Special Rule:If a ship ends its movement at distance 1 of an objective token, remove that objective token from the play area and roll 2 blue dice. That ship is dealt 1 facedown damage card for each Hit or Critical icon rolled. If there is at least 1 Critical icon, deal the first damage card faceup.|End of Game:|Victory Token Value:

++ Selection Rules ++

Bomber: While attacking a ship, each of your Critical icons adds 1 damage to the damage total and you can resolve a critical effect.

Escort: Squadrons you are engaged with cannot attack squadrons that lack Escort unless performing a Counter attack.

Heavy: You do not prevent engaged squadrons from attacking ships or moving.

Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

This was made with Battlecribe so sorry for the clutter. I have seen a few lists and wanted some opinions on it.

+++ Carrier Destroyer (395pts) +++

++ Imperial Navy (Standard) (395pts) ++

+ Gladiator Star Destroyer (77pts) +

Gladiator I-Class Star Destroyer (77pts) [Assault Concussion Missiles (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

Profiles:

Gladiator I-Class Star Destroyer: Hull:5|Anti-Squadron Value:1 Blue|Command:2|Squadron:2|Engineering:3|Defense Tokens:Evade, Brace, Redirect|Front Firing Arc:2 Red, 2 Black|Left Firing Arc:4 Black|Right Firing Arc:4 Black|Rear Firing Arc:1 Red, 1 Black|Front Shield Value:3|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Support Team, Ordnance

Demolisher: Ship Title Abilities:During your activation, you can perform 1 of your attacks after you execute a maneuver.

Ordnance Experts: Weapons Team Ability:While attacking, you may reroll any number of your black dice.

Assault Concussion Missiles: Ordnance Ability:Black Critical: Each hull zone adjacent to the defending hull zone suffers 1 damage.

+ Imperial Star Destroyer (150pts) +

Imperial I-Class Star Destroyer (150pts) [Expanded Hangar Bay (5pts), Gunnery Team (7pts), •Admiral Screed (26pts), •Captain Needa (2pts)]

Profiles:

Imperial I-Class Star Destroyer: Hull:11|Anti-Squadron Value:1 Black, 1 Blue|Command:3|Squadron:4|Engineering:4|Defense Tokens:Brace, Redirect, Redirect, Contain|Front Firing Arc:3 Red, 2 Blue, 3 Black|Left Firing Arc:2 Red, 2 Black|Right Firing Arc:2 Red, 2 Black|Rear Firing Arc:1 Red, 2 Blue|Front Shield Value:4|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Offensive Retrofit, Ion Cannons, Turbolasers

Admiral Screed: Commander Ability:Once per activation, when a friendly ship is attacking, it may spend 1 die to change a die to a face with a [Critical] icon.

Captain Needa: Officer Ability:At the start of the first round, you may replace 1 of your defense tokens with an Evade defense token.

Gunnery Team: Weapons Team Ability:You can attack from the same hull zone more than once per activation. That hull zone cannot target the same ship or squadron more than once during that activation.

Expanded Hangar Bay: Offensive Retrofit Ability:Your squadron value is increased by 1

+ Victory Star Destroyer (87pts) +

Victory I-Class Star Destroyer (87pts) [Assault Concussion Missiles (7pts), Gunnery Team (7pts)]

Profiles:

Victory I-Class Star Destroyer: Hull:8|Anti-Squadron Value:1 Blue|Command:3|Squadron:3|Engineering:4|Defense Tokens:Brace, Redirect, Redirect|Front Firing Arc:3 Red 3 Black|Left Firing Arc:2 Red 1 Black|Right Firing Arc:2 Red 1 Black|Rear Firing Arc:2 Red|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:1|Upgrade Bar:Officer, Weapons Team, Offensive Retrofit, Ordnance, Turbolasers

Gunnery Team: Weapons Team Ability:You can attack from the same hull zone more than once per activation. That hull zone cannot target the same ship or squadron more than once during that activation.

Assault Concussion Missiles: Ordnance Ability:Black Critical: Each hull zone adjacent to the defending hull zone suffers 1 damage.

+ Squadrons (81pts) +

TIE Advanced Squadron (12pts)

Rules: Escort

Profiles:

TIE Advanced Squadron: Movement Value:4|Hull Value:5|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Black

TIE Bomber Squadron (9pts)

Rules: Bomber, Heavy

Profiles:

TIE Bomber Squadron: Movement Value:4|Hull Value:5|Anti-Squadron Value:1 Black|Anti-Ship Value:1 Black

TIE Fighter Squadron (8pts)

Rules: Swarm

Profiles:

TIE Fighter Squadron: Movement Value:4|Hull Value:3|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Blue

•"Mauler" Mithel (15pts)

Rules: Swarm

Profiles:

"Mauler" Mithel: Movement Value:4|Hull Value:3|Anti-Squadron Value:3 Blue|Anti-Ship Value:1 Blue

"Mauler" Mithel: Squadron Ability:After you move, each squadron engaged with you suffers 1 damage.|Defense Tokens:Brace, Scatter

•Darth Vader (21pts)

Rules: Escort

Profiles:

Darth Vader: Movement Value:4|Hull Value:5|Anti-Squadron Value:3 Blue, 1 Black|Anti-Ship Value:1 Black

Darth Vader: Squadron Ability:While attacking, each of your black critical icons adds 1 damage to the damage total. |Defense Tokens:Brace, Brace

•Major Rhymer (16pts)

Rules: Bomber, Heavy

Profiles:

Major Rhymer: Movement Value:4|Hull Value:5|Anti-Squadron Value:1 Blue, 1 Black|Anti-Ship Value:1 Black

Major Rhymer: Squadron Ability:Friendly squadrons at distance 1 can attack enemy ships at close - medium range using all dice in their battery armament.|Defense Tokens:Brace, Brace

+ Objectives +

Assault Objective [Most Wanted]

Profiles:

Most Wanted: Setup:After deploying fleets, the second player chooses 1 of his ships and 1 of the first player's ships to be objective ships.|Special Rule:While attacking an objective ship, the attacker may add 1 die of any color that is already in its attack pool to its attack pool.|End of Game:The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards.|Victory Token Value:

Defense Objective [Hyperspace Assault]

Profiles:

Hyperspace Assault: Setup:Before deploying fleets, the second player sets aside 1 of his small or medium ships and up to 3 of his squadrons; he does not deploy them during setup. Then he places 3 objective tokens in the play area beyond distance 3 of both players' starting edges.|Special Rule:At the start of any round after the first round, the second player can deploy the ship and squadrons that he set aside at distance 1 of 1 objective token. Then remove all objective tokens. the ship can be deployed overlapping squadrons; the first player places those squadrons as though the ship had overlapped them while executing a maneuver. If the second player does not deploy, he may move each objective token to within distance 1 of its current position.|End of Round:|Victory Token Value:

Navigation Objective [Minefields]

Profiles:

Minefields: Setup:The second player places all obstacles. He can place them anywhere in the setup area (even in deployment zones) and must place them beyond distance 5 of each other. Then he places 6 objective tokens. Each objective token must be placed at distance 1 of an obstacle and beyond distance 1 of all other objective tokens.|Special Rule:If a ship ends its movement at distance 1 of an objective token, remove that objective token from the play area and roll 2 blue dice. That ship is dealt 1 facedown damage card for each Hit or Critical icon rolled. If there is at least 1 Critical icon, deal the first damage card faceup.|End of Game:|Victory Token Value:

++ Selection Rules ++

Bomber: While attacking a ship, each of your Critical icons adds 1 damage to the damage total and you can resolve a critical effect.

Escort: Squadrons you are engaged with cannot attack squadrons that lack Escort unless performing a Counter attack.

Heavy: You do not prevent engaged squadrons from attacking ships or moving.

Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

This was made with Battlecribe so sorry for the clutter. I have seen a few lists and wanted some opinions on it.

I like it. Well, not the clutter, but whatever. I'd recommend, drop one of the fighters and add Fel. He's a bit more expensive but a lot more survivable and when you pair him with an Advanced (Escort), his ability achieves its maximum potential. He also will throw more anti-squadron dice.

Edited by WGNF911

I'd drop Ordnance Experts on Demolisher . With Screed, if you roll two blanks you can sac one and flip the other to a Hit/Crit. For OE to have any impact, you would need to roll three or four blanks. Not saying it's impossible, just unlikely and kind of redundant. I'd recommend dropping that and adding Engine Techs. It'll cut into your bid a bit (unless you drop something else), but you can now move Demolisher at an effective speed of four, and the ability can still be triggered before or after the ET move. So you can move three, fire, then move another one out of a firing arc, or move three, ET to move another one, then fire.

I'd drop Ordnance Experts on Demolisher . With Screed, if you roll two blanks you can sac one and flip the other to a Hit/Crit. For OE to have any impact, you would need to roll three or four blanks. Not saying it's impossible, just unlikely and kind of redundant. I'd recommend dropping that and adding Engine Techs. It'll cut into your bid a bit (unless you drop something else), but you can now move Demolisher at an effective speed of four, and the ability can still be triggered before or after the ET move. So you can move three, fire, then move another one out of a firing arc, or move three, ET to move another one, then fire.

I thought that Engine Techs has to be used after you resolve a Navigate Command. Can you attack before resolving the nav?

Resolving a Navigate dial or token will trigger Engine Techs, but it's two separate maneuvers. Demolisher lets you choose to make one attack "after you execute a maneuver." So you can make your normal maneuver and attack, then your ET maneuver. Or you can make a normal maneuver, then your ET maneuver, then attack. And if you have initiative and activation advantage, you can fly Demolisher up and attack, then next turn double-arc, ram, ram and hope that thing is dead, because if not you will be.

Edited by reegsk

Hmm..that's good to know.

I feel like this list would just be demolished by someone that had the maneuverability to avoid your black dice. Only demolisher will ever get a good shot.

I feel like this list would just be demolished by someone that had the maneuverability to avoid your black dice. Only demolisher will ever get a good shot.

That is a good point. VSD's are notoriously sllloooowwwwwww.

I could have the VSD stay next to a speed 2 ISD

I feel like this list would just be demolished by someone that had the maneuverability to avoid your black dice. Only demolisher will ever get a good shot.

I wouldn't put too many attack upgrades on the VSD-I for that reason. The ISD has the speed and maneuverability to chase down anything short of a Raider or CR90, and even then can probably get it at least in blue die range. I actually didn't pay that close attention to the VSD load out when I first looked this over.

The VSD is painfully slow and clunky. I'd actually deploy it last (including after squadrons) because then you'll know where the enemy is and can position it to actually take part in the battle. With this list, I'd probably drop ACM on the Vic and give it Boosted Comms. It will have a hard time responding to emerging threats, but using it as a dedicated carrier tends to solve that problem. Line it up against something slow (like an MC80) but give it BC so it has a wide range of influence on the squadron battle. Squadron commands at long range are not to be underestimated. You command three TIE Bombers at Long range, they move 4 and attack one. Their threat range is double the length of the range ruler. Then you have that slow target in your front arc, so the Vic will still do some damage on its own.