Anti-Fireball/Bwing List

By Starky87, in Star Wars: Armada Fleet Builds

New 400pt Imperial list that i've had fun running

1.) Imperial Star Destroyer 2 - 120

Screed - 26

Intel Officer - 7

Gunnery Team - 7

ECM - 7

X17 - 6

Total: 173

2.) Gladiator 1 - 56

APT -5

Demolisher - 10

Total: 71

3.) Gladiator 1 - 56

APT - 5

Insidious - 3

Total: 64

Howlrunner - 16

Mauler - 15

Tie Fighter x2 -16

Tie Advanced x2 - 24

Dengar - 21

Grand Total: 399/400

Objectives:

Advanced Gunnery

Fleet Ambush

Superior Positions

The plan is to use the Glads with the Assault Proton torps to hopefully crack big ships with critical cards. And for the Tie Advances to tie down bombers while Mauler is able to always move thanks to Dengar's intel, and a lot of blue dice thanks to Howlrunners +1 on swarm units.

I've had good luck with non-Ackbar lists. Im worried about running up against an Ackbar list, but im hoping the Glads will be able to get enough crits to cripple the MC-80s for the ISD to clean-up.

List looks solid. If you face ackbar you should do well as long as you intercept the front of the line (movement and deployment really can make a difference). Only suggestion i have is moving screed off your ISD to spread points around. If you lose your ISD, thats 173 points.. alot to make up especially considering MoV during tournaments.

I'm not as worried about losing my ISD. If my ISD gets destroyed, im most likely getting tabled anyway.

Lots of points tied up in anti-squadron there, from an abstract points perspective. You'll tear up bomber lists, but I can't help but feel like you're leaning a little hard into it at the expense of your ship-killing power. If you're going for the Mauler/Dengar fortress, you might be able to squeeze out a little more efficiency by dropping Howlrunner and the TIE/ln's for another advanced or a Soontir. That'll free up a few more points to shore up your anti-ship, either with a Rhymer drop-in or something else on the ships (OE for the Glads?).

Edited by Ardaedhel

He has screed, making OE redundant for the glads. However I agree with your points regarding the squads, they will excel against enemy squads but upon the destruction of the enemy screen they become next to useless. I've had big anti-fighter balls like that and they do absolutely nothing to enemy ships... Soontir is really nice to run with advances though, as it guarantees damage to squads if they want to try and take your fighters out.

Nothing currently out there makes OE redundant. Having Screed or Vader allows you to use OE rerolls more aggressively, rolling blanks and hits to fish for more hit/crits, knowing you can always Screed it if you get unlucky. And remember, you can only use Screed on one of your shots per activation, and odds are, on Glads, you're going to want that to be the one out the front that only gets 2 blacks. OE gives you good chances (90% vs 68%) of rolling the natural crit you need out the side to ensure you still have him available for the front.

Nixing a TIE for 2x OE seems like a decent trade.

OE are optional under Screed. They're useful, but not mandatory. I would, however, recommend dropping an Advanced and the Insidious title and slap a set of engine techs on each Gladiator. They are a fantastic upgrade for that ship.

Edited by Truthiness