Imperial ANTI BOMBER BUILD Impute Please

By bindro, in Star Wars: Armada Fleet Builds

Lately I have been running into a-lot of imperial Heavy Bomber builds. Most of them have 3 Victories/ 2 Imps/ or 1 Imp 2 Vic and the bombers. I wanted to come up with a good way to neutralize a "RhymerBall" / Firespray/ B-Wing Build while still having enough Firepower to kill ships effectively and fight not so heavy bomber builds. The game seems Pretty Evenly matched but a Super Bomber Build Seems very tough to beat unless you yourself are playing a bomber Build. I have tried heavy anti-squad Armaments against bomber builds and they don't kill the bombers until it's to late.

I came up with this and I haven't Played it yet but i plan too on Friday.

Let me know what you think

(394/400)

Objectives

Opening Salvo

Fleet Ambush

Dangerous Territory

(140)

Imperial Class II Star Destroyer

Overload Pulse

Avenger

Electronic Countermeasures

(shoot with the Side Arc first to Trigger OLP then Lay on the Big hit with the front)

(Almost thinking Gunnery team and X17 might be better for 2 extra cost)

(103)

Victory Class 1 Star Destroyer

Admiral Screed

Boosted Comms

(71)

Gladiator class 1 star destroyer

Assault Proton Torpedoes

Engine Techs

Demolisher

Squadrons

IG-88

Mauler

JumpMaster

(2)Tie Advanced

The plan is to send in IG-88 to assassinate the enemy Bombers Intel (dengar) and also possibly taking out Rhymer as a bonus. The rest of the squads come in and mauler does his thing for a few turns until intel and both advances die (this can take some time with the single blacks they shoot (if they Ruthless Strat this helps your cause as well for mauler) this should be enough to take out the core of the bombers leaving only single Generic bombers that should be tied up for most the rest of the game. Send in the Victory first t draw most of there efforts into killing that. Glad and General come in for cleanup Duty. Glad with engine techs can shoot APT with Screed move RAM them Shoot again APT then Ram Again ( 4 Damage cards 2 FU 2 FD)

Please let me have some input

Thanks

Vader 3b +1b- dice

Soontir 4b- dice

Dengar 3b -dice

Mauler 3b -dice

Possibly the most effective anti squadron force, Vader gets counter 1(from dengar) and his crits deal damage, giving you a 75% chance of causing damage, Mauler causes one when he lands, every time someone fires at Vader they take 1 damage from Soontir, when they do eventually kill Vader, they get the choice of counter 4 Soontir or 1 damage from Soontir, if they want to shoot Dengar or Mauler instead.

For 74pts it will make a mess of just about anything, add flight controllers for another 6 points, and they all get an extra blue dice, I cannot think of a more efficient 74/80points build.

Vader 3b +1b- dice

Soontir 4b- dice

Dengar 3b -dice

Mauler 3b -dice

Possibly the most effective anti squadron force, Vader gets counter 1(from dengar) and his crits deal damage, giving you a 75% chance of causing damage, Mauler causes one when he lands, every time someone fires at Vader they take 1 damage from Soontir, when they do eventually kill Vader, they get the choice of counter 4 Soontir or 1 damage from Soontir, if they want to shoot Dengar or Mauler instead.

For 74pts it will make a mess of just about anything, add flight controllers for another 6 points, and they all get an extra blue dice, I cannot think of a more efficient 74/80points build.

Agree totally on this squad list. Howler bumps up the cost, but also adds another die on the counters. On the demolisher, I like expanded launchers over APT, but if you're hurting for points, APT works. I have seen folks get decimated with 4 black dice from the front of that little powerhouse. 13 pts might be worth it though.