Hi everyone. I've got a tournament coming up in a couple weeks and have been furiously experimenting with different builds, but I don't have as much time as I would like to test everything I've brainstormed. One thing I'm curious about is the viability of 2 ship imperial builds supported by squadrons. We could theorize all day, but what I'd really like to hear are personal experiences of running/witnessing/playing against such a list. ![]()
2 Ship Imperial Fleets
Hi everyone. I've got a tournament coming up in a couple weeks and have been furiously experimenting with different builds, but I don't have as much time as I would like to test everything I've brainstormed. One thing I'm curious about is the viability of 2 ship imperial builds supported by squadrons. We could theorize all day, but what I'd really like to hear are personal experiences of running/witnessing/playing against such a list.
Definitely interested to hear about that as well, but you can check Lyraeus' Armada Tactics News where he psots battle reports of 2 ISD builds at 400 points ![]()
Next week, I'm going to try a list with ISD/VSD and squadrons just for the stress test. I'm not expecting much form it but who knows.
I've had a little bit of luck with 2x ISD + ~100 points of squadrons (400 point build), but I haven't done extensive testing with it. ISDs are fearsome things, if played right.
Edited by EisaiTake your pick.
Thanks, Lyraeus. Haven't checked out your channel in awhile, but I do appreciate the content you provide. It's good material.
We will be Live streaming a Vassal game Tonight for the World cup that features a imperial 2Ship build.
Keep an out in this thread:https://community.fantasyflightgames.com/topic/196872-armada-world-cup-vassal-tournament/page-34
Edit: here is the channel:http://www.twitch.tv/biggsirl
Edited by clontroper5I run an ISD, and Demolisher with... Maybe 125 worth of squadrons.
I came in 3rd in my last Store Championship.
You gotta be a little careful, but it's very doable.
Thanks, Lyraeus. Haven't checked out your channel in awhile, but I do appreciate the content you provide. It's good material.
The main disadvantage with any two ship fleet activation wise, is when it meets a four ship fleet.
No matter what, your opponent will have at least two activations after you are done activating all your ships.
Getting one ship pummled by two or three enemy ships in succession, without being able to return the favour or do repairs, is really devastating, not to speak of demoralising.
Edited by Kiwi RatThe main disadvantage with any two ship fleet activation wise, is when it meets a four ship fleet.
No matter what, your opponent will have at least two activations after you are done activating all your ships.
Getting one ship pummled by two or three enemy ships in succession, without being able to return the favour or do repairs, is really devastating, not to speak of demoralising.
As I found out playing my 2 ship bomber fleet, it gets worse. You'll find yourself wanting to activate the pummeled ship first on the next turn, so you can get those important repairs done. Which means you're getting pounded on for the rest of the turn. And once that train starts rolling, it doesn't stop.
It all depends on what you face. If squadron heavy lists in your area are common and only 2-3 ships is common you can do fine. However if you run up against a 4 ship activation with a low bid good luck as you are at a huge disadvantage as others have pointed out. You need to maneuver very well and make sure your ISD's don't get flanked too hard. I won my store championship with a 2 ISD2 mini fireball fleet but it was a low turnout and I faced the following fleets.
Game 1: 2 ISD2's, GSD, no fighters - 5-5 draw due to bad deployment by me.
Game 2: 1 ISD2, 1 VSD2, Heavy Fireball - 8-2 win for me thanks to a nice flank by my 2nd ISD.
Game 3: 1 MC80, 2 AF2's - 4 Y's and 2 A's - 10-0 - Contested Outpost Ftw.
I think against 4+ activations you are at a huge disadvantage.
I run an ISD, and Demolisher with... Maybe 125 worth of squadrons.
I came in 3rd in my last Store Championship.
You gotta be a little careful, but it's very doable.
What's the most you were outnumbered by? A regular rebel player I game with likes to run a 5 ship fleet consisting of 3 CR90's and 2 MC30's with 3 A-wings. I keep getting out activated, but in my mind (hasn't been tested in the field yet) I feel that 2 ISD II ships can stand up to it if I utilize constant, heavy bomber support.
The main disadvantage with any two ship fleet activation wise, is when it meets a four ship fleet.
No matter what, your opponent will have at least two activations after you are done activating all your ships.
Getting one ship pummled by two or three enemy ships in succession, without being able to return the favour or do repairs, is really devastating, not to speak of demoralising.
This is why Speed control is important. If you are using 2 ISD 2's with Gunnery Teams you can put 2 attacks on the same ship which puts a dent in any ship that you have a 4 ship list with. Controlling your speed is VITAL when playing 2 ships. In a 2 ship list, slow is where you want to be unless you have to block something off like a castling dual MC80 list.
The main disadvantage with any two ship fleet activation wise, is when it meets a four ship fleet.
No matter what, your opponent will have at least two activations after you are done activating all your ships.
Getting one ship pummled by two or three enemy ships in succession, without being able to return the favour or do repairs, is really devastating, not to speak of demoralising.
As I found out playing my 2 ship bomber fleet, it gets worse. You'll find yourself wanting to activate the pummeled ship first on the next turn, so you can get those important repairs done. Which means you're getting pounded on for the rest of the turn. And once that train starts rolling, it doesn't stop.
2 Ship bomber lists. . . I am not sure how I feel about those. . . You are likely losing out on some key upgrades or not having a strong enough squadron force. I have found that 60 points of squadrons is about all you need. I am preferring weird setup of 2 YT-1300's with Jan Ors and 2 B-Wings.
60 Points? I take 6 Y-Wings and go, "Okay, so what will I do with my other 50 points today?"
60 Points? I take 6 Y-Wings and go, "Okay, so what will I do with my other 50 points today?"
I just cant do that. . . I need balance and flexibility in all my squadrons. . .
But 50 Points of something else does balance out 50-60 points of Y-Wings ![]()
This is the list I've been running lately, and I believe the only reason it works as a two ship list is because the second ship is Demolisher.
Edited by daveddo
SHIP: Imperial II 120
Admiral Motti 24Admiral Montferra t5Gunnery Team 7Phylon Q7 Tractor Beams 6Electronic Countermeasures 7Ion Cannon Batterie s5XI7 Turbolasers 6Avenger 5TOTAL POINTS:185SHIP: Gladiator I 56Ordnance Experts 4Engine Techs 8Assault Concussion Missiles 7Demolisher 10TOTAL POINTS:85Darth Vader 21Dengar 20Major Rhymer 16Firespray-31 18Firespray-31 18Firespray-31 18Firespray-31 18TOTAL POINTS:129Objectives:Superior PositionsPrecision StrikeContested Outpost
60 Points? I take 6 Y-Wings and go, "Okay, so what will I do with my other 50 points today?"
I'm not the greatest player (understatement of the century!
) but my double ISD lists sport maximum points in bombers with a sprinkling of Intel. What I'm trying to do is blow up that activation advantage as fast as possible, which is largely contingent on me accurately predicting where those squishy suckers are going end up.
Also, I try to run away for the first 4 or so turns while the bombers nom nom.
ISD1 Ord Exp, Boosted Comms, Exp Hangar x 2 (one with Motti or Screed or Ozzel. Sometimes I run tractor beams instead of the hangars)
Rhymer + 7 bomber friends
2 x tie adv
2 x jmp masters
But 50 Points of something else does balance out 50-60 points of Y-Wings
Aye 50pts of Y's balances that list well
I think against 4+ activations you are at a huge disadvantage.
Sometimes yes, sometimes no. If they have 4 weak ships and a very small fighter screen, then I'll get through squadrons and lay down some sweet bombing on ships that won't be well prepared to take it.
If they run 4 decent ships and no squadrons, same thing.
Obviously results vary depending on any number of factors, and it's better to have more activations than fewer, but it isn't everything.
It's been a bit, but I've played a few games with dual ISD IIs (Gunnery Teams, ECMs, Boosted Comms) and 12 TIEs, with Motti (388). Leading Shots or Boosted Comms or a big bid. The TIE stands help with evening out deployments (unless you take Superior Positions or Fleet Ambush), can hold opposing fighter forces at bay for a bit if you keep them in range of the ISDs' anti-squadron fire, and can supplement your ship attacks in a pinch.
There's up to 108 points for squadrons if you don't like the 12 TIE composition and want something more versatile. Xi7s and Intel Officers are also nice upgrades for boosting ship damage.
I'm enjoying having more activations, but it was not bad with proper planning.
Here is one I have run to great success. Two 10-0, one 9-1
Double Deuce Fireball IV
Author: Cynanbloodbane
Faction: Galactic Empire
Points: 400/400
Commander: Admiral Motti
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory
[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
Imperial II-Class Star Destroyer (120 points)
- Relentless ( 3 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
1 TIE Advanced Squadron ( 12 points)
1 Major Rhymer ( 16 points)
2 Firespray-31s ( 36 points)
1 Dengar ( 20 points)
Fleet created with Armada Warlords
Edited by cynanbloodbaneI spam maneuver on Avenger, and squadron on Relentless mixing in engineering after turn 4. Fly them in formation wide enough for a large to fly through, and flig the Fireball. You can cover almost a quarter of the battlefield, but as always, deployment is key.