2 ISDs

By Beyrs, in Star Wars: Armada Fleet Builds

(400/400)

Objectives

Advanced Gunnery Team

Contested Outpost

Minefield

(142)

ISD Class-II

Gunnery Team

Electronic Countermeasures
Overload Pulse

(168)

ISD Class-II

Admiral Motti

Gunnery Team

Electronic Countermeasures

SW-07

Avenger

(90)

Squadrons

Darth Vader

Howl Runner

Mauler Mithel

Sontir Fel

Dengar

I know it's only 2 ships but they both pack a big punch. The Avenger can take advantage of the Overload Pulse but it's not dependent on it to do damage. The named squadrons should be able to take care of most any bombers that attempt to get close.

Have a store tournament this weekend, I'm debating this list and the carrier list I posted yesterday.

Suggestions appreciated!

Howlrunner and Soontir Fel seem pointless, Howl will only help Dengar and Mauler with extra dice and Soontir is only good against squadrons engaged by Vader, you'd be better off dropping Dengar to a normal jumpmaster,switching Howlrunner for Rhymer and adding 2 Tie Advanced

Howlrunner and Soontir Fel seem pointless, Howl will only help Dengar and Mauler with extra dice and Soontir is only good against squadrons engaged by Vader, you'd be better off dropping Dengar to a normal jumpmaster,switching Howlrunner for Rhymer and adding 2 Tie Advanced

I agree Howlrunner doesn't seem to fit. But with just 4 fighters you're likely going to get Vader and Fel engaged with the same target often.

(400/400)

Objectives

Advanced Gunnery Team

Contested Outpost

Minefield

(142)

ISD Class-II

Gunnery Team

Electronic Countermeasures

Overload Pulse

(168)

ISD Class-II

Admiral Motti

Gunnery Team

Electronic Countermeasures

SW-07

Avenger

(90)

Squadrons

Darth Vader

Howl Runner

Mauler Mithel

Sontir Fel

Dengar

I know it's only 2 ships but they both pack a big punch. The Avenger can take advantage of the Overload Pulse but it's not dependent on it to do damage. The named squadrons should be able to take care of most any bombers that attempt to get close.

Have a store tournament this weekend, I'm debating this list and the carrier list I posted yesterday.

Suggestions appreciated!

Your squadrons feel a little hodgepodge, though. I feel like you're not well-focused on what exactly you want them to do, and as a result you're somewhat inefficient and bloated on points.

You have Soontir, who works well in conjunction with escorts, and Mauler who really needs then to stay dangerous--both directly so he doesn't get shot and indirectly because he's completely reliant on Dengar to enable his ability after the first round of combat.

But then your only escort is Vader, who, while a good escort, still only needs a maximum of five shots to die. After he's gone, you have several vulnerable lynchpins--Howlrunner, Dengar, Mauler are all pretty squishy. You have a very thin crispy coating with lots of soft gooey filling. A good opponent with a decent squadron complement could probably neuter it pretty quickly.

I'd suggest picking a direction you want to go, and leaning into it. Are you out to get alpha strikes? Howlrunner, Dengar, and a small contingent of TIE/ln or interceptors will do that well. For an alpha strike, though, you want to be going first, so you'll probably have to factor in a bid for first into your cost. You might instead go with the Dengar fortress, with a 2-3 advanced, Dengar, and Mauler--maybe throw in Soontir or replace an advanced with Vader. This ends up getting a little expensive, but with the upside that you're much less vulnerable to the alpha strike or to flak.

Edited by Ardaedhel