Jan/Rhymer Killer

By MandalorianMoose, in Star Wars: Armada Fleet Builds

So I don't particularly like squadrons, but the amount of Jan/Rhymer balls in my meta makes preparing for them a necessity. As such here is a list built to specifically target these assholes, let me know what you all think.

Fleet Summary Page (397 of 400 pts)

Faction: The Empire

Commander: Admiral Motti (24 pts)

Flagship: (145 pts)

Imperial II-Class Star Destroyer (120 pts)

Gunnery Team (7 pts)

Quad Laser Turrets (5 pts)

Electronic Counter Measures (7 pts)

XI7 Turbolasers (6 pts)

Fleet Ship 1: (83 pts)

Gladiator I-Class Star Destroyer (56 pts)

Demolisher (10 pts)

Ordnance Experts (4 pts)

Engine Techs (8 pts)

Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (83 pts)

Victory I-Class Star Destroyer (73 pts)

Flight Controllers (6 pts)

Boosted Comms (4 pts)

Squadrons (62 of 134 pts):

1x IG-2000 - IG-88 (21 pts)

1x Punishing One - Dengar (20 pts)

1x Darth Vader Tie Advanced Squadron (21 pts)


Also, I accidentally posted this into organized play, how do I delete a post?

I have a VERY similar build for the same reasons.

ISD II with XI7 and ECM

Glad I with Demolisher, Wulff, APT, Ordnance Exp, Egine Techs,

Glad I with APT and Ordnance Exp

2x Advanced

Soontir

IG-88

Vader

I don't hate your squadron build, but I don't think the Imperial Aces build is as good an investment as the Rebel counterpart. You're putting down an awful lot of points for not a lot of anti-squadron dice, at least relatively speaking. IG-88's not that good imo, because he doesn't hit hard enough to outright kill that Jan/Dengar/Rhymer you're using him to root out, but he also isn't tough enough to survive the return fire from the escorts and get a second kill shot off. I do think he would be good at softening up the lynchpin for a follow-up heavy anti-squadron shot out of a Raider or something, but I don't think that's really what you're after. Dengar's not great in and of himself, and with only 1 or 2 squadrons around him, he's not getting much out of the special that you're paying several points for--you can get intel from the vanilla Jumpmaster for far cheaper. Vader's a great hunter-killer, and will probably one-shot any non-named squadron he tangles with, but without strong support he's not likely to get you past Jan/Dengar/Rhymer's escorts before he dies, which means he can't do much to support IG-88 in getting the kill shot on the lynchpin you're after.

There are a couple of alternatives I'd suggest if you're not particularly interested in playing squadrons but need a defense, depending on what particular aspect of the squadron game you don't like or aren't interested in playing.

If you just don't like pushing them around at all, an anti-squadron Raider-I with OE and a title (either one) is not a bad way to shut them down, and gives you good flexibility in being able to threaten ships even if there are no squadrons on the board. You're probably looking to soften the squadrons up with the Raider, and then depend on your anti-squadron out of your regular ships to finish them off. You could run Instigator with OE for 10 points less than your current build, and do pretty well. It would also free up that VSD for a different role, or allow you another GSD or whatever you want.

If it's the coordination piece that you're not interested in playing, rogues are a decent option. You could run 4 Aggressors for 2 points more than your current build, and have a reasonable chance of slowing down a bomber wing. Similarly, this will allow you forego the carrier-built VSD, although don't underestimate the value of a well-timed squadron command even for Rogues , especially with Flight Controllers. They're also pretty flexible if you encounter no squadrons, with that black anti-ship die and r ogue .

If you just want to trade some points and get the squadrons out of the game, though, your best option might just be Howlrunner and 3-4 Interceptors. This is what I've been running on my ship-heavy Imp builds, and I'm liking it pretty well. It's a nice cheap way to shut down some squadrons quick. You'll probably lose them right back to a sizable squadron force, and they're not much use if there are no other squadrons on the board, but they do a fantastic job of just straight up clearing out squadrons--again, especially with Flight Controllers support. The downside is, they do really need squadron commands to be effective, because as good as they are for the alpha strike, they're even more susceptible to it.

Edited by Ardaedhel

Thanks for all the valuable input! I'll look into that, I like the idea of the 4 aggressors, I just need to find two more then haha.