Bombers Always Get Through

By SisterJoey, in Star Wars: Armada Fleet Builds

Here is my obligatory "Critique this list, plz!" posting. 399/400 points Imperial list

Imperial II Class Star Destroyer

Admiral Screed

Gunnery Team

XX-9 Turbolaser

SW-7 Ion Batteries

Imperial I Class Star Destroyer

Admiral Chiraneau

Gunnery Team

Expanded Hangar Bay

Overload Pulse

Avenger

Squadrons:

Major Rhymer

3 X TIE Bomber

Howlrunner

4 X TIE Fighter

Objectives:

Precision Strike

Intel Sweep

Fleet Ambush

Cunning plan: use the Imp. I as the carrier. Chiraneau means that the bombers aren't locked down and can slip past fighters to deliver an attack. The II uses its OLP to shut down the defense tokens, and the SD II hangs back and hits at longer range. Focus on one ship and Screed can guarantee a shut down of the defense tokens with OLP and dealing two face up damage with the XX-9.

When OLP is on the Avenger, you need to realise that OLP triggers after the defense tokens have been spent.

Which means, on the Avenger, you need to double-arc an opponent, by shooting the Side arc first , and then following up with the main (front) arc.

If this is your objective, then you may want to consider dropping the Gunnery Team for something else - as you won't be intending on shooting at two ships at a time.

Shifting the OLP to the Second ISD-II makes it easier , and allows you to trigger OLP/Avenger combo against two ships as a possibility - but also telegraphs that you will be almost always activating that ISD-II before Avenger...

Back to the drawing board...

When OLP is on the Avenger, you need to realise that OLP triggers after the defense tokens have been spent.

Which means, on the Avenger, you need to double-arc an opponent, by shooting the Side arc first , and then following up with the main (front) arc.

If this is your objective, then you may want to consider dropping the Gunnery Team for something else - as you won't be intending on shooting at two ships at a time.

Shifting the OLP to the Second ISD-II makes it easier , and allows you to trigger OLP/Avenger combo against two ships as a possibility - but also telegraphs that you will be almost always activating that ISD-II before Avenger...

Edited by Ralgon

Oh man, this conversation made me really want to put OLP on Paragon to go with my Defiance. Its not like its not really obvious which order I want to activate anyway.

WHY oh WHY can assault frigates not take OLP!

New fleet, changes are in brackets.

Imperial II Class Star Destroyer

Admiral Screed

[Overload Pulse]

[XI7 Turbolasers]

Imperial I Class Star Destroyer

Admiral Chiraneau

[Flight Controlers]

Expanded Hangar Bay

[sW-7 Ion Batteries]

[XX-9 Turbolasers]

Avenger

Squadrons:

Major Rhymer

3 X TIE Bomber

Howlrunner

4 X TIE Fighter

Objectives:

Precision Strike

Intel Sweep

Fleet Ambush

This should allow the one-two punch of the II-I combo hit a little better. The Flight Controlers taken instead of Gunnery Team is there since my regular opponent loves the 8 A-Wing squadron list.

Predictable, but if focused on a single ship per turn, it can be brutal.

Edited by SisterJoey

I'd swap the SW-7s for Leading Shots on the Avenger . SW-7s will max out at two additional damage, and that's only if you roll two Accuracies (so about a 13% chance if my math is correct). Leading Shots gives you the opportunity to aggressively re-roll your black dice (i.e. re-roll anything that's not a Hit/Crit) and re-roll any blank/Accuracy Red Dice (and also that second blue Accuracy, on the off chance you roll it). Then you can sac a die to flip one of your black dice to a Hit/Crit. You should be handing out an average 8/9 damage that your opponent cannot stop. And having that OLP on the ISD-II with four blue dice gives you a decent chance of rolling at least one blue Crit, but you always have Screed to make sure it happens.

And while I love TIE Fighters for fluff, they just don't have the hitting or staying power to really impress me. Yes, Howlrunner gives them an additional die and they have a Swarm re-roll, but they only have three hull. And without an Escort ship, Howlrunner is going to be the first to die. TIE Interceptors have one more die on the attack with the same re-roll and they get Counter (which Howlrunner would buff up to three).

I'd recommend dropping Chiraneau and adding a Jumpmaster or Dengar. Also add in at least one TIE Advanced to keep said Intel ship alive, and also Howlrunner if you still decide to take her.

A nice combo when doing the "OL/Pulse then Avenger" trick is to swap out XI7s for Heavy Turbolaser Turrets.

When you use OL/Pulse the enemy know what's coming so they tend to use up all their defence tokens they can knowing they will all turn red anyway - and then avenger will ignore them for its next volley.

With Heavy Turbolaser Turrets on the non Avenger ISD you stop them doing that or at least make the Brace remove only 1 point of damage.