Upcoming Tournament (Imperial Fleet)

By TheEasternKing, in Star Wars: Armada Fleet Builds

So I have picked the following fleet, and would appreciate feedback on any possible changes.

Imperial Fleet : 390pts

Imperial II (171pts)

Admiral Motti

Wulff Yularen

Flight Controllers

Boosted Comms

ECM

Relentless

Gladiator I (85pts)

Ordnance experts

Engine Techs

ACM

Demolisher

Raider I (48pts)

Ordnance Experts

Squadrons : (86/134pts)

Darth Vader 21pts

Dengar 20pts

Mauler Mithel 15pts

Soontir Fell 18pts

Tie Advanced 12pts

Defense : Hyperspace Assault

Navigation : Superior Positions

Assault : Advanced Gunnery

Edited to add :

My original build was :

Imperial Fleet (399pts)

Imperial I (155pts)

Admiral Ozzel

Wulff Yularen

Flight Controllers

Boosted Comms

Expanded Hangar Bays

Relentless

Gladiator I (85pts)

Ordnance Experts

Engine Techs

ACM

Demolisher

Raider I (48pts)

Ordnance Experts

Squadrons : (111/134pts)

Darth Vader 21pts

Major Rhymer 16pts

Dengar 20pts

Mauler Mithel 15pts

Soontir Fel 18pts

IG-88 21pts

Defense : Contested Outpost.

Navigation : Superior Positions.

Assault : Most Wanted.

Fleet one gets me ECM and more health, and a good chance at the winning Initiative, at the cost of some bite in the squadron department.

Thoughts anyone?

Edited by TheEasternKing

I have next to zero experience but looks good to me!!! Question, do you have an Intel officer for your demolisher perhaps?? I think what you would be hoping to do is triple tap with demolisher using the Intel officer to threaten his brace, if he doesn't discard it he is taking a ton... if he does you can hopefully follow up with isd... yikes

I like this list a lot. My only tweak would be to think about Gunnery Teams instead of FCs on the ISD 2. They have such a good front shot range it is nice to shoot at two ships from it.

I think if you go first this list will do well.

I like this list a lot. My only tweak would be to think about Gunnery Teams instead of FCs on the ISD 2. They have such a good front shot range it is nice to shoot at two ships from it.

I think if you go first this list will do well.

Yeah it is a real tough choice, shooting twice is nice, I was kinda hoping the FC's would allow the minimal Imperial Aces (only 5 of them) to rapidly chew through what ever squadrons they come up against, as always it is a double edged sword, against squadron heavy, that FC will earn its points back big time, against squadron lite, it will be redundant.

I am going to get a game in tomorrow I think, I'll try it FC first, then switch it to GT.

Worth trying to drop points for a guaranteed first player?

Edited by TheEasternKing

I have next to zero experience but looks good to me!!! Question, do you have an Intel officer for your demolisher perhaps?? I think what you would be hoping to do is triple tap with demolisher using the Intel officer to threaten his brace, if he doesn't discard it he is taking a ton... if he does you can hopefully follow up with isd... yikes

I do have access to Intel Officers, yes. I ran this ship last tournament with the above build + Intel Officer, and you are right, for that double tap it was effective in getting rid of brace, unfortunately I do not know where I can shave the points and still have a good chance of getting player one.

I would strongly favor the top list. I tend to get more use out of Motti than out of Ozzel. But I would suggest you consider expanded launchers on your raider in exchange for 1 tie advanced. I'm having a lot of luck with expanded launchers on a raider. It's 2 blue and 4 black on a front shot, which is extremely nasty, especially with ordnance experts.

I played against an Ackbar led fleet, MC80 AC, 3x CR90 A, Dash, Jan, Tcyho, A-wing x1. (I used my fleet one build.)

It ended a 10-0 win for me, my squadron composition made a real mess of the 4 enemy squadrons, killing them all inside 2 rounds, by the start of end of round 5 I'd managed to kill the MC80, and 2 of the CR90 A's, and I'd only taken shield damage on my ISD II (lost all of them, but no hull damage.)

I was player one, and went with my opponents minefields, which he spread out in a large area, it of course constrained deployment, and subsequent movement, but not terribly so.

All in all it worked well, and the only use I would have gotten from Gunnery teams would have been firing at squadrons from the same hull zone, and I had no real need to do so, as my squadrons were tearing them apart just fine.

Edited by TheEasternKing