1st imperial list attempt

By Ralgon, in Star Wars: Armada Fleet Builds

Ok, building on limited ships.... how does this list stack up?

Vsd 2

Tarkin

Wulff Yularen

Boosted comms

Overload pulse

Dominator

Gladiator 2

Gunnery team

Nav team

Expanded launchers

Demolisher

Gladiator 1

Nav team

Assualt concussion missiles

Insidious

Major rhymer

Tie bomber squadron x3

Tie fighter squadron x4

395 pnts

Not an easy list but it should have enough different threats going on to keep opponents off guard.

The glads and moff spam nav and stay agile, the vic switches between engineering to recover the title shield losses and activating the bombers (wulff suppling tokens to keep 4 activated) while the ties fly close support/squadron blocker duty

Edited by Ralgon

VSD is a bit pricy. You could get an ISD-I with boosted comms for that. With Tarkin handing out tokens you can get away without Wulff and I have never liked the Dominator upgrade for the points. Either take an ISD or keep it a cheap VSD-I with boosted comms and maybe flight controllers.

GSDs would be nice with engine techs. Doing an extra speed 1 move after your normal move gives a double Yaw value which is better than Nav Teams. Gunnery teams with black dice is difficult to get 2 targets in range. Drop them (maybe for Ordnance experts) and substitute ACMs or APTs for the expensive expanded launchers. You could drop GSD-II down to another GSD-I if desperate for points but I like the extra anti fighter dice.

Fighters look good. If Tarkin gives out squadron tokens to all ships you can move 6 for only one squadron command. You have 8 so substituting in Darth Vader for a pair of tie fighters or swapping 4 T-F for 3 T-I could help you keep the same punch for fewer activations. Swapping a pair of Tie-Bombers for a Firespray can do a similar thing if you have the rouges & villains pack. Admiral Chiraneau could dig your bombers out of being pinned or take a jumpmaster/Dengar.

Edited by Mad Cat