400 points Vader IGR - need insight !

By MoffZen, in Star Wars: Armada Fleet Builds

Hello guys !

So,I'm preparing for the Store Champs and I would like your feedback on a Vader build I'm working on :)

1) Flagship : Imperial-I Class SD

- Darth Vader

- Devastator

- Phylon-Q7

- Flight Controllers

- Heavy Turbolaser Turrets

Manages :

- TIE Advanced

- Mauler Mithel

- TIE Fighter

- TIE FIghter

2) Gladiator-I Class SD

- Expanded launchers

Manages :

TIE Advanced

TIE Interceptor

3) Raider-I Class Corvette

- Admiral Monteferrat

Manages : TIE Interceptor

4) Boba Fett

395 points

Objectives :

- Most Wanted

- Hyperspace Assault

- Minefields

C&C welcome !

What about getting Intel officer on board the Devastator? That way you can get rid of the contain and/or one redirect early so you get more dice quicker.

I think i'd drop the Tractor beams for this.

What about getting Intel officer on board the Devastator? That way you can get rid of the contain and/or one redirect early so you get more dice quicker.

I think i'd drop the Tractor beams for this.

Makes sense, I always forget the the IO works this way. Considering last game with the Devastator I did get the crit that prevented me from spending exhausted defense tokens, that would seriously mitigate things !

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I made an alternative variant of the list last night, how do you think it compares to the one I threw in the OP ?

1) Flagship : Imperial-I class SD

- Darth Vader

- Expanded Hangar Bays

- Phylon Q7

- Heavy Turbos

- Flight Controllers

Manages :

- TIE Advanced

- TIE Advanced

- Howlrunner

- TIE Interceptor

- TIE Interceptor

(The TIE A are here to give a bit more heft to the screen as well as some extra reliability when shooting at ships with 75% hit chance. Besides, with FC they'll be throwing 4 dice AS and I can send them in prior to Howlrunner to get the Swarm on her. Each squadron activation throws 24 blue AS dice with 3 Swarms rerolls, so it's not insignificant ! Was eventually thinking of removing the TIE I for more TIE F and save points for other stuff).

2) Gladiator-II class SD

- Ruthless Strategists

Manages :

- TIE Bomber

- TIE Bomber

(That's an off carrier to add more black anti-ship, really played like a close range Neb B, to cover the Bombers on the approach then aim for the double arc)

3) Raider-I class Corvette

- Admiral Montferrat

- Ordnance Expert

Manages (sometimes) :

- Boba Fett

(General support ship that can use the 2 black AS to cover the fighters/bombers. I chose to have it manage Boba Fett so it can choose on the fly whether or not to use squadron commands to activate it, or spam Nav with relative safety without losing Boba's activations).

Same objectives

Thanks !

I like it better to the one in the OP. I prefer the ISD being used more as an armed carrier rather than a sort of half/half with the Devastator title.

You are at 394 points. hmmm... Are you making a serious initiative bid? Because I feel like the Gladiator could do with something like APT.

Your squadrons are better suited to the list this time. I vastly prefer Interceptors to normal Ties, especially if you only have a few Ties.

If you are going to use the Raider as an ASS I think you could use "Impetuous" or "Instigator" title on it maybe? :)

Second list is stronger.

I think you have the anti squadron role more than adequately covered.

ISD: I would drop the Q7 Tractors for an Intel Officer to make the big volleys remove the brace token or suffer badly. It would be nice to add Boosted Comms here.

GSD: Not the best use for a Gladiator. The GSD-II over the GHLAD-I isn't really needed if you are winning the fighter battle and I think you will. Ruthless strategist can also go. Gladiators are designed to get in close and plaster ships so go for APTs and Engine techs if possible. Demolisher is such a good upgrade as to be almost mandatory for your first Glad.

Raider: With Darth giving rerolls you can drop Ordnance experts. Keep them cheap.

Fighters: If you have the model then swapping 2 tie bombers for a Firespray will free up the GSD-s commands. Dropping Bobba to another Firespray would also save you a few points.

Thanks for the comments guys !

I really don't want to use Demolisher. It's a good upgrade no doubt about that. But everybody uses it and it's starting to be a bit annoying :P Plus, I really don't like the idea of "must haves" in a fleet. The idea was Ruthless Strategists was to have the 2 TIE B as a bit of a bait for the enemy fighter force, covered by the Glad's 2 Blue dice AA (+ Boba Fett). If they are intercepted, then I can throw the big rolls and add damage :)

I've also played Neb Bs sufficiently succesfully to know that this can work :)

I didn't think Boosted Comms would be necessary because I'd keep the fighters on trajectory with the ship.

Agreed about the Devastator, speaking of which, I've done a new version with some medium tweaks :

1) Flagship : Imperial-II class SD

- Vader

- Needa

- Advanced Projectors

- Phylon Q7

- Flight Controllers

Manages :

- TIE A

- TIE A

- TIE I

- TIE I

2) Gladiator-II class SD

- Ruthless Strategists

Manages :

- TIE B

- TIE B

3) Raider-II class Corvette

- Montferrat

- Ion Cannon Batteries (to mess with the tokens or strip up one extra shields, always good !)

Manages (sometimes) :

- Boba Fett

For 8 more points Ion Cannon Batteries could be swapped for overload pulse and add "Avenger" to the ISD.

Doesn't work every game but it can really hurt.