31st Pursuit Div. - Tarkin IGRR minimal fighters

By Indomitable, in Star Wars: Armada Fleet Builds

Imperial Navy

Oversector Outer 31st Pursuit Division

Commander: Grand Moff Tarkin

Objectives: Most Wanted, Hyperspace Assault, Superior Positions

TOTAL: 390/400

Ships: 358

Flagship: 172

Imperial-II Star Destroyer Inexorable - 120

Grand Moff Tarkin - 38

Gunnery Team - 7

ECM - 7

Ship 2: 81

Gladiator-II Star Destroyer Demolisher - 62

Demolisher - 10

Ordinance Team - 4

Advanced Proton Torpedoes - 5

Ship 3: 52

Raider-I Corvette Instigator - 44

Instigator - 4

Ordinance Team - 4

Ship 4: 53

Raider-II Corvette Marauder - 48

SW-7 Ion Cannons - 5

Squadrons: 32

TIE/ln Fighters x4 - 32

4 ships, 8 deployments, 10 point bid. General thought is to take 1st player and threaten lead/flank ship with both the Demolisher and ISD. Raider-2 to cover the flank/trail/AA, the Raider-1 to run between/along side Demolisher & ISD as AA/Trailer. TIEs to slow down bombers in conjunction with Instigator and fleet AA.

Plan is first player, but I'm not locked into that as I am considering throwing Relentless and XI-7 Turbolasers on the ISD bring me to 399 for that variant.

Went with Tarkin to "ozzel" with nav tokens and nav commands early to either stall or close rapidly, then engineer/concentrate fire token while engaged.

And the bonus is that seems to be a somewhat fluffy list, when you consider the composition, objectives, "play style".

Thoughts, comments, criticisms?

Swap the GLAD-II for a GLAD-I and add engine techs, then try to get a veteran captain or Wulff on it.

I hate Raider-IIs unless you are trying out the OL-Pulse and Avenger on the ISD combo. If you don't do this maybe take 2 vanilla raider-Is and look to replace Tie Fighters with Interceptors.

Have you considered Vader or Motti instead of Tarkin? Tarkin is good when all ships can store more than one token so you can load up early then benefit form replacements as you need them.

This list would really benefit from Ozzel over Tarkin.

Then drop the Glad down to a Glad -I.

With the 18 points freed from Tarkin and the six from the Glad, add Engine Techs to the Glad as MadCat suggests and add two more Tie squadrons.

Not a huge fan of the Raider II, but each to there own :-)

Running Tarkin because he adds flexibility, an he can do what Ozzel does (nav tokens + nav commands) plus CF & Engineering tokens while in combat, and I want to see if Tarkin is wasted on the low comand ships, plan is to be choosing tokens with high probability of use (I expect some waste, but even on command 3 ships you wind up with wasted sometimes anyway). Running GSD-2 because of the minimal squadrons, need to be able to throw out heavy AA if necessary.

Now for the engine techs, I have considered it but currently don't have the points. If i do switch admirals XI7s are going on the ISD and I would add engine techs.

Trying to play with more raiders, and specifically wanted to try the SW7 Raider 2. Can switch that out for another raider-1 with ordinance experts and the other title if the list largely works but the Raider-2 doesn't.

Thanks for the input.

Store Championship AAR:

First off the list, nearly identicle to my initial list, simply added Relentless to the ISD. And switched navigational objectives.

Imperial Navy

Oversector Outer 31st Pursuit Division

Commander: Grand Moff Tarkin

Objectives: Most Wanted, Hyperspace Assault, Minefields

TOTAL: 393/400

Ships: 361

Flagship: 172

Imperial-II Star Destroyer Relentless - 120

Grand Moff Tarkin - 38

Relentless - 3

Gunnery Team - 7

ECM - 7

Ship 2: 81

Gladiator-II Star Destroyer Demolisher - 62

Demolisher - 10

Ordinance Team - 4

Advanced Proton Torpedoes - 5

Ship 3: 52

Raider-I Corvette Instigator - 44

Instigator - 4

Ordinance Team - 4

Ship 4: 53

Raider-II Corvette Marauder - 48

SW-7 Ion Cannons - 5

Squadrons: 32

TIE/ln Fighters x4 - 32

Now to the actual report/review.

We had 10 players, 7 Imperial (ranging from triple ISD, Rhymer balls, and more balance 3-4 ship lists). The other 3 were rebels (Garm, Ackbar, and Rieken all made an appearance, all were 3-4 ships with healthy fighter components).

GAME 1:

VS Rebel (Rieken)

Assault Frigate w/ TRC, Neb-B Yavaris w/ TRC, TRCR90a w/ Rieken, Cr90b w/ sw7s. Fighter complement was Luke, Han, Dutch, 2 YT2400s, and a Hawk. (List is approximate)

I had low bid, and choose to go second. He choose minefields. Thought was to slow play and let him come to me by using my raiders as activation delay for the Demolisher and ISD.

Deployment, mines and obstacles one left half, fleets on right half.

Turns 1-2 everyone slowly advances, Yavaris winds up by itself on my left facing Demolisher, Insitigstor, and Relentless. However, he is flanking hard to my right with both CR90s and his Guppy vs my ISD and SW7 Raider. He stalls his Yavaris at speed 0 to stay out of Demolisher's "you die now range", good call, keeps it alive for an extra turn.

Turn 3 my AA and and I suppose my TIEs as well, unleashe ton of damage on his fighters. Instigator alone did 8-10 damage on that turn. Demolisher eats Yavaris after Yavaris renegades engines. All the other rebels are doing a number on the Relentless. My Raider-2 knocks out his mirror match of the CR90b, it's looking good. Reikens ability doesn't do anything of importance.

Turn 4, more AA fire brutalizes his fighters but none are dead yet. Bad news the imperial drops after it's activations. Han kills the ISD and Tarkin... Should have been look, but close enough. Negligable damage to remaining rebel ships.

Turn 5-6, half the remaining rebel squadrons die to AA, and I loose a Raider, can't remember which. And game closes out. Loss 3-7.

Thoughts: I should have started engineering sooner with the ISD, this lesson is implemented in games 2&3. TIEs did negligible damage but did somewhat hinder fighter movement, so mission successful. AA fire killed Dutch, both YTs, the Hawk was down to 1 health but fled my remaining TIE, and both Luke and Han were hurting. So AA was ok, not a resounding succes nor a failure.

GAME 2: to follow