Rip a newbie

By BadAsh1, in Star Wars: Armada Fleet Builds

I'm brand-spankin' new to Armada, played X-Wing for a while and now expanding. As in I've played a couple Armada games on Vassal and look forward to the first event at my nearby store. I wonder if folks have thoughts about this 2 SD build...400 points on the nose

http://armadawarlords.hivelabs.solutions/fleet_builder.php?faction=e

Imperial II-Class Star Destroyer (flag)

Admiral Motti

Relentless

Quad Laser Turrets

Engineering Captain

Advanced Projectors

Gunnery Team

Leading Shots

X17 Turbolasers

(this ship hangs back a bit and shoots from a distance, speed 1 primarily, keep Bossk for fighter defense)

Imperial I-Class Star Destroyer

Avenger

Quad Laser Turrets

Weapons Liason

Point-Defense Reroute

Ordinance Experts

Leading Shots

X17 Turbolasers

(this ship gets in close to get those black dice rolls, with 3 interceptors and IG88 for cover)

3 TIE Interceptors

IG88

Bossk

Advanced Gunnery

Contested Outpost

Superior Positions

I would try to get electronic countermeasures on both. You really can't afford to loose your brace to an accuracy roll with only two ships.

Only the ISD-II can take ECM but I agree it is almost mandatory.

Gunnery teams (particularly on a ISD-II) are also a must. With only 2 ships you need the extra front arc shot to soften up 3-6 ship enemy fleets or to engage a ship and squadrons in the same arc.

Point-Defense Reroute and Quad Laser turrets can go. Just spend the points on better fighters.

Relentless and Avenger are good. You may want to look up what Overload Pulse on the Relentless can do to a target when the Avenger shoots it later. :)

XI7s are perfect.

Leading shots is ok on a big ship but you probably don't need it and Ordnance experts on the same ship.

Fighters look good. With 4 squadron command value on an ISD you could swap 3 Tie-Int for 4 Tie fighters and let the rogues fend for themselves in the squadron phase or try and find a few more points for a 4th interceptor.

Only the ISD-II can take ECM but I agree it is almost mandatory.

Gunnery teams (particularly on a ISD-II) are also a must. With only 2 ships you need the extra front arc shot to soften up 3-6 ship enemy fleets or to engage a ship and squadrons in the same arc.

Point-Defense Reroute and Quad Laser turrets can go. Just spend the points on better fighters.

Relentless and Avenger are good. You may want to look up what Overload Pulse on the Relentless can do to a target when the Avenger shoots it later. :)

XI7s are perfect.

Leading shots is ok on a big ship but you probably don't need it and Ordnance experts on the same ship.

Fighters look good. With 4 squadron command value on an ISD you could swap 3 Tie-Int for 4 Tie fighters and let the rogues fend for themselves in the squadron phase or try and find a few more points for a 4th interceptor.

Thank you to both, very valuable and appreciated input. Any others?

Revised list, per your feedback so far...400 points on the nose

http://armadawarlords.hivelabs.solutions/view_list.php?token=16105

Imperial II-Class Star Destroyer (flag)

Admiral Motti

Relentless

Engineering Captain

Gunnery Team

Electronic Countermeasures

X17 Turbolasers

Leading Shots

(this ship hangs back a bit and shoots from a distance, speed 1 primarily, keep Bossk for fighter defense)

Imperial I-Class Star Destroyer

Avenger

Weapons Liason

Gunnery Team

X17 Turbolasers

Leading Shots

(this ship gets in close to get those black dice rolls, with 3 interceptors and IG88 for cover)

4 TIE Interceptors

IG88

Bossk

Advanced Gunnery

Contested Outpost

Superior Positions

  • What about switching to Intel Officer on both ISD's and switching to 2 TIE Fighter & 2 TIE Interceptor squadrons instead to make room?
Edited by BadAsh1