Help Me Beat An Imperial Repair Fleet

By Bluewatcher, in Star Wars: Armada Fleet Builds

A local player has an imperial fleet that seems unbeatable (without getting behind it somehow):

Imperial I Star destroyer with Tarkin, Tractor beams.

3 Victory I Star destroyers with tractor beams

391 points, so he can choose to go first

The strategy is to spam Engineering Commands, with Tarkin giving out Engineering Tokens so he can repair 3 shields or 2 damage cards on each ship every turn, and to Tractor beam anything fast enough to get behind him. With 4 ship activations, he can hold back the Imperial until he can activate last in one turn, then first in the next turn, killing or crippling even a fresh opposing ship. Even with 2 Assault Frigate IIb's ganging up on a Victory, I couldn't kill the Victory because of the repairs.

I imagine a bomber build with carriers, or a swarm of 5 or 6 CR-90 Corvettes could beat him, but would those types of lists be viable in a Tournament?

There are a lot of CR90 spam lists right now. Dodonna with CR90As and Turbolaser Reroute Circuits, or a Rieekan list with CR90As and TRCs plus two titled MC30cs.

Could go with 2 guppy loaded with gunnery teams , intell officer, x17 amd ecm.

Two cr90s and max out with 6 y wings.

You have enoughy points to put a tractor beam on one of the guppies.

You have 7 placements. And you underxut him on points. With ackbar the plan is cr90s go fire 3 red out the side. Next one goes 3 more red. Guppies go. Tosses 3 y wings into the front arc of the 1st target. That 3 black. Then it shoots 5 red at 2 different targets. Second Guppy repeats. With 3 more y wings and 5 red.

If the second guppy has the tractor beam you can slow the target down. I assume all yhe ships are going speed 2.

So 1st cr90 maybe gets 2 dmg. Second gets the same 2 dmg. So either front shields gone. Or two exhausted redirect and 4 shield gone.

So say the ISD goes 6 engineer so 3 shields back. Y wing go 3 dmg he either butns his redirect or takes it on the nose. Front down to 1. Guppy goes figure it 5 red and blue. Avg 5 dmg. 1 redirect to side and last front shield. 3 goes throu. Second goes. 3 black from the last group of y wings. Say 3 dmg burns last redirect for three tokens gone. And two more dmg for 5 total. Guppy goes and ISD has no tokens but maybe contain. Next round y winga finish it off and move to nexy target which the guppies where hitting with the second volley.

http://armada.fabpsb.net/permalink.php?sq=r8o5w1d1t4r8o5w1g4d1t4r9r9r9r9r9r9r1c9r1 ]

r8o5w1d1t4r8o5w1g4d1t4r9r9r9r9r9r9r1c9r1

Run this and you should chew through his list with ease. Home one pretty much guarantees his ships will never get a brace and XI-7s make his redirects worthless. He may get tons of blacks at close range, but you should be able to drop at least 2 of his guys before they get into black range. Comes in at 391 points of pure death letting you fight him for initiative.

-MC-80 Assault with Ackbar, XI-7, Intel Agent, Engine Techs, ECM, Advanced Projectors, and Home One title

-2x Assault Frigates with Intel Agent, XI-7, ECM, & Gunnery Teams

Advanced gunnery, minefields, fleet ambush.

Edited by FNG tie pilot

A very effective Answer to Victory spam is Bwings and Yvaris with Doodona.

Due to his slow speed and lack of fighters you can just overload him with somthing crazy like 4 bwing, 4 y wings and Nym. Thats 18 dice coming in as 9 separate attacks. The Victorys are too slow to get away and doodona makes sure that all those crits are devastating.

If you want to make your list tournament viable then make it 4bwings, 4xwings and Jan. Still fully capable of eating the victories alive but also very able to defend itself against enemy fighters.

How about a 4 piece shrimp bucket? Mon Motha, Four M30's all APT,Redundant shields, ordnance crews, 2 with intell officer,one with foresight and antilles, the other with Admonition and Wally. Don't know if it would work, but I'd enjoy the hell out of it

Edited by Vogons

Run this and you should chew through his list with ease. Home one pretty much guarantees his ships will never get a brace and XI-7s make his redirects worthless. He may get tons of blacks at close range, but you should be able to drop at least 2 of his guys before they get into black range. Comes in at 391 points of pure death letting you fight him for initiative.

-MC-80 Assault with Ackbar, XI-7, Intel Agent, Engine Techs, ECM, Advanced Projectors, and Home One title

-2x Assault Frigates with Intel Agent, XI-7, ECM, & Gunnery Teams

Advanced gunnery, minefields, fleet ambush.

I like it!

I was also thinking a Bomber heavy list too. I have a Dodonna 3 AF-B list with 12 Y-wings that this "repair list" would just absolutely hate to face.

Run this and you should chew through his list with ease. Home one pretty much guarantees his ships will never get a brace and XI-7s make his redirects worthless. He may get tons of blacks at close range, but you should be able to drop at least 2 of his guys before they get into black range. Comes in at 391 points of pure death letting you fight him for initiative.

-MC-80 Assault with Ackbar, XI-7, Intel Agent, Engine Techs, ECM, Advanced Projectors, and Home One title

-2x Assault Frigates with Intel Agent, XI-7, ECM, & Gunnery Teams

Advanced gunnery, minefields, fleet ambush.

I like it!

Used this to win my local store champs. It's pretty nasty against capital ships, but has severe issues against fighters/ Rhymer ball builds. Fleet ambush doesn't help this weakness at all, but usually the plan is to nuke whatever capital ships they deployed close to me then run away. I lucked out at store champs since my first 2 opponents had no fighters at all and my 3rd opponent had only handful of xwings.

Bombers, lots and lots of bombers. Kill Tarkin, kill the fleet.

Just spam those bombers and keep your ships at range. He will quickly learn to take a fighter shield, start using squadron commands, and then his plan fails.

If you never take squadron heavy against a regular opponent, they will get complacent and not defend against it.

Yavaris and B-Wings (H6s work as well) are insanely good at destroying Victories. Independence is a great tool for getting the B-Wings in position. I've taken an Independence, Yavaris, and Salvation build to multiple tournaments now supported by 4x B-Wings, Jan, and a mix of fighters (either Wedge and Dutch or 3 X-Wings). I've won a Vassal tournament and a Store Championship with it. The Store Championship, in particular, was a fairly fledgling community that was still somewhat stuck in the wave one 'squadrons suck' mentality. It was a turkey shoot for me. If your opponent is not using squadrons, make them pay for it dearly.