Imp 4-activation, no squadrons

By TTC, in Star Wars: Armada Fleet Builds

I usually play Rebels and I usually love squadrons. And I usually play slow, deliberate, plodding fleets, and I'm usually happy at 400 points going second with my objectives.

So here's something I want to try that's completely different.

ISD-II

-Motti

-Gunnery Team

ISD-I

GSD-1

-Demolisher

-Assault Proton Torpedoes

-Engine Techs

Raider-II

Advanced Gunnery

Fleet Ambush

Dangerous Territory

388 points since I need Player 1 to make GSD and Raider slashes work.

No squadrons. I plan to mitigate enemy squadrons by generally moving at high speed (3), a Raider slash can really hurt them, and both of my ISDs supporting each other can attrite enemy squadrons by the last few turns. I do know and respect what a nice squadron build can do.

Thoughts? Is there another way to run this list--any suggestions for a different loadout?

Personally I'd downgrade the ISD-I to a VSD-I and use the points to invest in a cheap fighter screen (Howlrunner with a handful of Ties say). I'm not convinced by Imperial fleets that go completely squadron-less. Raiders work well in support of squadrons, but can be quite easily picked off by a determined pack of rebels. And you only need a few Ties to hold up squadrons long enough for them not to be a problem.

I've been mobbed by Rebel fighters when I've taken little to no squadron support. Don't need to tell you that it's both frustrating (nothing worse than wasting shots on squadrons when you've got a capital ship in your sights) and surprisingly damaging.

This being said, I think the objectives work well with your choice of fleet. No harm in giving it a go! I just like to give myself flexibility - turning up with no squadrons makes dealing with a squadron-heavy build frustrating.

Personally I'd downgrade the ISD-I to a VSD-I and use the points to invest in a cheap fighter screen (Howlrunner with a handful of Ties say). I'm not convinced by Imperial fleets that go completely squadron-less. Raiders work well in support of squadrons, but can be quite easily picked off by a determined pack of rebels. And you only need a few Ties to hold up squadrons long enough for them not to be a problem.

I've been mobbed by Rebel fighters when I've taken little to no squadron support. Don't need to tell you that it's both frustrating (nothing worse than wasting shots on squadrons when you've got a capital ship in your sights) and surprisingly damaging.

This being said, I think the objectives work well with your choice of fleet. No harm in giving it a go! I just like to give myself flexibility - turning up with no squadrons makes dealing with a squadron-heavy build frustrating.

All of this makes perfect sense.

But now I have no excuse to go buy a second ISD... :)

I would at a minimum put ECM on the ISD II. My 2 ISD list I run 2 ISD IIs with some upgrades and a small Rhymer ball. My buddy runs his 2 ISDs similar to mine, but he runs a demolisher instead of a rhymed ball

Looks like fun to play. I ran a fleet of ISD-1, 2 x GSD, and a VSD-1, led by Vader. It is a blast to play, so much damage output. Your list here should work well, but might suggest:

- downgrading the ISD-1 to a VSD-1 is a good shout, then use the points for a token fighter/interceptor screen. The trick with TIEs is to keep them close to your ships rather than be tempted to fly near the enemy AA fire. 3 hull doesn't last long.

- put the Relentless title on your ISD. For 3 points, it is an absolute steal to reduce your command stack.

- I prefer the Raider-1 with ordnance experts to the 2. Two black AA dice, while short ranged, are absolutely devastating to enemy fighters (75% hit chance with the reroll). Also good for the hit and run.

- try it with Motti, then again with Vader. It encourages a much more aggressive play style (and black dice heavy fleet).

Welcome to the Imperial fleet! Let us know how you get on. :-)

If you want to keep your ISD go for it. But without fighter support I would recommend throwing on some "Quad Laser Turrets" as a deterent or having the Raider be equiped with the title card "Instigator" to prevent the fighters from being able to do anything. I have a friend of mine whos favorite tactic is to take the gladiator, attach some expanded launchers and ram his opponents ships with it instead of using tractor beams. If you wanted to save some points its always worth a shot.