Imperial Dilemma

By TheEasternKing, in Star Wars: Armada Fleet Builds

I have been playing a 2 Gladiator 3 Raider fleet build, and while it is a good fleet, and I have had great success with it at tournaments I am getting a bit bored running it, and want to try a different variation to see if they can work just as well.

So I have 3 fleet builds, all slightly different, with the same 5 ship build, one of the additional reasons to change it up, was my current choice build struggles with a Rieekan + lots of Rebel Aces.

Onto to the choices :

Fleet One :

VSD I : Admiral Screed : Slaved Turrets : APT

VSD I : Slaved Turrets : APT

GSD I : Ordnance Experts : Engine Techs : ACM : Demolisher

Raider I : Ordnance Experts : APT

Raider I : Ordnance Experts : APT

385pts (Precision Strike / Fire Lanes / Superior Positions)

The idea here to use the VSD's to give long range fire support, the usual build is very lacking in this area, everything happens at close range, so two VSD's with Slaved Turrets can add a decent amount of firepower at a distance. (the APT's were added to the VSD's to get the points to 385, wasn't expecting much from them.)

Fleet Two :

ISD II : Admiral Screed : Captain Needa : ECM : Overload Pulse : XX-9 Turbolasers : Avenger

Raider I : Ordnance Experts : APT

Raider I : Ordnance Experts : APT

Raider I : Ordnance Experts : APT

Raider I : Ordnance Experts : APT

385pts (Advanced Gunnery / Fire Lanes / Superior Positions)

This was a can Avenger/OLP work idea, low bid, and 5 ship activations should allow me to position the ISD II to double arc, triggering its own OLP with the side arc, then unloading the front arc, I never liked the idea of using two ships to try and set up the double tap, previous experience with AG and an ISD II as player one has shown me its not difficult to get the double arc set up, that being said even 8 dice with no def tokens is going to struggle to kill a full health MC80/ISD.

Fleet Three :

Raider I : Admiral Screed : Ordnance Experts : APT

Raider I : Ordnance Experts : APT

Raider I : Ordnance Experts : APT

GSD I : Ordnance Experts : Engine Techs : APT : Demolisher

ISD I : X-17 Turbolasers : Relentless

387pts ( Precision Strike / Fire Lanes / Superior Positions)

Adding a ISD I to have something than can live through a round of 3 double firing Rebel Aces, basically using the ISD I to power into the squadrons, take the hits, and murder Yavaris, I struggled against Rieekan (MC80-Independance-Raymus/Yavaris/Tantive4 with Luke/Wedge/Dutch/Keyan/Jan/2xB-Wing) in my 2nd to last tournament, they had enough damage output to kill any of my ships fairly easily, so I figured adding a large ship would negate this, and allow me to get through the screen of Aces.

Any and all thoughts/ideas/feedback would be greatly appreciated.

hi mate

I'll comment on fleet 2 first as thats the fleet that stood out more to me. I'm of the feeling that having ordnance experts and screed in the same fleet is overkill. I'm a bit of a gambler i suppose but personally i'd drop screed for ozzel in this fleet. Reason for that is you can drop down from speed 4 - 2 and go straight onto your double click turns. I'm not very good at flying raiders currently so from a personnel perspective that would be a wise move.

Fleet 1

I like this fleet also only thing i'd change is the admiral to Motti again due to screed and ordnance experts being bit OTT in my opinion

Otherwise I like the look of your fleets a lot and will be trying these out myself. :)

hi mate

I'll comment on fleet 2 first as thats the fleet that stood out more to me. I'm of the feeling that having ordnance experts and screed in the same fleet is overkill. I'm a bit of a gambler i suppose but personally i'd drop screed for ozzel in this fleet. Reason for that is you can drop down from speed 4 - 2 and go straight onto your double click turns. I'm not very good at flying raiders currently so from a personnel perspective that would be a wise move.

Fleet 1

I like this fleet also only thing i'd change is the admiral to Motti again due to screed and ordnance experts being bit OTT in my opinion

Otherwise I like the look of your fleets a lot and will be trying these out myself. :)

Hi Ma22a,

Thanks for the feedback, the thing with the Ordnance Experts is the Raiders get 2 black AA dice, and can reroll them with the OE, having no squadrons these things are the only way of dealing with enemy squadrons, plus having the ability to aggressively reroll to fish for crits, especially as I try to double arc as much as possible, and Screed can only give one of the two shots his mojo.

That being said, I really do want to try Ozzel out one day, so I might drop him in just for a try out, same with Motti, not sure a bonus 1 HP for the small ships is worth ditching Screed for, playing the 2 Glad, 3 Raider fleet has taught me you can never have to many ways to get crits when you need them lol.

Hope you have some fun trying them out.

hi mate

I'll comment on fleet 2 first as thats the fleet that stood out more to me. I'm of the feeling that having ordnance experts and screed in the same fleet is overkill. I'm a bit of a gambler i suppose but personally i'd drop screed for ozzel in this fleet. Reason for that is you can drop down from speed 4 - 2 and go straight onto your double click turns. I'm not very good at flying raiders currently so from a personnel perspective that would be a wise move.

Fleet 1

I like this fleet also only thing i'd change is the admiral to Motti again due to screed and ordnance experts being bit OTT in my opinion

Otherwise I like the look of your fleets a lot and will be trying these out myself. :)

Hi Ma22a,

Thanks for the feedback, the thing with the Ordnance Experts is the Raiders get 2 black AA dice, and can reroll them with the OE, having no squadrons these things are the only way of dealing with enemy squadrons, plus having the ability to aggressively reroll to fish for crits, especially as I try to double arc as much as possible, and Screed can only give one of the two shots his mojo.

That being said, I really do want to try Ozzel out one day, so I might drop him in just for a try out, same with Motti, not sure a bonus 1 HP for the small ships is worth ditching Screed for, playing the 2 Glad, 3 Raider fleet has taught me you can never have to many ways to get crits when you need them lol.

Hope you have some fun trying them out.

Yes your right I totally forgot about the squadron element though ordanace experts covers you on that so Screed is still not really needed IMO. I was on about removing Screed not OE just to clarify. You are totally correct in fishing for the crits etc its the side arc on the radier that needs the most help in that department having on 1 black so i can understand wanting OE AND Screed.

But is that worth 26 points ?? For only 2 of the ships in your fleet ? The glad would have to be super super unlucky not to get a crit with the amount of blacks it throws out with OE included. Your not too fussed about the Vic's getting into black range as you said (btw i would drop the apt's and swap in intel officer on the vics that would make the red dice meaner) so it boils down to the 2 raiders and the weak side arc.

Is 26 points worth it ???

Motti won't mean much on the raiders granted but putting 2 more hull on the vics is nice plus 1 more on Demo isn't a bad shout either.

My changes to FLEET ONE

Faction: Galactic Empire

Points: 385/400

Commander: Admiral Motti

Assault Objective: Precision Strike

Defense Objective: Hyperspace Assault

Navigation Objective: Superior Positions

Victory I-Class Star Destroyer (73 points)

- Intel Officer ( 7 points)

- Slaved Turrets ( 6 points)

[ flagship ] Victory I-Class Star Destroyer (73 points)

- Admiral Motti ( 24 points)

- Intel Officer ( 7 points)

- Slaved Turrets ( 6 points)

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Assault Proton Torpedoes ( 5 points)

Raider-I Class Corvette (44 points)

- Ordnance Experts ( 4 points)

- Assault Proton Torpedoes ( 5 points)

Raider-I Class Corvette (44 points)

- Ordnance Experts ( 4 points)

- Assault Proton Torpedoes ( 5 points)

Edited by Ma22a

Also more i'm looking at FLEET 2 more l'm liking it.

Its made me realise that i've fallen into lazy habits as a player. Pick ISD II put gunnary team on it..... forget side arcs. :huh:

It had never occurred to me to use Screed with side arc blue to tripper OLP... then smash it with the front arc. Thanks for enlightening me there :)

My only concern at the moment is I can't fly raiders to save my life lol ........... better get practising

You've got me thinking here now mind lol

Faction: Galactic Empire
Points: 384/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Intel Officer ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- Overload Pulse ( 8 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

ok its a 4 ship list which might not be your thing, but I feel losing 2 raiders for Demo is a good swap. Putting a tractor beam on the ISD just throws a little chaos into your enemy's movement plans which is always good. Intel officers added to again add some more weight to the attacks and Instigator just to help the anti fighters side of things a bit more, though it was really to just spend some points as i was left with 20 point bid lol.....

**** this got you all fired up huh? :)

Ok let me reply to your posts,

I like the proposed changes to Fleet One, I think I will defo give that one a try out as it is now.

Fleet Two :

Yeah, 4 ships....is where I started with my all ship builds back at the start of wave 2, then I went to a tournament and all 3 of my opponents had 5 ships :( made it really hard to make the fleet work as they all had 2 ships to activate after mine, so I changed it to a 5 ship build to make it so at most if they have 5, it's only one activation.

Not sure why you want an Intel Officer on the ISD II, the idea is they cannot use Def Tokens with the OLP/Avenger double tap, I had Needa, so the ship could evade the dirty 2 hit TRC dice I always seem to come up against facing Rebels.

So if we drop Intel Officer (7) Tractor Beams (6) Instigator (4), then upgrade the Raiders to ACM (2/2) and put Intel Officers on each Raider (7/7) takes us up to 385pts (-17pts then add 18pts) Would give them Raiders a real punch.

Yeah it did get me fired up somewhat lol i've had a few slow days so this debate really got me thinking. :)

**** this got you all fired up huh? :)

Ok let me reply to your posts,

I like the proposed changes to Fleet One, I think I will defo give that one a try out as it is now.

Fleet Two :

Yeah, 4 ships....is where I started with my all ship builds back at the start of wave 2, then I went to a tournament and all 3 of my opponents had 5 ships :( made it really hard to make the fleet work as they all had 2 ships to activate after mine, so I changed it to a 5 ship build to make it so at most if they have 5, it's only one activation.

Not sure why you want an Intel Officer on the ISD II, the idea is they cannot use Def Tokens with the OLP/Avenger double tap, I had Needa, so the ship could evade the dirty 2 hit TRC dice I always seem to come up against facing Rebels.

So if we drop Intel Officer (7) Tractor Beams (6) Instigator (4), then upgrade the Raiders to ACM (2/2) and put Intel Officers on each Raider (7/7) takes us up to 385pts (-17pts then add 18pts) Would give them Raiders a real punch.

i was thinking intel on the isd for the side arc really just to make it nastier but you have a really good point the side arc is there just to get the blue crit and turn those defense tokens over. its not really about damage output from the side arc. Thats what the front arc is for... so yeah i was missing the point again lol

swapping out the raiders like you suggest is a good shout indeed, my only hiccup is still that raiders are just so paper thin putting lots of upgrades on them just seems to me to feed easy points to your opponent. But I know i can't fly them too well hence my concerns lol

I tried the 5 ship IDS 4 raiders and the ISD Demo 2 raiders lists last night.

Very fun to play. 5-5 and a 7-3 (win) for each fleet. I felt the 4 ships list had more hitting power than the 5 due to Demo.

Will be playing both lists again for sure.

I tried the 5 ship IDS 4 raiders and the ISD Demo 2 raiders lists last night.

Very fun to play. 5-5 and a 7-3 (win) for each fleet. I felt the 4 ships list had more hitting power than the 5 due to Demo.

Will be playing both lists again for sure.

How did OLP/Avenger work out?

Glad they were fun to play, I've not managed to get a game in yet, hoping too next week.

I tried the 5 ship IDS 4 raiders and the ISD Demo 2 raiders lists last night.

Very fun to play. 5-5 and a 7-3 (win) for each fleet. I felt the 4 ships list had more hitting power than the 5 due to Demo.

Will be playing both lists again for sure.

How did OLP/Avenger work out?

Glad they were fun to play, I've not managed to get a game in yet, hoping too next week.

Not as well as i'd of liked its was quite tricky to get a double arc shot on a raider or glad at times but against my opponents ISD it caused havoc. LOTs of potential on that setup!!