Ozzel and the Black Dice

By Sanguinary Dan, in Star Wars: Armada Fleet Builds

I'm thinking I should learn how to use Demolisher. My biggest hurdle is that I keep expecting it to act like a cruiser, not a destroyer. Which is to say I expect it last past the first exchange of fire every time. But stuck in at black range that just isn't going to happen is it?

Let me know what I've got right, what I should swap or drop, etc.. Thanks!

Faction: Galactic Empire

Points: 388/400

Commander: Admiral Ozzel

Assault Objective: Precision Strike

Defense Objective: Fire Lanes

Navigation Objective: Minefields

[ flagship ] Imperial I-Class Star Destroyer (110 points)

- Admiral Ozzel ( 20 points)

- Relentless ( 3 points)

- Flight Controllers ( 6 points)

- Boosted Comms ( 4 points)

- XI7 Turbolasers ( 6 points)

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Rapid Reload ( 8 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)

1 "Howlrunner" ( 16 points)

1 "Mauler" Mithel ( 15 points)

2 TIE Fighter Squadrons ( 16 points)

Fleet created with Armada Warlords

I would definitely swap out the Rapid Reload for more Assault Proton Torpedoes. It saves you some points as well.

I would also give some consideration to swapping out your TIE aces for more generic TIEs. 6 TIE Fighters are 3 deployments worth of delay and they mean your Flight Controllers on the ISD will get consistent use as some of your TIEs die off.

Finally, I'd consider Avenger instead of Relentless on the ISD. You'll want to activate Demolisher first when it's set up to attack and activating the Avenger afterwards can set up some tough defense token decisions for your opponent.

In terms of objectives, I'd drop Fire Lanes and consider Hyperspace Assault (for the Demolisher). Your ships are short-ranged and can't camp those objective targets for long like Fire Lanes wants you to. I'd also strongly reconsider Minefields, as your fast short-ranged ships can blunder into your own mines. Superior Positions or Dangerous Territory would get my vote in this type of fleet.

Sadly the Raiders are using my only pair of APT cards. Will ACM do, or should I stick with the extra dice?

I really like the buffs and survival ability of the aces. Will an extra deployment really mean that much?

I'll look at Avenger. Relentless makes me comfortable that I can recover from a poor choice quickly so it's a bit of a crutch. ;)

I'll swap the objectives.

Well the thing is, with any list, you either want to use X17s and APT's to surgically bypass the shields, or use ACM's to just destroy the shields all around. The choice is mainly dependant on how you intend to fly.

Having said that, ACM or expanded launchers on the demolisher would be fine. Dont really like rapid reload as you dont want to double side arc.

Sadly the Raiders are using my only pair of APT cards. Will ACM do, or should I stick with the extra dice?

I really like the buffs and survival ability of the aces. Will an extra deployment really mean that much?

I'll look at Avenger. Relentless makes me comfortable that I can recover from a poor choice quickly so it's a bit of a crutch. ;)

I'll swap the objectives.

I strongly recommend sticking to either ACMs or APTs for all of your crit-dependent upgrades. With Ozzel your odds of triggering crits on the Raiders aren't great so you might be able to skimp there if you like. If not, then use whatever you've got 3 of would be my advice.

Extra deployment can mean that much, as it forces your opponent to tip their hand earlier than they'd like. I also find that generic TIEs like to die so having a few extra helps keep the points you spent on squadron upgrades (Flight Controllers, Boosted Comms) relevant as you take casualties. Ideally, you'd be able to bring Howlrunner and 5ish other TIEs in a game like this, but you're trying to get the bid. I've done fine at 400 points with only 4 TIE squadrons but I was running 5 ships and a 17 point bid, so your mileage may vary.

I like Relentless, but Avenger at the right time can be clutch. No need to feel bad about Relentless, I throw it on ISDs when I've got 3 points to spare and I'm not concerned about bidding for first player.

Well the thing is, with any list, you either want to use X17s and APT's to surgically bypass the shields, or use ACM's to just destroy the shields all around. The choice is mainly dependant on how you intend to fly.

Having said that, ACM or expanded launchers on the demolisher would be fine. Dont really like rapid reload as you dont want to double side arc.

Pretty much this, yes. Expanded Launchers would do fine on the Raiders as well, but they get to be expensive when set up that way, so be careful with them.

Can I afford the extra points for Expanded Launchers on Demolisher and still have a decent initiative bid?

Edit: I could drop Howl or Mauler for another basic TIE/LN to keep the bid stronger.

Edited by Sanguinary Dan

Can I afford the extra points for Expanded Launchers on Demolisher and still have a decent initiative bid?

Edit: I could drop Howl or Mauler for another basic TIE/LN to keep the bid stronger.

Unless you swap an ace out for a TIE, probably not. If you really want to go first, your initiative bid should be 10+ points.

You could probably also drop the APTs from the Raiders. Two rerollable black dice is not great at proccing crits without Screed around as backup. If you did that, you could include the APTs on the Demolisher instead and use the extra points towards other upgrades or more TIEs.

So I need to drop an Ace and Raider APTs, give Demolisher Expanded Launchers and APTs then add another basic TIE?

I'll have to crunch the numbers on that and see where it leaves me.

So I need to drop an Ace and Raider APTs, give Demolisher Expanded Launchers and APTs then add another basic TIE?

I'll have to crunch the numbers on that and see where it leaves me.

Demolisher cannot take both Expanded Launchers and APTs, mind you.

I think APTs are superior unless you're building it to be a Clonisher with an Intel Officer. The Expanded Launchers do enough damage in one salvo to make the Intel Officer more appealing as an accompaniment, but it gets expensive. With APTs you can trigger them twice a turn if you double-arc which is pretty easy to do with Engine Techs helping you out.

As I said before, Expanded Launchers are legit on Raiders as well, but it makes them pretty expensive. I run my Raider-Is with only Ordnance Experts and they do just fine being cheap and cheerful little baby space daggers.

Sounds pretty good to me. I'll give it a try next Wednesday.

Yes, I'm one of the sad buggers who only gets one day a week of gaming. :(

I am going to throw something your way. Contemplate putting Wulf on your demolisher. After the first round with the nav token you can move your demolisher 1-4 and turn 90 degrees any turn that you choose to set up your arcs.

I am still torn between using APTs vs ACMs.

How does this look?

Ozzel and the Black Dice Mk.II

Faction: Galactic Empire

Points: 386/400

Commander: Admiral Ozzel

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)

- Admiral Ozzel ( 20 points)

- Relentless ( 3 points)

- Flight Controllers ( 6 points)

- Boosted Comms ( 4 points)

- XI7 Turbolasers ( 6 points)

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Expanded Launchers ( 13 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)

1 "Howlrunner" ( 16 points)

3 TIE Fighter Squadrons ( 24 points)

Fleet created with Armada Warlords

Edited by Sanguinary Dan

Looks better.

If you are running Precision Strike (or want it as an easy out when you're picking enemy objectives), I'd strongly consider replacing the Expanded Launchers on Demolisher with APTs*. You could spend the freed-up points on an Intel Officer (somewhere) or another TIE or converting a TIE to Mauler Mithel or upgrading to an ISD-II or whatevs.

I still feel like I'd like more TIEs in the fleet than 4 (given the ISD is a huge juicy target) but if you think it will work for you, don't let me tell you otherwise.

*I know we talked about it a bit earlier and you don't have the 3rd APTs. Can you proxy? You amenable to buying a 3rd one on eBay?

I just bought a second one on eBay and am not looking to buy a third. I can probably proxy now that our Spring League (second place!) is over.

I'll certainly use the saved points for adding Mauler back into the mix. He does some impressive work. Or I could reduce the Initiative bid a little and replace one of the TIEs with Dengar. He's got swarm so he works well with Howlrunner.

Final pass? Could be... ;)

Ozzel and the Black Dice Mk.III

Author: SanguinaryDan

Faction: Galactic Empire

Points: 385/400

Commander: Admiral Ozzel

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)

- Admiral Ozzel ( 20 points)

- Relentless ( 3 points)

- Flight Controllers ( 6 points)

- Boosted Comms ( 4 points)

- XI7 Turbolasers ( 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)

1 "Howlrunner" ( 16 points)

1 "Mauler" Mithel ( 15 points)

2 TIE Fighter Squadrons ( 16 points)

Edited by Sanguinary Dan