Fast ships and Rogues

By TheEasternKing, in Star Wars: Armada Fleet Builds

Just a concept build I have been playing around with. Two variations, any feedback would be appreciated.

Fleet One : (380pts)

Gladiator I : Intel Officer : Ordnance Experts : Engine Techs : ACM : Demolisher (92pts)

Raider I : Ordnance Experts : APT (53pts)

Raider I : Ordnance Experts : APT (53pts)

Raider I : Admiral Screed (70pts)

Aggressor Assault Fighter x7 (16/112pts)

Fleet Two : (378pts)

Raider I : Intel Officer : Ordnance Experts : ACM (62pts)

Raider I : Intel Officer : Ordnance Experts : ACM (62pts)

Raider I : Intel Officer : Ordnance Experts : ACM (62pts)

Raider I Admiral Ozzel (64pts)

Aggressor Assault Fighter x8 (16/128pts)

Not really thought about objectives yet, but the basic idea is very fast, very maneuverable ships, and either 7 or 8 rogue squadrons that get 4 blue vrs squadrons, and a black dice vrs ships, them having rogue means they aren't relying on a carrier to keep them in the game, thus fitting in with the concept of things flying around across the game board (instead of the standard keep your ships near each other.)

I run a bunch of YT-2400's with my CR-90 swarms following the same basic logic.

one thing this fleet could do is run a squadron command here and there even though everything has rogue.

I usually run rebs and yt2400s alot. Ive found that often a cr90 with a squadron command can get a yt in place to force other squadrons off of a bombing run, or even dealing the softening blow before i could hit it with my ship. I see this being a concept that would probably surprise your opponent significantly and may give you an upper hand.

I would also consider putting montifferat on your flag raider to help keep the damage down.

I've been running a 5 Raider fleet with rogues for a while now and it is a very fun and effective, once you get used to it, fleet to play. As for your fleets I would recommend dropping an Aggressor for Dengar. You don't need him to fight but you do need him to ensure your other squadrons can do what they need to do, and he enhances counter fire so that is another plus. The first fleet looks pretty decent but I do not see the need for the single intel officer and Imho Ozzel works better than Screed due to his added maneuverability. Fleet 2 has too many upgrades on the Raiders, just Ordnance Experts is fine, so dropping some can get you another ship which, for a fleet containing nothing but paper ships, is a must. Last, I think Firesprays would be better than Aggressors. You already have 2 black flack from the Raiders so some patience and proper squadron decoy/placement should see you win most squadron engagements.

As for missions, I play a 400 pt fleet and want to go second so this is coming from that perspective, So, if you do choose to go second this is what I recommend: Precision Strike, Superior Position, and Fire Lanes. All of the missions can supply points extra points and take advantage of the Raiders maneuverability. Precision Strike allows you to ram a ship and then use squadrons (bombers?) to get extra points. Superior Positions is a no-brainer. Fire Lanes is oddly effective because it can force your opponent into your firing ranges or split their fleet up.

Hope any of this helps.

I'd suggest that if you wanted a non rogue squadron the screed raider can be used to activate them.

I tend to run luke/wedge/tycho when i go with rogues as they offer something useful. Not quite sure imperials have the same type of ace though.

Thanks for the replies, some ideas to incorporate.

I doubt I'll get to try this for some time, me and my friends have been that busy lately our game opportunitys have been few and far between, I think the next time I'll get to play is a Regional in may, and that is no place for an experimental fleet build.