Theorycrafting - The Lonely Imperial

By Drakeheart, in Star Wars: Armada Fleet Builds

The Lonely Imperial

Faction: Galactic Empire

Points: 289/300

Commander: Admiral Motti

Assault Objective: Precision Strike

Defense Objective: Hyperspace Assault

Navigation Objective: Superior Positions

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

- Admiral Motti ( 24 points)

- Devastator ( 10 points)

- Admiral Chiraneau ( 10 points)

- Gunnery Team ( 7 points)

- Expanded Hangar Bay ( 5 points)

- Boosted Comms ( 4 points)

- H9 Turbolasers ( 8 points)

- SW 7 Ion Batteries ( 5 points)

1 Major Rhymer ( 16 points)

2 TIE Bomber Squadrons ( 18 points)

2 TIE Advanced Squadrons ( 24 points)

6 TIE Fighter Squadrons ( 48 points)

Fleet created with Armada Warlords

Foreword: I have not played a single minute of SW:A (as much as I want to)

The design for this fleet is obviously TIE-based. It relies on the 5-squad activation from the ISD to readjust quickly, and when it's time to drop the hammer, to fling Rhymer and friends across the board and into the face of the whatever Capital ship needs some black dice shoved up it's pipe.

Motti is used to increase the survivability of the lone ISD, with Ion and Turbolaser upgrades to improve consistancy of damage output.

The remaining TIEs are intended as flak and opportunistic hunters, screening enemy squadrons, and taking pot shots at passing Capitol ships.

For 300 points your fighter complement is illegal. You can only have 100 pts (1/3) as fighters. Drop a TIE and your good (8 pts). As for the destroyer, I'd drop devastator (10 pts) and expanded hangers (5 pts). So now you have 34 points to work with, upgrade to an ISD2 with ECM and relentless, 14 points left and honestly no good place to put them.

Sice you have a single ship you want the best protection and better ranged weaponry. Yes this cuts down on your squadron control, but the better protection and weaponry is worth it.